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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Topics - mkire

Pages: [1]
1
Bug Reports & Support (modded) / Permgen crash and broken VMParams file
« on: November 29, 2021, 07:52:16 PM »
so my game is extremely modded, and since i have 32 gigs of ram on my computer i've recently tried just giving starsector more ram, and that fixed one issue i'd been having with the game not having enough ram to run.

after that i've been running into the game running out of permgen space and CTDing, so i thought 'i'll just add an argument to the vmparams file to increase the permgen space, problem solved!' that didn't work and infact seems to have made my vmparams file corrupted or otherwise not working. is there any way i can get a new copy of the file or the default arguments so i can fix this since i was not smart and didn't keep a backup?
edit: i'm a dummy, i accidentally deleted part of the stuff i wasn't trying to edit and it meant my vmparams was incomplete. fixed it, and now going to try launching with the larger permgen size argument

2
Modding / help with a persistent CTD
« on: November 08, 2020, 03:33:09 PM »
so i am having a CTD while flying around in star systems, my modlist is in the first spoiler, and the second is the error log from the error. would someone please help me figure out what's happening?
Spoiler
{"enabledMods": [
  "Adjusted Sector",
  "sd_advancedHullMods",
  "raccoonarms",
  "automatic-orders",
  "lw_autosave",
  "timid_admins",
  "blackrock_driveyards",
  "capturecrew",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "diyplanets",
  "istl_dam",
  "diableavionics",
  "edshipyard",
  "extra_system_reloaded",
  "fluffships",
  "foundation",
  "sun_fuel_siphoning",
  "gates_awakened",
  "gladiatorsociety",
  "GMDA",
  "hvbplussimple",
  "HMI_SV",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "more_hullmods",
  "Neutrino",
  "sun_new_beginnings",
  "nexerelin",
  "yrex",
  "pearson_exotronics",
  "wyv_planetaryShieldAccessControl",
  "roider",
  "sun_ruthless_sector",
  "sad",
  "tahlan_scalartech",
  "SCY",
  "shabro",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "thgualsno",
  "TS_Coalition",
  "underworld",
  "US",
  "ungp",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "WEAPONARCS",
  "shaderLib"
]}
[close]
Spoiler
2320473 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.getSizeWithModules(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Spoiler
780089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

3
Suggestions / Intel panel suggestion
« on: August 16, 2018, 04:36:29 PM »
So i often get 'there's a derelict blah in blah system' from salvaging. i'd like to be able to keep these around until i go find the thing it's talking about instead of it getting deleted after a few months.

suggestions; Add a notepad like function to the intel screen so i can write little notes in game, or let me mark bits of intel as important and they don't get deleted until i unmark them

4
Suggestions / standing/general orders
« on: March 08, 2013, 06:44:51 PM »
I'd like the ability to say to the captains in my fleet 'if your ship is about to blow up, try to retreat', or with the new CR mechanic coming 'if your CR drops below this, try to leave the battle' while out of combat.

5
Suggestions / an assault order for ships
« on: November 07, 2012, 05:14:56 PM »
So there's been times when i wanted something dead badly enough that i wanted my entire fleet to ignore everything else in order to kill it. Currently the only way to obtain this effect is to hope i have enough command points to stick an attack order on it and then assign everything to the task of killing it.

from my admittedly ignorant perspective, it should be relatively easy to implement a 'all ships, attack this' order, given there's one for 'all ships, attack this location'

6
Modding / missiles
« on: March 21, 2012, 11:03:14 AM »
so i've been playing for a while and i don't like that missiles can be outrun indefinitely/dodged. I decided to change that, but i can't figure out if a higher 'acc' number under the engine specs list will give me faster missiles or slower ones

7
Suggestions / suggestions
« on: February 25, 2012, 04:49:49 AM »
If possible, let me change weapon groupings (more specifically, whether they're linked or alternating) during battle.

a fragile frigate with a flight deck. bringing it into combat is a bad idea, but it lets you repair fighters at a reasonable speed out of combat and still move at frigate speeds.

if there's a penalty for having more crew than your ships need, a cargo item that extends the number of crew you can carry.

finally: If the speed penalties for large fleets are here to stay, please put them somewhere they can be modded.

Pages: [1]