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Starsector 0.98a is out! (03/27/25)

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Messages - Marcus Brutus V

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1
Thanks for the details! So if I understand correctly, this issue occurs consistently in one of your saves, but doesn't happen when you start a new one? I wander if it has something to do with gaining progress for hyperspace topography by going fast, but only activates at a certain stage. Hmm...

That is correct. It occurs every time the ability is used in hyperspace for the duration. I have a habit of modding my games pretty heavily, so I'll post all the settings I modded that I think could impact performance below.

"campaignMaxPan":2000, # MODIFIED FROM 800
"campaignRadarRadius":12000, # MODIFIED from 6000
"maxCampaignZoom":6.0, # MODIFIED FROM 3 zoomed out all the way
"campaignSpeedupMult":2, # MODIFIED FROM 2 and currently default
"speedPerBurnLevel":20, # MODIFIED from BUT BACK TO 20 - speed per max burn level, in units (pixels) per real-time second (10 sec/day)

The two settings I thought could be the issue were speedPerBurnLevel and campaignSpeedMult, so I set both of those back to default, but it did not make a difference. I also tried adjusting all the other settings listed back to default, and it didn't make a difference. In my opinion, it has to be something saved in the save file.

2
Hey, glad you like the mod and thanks for the report!  ;D ...

Would you be ok with answering some questions to help me figure out what's going wrong?
  • What is your typical stable FPS?
  • At what points during the animation does the FPS drop start and end?
  • Does it still happen when you disable the "Show warp pulse animation" setting?
  • Did you change any hardware between the time you started seeing the FPS drop and before?
  • Does it still happen with no other mods enabled*? If so, ignore the following questions.
  • Did you add any new mods between the time you started seeing the FPS drop and before?
  • What's your mod list? Easiest way to get this is probably to copy and past the contents of enabled_mods.json
*To easily switch between mod-sets you can make copies of enabled_mods.json

Answering some of those might take some work, so please don't feel pressured, but the additional help would be greatly appreciated!

  • What is your typical stable FPS?
    My typical FPS is 60 except in very large battles with a lot of fighters.

  • At what points during the animation does the FPS drop start and end?
    The FPS drop occurs from the moment the warp button is pressed until the jump completes. Again, this is only in hyperspace. The ability works fine in systems.

  • Does it still happen when you disable the "Show warp pulse animation" setting?
    Yes, it does still happen.

  • Did you change any hardware between the time you started seeing the FPS drop and before?
    No, I did not.

  • Does it still happen with no other mods enabled*? If so, ignore the following questions.
    I have not been able to reproduce it.

  • Did you add any new mods between the time you started seeing the FPS drop and before?
    I did not.

  • What's your mod list? Easiest way to get this is probably to copy and past the contents of enabled_mods.json

{
  "enabledMods": [
    "Adjusted Sector",
    "assortment_of_things",
    "AttunedDriveField",
    "blackrock_driveyards",
    "CAS",
    "chatter",
    "cmutils",
    "combatactivators",
    "console_overlord_additionalcommands",
    "DetailedCombatResults",
    "diableavionics",
    "diyplanets",
    "dynamictariffs",
    "fast_engine_rendering",
    "fleet_journal",
    "fleethistory",
    "GrandColonies",
    "HexShields",
    "HMI",
    "hostileIntercept",
    "hte",
    "Imperium",
    "IndEvo",
    "logisticsNotifications",
    "lunalib",
    "lw_console",
    "lw_lazylib",
    "lw_radar",
    "MagicLib",
    "nexerelin",
    "officerExtension",
    "pantera_ANewLevel40",
    "planet_search",
    "pt_qolpack",
    "QualityCaptains",
    "shaderLib",
    "spacetruckin",
    "speedUp",
    "star_federation",
    "stelnet",
    "sun_hyperdrive",
    "sun_starship_legends",
    "sw",
    "swp",
    "Terraforming \u0026 Station Construction",
    "timid_supply_forging",
    "TTSC",
    "whichmod",
    "zz_nre"
  ]
}


Sorry for the late reply. I didn't have time to play until today. This is a really weird issue. It started during the campaign. It didn't happen the whole time, but it's hard to say at what point because I forced myself to play without the ability and unlock it via [REDACTED] instead of always having it. Please let me know if I can do anything else to help. Whatever I did ruined this playthrough pretty much. I'd like to spare others the same fate if I can aid in any way.

3
Hey, glad you like the mod and thanks for the report!  ;D ...

Would you be ok with answering some questions to help me figure out what's going wrong?
  • What is your typical stable FPS?
  • At what points during the animation does the FPS drop start and end?
  • Does it still happen when you disable the "Show warp pulse animation" setting?
  • Did you change any hardware between the time you started seeing the FPS drop and before?
  • Does it still happen with no other mods enabled*? If so, ignore the following questions.
  • Did you add any new mods between the time you started seeing the FPS drop and before?
  • What's your mod list? Easiest way to get this is probably to copy and past the contents of enabled_mods.json
*To easily switch between mod-sets you can make copies of enabled_mods.json

Answering some of those might take some work, so please don't feel pressured, but the additional help would be greatly appreciated!

Sure thing! I'll go through all this today and report back!

4
Hey Sundog,

Thanks a lot for this mod. I have been using it in every playthrough for a long time. I've never had any issues in the past, but I updated my game version and mods to .96 recently. Now, whenever I activate the Hyperdrive ability in Hyperspace, My FPS drops to 15 or less for the duration of the animation. The FPS drop remains if I pause mid animation, too. Any ideas what may cause this?

5
Mods / Re: [0.95.1a] Fleet Journal v1.0.6
« on: April 15, 2023, 12:54:08 AM »
I just wanted to say thank you! This is a great addition to the mod catalog! I have wanted this since I started playing.

6
Mods / Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« on: January 25, 2023, 01:28:27 AM »
Hey Histidine,

I chatted briefly with you earlier on Discord about a possible bug. I checked to make sure Nexerelin and its dependencies were updated, and I started a new game with only Nexerelin(plus dependencies) and Console Commands loaded. Here is a screenshot of the mods:



I then proceeded through the following steps:

1. Selected Sindrian Diktat start because there is a pirate world in the starting system
2. Used console command to give myself an extra ship
3. Docked at Sindria to create the task force
4. After it was created, I had the task force orbit Sindria for a month. The upkeep was deducted properly
5. After the month, I gave orders to the task force to orbit Umbra, the pirate planet, in the same system
6. I waited for the task force to be destroyed by the pirates.
7. I docked with Sindria again. I revived the fleet from the Special Forces UI.
8. I waited 3 months after reviving, and no upkeep was paid for the task force after reviving.

7
Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.
If you have a save I can try debugging the issue, yeah.
Although if it's running a lot of mods that's troublesome to work with, especially if not all mods are up to date. If you could post a zip of your mod folder it'd help a lot with that issue.

You're right. I'll do this the "by the book way." I'll try reproducing it with only Nex and its dependencies. Thanks for the reply. If you don't see a response, then I couldn't reproduce it.

8
The alliance vote only happens if one of the members makes peace with an enemy faction or alliance (you, in this case). "Make peace" is if relationship goes above -50 for whatever reason such as a diplomacy event or a specific rep-raising action, or (although this is technically just a subset of the first one) the player specifically accepts the ceasefire offer from the other faction.

If the relationship is becoming non-hostile without a diplo event or any action to raise relations... well, someone recently reported that their relationship with Iron Shell was getting raised to >50 on its own on day zero of invasions, though I'm not sure that's the same thing, and neither Tim nor I knew where it might be coming from in any case. Which faction were you fighting?

Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.

9
I am playing with several faction mods. In this instance, I was at war with the Galactic Empire from the Star Wars mod. It seems the Emperor really does have unlimited power. They are in an alliance with the First Order and the Chiss Ascendancy. After engaging one of their planets' defenses on their outskirts to begin open hostilities, I sent 3 invasion fleets to one of the Empire's key worlds, and they somehow orchestrated peace before my fleets got there without a ceasefire or peace prompt on my end.

10
Hi Histidine,

First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:

1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.

Is the above scenario intended gameplay?

I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.

You misunderstand the scenario. I am not in an alliance. The AI is able to avoid being attacked because IT is an alliance.

11
Hi Histidine,

First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:

1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The enemy faction's alliance votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.

Is the above scenario intended gameplay?


EDIT: Modified the text of #4 to be clearer.

12
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.0a
« on: June 21, 2022, 11:27:30 PM »
I think it's because of the game version, 0.95a may still require the glow.png. Update your game to 0.95.1a or just copy the _glow1 _glow2.png from the other ships and renamed them to the ships missing the glow.png.

Yep. I am a bit embarrassed. I should have compared versions. I apologize for wasting your time. Love the mod by the way!

13
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.0a
« on: June 20, 2022, 10:39:52 PM »
My log is huge. Do you have a preferred method for me to get it to you? It's 40+ MB, and that is way above the forum limit.
3
Maybe you can scroll down to the end of the txt file and look up for the first ERROR and copy a few lines below.

The forum will not let me post it. Maybe it has to do with sanitization. Not sure. I pasted the error into a smaller txt file and attached it.

[attachment deleted by admin]

14
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.0a
« on: June 20, 2022, 07:52:05 PM »
My log is huge. Do you have a preferred method for me to get it to you? It's 40+ MB, and that is way above the forum limit.

15
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.0a
« on: June 20, 2022, 06:52:38 AM »
Greetings. I am trying to play with the Star Wars mod, but I am getting a CTD with the latest version saying some glow files are missing, and the specified ship does appear to be missing those files. Did I do something wrong? I'm using version 0.95a-RC15 of Starsector.

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