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Author Topic: [0.9.1a] Galaxy Tigers faction (v1.4.4) - Not The End Yet  (Read 39298 times)

Alluvian

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #30 on: April 17, 2020, 02:02:11 PM »

I really like the sound of this mod, but when I activate it my whole game starts to chug, and my idle % is stuck at 0. Even with all other ship packs disabled (main mods enabled being Nex and Grand Sector) it still is around 45 fps normal and 20 fps when doing the campaign speed up.

Is there any way to find out why it is happening, like a log file? It isn't crashing which is why I'm stumped.

Computer specs should be fine (CPU 8700K, RAM 32G/8 allocated, GPU 1080ti, m.2 SSD)

Quite fond of this mod. Unfortunately, like Lerzan, I encounter a severe performance issue with the latest version of Galaxy Tigers. I usually run with approx. 50 mods active, and range between 40-60 FPS depending on circumstances & levels of fleet activity in-system and in hyperspace.

However, with the latest version of Galaxy Tigers, I have 5-11 FPS at the start of the game. I also tried a side-by-side comparison with the prior version of Galaxy Tigers, and had no performance issues (40-50+ FPS). This performance problem is persistent, and very quickly remains in the single digits (3-7 FPS on average).
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Lerzan

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #31 on: April 17, 2020, 02:09:54 PM »

That's probably Grand Sector, which is known to be a resource hog, as is Adjusted Sector; more stuff on the hyperspace map is going to demand more from your system, it's just the way it works. The campaign game is optimized for a certain size, exceed it, and it gets demanding real fast.

Nothing to do with faction mods!

I should have mentioned that without the mod, I have a solid 60fps with approximately 50-60% idle percentage, with a good dozen faction mods but when adding GT it then tanks the fps even when I remove the other faction mods.

I'll try a previous version if possible, as the post by Alluvian says that was better for them.
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KnightOfTigers

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #32 on: April 17, 2020, 11:04:40 PM »

First of all, let me thank both of you for reporting this issue. From what you're saying, this happens only on the campaign side, so I may know where this come from.

Let me know if this also happens during battles!
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Lerzan

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #33 on: April 18, 2020, 01:34:09 AM »

As far as I could tell, it only happened on the campaign map (in a system or hyperspace), when in any menu or docked with something the fps jumps back up to 60fps with 70ish idle percent and when in a medium sized battle it was at 60fps and 85 idle percent.

Hopefully this information is somewhat useful!
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KnightOfTigers

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #34 on: April 18, 2020, 01:39:09 AM »

It's indeed helpful, I guess I've got my hands down the problem. The thing I've tested seems to improve the performances on the campaign map, so I'll upload an update soon.
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KnightOfTigers

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #35 on: April 18, 2020, 02:14:29 AM »

Update 1.3.1!

Save compatible if you updated to 1.3.0 before

Changelog :
- The performance issue that occurred when using V1.3.0 of GT should be fixed
- The Wallbrick Gun and Cannon should be used more correctly by the autofit
- Added a faction leader for GT
- Slight sprite rework on the Ethrom (not completely done)
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Lerzan

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Wanted to update now that I've been able to try the new patch, everything is working great and even with a full mod list I'm getting 60fps and good idle percentage. Thank you for the support!
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KnightOfTigers

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Wanted to update now that I've been able to try the new patch, everything is working great and even with a full mod list I'm getting 60fps and good idle percentage. Thank you for the support!

No problem ;)
If you run into another issue, don't hesitate to report it here! ;D
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Alluvian

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.0) : Rising drones from the dead
« Reply #38 on: April 19, 2020, 11:48:40 AM »

Update 1.3.1!

Save compatible if you updated to 1.3.0 before

Changelog :
- The performance issue that occurred when using V1.3.0 of GT should be fixed
- The Wallbrick Gun and Cannon should be used more correctly by the autofit
- Added a faction leader for GT
- Slight sprite rework on the Ethrom (not completely done)

Excellent, quick work on resolving the issue! Really enjoying the new GT Derelicts you have put together thus far. Also happy to see fewer baguettes in pirate fleets on average. While amusing to encounter, the humor is lost a bit when they make up the majority of the large/capital component of pirate fleets.
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Sharkfighter

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Amazing mod, I especially love the GT habitats you can find around the sector.

The battle music is also pretty good, it's a shame more mods don't have stuff like that.
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I tried modding and stayed up till 6 trying to add a fuel ship in the game just for the game to give me an error. I have a new respect for modders now.

KnightOfTigers

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Update 1.3.2!

Save compatible if you updated to 1.3.0 before

Changelog :
- Finished the sprite rework of the Ethrom
- Some ships have now new blinkers. It's useless, but it's pretty
- Fixed the default variant of the Kandorig by giving it actual Annihilators and not the ones for fighters
- Fixed the Tiger's MIRV missiles that would sometimes teleport in a ship if it is too big
- If a Tiger's MIRV missile fails to split after teleporting, it will vanish out of existence while leaving EMP arcs if it goes too far away of its target
- Added a description to the Truck
- Fixed a bug that would occur when trying to mount one of the Drone Support hullmod. If your ship has empty bays, you will now be required to fill them first before mounting the hullmod
- Tweaked the credit values of almost every ships
- Tweaked the credit values of every fighters
- Tweaked the credit values of every weapons
- Made the Wrecked Baguette and the Heron (GT) unavailable. You can still console them into yout fleet in campaign mode
- Nerfed the Arrowtip's Harpoons by giving them less range
- Buffed the Shrapnolt Gun's spread from 45 degrees to 35
- Buffed the Sanctum's spinning shields from 7500 flux to 9000 and from 0.8 efficiency to 0.6
- Atlas Fortress buffs :
   * More overall speed and agility
   * Civilian-Grade hullmod removal
- Nerfed the Mining Bandit's built-in Mining Blaster arc to let it shoot only straight forward
- New ship : The Puma-class artillery carrier. Has a system to switch from carrier to artillery mode
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KnightOfTigers

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Update 1.3.3!

Save compatible if you updated to 1.3.0 before

Changelog :
- The two ships deployed by the Reinforcer will now escort it by default
- Fixed a bug coming from the Drone Support hullmods bugfix of version 1.3.2
- Former Drone Support hullmods names changed :
   * Defender Escort is now known as - Drone Support : Defender Escort
   * Sentry Support is now known as - Drone Support : Pressure Sentry
   * Warden Support is now known as - Drone Support : Polyvalent Warden
- Small overhaul of the Drone Support hullmods :
   * Replacement rate of the generated wings varies depending of hull size (with 100% efficiency)
      -> 10 seconds for capital ships
      -> 20 seconds for cruisers
      -> 40 seconds for destroyers
   * If the ship is a frigate, it will be able to spawn 1 drone only.
   * Sentry and Warden wings mobility buffed
   * Weapons of the Warden wing from the Drone Support : Polyvalent Warden hullmod changed :
      -> Heavy Mauler switched for an Arbalest Autocannon
      -> Micro Bolter switched for a Light Assault Gun
   * Hullmod costs reviewed to take in account the new replacement rates
- New drone hullmods :
   * Drone Support : Sentry Escort
      -> Armed with anti-fighter missiles, a Vulcan Cannon and an Annihilator Rocket Pod
   * Drone Support : Strike Defender
      -> Armed with 2 IR Pulse Lasers and 2 Railguns
   * Drone Support : Brawling Picket
      -> Armed with a Light Mortar, a Light Dual Autocannon and a Wallbrick Gun
   * Drone Support : Picket Escort
      -> Armed with PD weapons
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KnightOfTigers

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.3) - Tournament edition
« Reply #42 on: May 14, 2020, 03:50:24 AM »

Update 1.3.4!

Save compatible if you updated to 1.3.0 before

Changelog :
- Added the hullmods incompatibility to the Drone Support hullmods
- Replaced the Herons (GT) by Pumas in the Nex starting fleets
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KnightOfTigers

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Update 1.3.5!

Save compatible if you updated to 1.3.0 before

Changelog :
- Removed the Heron (GT) from the GT base blueprint pack
- Fixed the hostile GT dialogues
- Fixed a bug that would occur when a Reinforcer would use its ship system under very specific conditions
- New fighter : the Buster B10. Leaves lines of EMP mines behind it, sometimes directly hitting hulls if mines are dropped while the fighter flies over one.
- Arrowtip wing balance :
   * Harpoons and Sabot missiles switched for 2 Toucan Torpedoes (slow but high energy payload)
   * OP cost buffed from 20 to 15
   * Hull integrity nerfed from 550 to 300
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KnightOfTigers

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Re: [0.9.1a] Galaxy Tigers faction (v1.3.6) - Tournament edition
« Reply #44 on: May 20, 2020, 07:40:47 AM »

Update 1.3.6!

Save compatible if you updated to 1.3.0 before

Changelog :
- Finally, the Galaxy Tigers design type has GT's color
- Toucan Torpedo (Single), Asteroid PD System and Patience Minelayer now have descriptions in the codex
- The Toucan Torpedo (Single) can now be mounted on ships
- The Asteroid PD System can now be mounted on ships
- New weapon : Toucan Torpedo Rack. Holds 2 Toucan Torpedoes
- Arrowtip wing balance :
   * Asteroid PD Systems switched for Light Machine Guns
   * The Toucan Torpedoes now fly for 5 seconds instead of 4
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