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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Chancellor Meatsteak

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1
Discussions / Unreal engine games mouse lag
« on: December 24, 2012, 10:47:26 PM »
During the holiday steam sales I decided to purchase Hitman: Blood Money, Chivalry: Medieval Warfare, Spec Ops: The Line, and Game Name: Two Words*. Up until this point I somehow ended up not having any Unreal engine games on my computer (the really early version of the engine used for Deus Ex notwithstanding), and much to my chagrin I found games using this engine (that is, all the ones I just purchased) have really horrible mouse lag. The cursor appears to accurately follow the movements of the mouse, but only after about a seconds delay and with some 'skipping' (that is, it looks like the cursor has a really low FPS, much lower than the actual FPS of the game). I made cursory attempts at trying to google a solution, but wasn't able to fix the problem. Any help would be highly appreciated.

System specs taken from DxDiag:

System Information
Spoiler
Operating System: Windows Vistaâ„¢ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.120824-0336)
System Manufacturer: HP-Pavilion
System Model: KY811AAR-ABA e9120y
BIOS: BIOS Date: 07/22/09 12:10:46 Ver: 5.07
Processor: AMD Phenom(tm) II X4 910 Processor (4 CPUs), ~2.6GHz
Memory: 8190MB RAM
Page File: 3099MB used, 13493MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
DxDiag Version: 7.00.6002.18107 32bit Unicode
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Display Devices
Spoiler
Card name: ATI Radeon HD 4300/4500 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: ATI display adapter (0x954F)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_954F&SUBSYS_16131462&REV_00
Display Memory: 244 MB
Dedicated Memory: 501 MB
Shared Memory: 3839 MB
Current Mode: 1600 x 900 (32 bit) (75Hz)
Monitor: Generic Non-PnP Monitor
Driver Name: aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atiumdag,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver Version: 8.17.0010.1129 (English)
DDI Version: 10.1
BGRA Supported: Yes
Driver Attributes: Final Retail
Driver Date/Size: 7/4/2012 01:25:14, 1081856 bytes
WHQL Logo'd: n/a
WHQL Date Stamp: n/a
Device Identifier: {D7B71EE2-D60F-11CF-BB73-1936BEC2C535}
Vendor ID: 0x1002
Device ID: 0x954F
SubSys ID: 0x16131462
Revision ID: 0x0000
Revision ID: 0x0000
Video Accel: ModeMPEG2_A ModeMPEG2_C
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*Not a real game.

2
Suggestions / Mission ship refitting
« on: October 15, 2012, 12:16:26 PM »
Right now in every mission you can refit any ship with whatever you like. That's fine at the moment, especially considering how well balanced the weapons are, but what about the possibility of having a limited amount of weapons in certain missions? While it would make sense for an elite Tri-Tachyon strike force to have access to whatever they like, a makeshift defense fleet of a poor outpost fending off a pirate attack wouldn't have access to any fancy Railguns, Atropos Torpedoes, or other high tech weapons and may only have a couple of Heavy Autocannons to go around, the rest of the fleet having to make do with Arbalest Autocannons. Also, certain ships should be able to have access to different pools of weapons than other ships; in For The Greater Lud for instance the Luddites would only have low tech items available because of their dislike of technology while the ISS Black Star would have access to the finest equipment money can buy. Not exactly a high priority request, but it would be nice to see nonetheless, especially for modders I imagine.

Also, this is probably already planned but just saying it in case it isn't, when character skills come out they should be applicable to missions as well. For example, the default strike variant of the Wolves in The Wolf Pack go over the OP limit, so the character for that mission should have enough technology stats for the player to refit them with designs that use the same amount of OP as the strike variant.

3
Suggestions / Resistant Flux Conduits
« on: September 22, 2012, 01:41:12 PM »
I feel that Resistant Flux Conduits should be removed, or have its effect replaced entirely. Right now it seems that everyone only uses it for the Flux boost, with the EMP resistance being a side benefit, and it's already so cheap that you can't drop Flux boost and reduce the OP cost either. The problem with it is that it is too much of a hard counter against too specific a threat, kind of like how a dedicated anti-phase weapon would be. Only three weapons (Salamanders, Tachyon Lances, and Ion Cannons) have EMP as their primary means of doing damage, and only three more (Hypervelocity Driver, Mjolnir Cannons, and Phase Beams) have it as a bonus; so protection against EMP doesn't come up frequently enough to be valuable on its own. As well, ships and fighters that do make use of EMP weapons aren't able to swap their weapons mid combat, if they can do it at all; the Omen, for example, can hardly decide that it should switch to using the Burn Drive when faced with a ship with Resitant Flux Conduits. If a player needs protection against EMP weapons he can already turn to Insulated Engine Assembly and Armored Turret Mounts, neither of which suffer from being hard counters against a specific threat either.

I don't mean to sound negative, apologies if I do.

4
General Discussion / Fighters
« on: August 15, 2012, 10:02:42 PM »
I don't feel I fully have a grasp on the details of fighter usage. Ships I got down since I'm either piloting one or directly battling one. Fighters however tend towards the peripherals of the battle, capturing control points and skirmishing other fighters and the odd frigate. Bombing runs are when they most directly interact with ships, but these tend to be rather brief in nature. As such they tend to escape my notice.

I know the basics of fighters; send them first to capture points, don't expect Talons to win against a Xyphos wing, launch strikes against larger ships when they are vulnerable, etc. But if anyone would provide an in-depth comparison between the various fighters as well as tactics that aren't immediately obvious that would be much appreciated.

5
Bug Reports & Support / AI oblivious to other ships when backing off
« on: August 11, 2012, 07:21:27 PM »
It seems like when a ship tactically backs off from an enemy it doesn't take other enemies into account. I haven't found any scenario where this can be demonstrated consistently, but I noticed it a simulation fight with a Tempest vs a Hound and two Lashers. The Hound breaks to the left, the Tempest chases it, and the Lashers follow; and occasionally, if the Tempest is in right spot relative to its enemies, it'll back away from the Hound into the line of fire of the Lashers. It can happen anytime a fast ship is between two groups of enemies, though.

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