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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 - antsh

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1
Mods / Re: [0.96a] Fleet Journal v1.0.8
« on: May 24, 2023, 04:15:33 AM »
How do I even open the Journal? Neither the OP nor readme have any useful information.

Are you playing a new game? It won't appear at the beginning of a new save, but should eventually show up on the Intel screen.

2
Just wanted to report a missing space and that the "ty" in "loyalty" should also be yellow in the attached pic (I don't know how to embed pictures)
Thanks for pointing that stuff out!  It will be fixed in the next release.

Also is there a blacklist check opposite traits because I found a ship with both Oblivious PD Gunners and Skilled PD Gunners (unfortunately I didn't take a screenshot of it)
That's not supposed to be possible without the use of console commands.  I'll try to figure out how it might happen.  Do you remember how you found the ship?  As in, was it a famous flagship/derelict from a bar event, one of your own ships, etc?

I had something similar with lazy and determined (I think) crew. Are they supposed to be mutually exclusive?

Love this mod, by the way.

3
I checked "Storage" on the "intel" tab, but missing stuff wasn't showing. I did fly to check the planet I was on (and the one I was next to), just in case, but no luck.
Probably because it is a story contact - Alviss Sebestyen, who is on the Galatia Academy Station, which has no trade/cargo tab.

Sorry, completely missed the Academy part of your post.

4
Great work, thanks for the mod!

Said that, I think I have some bad news - there seems to be a nasty, edge case (didn't manage to reproduce it yet),
bug - not 100% sure, but it is very likely it is caused by this mod. When using a "call" button in "Contacts" to complete
a mission (requiring delivering something back) and leaving a station, it may just erase your whole fleet and cargo :(

For more details see this topic: https://fractalsoftworks.com/forum/index.php?topic=24897.0
Quote
that dialog would only show up if the player fleet has no human-pilotable ships
Quote
Stelnet clears your fleet for the duration of a contact call.

If you go to the planet/station that the contact was in, do you see your stuff in storage?

"- New Contacts board - a filterable address book with an ability to directly call the contact. Disables cargo and ships during contact interaction. Newly acquired items and ships are moved to the storage located on the same planet as the Contact. Cannot call the contact that is located on a planet with no storage (very unlikely, could only affect modded markets)."

5
Modding / Re: [0.9.51a-RC6] ez's Additional Character Names
« on: July 10, 2022, 04:25:30 PM »
Works as advertised.

Thanks for putting this together, I imagine it was a little time consuming.

6
Modding / Re: AI upscaled ships, for whoever wants
« on: July 10, 2022, 05:09:29 AM »
Impressive for sure, but not something I'd actually want to inflate my memory usage for.

At least it's not quite as egregious as this:
https://fractalsoftworks.com/forum/index.php?topic=18134.0

Totally makes sense. I don't run many mods right now, so the increase has no impact for me.

For anyone interested, the total size went from 15.8MB to 54.5MB, an almost 3.5x increase, so there definitely could be an impact depending on the system. Some other tools actually made it even higher, but I settled on BigJPG because the API is simple and the increase was minimal, relatively.

Again, I don't really know what I'm doing and this is just me playing around with upscaling while figuring out photo restoration.


7
Modding / Re: AI upscaled ships, for whoever wants
« on: July 09, 2022, 03:51:43 PM »
These look a lot better than I'm used to from upsizes. Upscaling algorithms have become a little scary.

I tried this out a few years ago (since I'm doing a lot with vector art and resizing is just a matter of picking an export setting) and the consensus at thew time was that you can probably get away with this for vanilla and maybe a couple of mods, but it will eat your VRAM like no tomorrow with enough mods enabled.

Still I think it's a much cooler use of that VRAM than making a capital ship so big it crashes the game, though.

That makes sense about non-vanilla content. I'm still fairly inexperienced with the game, despite owning it for almost a decade, so I haven't touched any content-adding mods yet.

Also, I love your custom flags! Great work.

8
Modding / AI upscaled ships, for whoever wants
« on: July 09, 2022, 03:01:51 PM »
Been using this myself for a few weeks and thought I'd share. I don't exactly know what I'm doing, so consider it untested and please backup /graphics/ships/. I prefer the extra detail when on the refit screen and the size increase seems small enough to have not impacted my performance much. I didn't touch the glowmaps (they bugged out), so there may be problems there, with the differences in resolutions.

Edit:
Also, these were generated by whichever algorithm's BigJPG uses. https://bigjpg.com/

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