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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Stormy Fairweather

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1
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 09:43:51 AM »
anything in this about compatibility with amd systems?

2
300 is where it is set at. i meant i get the same performance in the mission with mods enabled or disabled. and 50 fps is too low to be comfortable. possibly some hardware malfunction on my end, but anything below 90 seems to go out of sync and stutters so bad it feels like 30fps.

3
Just a heads up, i disabled all mods and get the same performance. drops to 40-50 in the last hurrah

4
i actually get a few more fps with it enabled. i have tried it both ways. either way, in game it doesnt juggle with 2 cores, just maxes one so i hit 20fps in fights.

5
huh, it isnt 16, it is 6, with 6 'virtual' cores bringing it to 12 functionally. but it is an AMD ryzen 5 2600x. and yes, i do have a lot of mods running. tbh, great as the game is, without an extra 20 factions, and nex doing some diplomacy, the universe feels... empty. i mean, i actually disable most of the nex stuff, invasions and expansion both. they war and squabble and such, but no one takes or makes planets. i also use starship legends, come to think of it. and i stockpile all the weapons i find at a planet. hmm. might see if nuking some stuff might make it easier to run.

ye, i disable vsync. in that first mission, a fistful of credits, i stay over 140 fps the entire fight, one core got to 90%, looks great. in the last hurrah i drop to 50, oddly it seems to be pushing 2 cores to 100% alternating, which it doesnt do in game.

6
Ye, im using an AMD card. I have a terrible nvidea card i used for testing, and while i get worse performance with the nvidea card, it isnt that much worse. certainly not the drop i would expect using a card with 5% of the oomph of my amd one. which has me looking elsewhere for a more fundamental issue... and i think it is that almost the entire game runs on a single cpu core. i have a 16 core processor, which has good overall power but it means each individual one is weak. and sure enough, every time i check in the performance monitor one core is always maxed out. if i disable that core, a different one goes to 100% and my fps in battles stays around 20. gpu, vram, and ram are all only partially being utilized, which makes me certain the issue is the game trying to run on that one core almost exclusively.

is better multithreading planned for future releases? or am i simply stuck not being able to play this game until and unless i buy a new processor?

7
thanks

8
Suggestions / Correlation between bounty's difficulty and distance
« on: October 08, 2022, 02:50:21 PM »
One thing that drives me absolutely batty about early game is getting bounties you can beat with your starter fleet... that are so far away it would cost more in supplies than you earn. why would i travel 30 LY across the sector for 30k? besides it taking 5m even sped up to get there, it simply isnt practical most times, or even possible many others. low end bounties should spawn without a couple LY of core at most. same with low end explore quests for that matter, give players some options that are without the fuel and supply budget of a baby pilot.

if there is a mod that does this please point me to it.

9
General Discussion / Re: Why Alex doesn't want early access on Steam
« on: October 08, 2022, 11:20:30 AM »
i wish it was available on steam if ONLY so i could try to run this game via geforce now, because i had the misfortune of having an AMD gfx card which makes this game pretty much unplayable.

10
After endless tinkering trying to get my game to run smooth (i get stutters even over 100 fps, and will often drop to 30 in battles which is FAR less smooth than 30 fps SHOULD be, feels more like 5), i have concluded my settings are botched beyond repair and a fresh start is the way to go. just dont want to re install the entire game. huge thanks to whoever helps me out with this

11
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 27, 2022, 12:12:15 PM »
fwiw, mod maker, i respect and like yer choice to not make em a true faction. as a psuedo sub faction they are quite unique, and fit the theme great imo. fantastic mod.

12
Mods / Re: [0.95.1a] Hazard Mining Incorporated (Compatibility Ed., 0.3.4k)
« on: September 27, 2022, 11:58:42 AM »
Heya, love yer mod. two things though, which are actually one thing, but the color being the same as the pirates is, well, horrible imo. and i also hate the segments that are used to differentiate different factions of similar colors. so what i do with every faction mod i install is i remove the secondary segments and set a color that is distinguishable from the rest. and i have a LOT of faction mods installed. anyway, i have found 255,200,0 to be an excellent color for the faction that is visually distinct from every other major faction mod i have played. i also changed the red on the logos to match that, and in my humble opinion it fits the faction better. anyway, hope this isnt presumptuous of me, but i figured i'd offer my feedback if you were interested.

and if not, well, i get it XD. excellent mod and thank you for it.

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13
General Discussion / Re: Combat skills feel like a tax
« on: September 27, 2022, 08:43:23 AM »
probably a poor place to share this idea... but i would very much love to see the skill system changed into three separate trees, one for piloting, one for fleet, and one for administration. with each level granting one point in each, with skills having tiers attained by investing extra points (not story points), and the trees being lengthy enough that you have to make careful decisions about what to invest in. while i very much like the idea of having to make hard choices while leveling, the current system pretty much guarantees i, personally, never take pilot skills because why boost a single ship when i can boost an entire fleet or empire?

14
General Discussion / Re: Why am i profitably exporting for 0$?
« on: September 27, 2022, 12:38:55 AM »
explains it, i suppose. seems like a wonky way of doing it though, since it can lead to this. exporting things for nothing

15
General Discussion / Why am i profitably exporting for 0$?
« on: September 26, 2022, 11:37:25 PM »
this colony is making no money, and while i dont have a ton of exports, supposedly i am sending out heavy armaments and machinery. for 0$. if i drop an admin with +1 to output i get export income, albeit too little to even pay his wages. i do have a mod installed that adds extra planetary features, and on this one i have an 'underground network' that locks hazard to 100%, might that be screwing things up? mod seems to work great everywhere else

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