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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - dreamdancer

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Maybe Zink would be an option, need to read up on how to use that thing

I'm getting much better performance with Zink, it's trivial to enable if it's included with your installed drivers:

With the default Radeon driver, I also had choppy transitions (not as bad as yours).

Sooo, the whole point of this long winded  post was to ask if there could  be some kind of supported option to stymie expansion outside the core worlds

They don't expand all that fast. Don't sell survey data, that speeds up their expansion. If you choose Old Sector for the Galaxy generation, there should be a decent amount of good systems with habitable planets.

the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...

Have you done the Galatia story line? Have you talked to Yaribay?

General Discussion / Re: How to deal with phase ships?
« on: June 20, 2021, 04:22:20 AM »
I equipped a Dominator with 2 Devastators, 2 HVDs and all Vulcans in the small slots; no hullmods, vents/caps maxed. It won with 0 damage against the simulator Doom on autopilot.

Of course, officers can make Dooms much, much scarier with increased mine/missile hit points, higher mine range / spam rate from Systems Expertise and double movement speed.

I'm trying to change the Prism Freeport to spawn in hyperspace again, rather than Sitnalta, and I'm blindly looking through the config mentioned in the notes for what to alter.

The config file "exerelin_config.json" is in the mod directory. Set "prismInHyperspace" to true.

General Discussion / [Spoiler] Aquiring Omega weapons
« on: June 17, 2021, 10:37:49 AM »
There is a small weapons cache at the Alpha Site. There are 2 hypershunts. Is there anything else with Omega weapons?

i went into greater detail in a reply, thats what I was doing. Mass-eliminating ships that were out of position/overextended using my ships that could get to it safely/easily & before it retreated then un-ordering it if it made it back to safety. Turns out it doesnt work as well in the long run as just letting the AI sort itself out using CP commands

That doesn't match my experience. However, I do value fast ships, so my ships usually have better mobility than the same size enemy ships. I don't give the AI rope to hang itself and weapon flux is generally less than flux dissipation.

A well-equipped Odyssey is an extremely effective killing machine against weaker ships, so I would be extremely careful around it.

Your fleet's AI is really good (or as good as the enemy's) if u stop trying to micromanage them on which ship to engage/when and let them work off of capture/assault/defend orders

I think you simply giving the wrong orders. Engage orders mean aggressive behavior and restrict mobility. IME, they are generally bad if your ships are in combat situations with similar strength enemies. They are extremely powerful for opportunistically taking out isolated (or overfluxed) enemies. You need to be prepared to cancel those orders, if the isolated enemy manages to "unisolate" itself.

Mods / Re: [0.95a] Console Commands v2021.04.10
« on: June 12, 2021, 04:53:56 AM »
So I found a command to spawn an Inactive Gate, but it's orbit is incredibly fast, much faster than anything in vanilla.

The orbit is 180 days (check the setCircularOrbitPointingDown method):

In the same vein, is there also a way to spawn it so that it orbits another object, like a gas giant? That's more a question for spawning things in general, not specifically just gates.

To get a list of planets in the current system run "list planets". Assuming one of them was "penelope2", run:

runcode PlanetAPI planet = (PlanetAPI) $loc.getEntityById("penelope2"); $loc.addCustomEntity(null, null, "inactive_gate", "neutral").setCircularOrbitPointingDown(planet, 0, 1000f, 180f);
to add a gate orbiting penelope2 with a distance of 1000 and an orbit of 180 days.

Also, is there a place where all of the syntax for these more complex runcode commands lives?

The "runcode" stuff is Java code, which uses the StarSector API:

The special macros like "$loc" and "$playerFleet" are defined here:

General Discussion / Re: Balance is WAAAY off
« on: June 07, 2021, 01:11:26 PM »
Hmm. I based my experience on a fleet with tons of ion pulsers. I will have to get some Eagles with Ion Beams and see how long do they take to disable Remnants.
I find Ion Beams pretty underwhelming and they are IMHO not worth the flux. Ion Pulsers on the other hand work really, really well and their massive EMP damage can shut down everything.

General Discussion / Re: How to unlock gates?
« on: June 07, 2021, 12:55:02 PM »
As a tip, the Galatia missions are usually clustered and most don't have a time limit. So accept all of the available missions.

Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: June 02, 2021, 07:55:36 AM »
You have to remove the # infront of castigator_relic in ship_data.csv too... i'm guessing thats just a simple easy way to stop it from loading? but i'm not sure why as the changelog doesnt say that the ship was removed?

tahlan_Castigator_relic is the Kaivalya, which is mentioned as being removed in the 0.6 changelog. In 0.6, it didn't spawn anymore and it was really removed in 0.6a.

General Discussion / Re: Rate my Legion, other ideas
« on: May 30, 2021, 09:48:42 AM »
but its better to be overgunned than undergunned.

Is it? The AI is much more likely to end up with high flux and enemies like to gang up on high flux ships. In my personal experience, the AI is less likely to get into trouble and kill itself, if it's undergunned in terms of flux dissipation. That's less of an issue with fast ships that can fall back, but the Legion is not one of those.

Bug Reports & Support / Re: Targeting feed tanks FPS
« on: May 28, 2021, 08:04:00 AM »
Are you sure the FPS remains bad when no fighters are on-screen? They'd have to be a little ways offscreen to not render at all, btw - not by a lot.

I tried that. Frame rate recovers when they are way, way off screen. Almost the entire allowed camera move distance is required.

It's also strange that there'd be a difference between the Broadsword and the Lux - unless the Lux have their shields up

They do.

It's just not doing *that* much more work for the jitter effect

In that simulator test, there are something like 26000 OpenGL calls per frame without targeting feed. There are 70000 with targeting feed active.

Anyway, I tried Zink OpenGL, which is an OpenGL implementation running on top of Vulkan. That does resolve the performance problem and things run at 60 FPS. For anyone who wants to try that, you need to set the "MESA_LOADER_DRIVER_OVERRIDE=zink" environment variable.

Bug Reports & Support / Targeting feed tanks FPS
« on: May 27, 2021, 09:34:36 AM »
The only mod that's installed is Console Commands / Lazylib.

The test setup is a Heron against an Eagle in the simulator. With some fighters like Broadsword, performance is perfectly fine at 60 FPS. With Lux, FPS tanks to 10 FPS, as soon as targeting feed is activated. FPS remains low, even when fully zoomed in and no fighter is visible. It also remains low, when the game is paused.

I tried modifying "". Removing the 'setJitterUnder' and 'setJitter' calls fixes the performance problems.

(Platform is Linux, GPU is AMD RX480 with Mesa 21.03 and Kernel 5.12.)

it's definitely possible to win starting at 40% but it's just a different style.

IMHO, 40% to 60% or a 2:3 ratio is too much. I have adjusted the settings file for 45%. That's still a 22% advantage for the larger fleet, but IMO makes combat more reasonable.

CR ticking down and missiles running out is already a substantial disadvantage for the smaller fleet, even without the huge deployment disparity.

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