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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 - Lance

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1
Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: November 06, 2021, 09:10:39 AM »
hello, this mod is amazing and has very fun weapons. thankies!

I have a little problem with karka missile on hard mount slots with tight angles, they are never used by the AI while the salamander works fine. Is there a way to force the ai to use thoses weapons? It also seems to affect the opponents.

Note, it is not the only missile weapon added by mods affected by this problem.




2
Bug Reports & Support / Threaded optimization in nvidia drivers in w10
« on: November 06, 2021, 09:02:58 AM »
Hello, just a piece of information.  Title is self explanatory

For starsector, if you have a powerful processor, do not enable threaded optimization globally in the nvidia drivers, keep it either on auto or off.
"On" reduces the fps by 20-40%.

The default is Auto, but some ppls may have unexpected low frame rate, they may have enabled it On globally in the control panel.

tested with
4790K 4.5 ghz
980ti
last nvidia drivers
last w10 update

However !! if your processor has a low frequency (1 to 3 ghz constant clock and not boost clock) with atleast 4 cores, "on" may improve the global performance and could reduce stutter even if the maximum frame rate is lower.
If you want to test, i suggest to create a profile targeting Java.exe in starsactor Bin folder.

if you want more infos, here is a link about such optimization for linux, it seems true for w10 too in the case of java.

https://www.phoronix.com/scan.php?page=article&item=nvidia_opengl_threaded&num=5

3
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: October 10, 2021, 02:39:29 AM »
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

If you set to false ALL the vayra raiders from all mods, the performance is destroyed. I think the script keep trying to initialize each frame. The trick, if you do not want to use the vayra raider function, is to set

warhawk_republic,FALSE
hegemony,TRUE

in raider_factions.csv

 it needs to be done for each mod in their own folder in \data\config\vayraRaiders)

example for prv
prv,FALSE
rb,FALSE

So leave hegemony TRUE in vayra original mod or the fps dips to 40 in campaign.


I always hated the feature because raiders are an annoyance. It reduces framerate, it spawns pirate-like fleets that intercept convoys, it decivilizes worlds... it also forces the player to be hostile to the factions if he wants to do bounties (if the bounty was pirate or luddic, it would have been better unless special roleplay)

 And ropelay wise, it doesnt make sense... the cost to make such stations is astronomical yet they spawn each 15 days... There must be a reason why colonies only have one fortress station and not more. Kadur & warhawk are supposed to be underdog yet they spit 1 000 000 each 15 days to raid their enemies? ye sure. For luddic and pirates, they are everywhere (pather cell & such, black market) and have huge networks ( colonies or intel in a lot of system) to act in the shadows. It's not the case for others factions.

In my opinion, the feature could be good if it was a rare event, once in a while, with the purpose to invade systems & planets after a while.  Something that seems planned and well organized without apparent randomness.

4
you are mistaken, i'm talking about stutters from a fresh game without mods, in campaign/map/starscape and not in battle.
it's good that you see an improvement in fight thoo, to boost your fps you will either need a better cpu/gpu or less modded game or less DP per fights at once ( 200 dps is usually lagless). Also speed up combat mod decreases framerate a lot.

btw, theorically  in config file of starsector, we could change this line "useGLFlush":false because it's unnecessary with triple buffering (or double)
https://stackoverflow.com/questions/2143240/opengl-glflush-vs-glfinish
However i do not see improvements when i disable it.

5
i believe that the point of the independants is to have a faction of unorganized planets and governances. If they start to be organized they wont be independant of -each other- and of others factions anymore. So technically, it is faction which doesnt behave as a faction.

theorically we could have a lot of small factions for each independant planets with different behaviours and relations but it's just a pain in the ass to code and a performance killer.

6
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: October 07, 2021, 05:31:54 PM »
Hi, i love this mod, wonderful spites and great balance ( thoses auto-tracking weapons are a lil bit op thoo, even fast frigates have difficulties to dodge them ). Thank you, i enjoy it a lot.

Performance-wise, in campaign, it seems that the Vic mod alone reduces the framerate by 8-10% when around the core sector. Globally, everywhere in the core sector. It's not that much but it's more than most other factions mods, which usually reduce fps a little globally and a bit more locally due to patrols & convoy.

 I believe that the cause is the industries and the required genetech. Despites how interesting the mechanic is, i'm not sure if it's useful to give thoses industries to other factions than VIC if there is a performance penalty. I may be wrong about the cause thoo. Could be memory leak on my mod list or a conflict. The fps didnt drop much without VIC, it was night & day, i generated multiple new games to verify.

7
Bug Reports & Support / Re: Serial Number Invalid
« on: October 07, 2021, 05:17:26 PM »
hi, that may sound idiotic but it's common to have a similar problem with cd keys because we may write 0 (zero) and not the O letter, or the opposite :)

8
Bug Reports & Support / Re: Ship Scaling on an Samsung Odyssey G9
« on: October 07, 2021, 05:05:09 PM »
my answer wont help but i find this MEME venture funny; you may try a lower resolution at the same ratio then upscale it full screen maybe? Otherwise, windowed at a different ratio wont use the whole screen but it wont distord the ship, it's a temporary solution if you dont find better. :/

9
Bug Reports & Support / I fixed my Stuttering campaign / stock fresh game
« on: October 07, 2021, 04:17:53 PM »
Hello,

For me, starsector suffered of continuous stutters each 2 seconds in campaign on a fresh game and a fps shown at 59 fps with idle at 40-50% ONLY when the Speed up Key was held. - but i always play with speed up, the game being extremely slow otherwise

1080p, 60 hertz
4790K 4.5 ghz locked on all cores, 8 logical cores Hyper threading enabled
16 gb ram 2400 mhz
980ti gpu last driver
SSD 512 gb
Audigy RX 5, 7.1 soundcard
gpu tied to cpu disabled.
w10 last update
disabled antivirus/ game floders & exes & java ignored
disabled w10 exploit protection measures to test and specter/meltdown tweaks but didnt help.


Vsync was enabled in the config file.

Then I changed the FPS limiter of the game to 600 and i noticed a great improvement. It's weird, considering that it says that the fps limiter is disabled while vsync is enabled. Nonetheless it was not perfect.

Then i disabled Vsync in config file and enabled it in the Nvidia panel control, it was better. Still had few hiccups.
Then checked triple buffering and it improved even more.

it has a big downside, it increases lag input. but it's stutter free now.
The Ui Says that the idle is always 0% while fps is at 60 fps all the time.

Then i used "rivatuner statistic server" hooking into java.exe to limit the fps at 60 on top of vsync to reduce the inputlag, it worked flawlessly. ( Vsync+fps limiter = very smooth & low input lag but HUGE stutter if the vsync refresh rate / FPS is not sustained)

So it seems that the ingame vsync or fps limiter, or both arent working efficiently on my configuration.

 I also tested on a very modded game. Stock setting was not enjoyable. Thoses manipulation helped tremendously despites the dips to 50 fps.


If you want to try, you need an nvidia gpu, create a new profile with starsector.exe & java.exe in the nvidia control panel. then select vsync forced on & triple buffering on.
BTW, DISABLE threaded optimization if you have it enabled globally, with a dedicated starsector profile which includes starsector.exe and java.exe. On = stutter, auto= no stutter -but who knows, off= no stutter. For a 64 bit system only.




Also, if you want to use reshade ( reshade.me), put the binaries for opengl in the java.exe folder  - if you use the "auto installer", select java.exe in starsector

10
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.7 [5/18/21]
« on: May 18, 2021, 05:11:15 AM »
On a quick test, the fix works on both new game & old 1.9.6 save without crash, Thank you very much !

Also the skin pack is very well done, even so i prefer original look for the "normal" ships from the reparation society.
But if we could get thoses skins as extra variants, similar to the Battlegroup of the hegemony, it would improve diversity :)

11
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.6 [5/16/21]
« on: May 17, 2021, 09:13:35 PM »
Hello gwyvern,
Thank you for this amazing mod.

The Update 1.9.6 is broken. The fps decays a lot after a while even on a new game. It is linked to the number of ships in the fleet. With 10 ships, it's not noticeable, with 30 ships.... well the fps drops to 30.

HOWEVER it wont happen if the REFIT GUI is not open atleast once! When the refit gui is open once, the fps drop is permanent in hyperspace until you reload the save, then the fps drop is fixed until you open the refit screen again.

I tested it with the mod activated, it's dependencies & nerelexin + console commands.


IT looks like there is some kind of memory leak or script acting weird based on the number of ships.

12
Hello, i registered to say that i have/had the same problem.

After hours of simulations & tests in the -REFIT- screen of the ships, with different weapons and ships, the game was slowd permanently, even without playing the campain, doing real fights or touching the command screen.


It somehow got better when i removed Speedup Mod and put the combat speed at *2 in the game settings instead. The game ran way better after a lot of fights, be it simulated or not.  Maybe static bloat?  anyway, i'm sure that speed up was the main culprit for this specific problem.


 Another thing that slows the game drastically is the amount of weapons. Or something tied to it:

Thoses weapons, in your home's storage, could slow the game whenever a techmined item is added, and whenever we access the command panel? Nowaday i send the techmined items on another planet than my home and it seems better...  (i mean, my official storage is not my home, more accurate) but it could simply be pure luck... Note, i'm talking about 5000++ weapons and atleast 100+ different ones. ( not 5000*vulcan cannon but 100 units of vulcan/devastator/markix/..... etc)

a third thing that slows the performances massively, it's the stations in hyperspace, with patrol hq/command center, they can be added by tahlan and vayra sector

Also, vayra sector, on a huge modded game, reduces my fps from 60 to 45 in campaign with a FRESH & new game. So i believe it is the main culprit for bad performances. It's a shame because HVB are amazing...
for java 8, it stutters a bit more and average fps is a bit worse...  i dunno about the long term performance

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