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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Himemiko

Pages: [1] 2 3 4
1
Unfortunately, it seems that the latest Gensoukyou version is not compatible with my system, relying on OpenGL function(s) that aren't implemented. I doubt there's much you can do about this, but I will post the crash trace here in case it's useful to someone.

Code
1348481 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
at data.weapons.onHit.FM_Blade_ac_OnHitEffect.onHit(FM_Blade_ac_OnHitEffect.java:41)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Caused by: java.lang.IllegalStateException: Function is not supported
at org.lwjgl.BufferChecks.checkFunctionAddress(BufferChecks.java:58)
at org.lwjgl.opengl.GL30.glGenVertexArrays(GL30.java:1550)
at data.utils.visual.FM_HaloTest.<clinit>(FM_HaloTest.java:79)
... 14 more
This is, if it matters, with all of BoxUtil's in-game settings as set to 'disabled' as they go.
(Also, there appear to be multiple weapons that generate very similar stack traces, such as data.weapons.onHit.FM_SilverOnHitEffect.onHit(FM_SilverOnHitEffect.java:59), for an example. I am not going to be doing exhaustive testing, however.)

issue relayed to the lib author (this should be fixable), what is the GPU you're using for reference?

2
just moused over one of the hullmods, specifically the main hullmod for the cruiser sized carrier, and it crashed my game because the %s variable was missing, is this a mod interaction or a simple mistake in the code?

Spoiler
Code
6888055 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.MissingFormatArgumentException: Format specifier '%s'
java.util.MissingFormatArgumentException: Format specifier '%s'
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at data.hullmods.FantasyBasicMod.addPostDescriptionSection(FantasyBasicMod.java:155)
at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

fixed, my bad.. somehow i merged the original cn description formatting instead of keeping mine

Version T2 is up.

3
new 0.9.1 version up

4
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« on: December 02, 2024, 07:14:55 PM »
Up new version

5
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: July 17, 2024, 05:43:35 PM »
due negligence in my part, fix issue not launching for new user because the new version requires file that only exist on older version of this "mods"
(thanks for the report, idk why i noticed it this slow.. been playing other games lately)

6
Bug Reports & Support (modded) / Re: Error message
« on: June 23, 2024, 05:52:27 PM »
I updated the mod mid run.
thats the cause, the mod is not save-compatible if its updated mid-run

7
Bug Reports & Support (modded) / Re: Error message
« on: June 17, 2024, 06:39:00 PM »
when does this happen?, did you added the mod on mid-run or updated it to newer version?

8
Mods / Re: [0.97] Looted Sector 0.2 Alpha
« on: May 19, 2024, 12:36:21 AM »
boss, we finally managed to fix her.. this time nothing can go wro-

9
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: April 30, 2024, 02:37:20 AM »
R26.4ee contain no Miko_R3.
wdym?, its always on `1. Pick VMParam Size Here` folder.. try redownloading, maybe the zip is corrupted

10
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: April 28, 2024, 05:38:46 PM »
26.4e is up, fix certain mods needing certain modules causing the game not saving

11
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: April 20, 2024, 05:21:46 PM »
Project : Rouge 26.2
Status  : Initializing
Loaded  : Miko_R3
Press any key to continue . . . [0.005s][info][gc] Min heap equals to max heap, disabling ShenandoahUncommit
-XX:AVX3Threshold=0 -XX:-AlignVector -XX:+AlwaysAtomicAccesses -XX:+AlwaysCompileLoopMethods -XX:+AlwaysPreTouch -XX:+AlwaysPreTouchStacks -XX:-BytecodeVerificationLocal -XX:-BytecodeVerificationRemote -XX:CompilerDirectivesFile=..\\mikohime/.rouge_owo -XX:-DebugInlinedCalls -XX:-DebugNonSafepoints -XX:+DisableExplicitGC -XX:-DontCompileHugeMethods -XX:-EnableThreadSMRStatistics -XX:+EnableVectorAggressiveReboxing -XX:+EnableVectorReboxing -XX:+EnableVectorSupport -XX:+EnableX86ECoreOpts -XX:+ErrorLogSecondaryErrorDetails -XX:+ExtensiveErrorReports -XX:IncreaseFirstTierCompileThresholdAt=99 -XX:InitialHeapSize=8589934592 -XX:InterpreterProfilePercentage=99 -XX:LockingMode=2 -XX:MaxGCPauseMillis=10 -XX:MaxHeapSize=8589934592 -XX:MinHeapSize=8589934592 -XX:NmethodSweepActivity=1 -XX:+ParallelRefProcEnabled -XX:PerMethodRecompilationCutoff=100000 -XX:+PrintCodeCache -XX:+PrintCommandLineFlags -XX:ProfileMaturityPercentage=100 -XX:+ReduceAllocationMerges -XX:ReferencesPerThread=0 -XX:ReservedCodeCacheSize=268435456 -XX:+SegmentedCodeCache -XX:ShenandoahAllocationThreshold=85 -XX:ShenandoahGCHeuristics=compact -XX:ShenandoahGCMode=iu -XX:ShenandoahGuaranteedGCInterval=0 -XX:+ShowCodeDetailsInExceptionMessages -XX:+ShowMessageBoxOnError -XX:ThreadPriorityPolicy=1 -XX:ThreadStackSize=4096 -XX:Tier0Delay=1 -XX:Tier0ProfilingStartPercentage=2000 -XX:+TieredCompilation -XX:TieredOldPercentage=10000 -XX:TieredStopAtLevel=4 -XX:TrimNativeHeapInterval=60000 -XX:+UnlockDiagnosticVMOptions -XX:+UnlockExperimentalVMOptions -XX:UseAVX=3 -XX:+UseBMI1Instructions -XX:+UseBMI2Instructions -XX:+UseCLMUL -XX:+UseCMoveUnconditionally -XX:+UseCompressedClassPointers -XX:+UseCompressedOops -XX:-UseCondCardMark -XX:+UseCriticalCompilerThreadPriority -XX:+UseCriticalJavaThreadPriority -XX:-UseDynamicNumberOfCompilerThreads -XX:+UseFMA -XX:+UseFPUForSpilling -XX:+UseFastStosb -XX:+UseFastUnorderedTimeStamps -XX:+UseLargePages -XX:+UseLargePagesIndividualAllocation -XX:UseSSE=4 -XX:+UseSSE42Intrinsics -XX:+UseShenandoahGC -XX:+UseStringDeduplication -XX:+UseUnalignedAccesses -XX:+UseUnalignedLoadStores -XX:+UseVectorCmov -XX:+UseVectorStubs -XX:+UseXMMForArrayCopy -XX:+UseXMMForObjInit -XX:+UseXmmI2D -XX:+UseXmmI2F -XX:-VerifyAdapterCalls -XX:-VerifyMethodHandles -XX:-VerifyReceiverTypes -XX:+ZeroTLAB

OpenJDK 64-Bit Server VM warning: UseAVX=3 is not supported on this CPU, setting it to UseAVX=2
OpenJDK 64-Bit Server VM warning: fast-string operations are not available on this CPU
[80.852s][info][gc] Heuristics ergonomically sets -XX:+ExplicitGCInvokesConcurrent
[80.853s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahImplicitGCInvokesConcurrent
[80.854s][info][gc] Using Shenandoah
[80.855s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahUncommit
[80.857s][info][gc] Heuristics ergonomically sets -XX:+ShenandoahAlwaysClearSoftRefs
[80.857s][info][gc] Heuristics ergonomically sets -XX:ShenandoahImmediateThreshold=100
[80.858s][info][gc] Heuristics ergonomically sets -XX:ShenandoahUncommitDelay=1000
[80.858s][info][gc] Heuristics ergonomically sets -XX:ShenandoahGarbageThreshold=10

I followed the instructions and it seemed to work the first time but now when I try to launch it the console pops up says all of the above and nothing happens.
this is caused by the game waiting the large page available, use the one inside "alternative vmparams" to skip this.

12
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: April 04, 2024, 12:05:58 PM »
Thank you Himemiko, great mod! Works really well.
For the people that like to run the game through steam and use the steam overlay, I have a little guide for you to make that work:

There are two ways to add it to our steam library.
One way is without being able to use the steam overlay and the other way it is usable.

No steam overlay:
Because we are using a .bat file, we can't just add it to steam as a non-steam game. steam only "allows" .exe files to be added as a non-steam game. We can circumvent this quite easily by just adding any random .exe file instead and then changing the target of it to be the Miko_Rouge.bat file. However, doing it like this doesn't allow us to use the steam overlay and everything else that steam has to offer, like its fps counter.
With steam overlay:
In the steam ui:
games -> Add non-steam game -> browse -> "C:\Windows\System32\cmd.exe"
After adding cmd.exe as a game, right click on it and click on properties.
In the properties give it a nice name and give it a picture that you like. You can find the picture that miko uses in: \Starsector\mikohime\ui
Change target to be:
"C:\Windows\System32\cmd.exe" /k DRIVE:\where\starsector\is\installed\Miko_Rouge.bat
for me that would be:
"C:\Windows\System32\cmd.exe" /k C:\games\Starsector\Miko_Rouge.bat
Change start in to be:
DRIVE:\where\starsector\is\installed
for me that would be:
C:\games\Starsector

Now you should be able to run the game with Java 23 and use the steam overlay in-game!

It might be a good idea to add this information to the README file.
Thanks again for the great mod.

Small edit for the people that don't like having the cmd/bat file open in the background (the black box):
Install the Miko_Silent.bat and put it in your starsector folder.
change target to be:
"C:\Windows\System32\cmd.exe" /C DRIVE:\where\starsector\is\installed\Miko_Silent.bat
For me that would be:
"C:\Windows\System32\cmd.exe" /C C:\games\Starsector\Miko_Silent.bat
That is all you have to do.

Tried this however I can no longer get steam remote play to work... Any ideas, Ive been searching and troubleshooting with no luck so far.
it prob didnt catch the java.exe properly and instead take the cmd window as "game", i dont really use remote play to be entirely sure what to suggest



Weird. I've got 32Gb ram but game only starts up with 3GB(for 8gb Ram) preset. Am i missing something or its normal?

did you launcher the game through Miko_Rouge/Miko_Silent?

Yep. Using the Miko_Rouge.bat.
Somehow Managed to start with 6gb preset. It take a while to launch on step ([info][gc] Heuristics ergonomically sets -XX:ShenandoahGarbageThreshold=10) but after that eveyrhing sems normal.
But can't consistently start the game after this(

If it starts, console looks like this
this seems to be just the game waiting the Windows to defrag RAM for Large Page usage, try the preset inside "alternative_vmparams" to skip this and see if that help

Looks like u right!
Anyway thx for the mod! Gameplay experience has been improved drastically.

good to know its just largepage thing.. hope the thing even help any with performance

@Himemiko

Is there a way I can save the modified application to my task bar in windows? I could do it with vanilla but for some reason the option doesn't show up for j23 version. I tried creating a shortcut of the .silent batch and still no option.

Also any suggestions for getting the game to not use my integrated gpu? I'm on a macbook with epu and for some reason both gpus are under load at same time and it's making the game stutter.

Thanks

the LWJGL2 is pretty primitive in term of device selection, you kinda have to force it through some BIOS/Firmware or other way around to make sure the LWJGL2 that game use catch the GPU you want as 1st device in display list.
in other word, i dont know any good solution for this xD

Speaking of output to the console, I've been curious about a few items during boot ever since I started using this. Both are included below.

#1: Uh, my processor (7800X3D) should be able to handle unaligned load/store, and every processor I've used since 2002 has had SSE2 support. Nothing actually seems wrong with the game, but what's going on here? Is this worth sweating over?

#2: Another "huhwhat" moment. I'd think my platform, right about a year old at retail now, would support freaking heap trimming. Again, there doesn't seem to be any kind of performance or compatibility problem, but it's very ???.

These aren't really problems, and I'm curious as to whether they're even worth worrying about, but they did make me raise an eyebrow when I saw them.

#1 this is because Java being funny, whats its trying to say is that Fast String Operation is Supported so it'll disable the SSE2 feature instead of using it. vice-versa if the Fast String Operation isnt supported it'll use that specific SSE2 instruction to do it (its a bit confusing i know but it is what it is)

#2 left-over settings that i didnt remove, i think most Windows installation doesnt allow that at all.. even some Linux Distro dont.. its a bit head scratching thing for sure.. dont mind it

13
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: April 02, 2024, 10:20:54 PM »
Joining the small secret club of campaign layer stuttering. At least I'm (mostly) sure it's GC being performant as lag spikes occur exactly at the time of it being active, but I suspect there is some potential issue somewhere in the mod list and MJ23 is not to blame here. Maybe, I don't know! That's why I'm writing here. Combat layer is out of the question, it works perfectly fine all the time.

What's terrible is that it's not a huge problem and can be "tolerated", but at the same time it drives me crazy because it's the only thing that ruins the overall enjoyment of smooth gameplay.

Notable possible culprits are not in the current mod list: Roider Union, Adjusted Sector. RAT is in the mod list, but it's sector size set to "vanilla". Stelnet market query is turned off.

PC details
Hardware (game is on NVMe)
[close]
enabled_mods.json (total mods folder size: 1 492 282 215 KB)
{"enabledMods": [
  "PAGSM",
  "SBTM",
  "pantera_ANewLevel40R",
  "aitweaks",
  "AI-Retrofits",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "apex_design",
  "AttunedDriveField",
  "lw_autosave",
  "timid_admins",
  "BVH",
  "better_variants",
  "BSC",
  "carrierui",
  "CFT",
  "CJHM",
  "chatter",
  "lw_console",
  "timid_cum",
  "aaacrew_replacer",
  "customizablestarsystems",
  "wyv_decolib",
  "Diktat Enhancement",
  "dex",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "fleet_journal",
  "fleetsizebydp",
  "forge_production",
  "GrandColonies",
  "HMI",
  "sun_hyperdrive",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "timid_xiv",
  "JYD",
  "lost_sector",
  "largerZoomOut",
  "lw_lazylib",
  "leadingPip",
  "ldsc",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "lunalib",
  "wisp_magicAchievementsVanillaPack",
  "MagicLib",
  "Marvelous-Personas",
  "Missing Names Mod",
  "dp_mnemonic_utils",
  "more_hullmods",
  "MoreMilitaryMissions",
  "advent_seven",
  "nexerelin",
  "sun_nomadic_survival",
  "ObviousNeutron",
  "officerExtension",
  "PirateMiniMegaMod",
  "particleengine",
  "wisp_perseanchronicles",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "progressiveSMods",
  "pt_qolpack",
  "QualityCaptains",
  "assortment_of_things",
  "RetroLib",
  "sun_ruthless_sector",
  "scalartech",
  "secretsofthefrontier",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "supportships",
  "tahlan",
  "Terraforming & Station Construction",
  "knights_of_ludd",
  "TTSC",
  "uaf",
  "US",
  "unthemedweaponsutils",
  "UGH",
  "vic",
  "variants_lib",
  "vv_tweaks",
  "XhanEmpire",
  "audio_plus",
  "aaamarketRetrofits",
  "prvagni",
  "prvextra",
  "prvlib",
  "prvrb",
  "prv",
  "shaderLib",
  "Rouge_Redstar"
]}
[close]
[close]

How it's going: everything works just fine until, say, cycle 209-210. Not like it happens suddenly, rather it's being more and more noticeable. At the moment, every 7-15 seconds a brief hiccup occurs. Viewing for cmd log window and visualvm monitor tool I can see that there are brief GC activity right in that point. So I've vent into experimenting zone.

It seem like all vmparam presets (regular and alternative) are not working any different in that particular case, considering I'm using same xms/xmx. I even tested 16-20Gb, and while GC activity is more "spaced out" in timeline, it's still there.

visualvm reports at cycle 210
8Gb
[close]
16Gb
[close]
20Gb
[close]
[close]

Thing is, if starting new game, this seem to be exactly the same in terms of heap usage and GC activity, but said stuttering is not present at all.

Possible memory leak analyzing via Eclipse Memory Analyzer produce what looks to be very similar reports for brand new save and 210 cycles, "the cursed".

EMA report c210


[close]

CPU sampling is not producing anything suspicious, I think? It's mostly com.fs.starfarer.campaign.econ.Market.advance using most of the CPU time (16% or so). Current suspection faction mod with added commodities, but I don't even know how to pinpoint that other than playing game over and over again, aa

Sadly, I can't just turn off some mods for quick pinpointing the possible issue without making save unloadable, and it seems that I have knowledge issue about how to use profiling tools properly and not being friend with Java at all, so any help appreciated here. I'm considering buying faster RAM and a 5800X3D, but I don't feel like that should be a solution to the problem.

tl;dr
GC activity in campaign layer being stuttery later in the game but same GC activity in early game is smooth at silk, im not good with computer pls to help to pinpoint the possible issue sorry for me being dumb
[close]
memory speed cant keep up with bandwith i think?, i see you're using 3000 32GB..
technically going to 3600 or 5800X3D would solve this but its most likely some mods creeping up the Heap for some reason..
suggestion is to try going backward (smaller vmparams size) see if 3.5 , 4 or 5GB is fast enough without noticeable stutter for you (you can edit the txt)
also try removing LargePage and see if this make it lighter..
while i dont use Adjusted Sector or latest roider (seems to be heavier?) i have a local Zen 3 PC that i can access and it doesnt exhibit campaign stuter when i loaded and played my cycle 217+ save
if you can provide more information, how bad is the GC times tbh?.. the console should give good breakdown on how long each stuff the GC does take

Weird. I've got 32Gb ram but game only starts up with 3GB(for 8gb Ram) preset. Am i missing something or its normal?

did you launcher the game through Miko_Rouge/Miko_Silent?

Yep. Using the Miko_Rouge.bat.
Somehow Managed to start with 6gb preset. It take a while to launch on step ([info][gc] Heuristics ergonomically sets -XX:ShenandoahGarbageThreshold=10) but after that eveyrhing sems normal.
But can't consistently start the game after this(

If it starts, console looks like this
this seems to be just the game waiting the Windows to defrag RAM for Large Page usage, try the preset inside "alternative_vmparams" to skip this and see if that help

14
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: April 01, 2024, 05:08:37 PM »
Error: could not open `..\Miko_R3.txt'
What does that mean, the mikohime folder is in the installation folder?

You forgot to choose your vmparams size, pick one of em and drag and drop "Miko_R3" file into starsector folder

Weird. I've got 32Gb ram but game only starts up with 3GB(for 8gb Ram) preset. Am i missing something or its normal?

did you launcher the game through Miko_Rouge/Miko_Silent?

It's crazy!!!

Great great great great job.

Appreciate it sooooooo much

i hope it help

Not an option in the poll, so thought I would mention, it appears to be making my battles better, but campaign map ever so slightly worse. Overall, very little impact though it seems, sadly. I only have 16gb RAM and I usually run 8gb in vmparams vanilla, but your options suggested 4gb which is what I've been running. I did try the 8gb option but the game started giving me warnings of ram usage which I don't get when I normally play so I switched to 4.

the ram warning can be ignored or disabled through settings.json (the companion mods included also do this)..
try using 6gb/8gb see if that smooth thing out

15
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 22, 2024, 08:56:35 PM »
Instruction_picture_0.png picture (click File -> Load)
Show up a dialog box, what file should I choose here?
i have forgotten to remove that step on instruction, skip that step.. (also fixed the instruction on reuploaded one xD)

I was wondering if this performance boost can do to an ancient tech like Intel i3.
My sister won't let go her hard earned laptop
experience may varies, its really not some magic

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