Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Baqar79

Pages: [1] 2 3 ... 23
I recently upgraded my PC to an all AMD laptop (Ryzen R9 5900HX CPU + rx6800m GPU) and Starsector performance has suffered (despite my last PC being 10 years old).  When I force both java and starsector to run on the dedicated GPU on Windows 10, performance decreases as well as seeing a weird shimmering effect on asteroid belts around planetary bodies.  Forcing the integrated GPU for both java & starsector does seem to help improve things (shimmering disappears), though while the framerate is ok I get a lot of big pauses while flying on the main map.

I think Linux has an OpenGL to Vulkan wrapper which might help, though I haven't really used Linux itself.  MS Store has an OpenGL to DX12 plugin for free, but after downloading and installing it, it doesn't help; though that could be because it only supports up to OpenGL 3.3 which I guess is more aimed at photo products with OpenGL acceleration (well I do use Lightroom occasionally, so maybe that might help).

Suggestions / Re: be a good game instead of scientifically incorrect
« on: December 22, 2021, 10:20:02 PM »
I'm not sure if there have ever been any sizes mentioned on this ships themselves (are the relative sizes between ship classes about right?, or would a frigate appear like a tiny fighter in comparison to something like an Onslaught or Paragon?).  It probably won't be ever elaborated on so imagination can fill in the gaps (much less to pick at when the audience fills in the gaps), but I still would like to know. :)

The other thought about lasers (I'm not complaining or requesting a change just thinking about it a little more) is in a vacuum you aren't going to be seeing them from an overhead view; not much matter for light to scatter from.  Though space isn't completely empty so a solar system (especially closer to the sun) would have a greater concentration of matter then deep space.  From one place I was reading around 3 to 10 particles (protons & electrons) per cm^3 average inside our solar system, while at the Heliopause (where the solar winds from the sun can't hold back the interstellar medium) it drops to 0.002 electrons per cm^3 (not sure what happened to the protons, maybe they lose energy well before reaching the Heliopause because they have more mass?).

I don't know but perhaps the energy is so intense from the laser that the sparse gases that fill the vacuum of space is forming super energetic plasma of some sort which is then giving off light (maybe....I don't know, just making stuff up).

Suggestions / Re: be a good game instead of scientifically incorrect
« on: December 22, 2021, 04:43:14 PM »
Space doesn't have drag. Someone tell Alex please; he should probably fix that.

Bit of an oversight tbh.
Elite Dangerous which has a much more realistic interpretation of Space (well the Galaxy scale and orbital mechanics are reasonably solid) and it can't get away from Space Drag; internally I find it easier to come up with my own explanation for why things are the way they are (I generally explain it as to be a side-effect of the Hyper drive or a Gravity generating system if the ship has one).

Consistency is important and....I know I should of let it go after all these years (Alex shot down this suggestion), but I still really don't like that all White Stars are called "White Dwarfs", which are dead tiny stellar remnants, regardless of whether they are actually normal full size stars or more 'correct' like Achaman in the Magec system.  It has some of the star types and labels them as such (O,G,K,M), but for White Stars (A & F roughly), they are all called White Dwarfs.

Weirdly I'm actually completely fine with the scale of the solar systems, but for some reason this star classification in particular bothers me... :)

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 20, 2021, 06:43:28 PM »
...Huh. I always figured that Recovery Shuttles was there just as a setting-theme thing, a sort of a reminder that yes, life is cheap, and no, you're going to pick the option that gives you more combat power over the option that preserves the lives of your pilots. (This is one reason that I vastly prefer to deploy drone fighters when I can. It just feels better.)

And turret gyros? Those are useful! I mean, okay, not something I install everywhere - but they're good on anything with wide turret arcs, and especially necessary for, say, turreted HILs, or ships using armored weapon mounts.
I pretty much install Blast Doors everywhere to lower casualty count...never mind if I wasn't so reckless and a little more smarter with how I play the game I wouldn't have those casualties to begin with.  I do prefer to use drones myself and my Apogee's have now migrated away from the Xyphos to the Lux Heavy Fighters.

I do make use of Advanced Turret Gyros though on my Doom...but I'm not sure exactly how much benefit they are fact my Doom build under AI control doesn't seem to be working too well at the moment (My measure of whether a ship under AI control is doing well is if it can beat ships in the simulator of similar Deployment points or greater, but it is failing there, even with a level 6 officer).

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 20, 2021, 03:54:02 PM »
I just installed the game over the top of RC5, but I had this super weird issue where loading my game actually loaded my old save from 0.95a (which is in another folder).  I was extremely confused for a while and thought it had erased my save, though on reloading the same save again it then correctly loaded the actual save.

Maybe I loaded the older version of the game previously and when I hit continue on the newer version of the game (I can't remember if I hit continue or selected the save game) it may of tried to load that game save instead?

Suggestions / Re: Trade Fleet Disruptions
« on: December 19, 2021, 09:11:18 PM »
I posted something similar myself in the General section (, but I'm still not clear on whether this is just a random malus that occurs rolling some sort of internal dice, or if it is actually based on a fleet being intercepted and destroyed.

If an outbound fleet is destroyed is that what causes the supply shortages?  I mean it still doesn't make sense in my case that the resources weren't delivered to the colony about 1 light second away first before leaving the system to deliver goods 10's of light years away, but it feels to me at least a little better than getting a penalty completely randomly due to a bad roll of internal probability mechanics.

I would very much like to see proximity have some sort of influence on internal trade security, and income loss due to having outbound fleets being intercepted rather than creating a shortage in your own colonies (if that is what is happening...I'm still not clear on whether it is fully random, or requires an outbound trading fleet to be destroyed).  On the other hand it does make sense that if my colonies were not located within the same system that there would be the possibility of trade disruptions if the trading caravan had several stops along the way to that colony and got wiped out before it could reach it.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 19, 2021, 03:45:53 AM »
I only ask in a half-joking manner, not entirely clear how XP scaling works once a player gets to 15, since newest patch just listed assorted "fixes" to SP generation after player gets to 15... anyone check the new code yet?
I think it is a flat 1,000,000 XP per Story Point after reaching level 15 (progress bar counts up 1/4's as before and then just resets back to the start every 4 story points, or 4,000,000 XP).  This is just from observing the experience bar in my own game, so I haven't looked at the code.

Well that sounds positive then, no need to figure out if my PC is the problem, thanks!
(My CPU has been run permanently overclocked and is nearly 10 years old.  Recent hardware correction errors told me the CPU had degraded a little so I reduced the clock rate a little (which cleared up the WER hardware errors in Windows 10) and did a fresh install, but I'm a little suspicious of my PC's reliability ever since).

Yeah, that is what I meant by options (sorry I don't know why I chose to be non-specific there). 

When you say it isn't crashing for you, is that because you are running the new version of the game?  The crash seems to happen every time I've tested it (though it doesn't always happen immediately).  I'm still missing quite a few Blue Prints, though I guess you can see exactly which ones I've got from the save.

Oh maybe...when you say "blueprint intel" bar event is that where you pay to get the location of blueprints?  I have recently started taking those and have picked up three recently that way (in fact I was looking for more), the Revenant, Phantom and Kite(s).  Perhaps that is why I'm getting the crash then?

Bug Reports & Support / [0.95.1a RC5] Game locks up while entering Nortia
« on: December 18, 2021, 08:37:18 PM »
I've noticed the game has had a few strange lock ups in certain places, so perhaps it is on my end, but I have this regular lock up (requires terminating the process and reloading the game), when entering Nortia.  Sometimes it happens immediately on opening up the interface screen, sometimes I can navigate some of the options before lock up.

I've sent the save already, hopefully you might be able to see what I'm seeing, though if not I'll need to figure out what is going on with my end.

EDIT: Whoops! I just sent the email without any message content (attached save is there though).  Basically I've already got autopilot already set for Nortia, so just fly there and try clicking some of the options to see whether the game will lock up.

Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 04:02:45 PM »
I just noticed the Phase bonus can stick even with the Transponder on.

Start with the Transponder off with Phase ships in your fleet, then hit something like "i" to get the Phase bonus to apply, escape back to the campaign map.  Now just turn on your Transponder and the Phase bonus will stick with the transponder on until you next go into the Character/Fleet/Refit or inventory screen.

Neat!, I may end up with the best shipwrights in the sector with how much experience they're getting :)

This may be by design, but it looks like you can't rescue crew after forced to play through a second battle; normally I've stacked a lot of crew reduction losses, so I think I get around 75% back, but in this case none were able to be recovered.

From what I've found (maybe you are already aware), the Marines from the bar ("Tattooed roughs") seem to have a random amount of experience, some very experienced others not so much.  In addition the Marines you recruit from the bar are usually cheaper than buying them on the market, so I always go this route for Marine recruitment and just replace those lost using the green Marines as found on any market (The pool of experience seems to be shared for all of the Marines, so adding a few green Marines to a large number of Veterans doesn't have much of an effect on their overall strength).

Yeah, I'm sorry that I added work that didn't give you a solution.  I'll update here if I run into the same problem again (hopefully with some more useful information).  I don't have any video recording software which would of helped immensely when I first started seeing this, rather then going all "Happy Gilmore" at the AI :D

Pages: [1] 2 3 ... 23