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Messages - Midnight Kitsune

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1
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 10, 2024, 02:50:50 PM »
Do you think that you could rig up the autosave to give a warning/ notification to save if autosave is turned off? I ask because I assume that autosaving still freezes the game like normal and some people, especially when heavily modded, might not want their game to freeze up for the saves "randomly" but still want the reminder to save every once in awhile.

Also, do you think you could add a way, like a keybind, to force an autosave? IE you are running with autosave off but you don't want to go through the hassle of a manual save and or you don't want to overwrite your last quicksave

2
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: February 03, 2024, 06:14:34 PM »
"Life is hard" is kind of an understatement for what he is going through right now and freelance work along and other things that help keep everything afloat are rightly more important that his modding right now. But I do know he does get work done on it time to time. It is just that said time is very VERY limited these days due to him being so busy with caretaking of his elderly mother.

3
General Discussion / Re: Modding help for a newbie
« on: August 08, 2023, 04:22:48 PM »
Your best bet would be to join the Discord server here: https://discord.gg/a8AWVcPCPr
Many of the big modders are there and I know that they should be able to help you out with your modding issues

4
General Discussion / Re: Steam deck eligibility
« on: August 08, 2023, 04:19:02 PM »
Has anyone tried it on a steam deck yet? I'm wondering if it'll be worth a try or how difficult / finicky the key bindings are.

Obviously one advantage of a game released on Steam is you get pretty good community control bindings, but with it being non steam, is it viable?
I think the biggest issue getting it to run well. Controls really shouldn't be too much of an issue. I've used a 360 controller to play SS before via Joy2Key before and that wasn't too bad. And the Deck has several more buttons, plus many ways to use the pads as well

Sadly the GPU and CPU brand of the Deck (AMD) doesn't work all that well SS. Neither does their More Cores = Better stance on CPUs as SS is mostly bound to a single core. And mods would just exasperate all these issues too...

5
General Discussion / Re: Combat in this game is frustrating
« on: June 18, 2023, 04:06:10 PM »
As someone that has played SS and shooters with a trackpad for years, I would highly suggest getting a real mouse for it as the garage "Unified" track pad system that Apple has, and sadly others have adopted as well, is unfit for this kind of game. You NEED dedicated mouse buttons for this game if you want to play it with a trackpad.

Another thing you can do is slow the combat down via the settings file or by the Speed Up mod

6
General Discussion / Re: Expectations for 1.0
« on: June 09, 2023, 04:17:03 PM »
Honestly, just start implementing many of the mods into the base game. Remove the memes, the bloat, and polish the rest. This would get nearly the game to nearly its full functionality. The storylines can all just be expansions.
Maybe the "sprit" of some mods, sure (Like what Alex did with the current update and Smods and the mod Better Deserved S Mods)
But with the content mods like the faction mods? HIGHLY doubt that will happen. I've read about indie devs that do  this and it always ends up not worth it for anyone. The devs have new "foreign" code to worry about and the modders lose creative control over their own mod. Plus all the LEGAL paperwork as well....

7
General Discussion / Re: Why no Steam?
« on: June 09, 2023, 04:08:00 PM »
Also, you get ONE shot at Steam and Alex, AFAIK, wants to make sure that he gets said shot right.
But Steam isn't all sunshine and rainbows either. I know Alex has expressed some hesitance in the past about putting SS on there for other reasons besides just the "one shot" nature of it. Some of his comments here: https://fractalsoftworks.com/forum/index.php?topic=15344.msg248009#msg248009

Imagine mods get workshopped, also all shipgirls on the illustration page, a man can dream.
To quote a famous modder, "The Workshop is only good for hat mods"
IE mods that be quickly and easily swapped in and out without risk of nuking saves, especially with mod auto updates... Imagine losing several or tens of hours of progress because a single mod updated and nuked your save... Not good!
SS would need a massive overhaul for the Workshop to work well and that doesn't even include the Content ownership issues that many modders have brought up about it.

8
Suggestions / Re: [UI] Improving the save-system - 2nd try
« on: June 05, 2023, 05:31:10 PM »
Add to that the ability to scroll the mods list in saves

9
General Discussion / Re: Action slowdown.
« on: June 05, 2023, 04:27:49 PM »
If the combat is too high speed for you, you can actually slow it down via changing the number on the line ("combatSpeedMult":1f,) in the settings.json file located in "...\Fractal Softworks\Starsector\starsector-core\data\config" This file can be opened with a simple text editor but ALWAYS make backups first!
That 1 is the combat speed. Think of it like a percentage, with 1 being 100% of the normal combat speed. Setting it to 0.75 or 0.5 might help you but be warned it might make some larger ships a pain to fly with how slow they are.

10
General Discussion / Re: How is it done?
« on: June 05, 2023, 03:56:00 PM »
If you still need help with it I've made a short video with an input display in which I strafe around an enemy to get to their engines. I try to keep just at the range so that my main guns can hit but also so I can retreat and vent easily. Hope this helps.



Holding shift keeps your ship pointed towards your mouse cursor and causes A and D to make your ship strafe instead of rotate. I keep shift held for most of the battle.
You can also invert this behavior in the settings menu so that by default your ship points towards your cursor and the A and D keys strafe

11
Discussions / Re: Save Gone
« on: May 14, 2023, 01:47:55 PM »
What did the error log say?
Also, TBH this should be posted in the modded bug reports section, not here

12
Suggestions / Re: default altMouseMoveToMassTransfer to true
« on: May 14, 2023, 01:45:48 PM »
I also never witnessed an issue with that, and I can't imagine playing without it. So if the alt key is the problem, can we put the thing on another key? Or could this issue even somehow be resolved so the few bugs that could happen, just don't. It's kinda weird teaching new players to fiddle with the game's files just so they can have a comfortable experience and not get carpal tunnel from selling/storing cargo.
Agreed, especially with some people equating that to cheating... >.<

13
Suggestions / Re: default altMouseMoveToMassTransfer to true
« on: May 14, 2023, 01:35:38 PM »
(It's off by default because it can, rather annoyingly, trigger cargo transfer while you're alt-tabbing.)
I've never had this issue Alex and I've had it enabled from the first time you added it. And I alt tab a ton too. Could it at the very least be moved to the settings menu? With a note/ tooltip saying that it is disable be default because of that issue?

14
Suggestions / Re: bring back crew experience + maybe crew capture
« on: May 14, 2023, 01:28:28 PM »
TBH, this sounds like an even bigger complicated cluster**** than what the old Crew XP system was. And that was removed due to the because it was a mess of both code and gameplay, what with having to play ship Tetris to get the higher level crew where you wanted them. Throw in the fact that that you want to make a skill be needed for both giving them their CR boost AND boosting their money needed, and I can see that leading to confused newbies and needless bug reports...

15
General Discussion / Re: Do you like traveling in the hyperspace?
« on: May 09, 2023, 06:24:29 PM »
i like riding the storms and think theyre neat
but slipstreams are a chore and i hate them with burning passion
This is my feeling as well. HOWEVER, I haven't played the new patch yet and thus I haven't experienced the new features and event buffs. Hell, I never even knew that sensor ghosts (supposedly) had a bar event tied to them until a few weeks ago!
The results so far are just sooo perfectly Gaussian distributed...
I answered yes and no because some things I like/ don't mind and other things I don't like at all

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