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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 - cell

Pages: [1] 2 3 ... 5
1
Bug Reports & Support / Re: My game has no sound
« on: October 04, 2021, 12:00:49 PM »
Try toggling sound in the launcher. Maybe run the game with it disabled, close it, and then run with it enabled again.

2
Bug Reports & Support / Audio Popping / Crackling OpenAL issue
« on: October 02, 2021, 09:55:14 AM »
I've been having an audio issue since I started playing again for the 0.95 release. Some sounds are distorted with a popping / crackling noise. It only happens to some sounds, not everything. I hear it sometimes when travelling in hyperspace. The most noticeable one though are engines. Every engine sound, no matter the hull size / tech, seems to have the problem. It's very noticeable at the start of battles because the engine sounds are pretty much all you here.

I found a few threads that I assume were the same issue. This led me to the OpenAL clue.

Crackling/Static sounds in Music?
Crackling + popping audio (win 7 laptop)
Static/Crackling sounds in the music

I tried each older version of the game until 0.6a-RC4. This version doesn't have the issue. Using these older OpenAL dlls with the latest game version solves the problem. I should note that I was just using old exes I still had. I'm not certain the exact release that updated the dlls. Here's a video demonstrating the problem:

https://www.youtube.com/watch?v=P5yMZLHNIYg

For anyone with the same issue that finds this post, you can download an older version such as 0.6.1a-RC2 to get the dlls that fixed the problem for me. Use 7zip to open the exe and copy OpenAL32.dll and OpenAL64.dll from \starsector-core\native\windows and overwrite the existing dlls in the same path in your current install folder.

OpenAL32.dll (MD5: c82c388f3e106ca01a6a20d04e802b97)
OpenAL64.dll (MD5: b1fddfe2bfdb7d54ebf35ca8e3d11ef7)

Now I'm 99% certain that I didn't have this issue in the past on any of the older releases that now have the problem. I've used a dedicated sound card for probably the last decade because of poor audio quality and issues with integrated in the past. However, last year I upgraded my cpu and decided to try out integrated again because it was supposed to be high quality. I'm using my MSI Z490 UNIFY motherboard's integrated Realtek ALC1220 audio with the 6.0.8991.1 driver. I've had zero issues with any game, media player, music player, etc. until now. I've played a lot of different games with this setup, including other games using OpenAL. I can only assume that the issue has something to do with Realtek. Surely it can't be that simple though because I'm sure the vast majority of people are using integrated audio, many being Realtek. I'd expect way more posts about the problem if it was widespread.

So my questions now are why is this happening and what is the actual cause? What exactly has changed in the newer OpenAL dlls? Are there any downsides to me using these older dlls? I tested the new vs old dlls on 0.95a-RC15 with both versions running so I could quickly switch between windows and compare... and they sound identical (aside for the popping issue with the new dlls). At least playing around in the simulation with various weapons and ships I couldn't tell any difference.

3
Modding / Adjust volume / pitch in real time?
« on: September 24, 2021, 06:17:02 PM »
Is it possible to adjust volume / pitch in real time? Neither pressing F8 in dev mode or backing out and in to a simulation seems to update my changes. I have to relaunch the game for them to take effect.

4
Great minds think alike. I also always rebind inventory to B as it's very ergonomic and can be easily pressed with your left hand. Many games have this problem where they assign Inventory to I which makes zero sense from an ergonomics point of view. The default Campaign keybinds are all actually great and can be comfortably pressed with your left hand except for Cargo.

I'm strongly against hard-coded keybinds. It only serves to restrict player choice and cause frustration. Games over the years have been getting better about this but even in 2021 many games still have this problem.

I presume there is still no way to achieve this without something like AHK?

5
Bug Reports & Support / Destroyed Station Battle
« on: June 26, 2019, 12:47:53 PM »
I may have the details of what happened wrong but I believe an allied fleet was engaging a Pirate station (Kanta's Den) and I decided to assist them. Immediately after destroying the station I had the option to engage again (I think it may have asked if I wanted to pursue the fleeing hostiles). Upon entering this second engagement there were no hostiles and just the destroyed station. The allied ships just sat around idle and my CR was dropping as if there was enemy presence. I had to retreat from the battle because there was nothing to fight. After retreating I believe I still got to collect salvage as normal.

This happened yesterday and unfortunately I didn't have the time to post then and don't have the save either. I did take a couple screenshots though.

https://i.imgur.com/T4cRPvB.png
https://i.imgur.com/Q8qrJ9P.png

6
Discussions / Re: Space Music
« on: May 31, 2018, 08:55:07 PM »

7
General Discussion / Questions
« on: April 25, 2017, 09:05:51 PM »
1. Do fleetwide character / office skills stack? If, for example, you have multiple officers with points in "Combat Endurance", will that further reduce the chance of malfunctions?

2. Do any combat skills apply to your piloted carrier's fighters as well, or just the carrier itself?

3. Is there a way to control when your entire fleet's fighters engage / regroup similar to how you can with the hotkey for your piloted carrier?

8
Bug Reports & Support / Re: CR not dropping to 0%
« on: December 21, 2015, 08:39:00 PM »
Yep it was vanilla.

9
Bug Reports & Support / CR not dropping to 0%
« on: December 20, 2015, 04:32:50 PM »
Basically during a long engagement my CR would not drop below 6%, while hostile ships would still drop to 0%. I'm not sure if this is a bug or just some display issue or maybe a mechanic I'm not aware of.

Screenshot:
Spoiler
[close]

10
Bug Reports & Support / Re: Dockyard captain switching repair cost.
« on: December 09, 2015, 07:10:32 PM »
Yah I figured it out. What was happening was that I had all the ships with me at 100% CR because I kept switching what I was captain of so frequently while testing this. Then leaving the station for a half a second and going back only slightly dropped the CR of the other ships so it only cost 1 supply to get what I switched to back to 100%.

This could almost be considered an exploit. Provided you have enough elite crew, you can spend supplies to get everything up to 100% CR and then go fight something nearby. Of course this would be pointless if you needed to travel far as the CR would degrade... but still.

11
Bug Reports & Support / Re: Dockyard captain switching repair cost.
« on: December 09, 2015, 03:26:16 PM »
My first post still seems like a bug though. But I guess that's for Alex to decide.

12
Bug Reports & Support / Re: Dockyard captain switching repair cost.
« on: December 09, 2015, 03:13:03 PM »
Yah I think that's that the problem. I just messed with it some more and noticed that switching to a stored ship will also cause a varying repair cost (depending on the hull + ordnance it seems). So maybe this isn't really a bug? I do also have all ordnance and CR related skills at 10.

13
Bug Reports & Support / Dockyard captain switching repair cost.
« on: December 09, 2015, 02:57:50 PM »
While at a station / planet dockyard, changing which ship I'm captain of causes there to be a 1 supply repair cost. After I repair [hotkey A] I can then change which ship I'm captain of as many times as I want without a repair cost. After leaving the station and then docking again, switching captains will once again cause there to a 1 supply repair cost.

Note: I've only tested this at the Abandoned Terraforming Platform and only with myself as the captain.

14
Bug Reports & Support / Supplies + Shift Click
« on: September 30, 2013, 10:04:38 PM »
okay this is a weird one. some kind of bug with the shift click and hold bar automatically selecting increasing amounts of supplies as you shift click from left to right on the supplies icon.

basically shift clicking different parts of the supplies icon at the hegemony station will pick up more than 1 supply at a time. from the left to mid it only picks up 1 but as you go right the amount increases. it seems the shift click hold bar is the cause of it. ive never noticed this before so i think you'll need my save.

edit: seems it only happens in the rightmost collumn with large stacks of supplies / fuel / crew / marines.

[attachment deleted by admin]

15
Bug Reports & Support / Re: [AI] gathering forces away from battle
« on: September 30, 2013, 09:31:19 PM »
i just had something similar happen. might have something to do with this thread also.

Spoiler
[close]

I just started a new game and accidentally let a big pirate fleet engage me. I chose the attempt to escape option but decided to try to actually win. The fight was a Condor, Buffalo Mk.II, Lasher, Hound, Pirahana Bomber Wing, and Talon Interceptor Wing vs my Wolf.

I first killed the Buffalo which was chasing me from the start. The rest of the time I just danced around killing fighters and tanking missiles until the frigates retreated from low CR. I then found the Condor sitting at the very top of the map and both fighters about 10000 units north of it outside the map. Once I would engage the Condor they would come back after me but if I backed off for a little bit they would head back outside the map and seemingly go forever. Eventually I was able to kill everything even at 0% CR. None of the ai ever tried capping objectives, retreating, or chasing me after the first few minutes of the fight.

Also when there was only one fighter left, a Pirahana, it just kept going in and out of the Condor in an endless loop until I killed the Condor.

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