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Messages - Flare

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31
Exploring the outer systems and I came upon this in a dual star system:

https://imgur.com/a/k5pe3Rl

A whole bunch of remnant patrols stuck orbiting(?) inside a remnant station. Not running or anything when the player fleet comes near.

I'm using a mod that adds more hostiles in the unexplored regions if that helps.

32
I've made some changes in the strategic layer like number of officers, planets, and increases and decreases in the cost of some hullmods, and the speed of fleets, but other than that I have not modified anything else that would produce widespread changes in combat.

I've narrowed the problem a bit further.
I've turned off all the mods except for this one and the required libs.
I've used only the vanilla Gemini freighter carrier for the firebird bomber wings with the fighter swift burst launchers.
I've also tried each of the four lines in behaviorSpec one by one.

And the problem seems to be isolated to this line:

"splitSound":"hurricane_mirv_fire",

As in adding just this line to the behaviorSpec of the proj file will stop the error and crashing from coming up. Tried checking off the sound in the pre-screen and it still stuffed up.

Maybe it's the audio drivers hiccuping? Anyways, I've managed to stop the crashes so it's not that big of a problem, but I'm just going to post the information here in case someone else encounters the error.

Edit: Here's something interesting. Happened for the Junk Pirate Grapeshot too :o. Gonna test them all.

33
Arsenal Expansion 1.5
Common Radar
Disassembly Reassembly
GraphicsLib
JP_RC
Kadur Remnant
LazyLib
MagicLib
Mayasuran Navy
ORA
Shadowyards
SkillUP
SpeedUp
VersionChecker

Edit: My hypothesis is that the speed up mod might be messing up with the mirv due to this
(canSplitEarly":true,)

I crashed again, and I suspect it might have to do with the fighter version that I did not change.

34
More information on the swift burst launcher: The initial missile comes out fine,. The moment the missile pops and spawns multiple missiles is when the crash happens.

Update: I fixed the issue.

The dara_swift_mirv.proj was missing a few lines in the behaviorSpec that I copied from the type_1_mirv.proj of the hurricane missile.

It was originally this:

Code
	"behaviorSpec":{"behavior":"MIRV",
"splitRange":600,
"minTimeToSplit":1,
"numShots":6,
"damage":250,
"impact":15,
"emp":0,
"damageType":HIGH_EXPLOSIVE,
"hitpoints":80,
"arc":180,
"evenSpread":false,
"spreadSpeed":250,
"projectileSpec":"dara_swift_srm",
#"emptySpec":"type_1_mirv_empty",
"smokeSpec":{"particleSizeMin":10.0,
"particleSizeRange":15.0,
"cloudParticleCount":8,
"cloudDuration":1.0,
"cloudRadius":16.0,
"blowbackParticleCount":0,
"blowbackDuration":0,
"blowbackLength":0,
"blowbackSpread":0,
"particleColor":[175,100,50,200]}
}

This is the working version. The lines with the tic-tac-toe symbols after them are the new ones:

Code
	"behaviorSpec":{"behavior":"MIRV",
"splitRange":600,
"minTimeToSplit":1,
"canSplitEarly":true, ##
"splitSound":"hurricane_mirv_fire",##
"numShots":6,
"damage":250,
"impact":15,
"emp":0,
"damageType":HIGH_EXPLOSIVE,
"hitpoints":80,
"arc":180,
"arcOffset":180,[/b]  ##
"evenSpread":false,
"spreadSpeed":250,
"spreadSpeedRange":50,  ##
"projectileSpec":"dara_swift_srm",
#"emptySpec":"type_1_mirv_empty",
"smokeSpec":{"particleSizeMin":10.0,
"particleSizeRange":15.0,
"cloudParticleCount":8,
"cloudDuration":1.0,
"cloudRadius":16.0,
"blowbackParticleCount":0,
"blowbackDuration":0,
"blowbackLength":0,
"blowbackSpread":0,
"particleColor":[175,100,50,200]}
}

Are all those line required to make the mirv work? Probably not, but I'm not going to spend more time to test it.

35
Great mod, really adds flavor for pirates and existing factions.

But the Swift Burst Launcher for me have been causing my game to crash recently. Just confirmed with the scenario in the test mission. Is this happening for anyone else? If not, maybe I should redownload.

I have the latest version 1.6.0, as well as the most up to date lazylib as well.

Code
1135163 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

36
Modding / Re: [0.8.1a] The Mayorate 0.10.3
« on: August 27, 2018, 12:56:55 AM »
Hey! Aren't you that guy that makes those overpowered builds on From the Depths tournaments?

Anyway, I'm giving this a spin tonight.

37
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: June 10, 2018, 08:23:35 PM »
Is there a way to edit or move the Autoforge to an uninhabited planet? Currently it hangs around in the Corvus system.

I think so.

In the file "omnifac_settings.json"

Found in:       Starsector\mods\Omnifactory\data\config\omnifactory\omnifac_settings.json

There's two lines found at the very top:

Quote
   "targetSystem":"corvus", # If invalid a randoms system will be chosen.
    "targetPlanet":"jangala", # If invalid a crash will occur.

So probably just change that. This probably has to be done before you start the game though. So you gotta know where you're going to want it beforehand.

Edit: Holy cow, didn't notice the time stamps.

38
Mods / Re: [0.8.1a] The Thule Legacy v0.1.9
« on: December 29, 2017, 05:22:12 PM »
Hey guys,
Sorry for the late reply. Version 0.1.9 is up and running. The crash problem should be fixed now.
Further balancing will come up in an update later, as I'm busy with work.


Gave this a spin. From a brief look at the stats, it looks like you gave the ships some shields as well as the other changes?

Aside from that, I've never had the crash bug, although the same problems with only limited ships appearing in the market places still exist. Fighters are also really rare, but not nonexistent. Perhaps finding around one per several hours or so.

Edit: The Cr %/day column of the ship_data .csv file are set to 0. This causes the ships to never ever regain CR, even the repair option in friendly ports is missing.

Edit 2: Starting screen can crash if it randomly picks a thule viking_HC to spawn since the hull doesn't exist I think.

39
Mods / Re: [0.8.1a] The Thule Legacy v0.1.8
« on: November 08, 2017, 07:38:02 PM »
I gave this a whirl for old time's sake, and I gotta say that it's still pretty good. They're pretty balanced on the lower side of performance if only because they're so slow and have no shields. But the Viking II puts up a very good fight with its 3 fighter bays.

One thing I've noticed when playing with Exelerin is that some of the hulls are missing from the original starting market places in the Heindall system. Only the two viking frigates and the Monarch are showing up in the marketplaces. I've taken a look into the files but I have yet to find a reason why. The problem might be due to the limited number of market places perhaps, and capturing a new planet that has different variables than the ones in the home system might help.

Edit: Noticed some of the ships are not regenerating CR. Normally this wouldn't be a problem as the Thule ships don't lose CR when deployed, but when they take damage, or are refitted in the field, or anything else lowers the CR, there is no way to get it back as far as I'm able to discover.

In order to change it back, some values have to be entered into the "cr % daily" column in the ship_data.csv file.

40
General Discussion / Re: A Sad Day for a Craptop User
« on: June 30, 2017, 10:07:45 PM »
Generally speaking, refractoring (making things run faster by making code more efficient) comes near the end of development so not to waste effort.
Actually, Alex just did a large optimization pass but due to all the extra content, the gains were mostly negated in my eyes

Yeah, having an open beta is going to put some pressure on optimization on making the game playable on a wider range of computers and optimization will have benefits earlier, that being said, unless I missed something a lot of refactoring may still take place near the end of the beta.

What settings have you tried, Achataeon? I have a potato laptop I play Starsector on, and I do certain things to maintain a higher FPS.

41
General Discussion / Re: A Sad Day for a Craptop User
« on: June 30, 2017, 01:24:09 PM »
Generally speaking, refractoring (making things run faster by making code more efficient) comes near the end of development so not to waste effort.

42
General Discussion / Re: Anti-Fighter Tactics and Strategies
« on: May 06, 2017, 04:42:58 AM »
I generally ball up my ships so that fighters that dare fly an attack-run on the outermost ships finds themselves in the middle of a PD shootout.

43
I took a mission to run a analystic package on a derelict ship in one of the far out systems (Ipos).

Yet there doesn't seem to be a derelict ship there at all.

In fact I remember this mission quite well because this is the third time I took this mission to search for something in the Ipos system. The first time was the exact same mission object, a derelict ship as well.

Could it be the case that one of the AI salvaging fleets junked it during the first time and the game still thinks it exists?

I had something like this happen as well in another system. I was tasked to run the package on an orbital habitat, which I found, yet the option to run the diagnostic equipment did not show up as an option.

All three times I cheated within the last 40 days by setting my base sensor range into 30000 and doing wide loops around the system yet nothing resembling the marks show up.

Both times the rough location stated that it was "at the heart of Ipos". Perhaps it was in the sun :O?!

44
General Discussion / Re: Anyone have .5a RC3?
« on: January 17, 2017, 12:48:53 PM »
Might want to run it on a virtual machine.

45
The ability to toggle time compression so I do not have to keep my finger on the shift key for the majority of the time getting from A to B.

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