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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Templar_X

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1
Mods / Re: [0.97a] The Knights of Ludd
« on: March 23, 2024, 12:13:02 AM »
Hello there, enjoying the mod but I'm getting this exception:
Spoiler
Happens when fighting the Corrupting Heart fleet in Elysian Abyss. Somewhere mid-late fight, seems like when the Corrupting Heart is spawning.
java.lang.OutOfMemoryError: Java heap space
        at org.selkie.kol.combat.StarficzAIUtils.generatePredictedWeaponHits(StarficzAIUtils.java:348) ~[?:?]
        at org.selkie.kol.impl.shipsystems.AI.FortressFluxConverterAI.advance(FortressFluxConverterAI.java:48) ~[?:?]
        at com.fs.starfarer.loading.specs.M$1.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
        at java.base/java.lang.Thread.runWith(Thread.java:1588) [?:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
(I'm using 12GBs for the jvm)

Edit: worked around it by nuking the first 2 waves, and just fighting the final wave

2
Mods / Re: SMOL: The big mod manager & utility
« on: March 19, 2024, 09:09:18 PM »
I've been using SMOL with my current playthrough and it has been immensely helpful. Thank you so much for making it, it is really appreciated.
Cheers

3
Bug Reports & Support / [0.97a-RC11] Foxtrot anchor deployment bug
« on: March 15, 2024, 09:50:06 PM »
Hello,
In the Limbo system I first placed a Comm Relay in the stable location, then I acquired the anchor and destroyed the Comm Relay so I could place the anchor.
Doing it this way seems to force the player to wait 100+ days for the wormhole to be ready.
Rolling back to a previous save and not placing the Comm Relay fixed it.
Cheers

4
Mods / Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« on: March 15, 2024, 03:24:33 PM »
Thank you so much for this mod! It is a must have for all my playthroughs.
Sometimes I end up spending more time in the simulator and checking results than actually playing  ;D

Question/suggestion: Is there a way to see how much flux a weapon spent? (So we can get an idea of how flux efficient that weapon was)
(Apologies if this was asked before)

5
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 02:22:25 PM »
Nice! The simulator upgrade looks very good. Looking forward to dabbling with it!
And the Java upgrade is appreciated.

6
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.6)
« on: February 25, 2024, 05:49:18 AM »
Hello! I've been enjoying this mod a lot, thank you for all the work put into it!

A small heads up: in the main post the image links for Ismara's Sling / Asteroid Processing are broken, these seem like the correct ones:
https://raw.githubusercontent.com/boggledstarsector/tasc/main/release/Forum%20Images/industry/mass_driver.png
https://raw.githubusercontent.com/boggledstarsector/tasc/main/release/Forum%20Images/industry/asteroid_processing.jpg

Looking forward to your next update :)
Cheers

7
Hyperdrive 2.5.1
Save-compatible with versions 2.0.0 and up



[...]

Hellos, thank you for the mod and updates!

Just to let you know that the Github link https://github.com/NateNBJ/Hyperdrive/releases/latest is not actually pointing to the latest release.

Cheers

8
Bug Reports & Support / Re: FPS Issues
« on: December 27, 2018, 10:58:37 PM »
Hi.
 To clarify, I had a smoother experience before but I think that's due to different drivers, windows installation and so on.
 After your comment I actually went and played a few missions on the old version to check if it's smoother but it's hard to tell, so they probably have similar performance.
 I played the same mission on both versions but it's too dynamic to easily compare and the performance dips aren't always consistent (usually fighters on screen firing beams and missiles do the trick). Tried to do some recordings but the capture interferes with the performance too much to be of use. (on other games it usually only causes a minor <5% performance hit)
 So I think it's just the game interacting with openGL / AMD drivers problems, just that now they're worse than they were a year or so ago (?) when I last played.

9
Bug Reports & Support / Re: FPS Issues
« on: December 27, 2018, 06:00:35 PM »
Just to add that I had a similar experience with this update. Sadly after some troubleshooting I couldn't find a work-around.
 Performance started taking some big hits later in the game when there are more carriers around.

Specs: Ryzen 1700, 16GB RAM, AMD RX 480 8GB, updated drivers, no mods.

 Note: For some reason the vram clock doesn't go up when in game (as it does with other games), however forcing it up to normal gaming values seemed to offer little improvement.
Guess the problem is from OpenGL driver overhead or some such shenanigan? =\

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