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

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Messages - Faiter119

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1
I got one of these at Jangala and I couldnt get in with go dark, so I just used a story point to bribe or whatever the patrol around the planet to get in, ezpz

2
0.95a-RC9 - no mods

https://imgur.com/a/wclEgRV

1. Have ship with dmod
2. Open Build in menu
3. Exit Build in menu
4. Dmod can now be removed for free
5. Profit

And yes, the dmod is permanently removed, even after you exit the refit screen. However the ship keeps the (D) tag, though it does nothing


3
General Discussion / Re: Starsector music -- main theme piano arrangement
« on: February 13, 2021, 10:53:05 AM »
Seems the original link was removed somehow but I found it again https://soundcloud.com/stianstark/starsector-piano-theme. Very nice!

4
General Discussion / Re: Why does anyone like these ships?
« on: February 05, 2021, 07:48:32 AM »
I've been using the Shrike in my salvage only playthrough, and I've found it quite strong. It's more like a super-frigate than a destroyer, only costs 8 OP (Mule is 7, Hammerhead is 10, Enforcer is 9), which is pretty good I'd say. It also costs less supplies to field, and I've found it quite potent in taking out frigates and supporting attacks vs more powerful destroyers and cruisers.

Imo it plays a lot like a mini Odyssey

5
Aright, at least you are aware of it, keep up the amazing work Alex :)

6
You are correct, if I pan the camera far enough away the lag goes away.

I also noticed that the lag only appears when the fighters are actively engaging a target, if the system is activated with no ships around it does not seem to impact performance at all.

Further testing revealed that it seems the weapon range of the target ship is what determines when the lag occurs, I tested against a Conquest and an Enforcer, and the lag occurs when the fighters are way further away vs the Conquest, so Im guessing it has something to do with the ship AI, not directly the fighters themselves. The lag also seems to become more severe when multiple ships are fighting the fighters at once, which might back up said theory. Perhaps there is some target priority algorithm / calculation which gets thrown out of wack.

7
Right, I suspect this is Linux / radeon driver specific, I do not recall having this issue on Windows, although it has been a while since I used it.

I mainly encounter this issue when fighting Herons in the campaign, I just used that ship to illustrate the issue in the video.

8
Seems to be the same issue as in this thread: https://fractalsoftworks.com/forum/index.php?topic=16318.msg259642#msg259642

Whenever any ship uses Targeting Feed and potentially other ship systems which influence fighters, the FPS tanks heavily from a solid ~60 to ~5. The lag depends on the number of fighters, I tried it with the Pelagornis class from Missing Ships, and the FPS goes to around 0.5.

I have some mods installed, however I have also observed this issue without mods.

Mods:
- Nexerelin
- Ship/Weapon pack
- Vayra's ship pack
- Missing ships

Operating system is Linux Mint 20. System is I7-377k + R9 390. This could be a Linux specific problem, however I have not tried on Windows.

Video of the FPS drop + system specs: https://streamable.com/y86w4c

Not a huge problem for me, I just avoid using these ships, however probably something to have a look at.

9
Suggestions / Post battle statistics
« on: April 27, 2020, 08:37:07 AM »
Statistics screen after a battle with stats about your fleet in total and for each individual ship.

Some suggestions:
  • damage done (hull/armor/shield)
  • damage absorbed (hull, armor, shield)
  • missiles shot down
  • systems broken (with ion or damage)
  • accuracy of guns / hit percentage of missiles fired
  • damage from each weapon on a ship (detailed breakdown)

This could allow you to better analyze the performance of your ships and refits.

Still loving the game after all these years Alex, keep it up :)

Attachment: UI Proposal for individual ship breakdown.


10
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 24, 2017, 04:42:29 AM »
Gotten back into the game lately and I must say you have come a long way :) I've really enjoyed playing and the world feels very alive.

This patch seems dope Alex keep it up!

11
Discussions / Re: Show Your Face
« on: June 24, 2016, 10:37:54 AM »
4 years since I posted pics in this thread, so time for some new ones!

Spoiler
[close]

Spoiler
[close]

Spoiler
[close]

A lot has changed in those years :)

12
Discussions / Re: Brexit Wins
« on: June 24, 2016, 06:50:09 AM »
I can't see this ending well, but only the future can tell.

I can see the UK dissolving into only England and Wales, and maybe Northern Ireland. Scottland is going to leave for sure, though it might take some time.

Sad to see the future of the youth that voted ~70% for Remain, decided by the generation that won't be alive to see the impact of their decision. All the best to the UK <3

13
Loved Gimbal but sadly only like 2 players at any time :/

Fractured Space is semi-similar except 3D.

14
General Discussion / Re: Officers
« on: November 22, 2015, 09:48:55 AM »
Thanks! Il put my madman agressive officer in som CQC ship when I get one.

Im always around, lurking in the shadows ;) This new update really is a breath of fresh air and renewed my love for the game :)


15
General Discussion / Re: Officers
« on: November 22, 2015, 09:27:36 AM »
Loving the officers so far. The different AIs are very noticable and fun!

The Stable AI in my Wolf is very survivable and handles engagements like a pro, but an Agressive AI got itelf killed in the same ship even against a Cerebus! Not sure if the Agressive AI is just bad for the Wolf or just worse in general? Any ship where the Agressive AI is good?

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