Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - sycspysycspy

Pages: 1 2 [3] 4 5 ... 13
31
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: April 22, 2021, 02:06:26 AM »
Take you time, i just want to be sure this mod is not abandoned. Its one of "basic" ones for me.

There's a hidden rule/fact in this forum, whenever someone ask "when", the release date is automatically postponed for anohter week.  :-X

32
Bug Reports & Support / Re: Sound issue on non-main stream resolution
« on: April 12, 2021, 03:54:34 AM »
Ah - past a certain range sound is "too far" and just doesn't play, yeah. It's based on the distance from the center of the screen; around 1800 "pixels" at the default zoom level for destroyers and frigates. So I guess that'd feel like right around the size you're describing if zoomed out a bit.
However sometimes the ship I piloted would stuck in the cast away area if I get cornered or I try to corner an enmey and the screen don't seem to pan to the left or right side any further, I could not hear myself. I went through the settings config file and couldn't find anything related to the sound range you mentioned, maybe in the next version you can make it a configurable varible or make the range bind to the widest or highest screen resolution.

33
Bug Reports & Support / Sound issue on non-main stream resolution
« on: April 10, 2021, 07:20:55 AM »
I have an ultra wide monitor with the resolution of 2560*1080 and I noticed that there's only sound in an 1920*1080 area if a ship is outside that area, there's no sound.

34
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: April 05, 2021, 09:26:22 PM »
Wow, Thank you so much for this! And guys who help this topic to get pinned at top!

Sorry for being an ass abandon the half baked translation. I'd like to work on the new 0.95 version.  ;)

35
Discussions / Re: Any mod of Subverse in development?
« on: March 29, 2021, 05:36:23 PM »
How easy is it to mod Subverse in the first place?
Modding Subverse is nearly impossible as 80% of the content is CG. But it could be nice to have a starsector mod inspired by Subverse.

36
Discussions / Any mod of Subverse in development?
« on: March 29, 2021, 06:10:36 AM »
It's not my type of game, but the portraits are really nice. ;D

37
Otherwise D-mod would become a buff for the non combat ship until one day you had to escape a battle with it.

38
Mods / Re: [0.8a] Safety Override for capital ships v1.0.1
« on: July 19, 2017, 09:20:50 PM »
I get you are referencing the mod, but What exactly is happening here? (besides you shooting the onslaught in the rear). Looks interesting  ;D
You can tell from those weapon circles, they are so small for a battleship esp for the main gun

39
Suggestions / Re: Mod Section Date format poll
« on: July 19, 2017, 09:05:33 PM »
I think one day we will have a mod manager to help everyone to sort things out and get to play a mod in a much easier way.
I believe someone has been working on it. :D

40
Suggestions / Re: Mod Section Date format poll
« on: July 19, 2017, 09:01:49 PM »
At this moment we have yyyy-mm-dd (14 votes) and dd/mm/yyyy(7 votes) as the most voted options. Should I shrink the poll options? Only keep this 2?

P.S. :Ah, never mind just realized that you could only add options.

41
Suggestions / Mod Section Date format poll
« on: July 13, 2017, 08:19:05 PM »
Let's find a date format that most people would agree on. Hope the moders would follow the "standard format" in the future.
The options refer to https://www.w3schools.com/sql/func_convert.asp.
If you have a better idea please write in the reply.

42
Suggestions / Re: Regarding the Date format at the mod section
« on: July 13, 2017, 08:08:25 PM »
Should we have a poll and see what is the most accepted format that most people would agree on?

43
Suggestions / Re: Regarding the Date format at the mod section
« on: July 13, 2017, 04:10:42 AM »
Could we all use the same date format? Let's say dd-MMM-yyyy?

ISO 8601 would be the correct choice;  YYYY-MM-DD.

Yeah whatever, just come up with a single standard. So that I don't have to guess if a mod has been updated by guessing what the author's date format.

44
Suggestions / Regarding the Date format at the mod section
« on: July 12, 2017, 07:58:21 PM »
Could we all use the same date format? Let's say dd-MMM-yyyy?

45
Mods / Re: [0.81a][UTILITY] Starsector FX 3a (and example mods!)
« on: June 22, 2017, 10:38:22 PM »
6.  The FX system comes with two example projects:
  A.  A system for dealing with muzzle flashes and explosions, reducing the particles running in the game engine while also looking better.
  B.  A system for dealing with Fighter and Missile Engines that substantially improves the performance of large battles by replacing Alex's EngineAPI graphical system with something simpler.

This may be a stupid question:
In most games lightning effects are gpu hungry and barely affect the cpu. I was under the impression that Starsector is rather cpu intensive. So what I want to ask is: does this mod still help performance if one is heavily cpu bound?




Why don't you try it and see how the performance really is before and after rather than making a guess?

Pages: 1 2 [3] 4 5 ... 13