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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - TiberQ

Pages: [1] 2
1
Suggestions / Re: resume course command
« on: January 11, 2021, 03:56:21 PM »
There's a "resume course" button, IIRC the shortcut key for it is 'A' :) It is a bit small and hard to see though;

I actually booted up the game and went to look for it. After looking around for 3minutes or so, i was ready to change resolutions and crap to find it.
But than TADA! : there it was in the right corner xD
So now i can press A and watch the last of my supply's burn out at the sun cus the jumphole was way across the map, which, presumably is somehow faster than transverse jump -.-
Now i wish i dint find that button ;-p


However, since we'r on the suggestion part of the forum, i suggest:
1. intergrate Transverse when and if available for the fleet
2. a stoplightbutton on the right side whit all the other data

*stoplightbutton:
Red for no destination se
yellow / orange for paused
green for, fleet is going

2
Suggestions / Re: Money display limitation
« on: January 11, 2021, 11:02:16 AM »
and more of a "not having things to spend money on in the endgame" issue.

Well.... gimme gimme gimme me more stuff to spend moneys on xD


Don't even need to make the UI bigger.
Could just shorten it to K or (if necessary) to M.


Aye, the kMB system is easy to implement and usefull, it's a good solution.


If i may suggest a nerdier option: using exponents to display ludicrous amounts of wealth.

hehehehe, that will result in a post on the forum about ''what do those numbers in the corner mean?'' every month or so.
u should save a line like this for 1stAprill ;)

3
Try -Xms4g -Xmx4g in vmparams file, in your starsector folder. (standard value is -Xms1536m -Xmx1536m)

4
Suggestions / Money display limitation
« on: January 10, 2021, 05:42:33 PM »
As post subject;
Picture

Spoiler
[close]

5
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 09, 2020, 09:41:20 AM »

I've also been using it along Unknown Skies which adds a few planetary conditions that can't be removed.

US_shrooms "Magic Shrooms"



Oh Man...
I scour the entire sector to find and harvest these...
vive le resistance! ;-p



My apologies about the Asteroid Breaking/Ismara's Sling bug. I just checked my code and I realize why this is happening. I'll fix it for the next update.

There's a settings toggle for astropoli but not siphon stations, mining stations, or recolonization. I'll add these toggles in the next update as well.



Thanks & Thanks !



Thanks for brining that astropolis visual bug to my attention. Is it possible for a planet to spawn with more than four moons? If not, I suspect the "four moons" limit is hardcoded and I won't be able to increase it without overwriting vanilla files (which I won't do). I could add a setting to disable astropolis construction when the four slots are already taken up, as you suggested, which is probably the best solution.


Aye the 4 spots for moon spawns look hardcoded, not enough experience to know for sure.
On the other hand, Vanilla station spawn next to a planet gives it's own spot in the list (1st picture right to 1st gas). So maybe Astropolis stations can get one as well? Because i do like those stations very much, especially in low planet systems, where i dont wanna run off to, to defend every time something gets thrown at it.

But as i said before, i'm not here to put alot of work in your hands, i recon the use max 4 slots who are already there is the least amount of work.

Anyway, very good mod so far, keep it up !


6
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 09, 2020, 04:01:30 AM »

I'm glad you've been enjoying my mod!

You can't disable mods once content from the mod is in your save file. This will cause crashes and bugs with almost every mod, not just mine.

I'm not sure what you mean about the astropolis "show info" issue. Can you post or PM me a screenshot where the problem is visible?

Using the default settings on my mod, you cannot terraform gas giants. Therefore the siphon station assumes that once constructed in orbit around a gas giant, it will always be a gas giant. The amount of development time required to have siphon stations check for terraforming of the gas giant and deconstruct themselves would probably be too much to justify changing this.

It was on a new game, i mean, i manually dit your settings file to ''combine your mod and Kentingtons'' before i started a new game. It should not have been able to spawn the option Asteroid breaker at all in the new game. PS i also found about an hour after my last post this is also true for your stucture Slingshot for water transportation. That also should not have spawned in my new game.

Thought as much for checksum for siphons. I most definatley dont want to settle you up for alot of work, for some minor details like these. Making an mod should be fun for the creator. Altho i would definitely have done it myself if i knew how ;-)  ak; Maybe an toggle separate from Astropolis in settings file instead? it would be kindly appreciated. And if u do make Astropolis separate toggle from siphon, maybe ad Abandon station construction in as well as an separate one.

As for the long running issue whit your astropolis stations, these pictures should clear it up:

Normal:

Spoiler
[close]

Stack issue:

Spoiler
[close]

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 07, 2020, 10:22:12 AM »
Hi,

Have been using Boggeled Station construction since your version 2.4.0
Nice progress in the mean time ^^

When deactivating terraforming on your mod (bcus in my current run i am using the other one, by Kentington) the Astropolis Station still has the Asteroid Breaking building available, along whit an error message. Am not using the point for terraforming atm. I sure do hope u and Kentington collab for a very nice total mod indeed, for now, i am using the setting file, as how i came to the above oversight.

Speaking about oversights, when viewing the ingame ''Show system info'' from star on starmap, i still get the overlap around large planets whit small planets and Astropolis stations.
That overlap of an Astropolis on a small planet, while it is actually around the large one... is strange. I would not mind if a checksum would be added to prevent construction of astropolis around these cases. Or the hardway, have them have their own spot spawned in ''Show system overview''

Lastly, the siphon station can be added to an already colonized gas planet, or vica versa. Dont recal if that is possible in Vanilla. But since i usally terraform it anyway the siphon seems redundant / messy. Removing this option would be nice either way (or having to abandon the siphon before terraforming the below said gas planet) (having only vanilla Spawn do this would be fine i guess... as an oddball).

Anyway, keep up the good work, nice mod indeed ;-)

8
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 02, 2020, 10:52:09 AM »

Astropolis and Kletka are Terraforming and station construction.
Also, that's the exact same error as you posted before - see my first response about too many mods.

Oh crap, your right, totally my fault.
I have been using Station construction for so long in one form or another i kinda forgot it was in the list. ( And therefore wrongfully assumed it was one of my latest additions... namely this great mod of yours ;- )

Anyway, console command says i am ok on Ram use:






Still, problems dint crop up till i started using this one .... might be some kind of incompatibility tho, guess i gonna have to look a bit closer to things.

PS Jungle world + a certain Park + Beta Core = Dino Riders ! ;-p

9
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 02, 2020, 04:26:49 AM »
Bug after trying to remove the building in question: kieka at an Astropolish station.
Station was around large gas planet, whit planetary asteroids, whit plantes (close but close enuf)

Spoiler
9207912 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
9207912 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.CharBuffer.arrayOffset(Unknown Source)
   at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeArrayLoop(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeLoop(Unknown Source)
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:274)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:250)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teIt
[close]

10
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 02, 2020, 04:24:02 AM »
Bug:

Spoiler
8441122 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
8441123 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.lang.StackOverflowError
   at java.nio.CharBuffer.arrayOffset(Unknown Source)
   at sun.nio.cs.UTF_8.updatePositions(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeArrayLoop(Unknown Source)
   at sun.nio.cs.UTF_8$Encoder.encodeLoop(Unknown Source)
   at java.nio.charset.CharsetEncoder.encode(Unknown Source)
   at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at sun.nio.cs.StreamEncoder.write(Unknown Source)
   at java.io.OutputStreamWriter.write(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
   at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
   at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
   at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
   at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
   at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
   at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>
[close]

11
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: November 17, 2020, 03:03:10 PM »
Hi,

Very nice mod, keep it going !

Bug;
An officer whit available levelling being retrained in academy results in the officer to be no longer upgradeable, and even losing it's made progress before he/she went into academy.

Your settings file is missing stuff, i tried to deactivate salvage yards and supercomputers. Salvage yard because AI builds them for no reason, forgoing heavy industry/ orbital. Resulting in crappy AI fleets. Not sure if that was intended / bug.

Adding all your stuff to settings.json (for playstyle) would be appreciated. The spice must flow! xD


12
Suggestions / Re: Directional Omni shield Control (again)
« on: November 13, 2020, 07:06:08 AM »
None of that solves the problem of being able to set those settings yourself.

Having a split function to 1 turn weapons to mouse pointer and 2 have mouse scroll wheel rotate your shield.
Because holding down shift to rotate to mouse pointer is not useful while guns are also pointing to mouse pointer.
Why? because any missiles coming to you u shoot down usually and the quick/phase ships dont stay in your field of fire, they go around back, thats why u want your shield there.
Tanking to lower dps that gets true on the front, is preferable than taking engine/armor/hull damage and (especially reapers) on the back.

13
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: November 11, 2020, 07:32:07 AM »
It's the orientation of the module and the slot it goes into, which despite looking like it points outboard to port, in mechanical terms it faces directly forwards. So you'd have to redo the entire module's .ship file; rotate the image 90º, redo the bounds and slots, angle the large module slot on the Warlock outward 90º... up to you if you want to do all that.


I see, thank u.
Well i better learn a bit about modding in that way.... backing up file now ^^

14
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: November 10, 2020, 11:11:57 PM »
Hi, Great mod, keep it up!

I dit however run into a minor issue, and yes i dit read da-FAQ before posting this ^^

I was beefing your [REDACTED] specifically the istl_bbLRMmodule because ya know plenty of mods shred them 2 quickly, so i manually mod mods for balance ect ect.. Anyway: when adding a makeshift shield to it ingame, it gets pointed forward, in turn this shield arcs over a portion of the ship it should not.
Since it is a right pointed ship section it (makeshift) shield should also point right, but it doesn't.
For example, makeshift shield to the other sections and core ship work fine.

I was unable to fix it in .ship or .csv file.

So far i have tried: adding ''angle command in .ship file, dint work
.scv dint yield anything other than the beefy stats, but could not correct angle of shield deployment there
program sf-ship-ed.exe gives shield center and radius, but could not figure out angle (if it is in there).

Could u have a look at it? Would be much appreciated..... Or even better, a quick response on how i can fix it would be fine2.



PS next up, gonna try sprouts without cooking them, what a faq can be good for eh? ;-)

15
Suggestions / Re: Directional Omni shield Control (again)
« on: November 10, 2020, 09:49:18 PM »
Or just give us the option to hand omni-shield control to the AI.

For new players that should probably the default tbh. The U function for player ship works fine for all functions, for both front and omni.


- mouse wheel is typically a direct, proportional input; small wheel movement -> small change, big movement -> big change.
However, as shield rotation rate is capped, there will be a disconnect between the player's wheel movements, and the resultant shield rotation.

This could be remedied by instead having the mouse wheel directly control a target angle for the shield, and then have the shield auto-rotate towards that target angle.
(though this solution creates potentially unintuitive rotation behaviour when the target angle is ~180 degrees away from the current angle)

- typically when changing shield orientation, you disengage the shield, and reengage it at a new heading. Often involving precise aim & timing to block critical damage.
As a mouse wheel would only be able to deliver discrete increments, I doubt this would achieve satisfactory results.

- mouse wheel up / down doesn't map well onto clockwise / counter-clockwise motion. Try steering in a driving game using the mouse wheel; sure it's possible, but it isn't immediately intuitive.



The main trouble with controlling omni shields is you also use the mouse to control weapons and ship facing (for turn-to-cursor players). You can switch weapons to autofire and hold shift to toggle keyboard facing, but that is a lot of buttons to press in a split second.

There is also the trouble that it can be hard to tell precisely when your shields are or aren't up.


The display problem could be solved with an overlay that shows a ring when shields when are raised, and maybe lines for their exact arc, too. This would only be for the player ship.

The control problem is a hard one. Maybe holding control and shift at the same time could toggle turn-to-cursor and let the currently selected group autofire? Sort of a "shield control mode" toggle.

Both of u are right, and the solution for all those problems is also simple:



This kind of overlay can be used around your ship in translucent mode.
So that it will work as follows:

-Right click shields up
-shield rotate at max speed to new highlighted pointer (a less translucent point where shield will end up).
(If shield arc is to little to cover the 2 points next to either side... at more points in the star )
-Or right click deactivate shield, scroll to new pointer(highlighted point), reactivate shield

The clockwise and counter-clockwise is indeed there to be intuitive, this should most definitely work like a charm.
This should have all your concerns covered.

Also it does not interfere whit current point to move / fire mouse control. u can still do this, the scroll is on your mouse. ( i do assume u play on an computer, not a laptop)


Instead of a star pips or lines can also be utilized:




PS, i would like a mod for this, but alas i probably cant build one myself, if anyone would build one, i am more than willing to test run and refine.

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