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Messages - LB

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46
Bug Reports & Support / Re: Save files are oddly difficult to delete
« on: September 07, 2014, 11:32:11 PM »
I also thought it was an explorer bug, but I generated a few dummy .xml files of similar size, and they didn't suffer any issues. Other large files also delete fine, and file attributes seem normal.

47
Bug Reports & Support / Save files are oddly difficult to delete
« on: September 07, 2014, 08:49:08 PM »
I'm finding it hard to believe that this problem could be Starsector-specific, but I've experienced it exclusively with Starsector files on different installs of Win7 across different hard drives, so perhaps it's worth a report.

When attempting to delete certain save folders, the OS delete dialog takes an inordinately long time to appear, sometimes over a minute. When trying to delete multiple save folders, sometimes the file manager will just hang indefinitely. Some save folders can be deleted normally, but I can't spot any pattern in the affected ones. Going into the affected folders and deleting each file individually usually works, although the delete dialog will still be slow (~20-30s) to appear for campaign.xml and campaign.xml.bak. Sometimes deleting the individual files causes a hang too.

Other large files unrelated to Starsector don't behave oddly.

As a side issue, starsector.exe will no longer start. Using starsector.bat to launch still works.

48
Yeah, I went back and played some more, and the primary issue with Aukes missiles is that incredibly short fuel timer. They'll fire at decently long range, but the missiles will burn out and be considered hostile even within range of PD from your own line of ships, to say nothing of becoming mobile hazards for your own ships.

49
Perhaps this is intended, but the two battlecruisers make almost brokenly excellent missile ships, since they have so many universal slots of every size. Missiles are pretty much straight-up better than guns in those slots due to the poor coverage angles. They've even got built-in PD so you can really get away with mounting nothing but missiles. Batavian Rocket Storage and Extended Missile Racks also stack, so you can mount high-firerate missiles and really vomit them all over the place. Maybe eventually we'll get a slot type that allows ballistic and energy, but not missiles?

The Aukes Missile System is also pretty worthless due to its apparently very poor range and low fuel, causing the missiles to burn out too early and destroy my own ships from behind. The way they maneuver also looks really wonky, but I can't quite put my finger on it. They look like jetskis fishtailing in water rather than missiles with engines tracing out curves, or something like that. Perhaps that's really how they'd maneuver in space, but it doesn't fit very well.

It would also be great if you changed the descriptions (and added some numbers) to explain what exactly each Batavian hullmod does. The fire ship hullmod is particularly egregious since I can't even begin to guess what exactly it's doing for my offensive capabilities in return for making the ship really fragile.

Posts on page 13 of thread noted, but the tooltips are still inconvenient.

50
...Wouldn't returning an empty string be much more reasonable than returning null?

51
I've been getting the following regularly, every 5-10 minutes:
Code
1988280 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.blackrock.BRSpawnPoint.rndSystem(BRSpawnPoint.java:67)
at data.scripts.world.blackrock.BRSpawnPoint.spawnFleet(BRSpawnPoint.java:43)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:63)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:46)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Code
StarSystemAPI rnd = Global.getSector().getStarSystems().get((int) ((float) Global.getSector().getStarSystems().size() * (float) Math.random()));
in BRSpawnPoint.rndSystem() is assigning an invalid system, apparently? Error is on the next line,
Code
if (rnd.getStar().getName().equals("Gneiss"))
I'm using the modified JAR provided by Starsector+.

It's always Blackrock every time causing this, which seems a little odd because probably at least one other mod I have installed should have a similar random system selection somewhere.

I've noticed when using the console addon that in the system list (when entering "jump" with no arguments) there's one with a blank name listed between Neutrino's Corona Australis and Nihil's Noll system, so it looks like "... Corona Australis,  , Noll, ...". Occasionally I also get things like "The pirates have formed a horde and are pillaging  system!", but it doesn't cause the game to crash. I haven't gotten around to isolating exactly which mod is adding that blank system. Related, perhaps?

This forum has a marquee tag? What is this, 1996?

52
Mods / Re: Diable Avionics (v. 0.5f)
« on: August 15, 2014, 03:51:59 PM »
Looking good, I'd be pretty interested in playing some missile-heavy fleets.

But actually, I posted because that avatar is from Hammerfight, isn't it?

53
Getting the following error on leaving a space station:

Code
453125 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.variants.SSP_RandomizerTester.advance(SSP_RandomizerTester.java:35)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

After some testing, it seems to crash on the next unpaused frame after acquiring a Blackrock fighter wing of any kind.

54
Mods / Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7b
« on: August 13, 2014, 08:19:37 PM »
It still crashes because ms_potniaBis_Hull is still referred to in data\scripts\world\anar\SHIConvoySpawnPoint.java. I recompiled it (thanks for including the source, that's pretty cool) and repacked the jar, but you might want to fix that.

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