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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - tomatopaste

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1
Zink very specifically translates OpenGL calls into Vulkan ones to utilize hardware acceleration, so in a way it is using Vulkan. GlonD3D12 does the same except it uses DirectX12. AMD quite often fumbles their OpenGL driver, and in my case the performance improvement was over 60fps in battles. Without Mesa my FPS was 40-50 at most with constant stalling every time weapons fired or a phase ship phased.

My mistake, this software is pretty convoluted and I missed reading that part of your post when I was researching it out of interest. It definitely seems like a valuable tool so thanks for posting

2
Mesa3D is not making starsector "use" vulkan, the title is meaningless. Mesa is a driver that may implement the opengl functions used in starsector more efficiently if it is used than whatever existing default graphics driver stack the user has.

3
Blog Posts / Re: Planet Search Overhaul
« on: July 13, 2024, 04:49:17 PM »
      

4
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: May 14, 2024, 10:25:48 PM »
First of all thank you for the great mod! For me it is one of the must haves so the question is will this mod be updated to 0.97 or I should just cry in the corner?

It still works between versions just change the version number in the mod info file

5
Modding / Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« on: May 14, 2024, 02:15:53 AM »
im not a fan

6
Modding / Re: [0.97a-RC6] Combat Misc Utilities v0.4.1
« on: May 04, 2024, 08:47:34 PM »
updated for 0.97a-RC6 and fixed crash with the new pearson exotronics update

7
Mods / Re: [0.97a-RC6] Pearson Exotronics
« on: May 04, 2024, 10:50:17 AM »
Download this CMUtils patch to fix a geometry shader crash

download link

8
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: May 03, 2024, 12:01:17 PM »
updated with some new stuff

9
nah

10
Modding / Re: [0.95.1a-RC6] Combat Multiplayer Project
« on: April 23, 2024, 10:21:50 AM »
we are so barack (it is not joever)

11
Suggestions / Strafing hullmod
« on: December 20, 2023, 06:37:47 PM »
Quick idea for a useful new vanilla hullmod: "Auxiliary Lateral Boosters". Boosts strafing movement acceleration by 100%.
Would be mostly useful for attempting to flank slower turning ships as a player, as well as giving bigger ships a chance to dodge reapers and the like, increasing the skill ceiling of the ship it is applied to.

12
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 22, 2023, 06:02:52 AM »
Is it possible to expose these variables in mod settings?
And integration with LunaLib would be a chefs kiss.

nah

13
Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 21, 2023, 08:52:58 PM »
Great mod! Though on higher resolutions hexes rend to be still barely distinguishable. Is there a possibility for bigger hexes option (maybe as a different mod version or something)?

I'd like that too, I have to really zoom in to see the hexes and then I'm blind to the actual battle :)

Found solution:
- First you have multiple presets in "HexShields\data\config\settings.json"
- Default mode - " "HexShields_HexMode":"nofill" "
- Going to "HexShields\data\shaders\shield_nofill.frag" (open in Notepad, just as text file)
- Looking for line in that file "const float mult = 24.0;"
- Lower this number "const float mult = 2.0;" (i use 2.0 you can try lower or higher, depending on resolution)

You also can change color saturation:
Spoiler
- Open "HexShields\data\shaders\shield_nofill.frag" (in Notepad, just as text file)
- Find "fColor.rgb = color.rgb;"
- Replace it with "fColor.rgb = mix(vec3(dot(vec3(1.0), color.rgb)*0.33333), color.rgb, 3);"
(last number (3) is color multiplier, 2 or 3 should be enough, higher number can look weird for some factions)
[close]

To add shields to custom factions:
Spoiler
- Open file "HexShields\data\config\hex_whitelist.csv"
- You need to add "Hull Styles" from factions you use (for example - "DIABLEAVIONICS\data\config\hull_styles.json")

Here is my whitelist:
Spoiler
hullstyle_id,
HIGH_TECH,
LOW_TECH,
MIDLINE,
OMEGA,
DA_WANZER,
EXPSP_MVS,
EXPSP_MVS_GOLD,
GOAT_TECH,
GOAT_TECH_blue,
HIGH_TECH_VANISH,
DRACOHULL,
IMPERIUM,
IMPERIUM_PHASE,
ARKGNEISIS_LOW,
ARKGNEISIS_MID,
ARKGNEISIS_HIGH,
ANARGAIA_MODULE,
ANARGAIA,
NSKR_AUG,
NSKR_PROT,
NSKR_ROGUE,
DEMON_TECH,
SUPER_TECH,
nes_crystal,
ABYSSAL,
RAT_EXO,
TAHLAN_FILAMENT_TECH,
TAHLAN_GH_TECH,
TAHLAN_RR_TECH,
TAHLAN_NL_TECH,
TAHLAN_KARMA_TECH,
TAHLAN_LOSTECH,
TAHLAN_DAEMON,
TAHLAN_NXA_TECH,
SOTF_SIERRA,
armaa_TECH,
armaa_meatbag,
armaa_valkazard,
armaa_HIGH_TECH,
UW_CANCER,
VIC
[close]
[close]

what he said

14
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: November 12, 2023, 11:07:17 AM »
Any news regarding this? Only posting since the topic hasn't been touched since april.

the chef is in the kitchen and the oven is on

15
Suggestions / Re: Light Mauler
« on: November 06, 2023, 01:37:21 AM »
What's wrong with Light Mortars? They are basically Light Maulers but slower and less accurate, which is fixed with Gunnery Implants and Armored Weapon Mounts. 100 range up and down isn't a huge deal as it is with mediums where the difference is 300. It's not even that I wouldn't like a new weapon, I very much like new options. But I'm trying to think this through from the dev's perspective if it's worth a brand new weapon status.

Light mortar hits nothing, is dirt cheap and has a slow projectile. A Light Mauler would be in a completely different class, a comparison isn't valid.

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