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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Topics - SaberCherry

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For some reason I can't take screenshots of this, they come out missing the f1 screen.  But anyway, I have 2 Colossuses.  One has Erratic Fuel Injector and Increased Maintenance, and shows Maximum Burn 9 (+2) - note that I hacked the local Makeshift Nav Buoy.  The other one has Degraded Drive Field and Increased Maintenance.  It shows Maximum Burn 8 (+1).

So far, so good.  But actually I want my fleet to have speed 9, so I gave it militarized subsystems.  And when I do that, it drops to 7.  Augmented Drive Field is expensive, but when I give it that, ...  it also drops down to 7.  When I give it Augmented Drive Field and Militarized Subsystems, it goes up to 9 (+2).

I get that I bought this from a weird guy I met in a bar who didn't mention any d-mods, and the price was pretty low, so I guess this is understandable.  But I'm pretty sure the game is not supposed to work this way.  Oh, and when I get out into hyperspace, my max speed is still 7.  When I scuttle that ship it goes up to 9 (18).

I have 2 Drams with Degraded Drive Fields.  They both work fine; they have Militarized Subsystems and run at burn 9.  But yep; I'm not going to buy any more ships at bars or any ships with degraded drive fields until the next patch.  For now I'll just get rid of that cursed ship ASAP (after I deliver the cargo it holds).

Suggestions / Extended Weapon Specs
« on: October 12, 2020, 04:08:53 PM »
The in-game weapon specs are already quite informative.  There are just a few things that are not covered, which would be helpful:

1)  Numeric projectile velocity.   For missiles this is listed as fast/slow/etc, which is marginally useful.  But for guns it's absent, which makes it hard to determine what is useful for point defense, for example.
2)  Turret rotation in degrees/sec.  Again, this is sort of there, but unquantified.  This would also be useful for missiles.
3)  Explosion radius, for anything with a radius, like flak and torpedoes (?).
4)  Burst duration for burst weapons (not very important).
5)  Weapon HP, if it's different for different weapons (?).
6)  Whether it will target/prioritize fighters.
7)  Whether it will target/prioritize missiles.

If these were programmatically derived, rather than Strings (which seem to be the case for most fields, given the way burst count, damage, and DPS values are displayed very differently in different mods) then it should be pretty easy to include the exact values.

Suggestions / Start saved games paused
« on: September 30, 2020, 06:14:03 PM »
I would prefer when I start a saved game for it to start in the paused state.  Waiting for a load indicator then reacting the instant it finishes is challenging, yet not really fun.  When I restart from a saved game I kind of assume the saved situation will be replicated, which it isn't (I only save while paused).  You can't save at a planet, where you are perfectly safe, only in space; so you have to leave, let some frames go by, then save.  When you reload, you let more frames go by, then get your bearings, and finally react.  So, any time you save the game you lose a bunch of frames on both ends.  Saving while at a planet would be a huge boon, but it would require some additional UI work which is a pain.  However, resuming saves in the paused state would be easy and really useful.

Unfortunately I have multiple mods installed (listed at the bottom); I had no problem with Vanilla. 

Description:  I can load my save, go to Fleet Doctrine, and then...  sometimes it will crash immediately.  Once I refreshed the sample fleet several times, then it crashed.  Once I scrolled down to Mora and clicked on it, then it crashed.  And once I tried to go to the weapons tab, then it crashed.  I think it crashes in response to me doing something, but I can't really accomplish anything because it crashes within a few clicks.  I didn't notice this until just now because I finally colonized a planet.  I can, fortunately, scroll around in custom production with no issues.

Log stack trace:

111542 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [RunningDark.ogg]
111757 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
111757 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
112330 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at Source)
   at<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.command.J.updateSampleFleet(Unknown Source)
   at com.fs.starfarer.campaign.command.J.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.command.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(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$ Source)
   at Source)

Enabled mods:

{"enabledMods": [

Suggestions / "Next" could possibly go to the next page
« on: September 27, 2020, 11:12:13 PM »
Typically, "Next" goes to the next page, which is always the behavior I want.  In this forum, it goes to the next topic, which I can't imagine anyone wanting. 

Suggestions / Resume Sustained Burn After Sensor Burst
« on: September 26, 2020, 02:07:56 PM »
This could be configurable, at least in the json files, but having to hit sustained burn again, at just the right time, after using a sensor burst is incredibly irritating and makes me minimize my sensor burst usage simply because it's tedious.  When I am in sustained burn, I always want to resume ASAP after using a sensor burst.

Along similar lines, I've probably hit "Emergency Burn" by accident as often as I've used it on purpose, partly due to its positioning right between the two most commonly-used toggles, and partly because it looks a lot like sustained burn.  Since it has massive drawbacks, some kind of confirmation would be nice (I've since moved it to slot 0 once I discovered this was configurable).  Also, a prompt for enabling transponder upon leaving a planet would be great.  The "Enable Transponder?" prompt upon entering a system is extremely helpful; on the other hand, every single time I've been intercepted by patrols was because I turned off my transponder to due a black-market deal on a planet with no patrols nearby, and then simply forgot to turn it back on after I left.  The patrols don't buy that excuse.  It led to me getting into a war with the Diktat last game...

General Discussion / Brawling Simulator
« on: September 14, 2020, 07:52:26 PM »
In light of a recent thread arguing about whether caps or vents were a better addition to a ship for brawling, in which TTO (time to overflux) was used as a metric, I decided to write a simulator.  You can grab it here (now version v0.2):

(I've never used zippyshare before so please let me know if you have trouble and I'll put it somewhere else)

To use it, you run a command like this:

If that image doesn't show, it would be something like this (on line, space delimited):

java -ea star.Simulate weapons.txt ship:side=a,class=Lasher,name=Foo,hull=1750,armor=300,flux=2100,dissipation=140,upflux=500,downflux=1600,fluxperdamage=1.0,upkeep=56,4xLight_Autocannon,1xLight_Mortar ship:side=b,class=Kite,name=Bar,hull=900,armor=150,flux=1400,dissipation=80,fluxperdamage=0.8,upkeep=40,2xHammer_Torpedo_Single,1xLight_Autocannon

The syntax is such that you define a ship and its vital statistics in the command line.  You can do the same with weapons if you want but you don't need to.  If you want multiple ships on a side you can use the same syntax as with weapons, e.g. for 3 Kites:


There are a few other flags like "printshots" and "verbose" that are helpful for understanding why the simulator got the result it did.  The assumption is that two ships (or more than 2, if you want, per side) shoot at each other until one side dies; all weapons are fired whenever possible and nothing misses.  Shields are kept up (for ships with shields) initially, lowered at the last second before an impact would cause overflux, and then kept down until flux drops below some margin (by default 50% flux but you can set that with the term "upflux=500" for a ship to make it turn its shields back on when flux drops below 500).  In practice this does not matter much of the time since ships never disengage so basically flux keeps going up unless their weapon drain is lower than dissipation.  The simulator is 100% deterministic when there is 1 ship on each side.  When there are multiple ships per side, every time a weapon starts firing a burst, it picks a random target from the remaining live enemy ships, so the results are nondeterministic.  You can, if you want, tell ships to vent when possible with the term "vent=true" in the ship definition; by default they don't vent.  There are also a couple of pilot skills simulated; you can set "bonusarmor=150" (default is 0) for a ship or "minarmormodifier=0.10" (default is 0.15).

This is not guaranteed to be completely accurate, but in my testing it seems reasonable so while I expect there may be some bugs it works as expected so far.  Currently it supports all weapons in Vanilla but does not model EMP damage since I don't know how that works.  But weapons with limited ammo, bursts, continuous beams, regenerating ammo, etc are all modeled (see weapons.txt which took me a while to write, and may contain mistakes, since I typed it from in-game descriptions rather than using a dump).

Please feel free to look at or modify the code (both .java and .class files are present) and data file.

Suggestions / Attenuation
« on: September 05, 2020, 03:31:08 PM »
It would be nice to have an attenuation option on weapons, particularly beams, such that they do full damage at range 0 and 0 damage at max range.  Beams are currently pretty OP since they are instant and never miss; it would be nice if some of them had a downside.  Or, if mods could add weapons with attenuation.  It would particularly be fun if beam weapons had greater attenuation in nebulas.

Bug Reports & Support / Autofit bug
« on: August 16, 2020, 01:52:58 PM »
I have a repeatable bug where I autofit a ship, and it doesn't take.  Specifically, the last hull mod is absent.  If I strip the ship and autofit it again, it works.  Or if I just autofit twice in a row, that works too.  Note that "Strip before autofitting" is selected.

I have Loadout Designs 3 (+10% OP), if that helps.

Bug Reports & Support / Level 21 Captain Bug
« on: August 16, 2020, 01:47:36 PM »
I have a level 21 captain.  This game is highly resilient against screenshots but I'd be happy to take one if someone can tell me how (printscreen does not work).  Anyway, he has 22 points, costs 2600/month, and is level 21, and his experience bar does not advance; my other captains have 21 points and are at level 20.  Of course, this is with no mods.

I suspect this may have been related to me leveling him when his skills were all maxed.  In fact, it offered me to level one of his skills to 4, but I couldn't select it (IIRC). I selected the new skill and got it to level 1.

Bug Reports & Support / Doubleclick bug
« on: August 16, 2020, 01:37:50 PM »
I am using a Windows 10 computer.  When I click on things in Starsector, it doubleclicks.  This does not happen in anything else so I'm fairly confident it is unique to Starsector.  This is a huge problem since I often accept quests, or do all kind of random things I don't intend to do.

I don't want to tell you how to fix it, but, for example, you could have global timer (e.g. public static volatile synchronized/atomic long/Long with System.nanoTime()) and ignore any clicks that are registered within, say, 50ms of a previous click.

The game does not always doubleclick.  Typically when I try to avoid the bug by clicking and holding down for long time, the bug does not manifest.  If I just click lightly, it almost always manifests.

General Discussion / Hello
« on: July 31, 2020, 06:53:40 PM »
Hi everyone!

I'm excited to be part of this community.  Starsector is amazing.  I wrote a game a while ago with things like physics, transparency, graphics, and so forth, but wow, nothing I did could touch this game (though it was pretty neat, I mean, giant insects wandered around and fought with Xenogears' Weltall firing a riot gun, what's not to like?).  I hope you all appreciate him because Alex is a genius.

Anyway, to introduce myself, Star Control 2 was one of my favorite games and I was pretty damn good at it (I hoped that translated to raw Starsector ability but it doesn't).  I was able to win in virtually any 1v1 (aside from impossible matchups like Shofixti vs Chmmr Avatar).  I like Privateer, Freelancer, Mount and Blade, and Dominions.  I hope I will be able to make a positive contribution to this community in the future.

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