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Topics - vicegrip

Pages: [1]
1
Bug Reports & Support (modded) / DEM missile behavior weirdness
« on: January 10, 2024, 03:09:47 PM »
A DEM missile with its firingTime set to 0 will not fire its payload. If its targeting laser does not find a target, it will flame out and fade out after a while as normal. However, if it fires its targeting laser but fails to impact anything, it will flame out but never despawn. The missile can still detonate upon impact much later while continuing to drift across space.

Such a missile with poor maneuverability with its targeting laser arc set too narrow will also occasionally start to circle a target infinitely while trying to get into arc.

A DEM with firingTime set to nonzero and destroyMissleWhenDoneFiring set to false will still explode after firing its main payload, as if it had made impact. If destroyMissleWhenDoneFiring is set to true then there will be a second self destruct poof that occurs later. But either way it doesn't seem possible to set a flame out/fade out effect as long as the payload has already fired.

2
If a ship's system is of the WEAPON type and that weapon has 0 or empty string for damage/shot, emp, burst delay, or 0, 1, or empty string for burst size, that weapon will cause the ship to display (visual only) a total weapon flux/sec of 0, regardless of how the ship is set up or what other weapons are equipped. Getting a single shot system weapon to display flux correctly requires assigning it 1 ammo and a burst size of 2 as a workaround.

Edit: The missile ammo also has to be reloaded to make this work.

3
Discussions / Do PMs sent on this board show up right away?
« on: June 15, 2023, 01:04:03 PM »
I was wondering if anyone had insight into this. I sent a PM to someone on this board and got the green message delivered notification, but a day later checking in my inbox I don't see it under sent messages. Does it only show up when the person reads or responds, or am I missing something? Thanks.

4
Mods / [0.97a] Emergent Threats/IX Revival v0.6.3
« on: June 14, 2023, 05:42:44 AM »

This Remnant focused mod seeks to make the faction a true challenge for the late game, while offering the player a chance to try out unique technologies on captured and modified drone ships. The mod also adds new content for the Sindrian Diktat, Tri-Tachyon, and new missions with unique rewards to challenge the player.

Warning: Fights against the Remnant may become extremely hard, especially if you do not have many other Remnant related mods installed. Pick your battles carefully. If you find the battles too difficult, you can make adjustments in LunaLib settings. Cross-mod content for Hazard Mining Incorporated and Random Assortment of Things can also be toggled there.

I recommend pairing this mod with the excellent Truly Automated Ships for a chance to try out more of the added Remnant ships for yourself.

Emergent Threats: IX Revival
As of v0.3+, Emergent Threats now comes bundled with the 9th Domain Battlegroup standalone mod. This antagonist faction was first created in the now abandoned Arsenal Expansion mod by Inventor Raccoon, and has been revived with permission. Both ET mods can be used independently, but will interact with each other with extra content. Note that if you are running a bootleg version of Arsenal Expansion, you should disable the original's battlegroup in its mod settings to avoid two versions of the faction spawning at the same time.

Changelog
Spoiler
v0.6.3
Emergent Threats
Bugfix
-(Fleet Action History) Fixed an issue with various ships giving incorrect extremely high fleet point values in battle summaries

Ships
-Added high-tech Aquilon Battlecruiser with a versatile built-in launcher
-Glycon ship system increased from 3x4 to 6x4 missiles per volley, flux cost reduced from 10% to 0

Weapons
-Deadeye Plasma Seeker switched to no friendly fire to match other homing missiles, projectile hitpoints increased from 250 to 400
-X-ray Pulse Laser switched to 3 round burst, per shot damage lowered from 250 to 200, dps lowered from 450 to 400, fire sound updated
-Starfall Rocket Pod (Fighter) damage reduced from 60 to 50 per rocket to bring it in line with other Starfall weapons

Hullmods
-Glycon built-in Missile Nanoforge renamed to Glycon Microforge, function remains unchanged

IX Revival
Bugfix
-Fixed crash bug when using Equalizer (IX) ship system while equipped with shield shunt
-Fixed Marzanna Protectorate reputation desyncing with IX Battlegroup
-(Fleet Action History) Fixed an issue with the Odyssey (IX) giving incorrect extremely high fleet point values in battle summaries

Ships
-Added Aquilon (IX) Battlecruiser, has different launcher mode compared to standard variant
-Maxim (IX) fighter/weapon sprite received slight update

Weapons
-Thundermark Ion Seeker switched to no friendly fire to match other homing missiles
-Vampyr DEM added 3 second minimum fire after launch delay

v0.6.2
Emergent Threats
Ships
-Added Hyperion (EX) advanced gunship

Weapons
-Increased Atropos MIRV ammo count from 15 to 20

Hullmods
-Added Standard Plating cosmetic hullmod for (EX) hulls to change their appearance

Misc
-Added new tip on how to swap (EX) ship sprites

IX Revival
Ships
-Added Hyperion (HG) unique advanced gunship

Weapons
-Stormlight Graser updated. Now performs slightly better against armor but with less extreme burst damage.
-Impact Fusion Cannon refire delay reduced from 2.6 to 2.5 seconds, causing it to actually deal 300 dps rather than slightly below it
-Added Thundermark Ion Seeker, an EMP variant of the Deadeye Plasma Seeker from Emergent Threats

Misc
-Added dialog interaction with IX and Marzanna commanders to trade in the planetkiller gained at the end of Scythe of Orion
-Lowered the odds of Panopticon Cores being offered at Vertex Station
-Marzanna subfaction will now have reputation equal to the player's reputation towards the IX Battlegroup, will only affect new games
-Added new tip on trading the planetkiller with the IX Battlegroup
-(Nexerelin) Changed the supership frigate start from Hyperion (IX) to the Hyperion (HG), if not selected at game start, it can also be gained by giving the IX a planetkiller

v0.6.1
Emergent Threats
Hullmods
-Abyssal Entropy Projector special effect changed from 15% chance to reduce CR to 20% chance to chain to the nearest enemy per strike

Ships
-Gave (EX) ships alternate gray skin, with originals included for users who wish to switch back

IX Revival
Weapons
-Slight update to Muon Siege Lance sprite
-Slight update to Conversion Lance explosion graphics
-Fixed Stormlight Graser damage (the weapon had been doing 20% less damage than the shown value due to burst duration)

v0.6.0 (Discord beta release)
Emergent Threats
Misc
-Updated mod_info.json to point out ET does not include IX Battlegroup content, which must be enabled separately
-Weapon script refactoring
-(Graphicslib) Added exemptions to missile self destruct

Missions
-Added Signal Masker loot to the missions "High and Mighty" and "Gaining Vantage"

Ships
-Added Flamebreaker (EX) class Cruiser, derived from the Flamingo from HTE
-Added Incursion (EX) class Battleship, derived from the Incursion from HTE
-Added Iris (EX) class Destroyer, derived from the Iris from HTE
-Added Mandrake (EX) class Destroyer, uses similar sprite as Moray from HTE
-Added Tigershark (EX) class Cruiser, derived from the Tigershark from HTE
-Incandescent ordnance points increased from 300 to 310
-Odyssey (TT) fitting variants updated

Weapons
-Added Atropos MIRV large missile weapon
-Added Deadeye Plasma Seeker large energy weapon

Hullmods
-Added Signal Masker special item which can be installed on unique ships such as the Ziggurat to prevent the fleet from being identified when transponders are off
-Adaptive Entropy Arrestor, Adaptive/Abyssal Entropy Projector, Adaptive Metastatic Growth will show up in exploration loot even if HMI, RAT, IX Revival are not installed
-All adaptive subsystems moved to their own hullmod category

IX Revival
Bugfix
-Updated mod_info.json to point out IX Revival is a standalone mod separate from Emergent Threats
-Fix for null pointer crash upon trying to save the game
-Attempted fix for Reactive Combat Shields null pointer crash

Misc
-(Lunalib) Added Marzanna alternate starting condition for IX Battlegroup home system, replacing Scorn
-Weapon script refactoring
-(Graphicslib) Added exemptions to missile self destruct

Ships
-Added Mandrake (IX) class Destroyer
-Minor tweaks to Incursion (IX) and Flamebreaker (IX) weapon arcs and positions
-Iconoclast (IX) ordnance points reduced from 85 to 70, loses built-in hardened subsystems
-Tigershark (IX) shield efficiency improved from 0.8 to 0.6, large slot changed from universal to synergy
-Added Fleet auxiliary Casimir (A) class Destroyer and Hetman (A) class Light Carrier
-Ship variants for autofit and NPCs updated

Fighters
-Dictum (IX) replacement time increased from 16 to 20 seconds
-Maxim (IX) gunboat added, a dangerous beam "bomber" with a single shot Muon Siege Lance

Weapons
-Impact Fusion Cannon per shot damage increased from 480 to 500, thermal damage increased from 25% to 50% of base damage (300 total DPS, 1.0 flux efficiency), tech lowered to tier 2
-Stormlight Graser ammo capacity increasd from 4 to 12, significantly increasing opening salvo burst damage
-Impact Fusion Cannon projectile hit sound updated
-Conversion Lance explosion graphics updated again
-Muon Autolance generates EMP arcs more frequently but for less damange and EMP
-Added large energy weapon Muon Siege Lance

Earlier changelogs can be found on github
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Known Issues
Spoiler
-On very rare occasions the Orthrus DEM will circle a target indefinitely without firing or despawning, or hover near a target without colliding properly.
-Combat cannot be auto-resolved until all Flourish frigates are either destroyed or have withdrawn.
-Selecting your own ships in Nexerelin start for the IX Battlegroup can sometimes randomly give you an Honor Guard version for ships used by both the regular Fleet and Honor Guard.
-The Reactive Combat Shields hullmod is intended for regular shield styles, and will override shield colors that do not adhere to the low/mid/high-tech standard on equipped ships
-Interdictor Pulse may behave oddly on rare occasions. This is due to a workaround for a display bug in the core game
-(Experimental Hullmods) Automated ships that have been modified by Experimental Hullmods may gain access to adaptive subsystem hullmods even if they technically do not qualify for them
-Solar Shield s-mod refunded OP is not displayed on the fitting window. This is an engine limitation of the core game.
-Shipwide adaptive subsystems may sometimes appear or disappear when they shouldn't. Clicking away and back should fix the issue.
-Some hullmods added to a ship by other hullmods may display their name in the wrong color. Clicking away and back should fix the issue.
-(Take No Prisoners) Some mission officers will not display their skills correctly when captured. They will display their proper skills after recruiting or a reload.
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IX Battlegroup Preview
Spoiler

Frigates
Flourish, Wolf, Temblor*, Hyperion*
Destroyers
Iconoclast, Medusa, Shrike
Cruisers
Fury, Flamebreaker, Aurora, Tigershark*
Battleships
Equalizer, Odyssey*, Incursion, Paragon, Radiant*
Fighters
Terminus, Axiom, Dictum
Logistics
Buffalo, Banteng

*Honor Guard ships that defend the IX Battlegroup home system and only rarely appear in regular patrols

Weapons
Morningstar CIWS, Lightbringer CIWS, Twin Tactical Laser, Electrostatic Projector,
Fusion Impact Cannon, Conversion Lance, Stormlight Graser,
Muon Streamer, Muon Autolance, Starfall Rocket Pod, Starfall MLRS Launcher, S/M/L Orthrus DEM,
Cutting Beam*, Soliton Burst Emitter*, Interdictor Array*, Vampyr DEM*, Antecedent Device*

*Built-in
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Remnant Ship Preview
Spoiler

Lampetia Drone Mothership
Fast moving battlecarrier derived from the militarized Odyssey (TT)


Incandescent Drone Battleship
Aggressive battleship armed with dual Hydromagnetic Cannons that degrade enemy ship performance


Resplendent Command Droneship
Heavy carrier capable of mass deploying a swarm of drones, or enhancing a smaller number of bombers


Jubilant Missile Droneship
A light missile cruiser that packs a heavy opening punch


Effulgent Droneship
A missile variant of the Fulgent for supporting Remnant fleets at range


Helia Strategic Bomber
Reaper torpedo bomber, with the firepower of the Cobra but twice the numbers.


Sundog Defender
Point defense drones that protect the mothership.


Bolide Hunter-Killer
A new threat encountered at Nexus stations.
[close]

Faction Ship Preview
Spoiler

Experimental Hulls

Prototype High Tech designs recovered by Tri-Tachyon, with rarely seen experimental ship systems.
[close]


Odyssey (TT) Battlecarrier
Fast and versatile carrier based on the Odyssey and perfected by Tri-Tachyon


Glycon Missile Cruiser
A high-tech cruiser with staying power that uses small missiles to devastating effect


Maquech Escort Carrier
A Buffalo carrier conversion for those who can't afford better


Hellfire Colossus Battlecruiser
If it works but it gets you killed, your pirate friends will be very glad it works

 
Banteng Long-haul Freighter
A versatile long range freighter designed to haul both fuel and cargo at the same time


Exhortation Battlecarrier
Of course the fleet carrier for the Diktat would be fearsome and glorious!


Unifier Flight Deck Cruiser
A carrier-cruiser hybrid that went into production due to a word from the Supreme Executor.


Preceptor Escort Carrier
A converted freighter since relegated to the Diktat Navy.


Kite (LG) Gunship
The humble shuttle converted into a carrier based gunship.


Estoc Bomber
A DEM torpedo with a biological guidance system.


Spatha Heavy Fighter
The Diktat's latest standard heavy fighter, capable yet extremely overbuilt.


Gladius (LG) Heavy Fighter
An experimental fighter reserved for the Lion's Guard.
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Mission Bounties
Spoiler

Resplendent (EX) Command Carrier
A relic of the last war.


Mutilator Phase Destroyer
A harbinger of the next war.


Mimesis Modified Superfreighter
An insatiable avatar of greed.


Praxis Modified Cruiser
A deadly skirmisher.


Invictus (LG) Dreadnought
A reborn titan controlled by a madman.


Onslaught (LG) Battleship
A sentimental relic.
[close]

Weapon Preview
Spoiler

Deadeye Plasma Seeker
A heavy energy weapon that can track its target.


Atropos MIRV
A long range strike weapon with plentiful ammo.


X-Ray Pulse Laser
Extended range pulse laser, a reliable workhorse among large energy weapons.


Kinetic Blaster (modded)
Ersatz [SUPER ALABASTER] pulse weapon with high anti-shield burst damage but extreme weakness against armor.


Siege Burst Laser
A Diktat (re)invention, bulky and power hungry, but effective against both shields and armor.


Tactical Burst Laser
A smaller Siege Burst Laser that works on a similar principle.


Ion Streamer
An ultralight EMP beam weapon.
[close]

Hullmod Preview
Spoiler

Adaptive Subsystems
Unique one-per-ship Remnant hullmods that enhance ship performance, often in unusual ways.
They are dynamically added to all Remnant ships encountered by the player, even those from other mods.

Also includes new Emergent Technologies hullmods that will modify your ships in unique and interesting ways.
[close]

Many more existing variants of Remnant ships have been refit, making them much more challenging in fleet battles. Revisions have also been made to Sindrian Diktat and Tri-Tachyon doctrine, making Lion's Guard ships more commonplace and available on the market, and Tri-Tachyon carriers more prevalent.

In addition, face off against unique enemies in new missions picked up from the unsanctioned bounty board, each with unique rewards:
  • To Hunt a White Whale: Face off against a pirate queen for a chance to gain a set of unique blueprints.
  • High and Mighty: Crash a black market arms deal between a smuggler and the Diktat Navy. Players can choose vanilla or Underworld version. (Underworld version temporarily discontinued due to unresolved bug.)
  • Shattered Fortress: Preserve the peace by striking against a Lion's Guard secret weapon.
  • Gaining Vantage: Track down a mysterious ghost ship and learn its secrets.
  • A Diamond in the Dark: Begin the hunt for the dark mover at the center of the enemies you have faced.
  • Cleaning up a Mess: Chase down rumors of a gate activation and face off against an unusual enemy (requires Hazard Mining Incorporated).

Other Features and Changes
  • Adds Adaptive Subsystem hullmod support for various mods with Remnant content.
  • New hullmods for Hazard Mining Incorporated, Random Assortment of Things, Underworld
  • Changes to the performance of Lux and Flash fighter drones.
  • Nexerelin: 2 new Large Carrier game starts, one for each new carrier.
  • Disables Expanded Deck Crew, Rescue Shuttle on automated ships.
  • New sound for the Autopulse Laser.

Future Plans
  • Add new content for the Diamond Nexus, allowing players to fight spawned Remnant fleets while still supporting Midnight Dissonant at Prism.

Art Credit
Spoiler
turkler: Odyssey (TT)/Odyssey (IX)/Lampetia, Invictus (LG), Onslaught (LG)
Inventor Raccoon: Flourish and original Arsenal Expansion IX Battlegroup content
HELMUT: Estoc, Spatha, Sundog, Bolide, Glycon, Maquech, Onslaught (LG), Incandescent, Hydromagnetic Cannon, X-Ray Pulse Laser, LR Burst Laser, Siege Burst Laser, Deadeye Plasma Seeker, Ion Streamer, Electrostatic Projector, Lightbringer CIWS, Twin Tactical Laser, Antecedent Device, Vampyr DEM
Snrasha, Tartiflette, tenoki: Resplendent
EnderHero00: Mutilator
BigBeans: Praxis
Mr.Crimeguru: Banteng, Casimir (IX), Hetman (IX), Maxim (IX)
NeoLemon, Procrasadini: Hellfire Colossus
axlemc131: Mandrake (IX/EX)
tesser: Signal Masker
Passwalker, theDragn: Iconoclast (IX/EX), Flamebreaker (IX/EX), Tigershark (IX/EX), Equalizer (IX/EX)
Bananana: Aquilon/Aquilon (IX)

With further edits by me. Various ship stats are also based on those found in High Tech Expansion by theDragn.
[close]
A big thank you to everyone whose freely shared ship and weapon sprites went into make this mod. Without you providing the foundations, none of this would have been possible.

Emergent Threats by vicegrip is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

5
Modding / [0.96a-RC9] Pegasus Restoration v1.0
« on: May 14, 2023, 11:32:12 PM »

Note: with the restoration of the Pegasus to 4 large missile slots for 0.96a-RC10, this mod is no longer necessary and will not be updated.

This mod restores the Pegasus to having 4 large missile slots, while giving it a brief balance pass. Its ship system is changed to Missile Autoforge, and its shield efficiency is weakened to 0.8. Optional content also allows the player to choose between this version or fully restoring the ship to its state in 0.96a-RC8, with 4 large missiles, Fast Missile Racks, and a shield efficiency of 0.6. The chosen shield efficiency will affect the Executor as well.




6
The new LG ships (including the Executor), existing LP ships, and new Venture (P) do not show up in the codex due to having a built in d-mod in their default configurations. This is a bug that has existed since 0.95, but has gotten notably worse given the amount of new ships that all come with built in d-mods.

7
Not sure if this is intentional, but as of 0.96a-RC8 the executor.skin file is missing the line "descriptionId":"executor", so past the descriptionPrefix the rest of the text points to the Pegasus instead of the Executor. However, the structure of the "correct" text is also a bit awkward, since the first descriptions.csv paragraph ends at "After all, why invest in risky innovations when the bones of the Domain provide ship designs to fill every anticipated role?" which is a bit of a non-sequitur if it's shown as the second and final paragraph that players see in the ship summary window after descriptionPrefix.

I think a possible fix would be to add the unique descriptionId, replace the .skin descriptionPrefix with the first paragraph in descriptions.csv, and leave the rest of the text as is, so in the ship summary window it would read as:

Spoiler
The Executor is a specialized modification of Altair Exotech's radical \"Cruiser School\" capital ship, the Pegasus-class. Modifying starship designs at the forge-level is a feat only available to major polities willing to invest heavily in employing what amounts to a highly trained specialist class of engineer-technicians. After all, why invest in risky innovations when the bones of the Domain provide ship designs to fill every anticipated role?

Because the Lion of Askonia demanded it! And, through domination of the starship fuel economy in the Persean Sector, Supreme Executor Philip Andrada had the credits to pay for the expertise required to modify a capital ship design specifically to outfit the products of his extravagant energy weapons programs.
[close]

8
Bug Reports & Support / Ship lore text display bug?
« on: April 20, 2023, 01:39:05 PM »
Outside of the codex, the description of a ship is limited to one paragraph, plus a descriptionPrefix if the ship is a skin. Given that remnant ships are both hidden in the codex, and are not skins, is the fact that their full lore is unreadable intended behavior?

9
Hi Alex,

I made a post about this bug more than a year ago without having tracked down the source exactly, but with the release of 0.96a on the horizon I thought I'd mention it again just to be sure you've seen it.

On AMD cards, the shield glow effect that arises from a ship having both a jitter effect and raised shields causes an extreme framerate drop. This is most noticeable on the Targeting Feed ship system when used on shielded fighters, and can cause a 30+ fps drop from a single squadron being boosted by a single Heron. The new renderShieldJitterEffect boolean in settings.json does not fix this issue, since the effect removal is not being applied to fighters. Commenting out the fighter.setJitter code fixes this issue for Targeting Feed specifically, but any mods that reuse the same code will run into the same issue.

10
Modding / [0.96a] Targeting Feed Slowdown Fix v1.1
« on: September 08, 2022, 01:12:43 PM »
This is a small quality of life mod that fixes the rendering slowdown issue some graphics cards have with the Targeting Feed system of the Heron. It will remove the shield glow effect but maintains the weapons glow aboard shielded fighters to preserve visual identification when the system is active.

Download Version 1.1

11
Modding / [0.95.1a] Militarized Odyssey v0.1.1
« on: August 18, 2022, 06:05:59 PM »


Note: this mod is being discontinued and its content will be incorporated into a comprehensive future mod, Emergent Threats.

Download Militarized Odyssey v0.1.1

Do you enjoy flying the Fury and Aurora, and always wanted to charge in with lasers blazing on a nimble capital ship? This mod is for you. It comes in two parts:

"Militarized Odyssey" adds an Odyssey (TT) battlecarrier to the Tri-Tachyon lineup, focused on loadout flexibility and general improvements.
"Militarized Odyssey+" adds a more radical [Redacted] drone mothership and a drone torpedo bomber, posing a new challenge to players.

Each mod can be used separately or together.

Ship Preview
Spoiler
Odyssey (TT) Battlecarrier



A high mobility warship suited for both support and frontal assault.


Lampetia Drone Mothership



A rare new threat that may strike in ways you least expect.


Helia Strategic Bomber

   

A dangerous foe that strikes like a pack of Cobras.
[close]
Both ships have very different weapon mounts compared to the baseline Odyssey, with more Large Synergy and Medium Energy mounts with slightly improved firing arcs. Players are free to customize their ship for long range support or front line combat, around forward facing attacks or the classic dual Large Energy Weapon broadsides. Now you can fly a disco capital ship to your heart's content, without locking yourself to the sluggish Paragon. However, these improvements all come at a higher deployment and purchasing cost.

Other Features and Changes
  • Nexerelin: Start as an Odyssey (TT) large carrier captain with Tri-Tachyon on a new playthrough.
  • MO: Adds 2 new Odyssey (TT) sim opponents.
  • MO+: Disables Expanded Deck Crew on automated ships.

Future Plans
  • Continued ship rebalance.
  • Expand market availability of baseline Odyssey.
  • Adding a questline that sees the player face off against the new [Redacted] threat.
  • Integration of both sub-mods into a single mod, based on player feedback.

Changelog
Spoiler
v0.1.1:
Fixed missing front small turret graphic on Odyssey (TT), Lampetia.
Fixed pathing issue with Expanded Crew Deck hullmod, should work properly now and not be allowed on automated ships.
Updated Lampetia integrated hullmod graphics.
Added Odyssey (TT) variants to dev sim.

v0.1.0: Initial release
[close]
Credit: Big thanks goes to turkler for doing most of the work on the High Tech Odyssey skin. I just helped finished it up.

Militarized Odyssey mod by vicegrip is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

12
I've noticed in my games that the Heron's Target Feed ability, which causes fighters to gain a red glow effect, will cause a massive framerate drop whenever those fighters also have their shields on in the middle of combat, to the tune of 60 FPS dropping to sub 15 FPS. I've noticed this effect in simulation mode with just one friendly Heron, one enemy ship, and 3 squadrons of Claws and Sparks.

The Targeting Feed effect and the fighter shield effect are both fine on their own, but when combined together, the game comes grinding to a stutter. This slowdown is not present on unshielded fighters, for example 3x6 squads of Wasps which are more numerous that 3x5 squadrons of Sparks.

I've managed to recreate this effect in a vanilla game with all mods disabled. The slowdown appears on both windowed 1600x900 and full screen mode. I am playing on an old Lenovo Y520 with Windows 10, 8GB ram, with an AMD Radeon RX 560, and the game otherwise runs pretty smoothly.

13
General Discussion / How come high intensity lasers deal explosive damage?
« on: November 12, 2021, 11:54:39 PM »
Is there any explanation for why this particular beam weapon deals explosive damage when everything else except for the graviton beam deals energy damage? The graviton beam has an in game lore explanation at least, but I don't see one for this weapon.

14
Hi,

I recently purchased and installed the game, but it is throwing an Fatal: Exiting - Exception in LWJGL intialization error on startup. I am using a Lenovo Legion Y520 with an AMD Radeon RX 560 graphics card running Windows 10 Home.

I have already tried the following debug procedures, none of which has resolved the issue:

Clean re-download and reinstall of game.
Restarting game after OS reboot.
Running game on older Radeon driver (no sure which version but at least several months/years old).
Updating RX 560 drivers to latest version (30.0.13031.5001 dated 2021-10-28).
Updating Java (build 1.8.0_311-b11).
Running Starsector.exe as administrator.
Running Starsector.exe under Windows 8/7/Vista/XP compatibility. 

Any assistance would be appreciated. Here is a copy of my starsector.log file in case that helps.

0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.95a-RC15 launcher
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in D:\Games\Starsector\starsector-core
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 8.1 6.3
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_79 (64-bit)
7    [main] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
7    [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 320x240, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 320x200, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 400x300, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 512x384, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x400, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 640x480, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 800x600, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1024x768, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1152x864, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x720, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x600, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x960, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x768, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x800, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1280x1024, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1360x768, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1400x1050, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1440x900, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1600x900, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1680x1050, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Found display mode: 1920x1080, 60Hz, 32bpp
107  [main] INFO  com.fs.starfarer.launcher.opengl.GLLauncher  - Assuming native monitor resolution is 1920x1080
207  [Thread-2] INFO  com.fs.graphics.OO0O  - Using refresh rate:60
1039 [Thread-2] ERROR com.fs.graphics.OO0O  - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Pixel format not accelerated
   at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
   at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
   at org.lwjgl.opengl.Display.createWindow(Display.java:306)
   at org.lwjgl.opengl.Display.create(Display.java:848)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   at com.fs.graphics.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
1039 [Thread-2] FATAL com.fs.starfarer.launcher.opengl.GLLauncher  - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
   at com.fs.graphics.OO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.launcher.opengl.GLLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.lwjgl.LWJGLException: Pixel format not accelerated
   at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
   at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
   at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
   at org.lwjgl.opengl.Display.createWindow(Display.java:306)
   at org.lwjgl.opengl.Display.create(Display.java:848)
   at org.lwjgl.opengl.Display.create(Display.java:757)
   ... 3 more

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