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

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Messages - okj

Pages: [1] 2 3
1
Mods / Re: [0.95.1a] Adjusted Sector
« on: August 17, 2023, 03:55:22 AM »
Question: what file do I replace with the new bigger hyperspace map?

2
Question, I'm new to this mod, can I acquire the AI from banshee start in campaign if I don't use that custom start?

3
Can someone explain to me how exactly does the Banshee lost thread start works? I don't really understand what's custom about this start apart from the alpha core like AI officer i get.

4
Thanks for helping me with this.
Here's the file. It's quite big though. I dumped it when there were 6 copies of the campaign data in memory.
Well, unfortunately there's a good chance I won't be of much help after all, because I'm only seeing one instance of CampaignEngine in the memory dump. It's possible that several copies of the campaign are leaking briefly and then getting cleaned up (which could take long enough to cause serious stutter). Usually that would only happen upon reloading, but not necessarily. I've personally never seen more than 3 copies (even while debugging memory leaks), so something's definitely going wrong. Have you noticed any pattern to when the stutters occur? (e.g. at the end of each month or when a specific thing happens in-game)
I think it happens the most at launch (when I first load a game), but other than that it feels random to me.

5
You can use console commands to generate a file with everything Starsector has in memory at a given moment ("dumpheap confirm"). You'll want to run it once you have several copies of the campaign in memory. It might take a while. If you upload that file I'll take a look at it.
Thanks for helping me with this.
Here's the file. It's quite big though. I dumped it when there were 6 copies of the campaign data in memory.
https://drive.google.com/file/d/1VROfhSN4DOJwbicULU60Q_PR4PleCU8H/view?usp=sharing

6
Not necessarily a solution, but may be of use:
https://fractalsoftworks.com/forum/index.php?topic=25654.0
https://fractalsoftworks.com/forum/index.php?topic=25127.0
Most of the solutions in these posts is already present in my game. I already installed jre 8, with the custom vmparam from discord. One of the post does suggest it's DIY planet, but I'm getting these messages as soon as I start a new campaign and sometime as soon as I load my save first time for a session. One option is to just ignore it as I'm running jre8 but it happens so regularly that at times I get upto 6 copies of my campaign in memory.
So far the main suspects for me are:
Concord mods,
Starship Legends,
Unknown Skies,
Locked and Loaded.

7
Bug Reports & Support (modded) / Constant memory leak and regular stutter.
« on: February 10, 2023, 01:33:22 AM »
I'm playing with a fairly large modlist. However, I've not get this many memory leaks before, with even bigger mod list. Right now it's popping up every 15-20 minutes, with my old mod list I can get around 1 hour or more before they start popping up, and even though not a constant 60fps it did not stutter. This is only happening recently when I got a series of new mods after purging my previous mod list.
I'm allocating 6gb of ram, and am using jre8. Is one of these mods the culprit?
This is my new modlist that I'm having problems with:
Code
{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "raccoonarms",
  "lw_autosave",
  "timid_admins",
  "better_deserving_smods",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "diyplanets",
  "istl_dassaultmikoyan",
  "Diktat Enhancement",
  "XLU",
  "su_FairSMod",
  "GrandColonies",
  "hte",
  "IndEvo",
  "interestingportraitspack",
  "internalaffairs",
  "timid_xiv",
  "kazeron",
  "lw_lazylib",
  "lockedAndLoaded",
  "exshippack",
  "MagicLib",
  "make_paragon_great_again",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "Ocutek",
  "progressiveSMods",
  "pt_qolpack",
  "tahlan_scalartech",
  "secretsofthefrontier",
  "shadow_ships",
  "swp",
  "mayu_specialupgrades",
  "speedUp",
  "sun_starship_legends",
  "alcoholism",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "timid_tmi",
  "underworld",
  "uaf",
  "US",
  "ungp",
  "UGH",
  "vic",
  "WEAPONARCS",
  "toggleWeapons",
  "yunruhullmods",
  "yunru_pirate_collection",
  "yunrucore",
  "shaderLib"
]}

And this is my older modlist I've been playing with fairly normally, all downloaded about 3-4 months ago:
Code
{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "sd_advancedHullMods",
  "A_S-F",
  "ash",
  "Arkships",
  "armaa",
  "raccoonarms",
  "automatic-orders",
  "lw_autosave",
  "battlefleets",
  "bsgportraitspack",
  "battletechportraitpack",
  "timid_admins",
  "better_deserving_smods",
  "blackrock_driveyards",
  "bruh_moment_console_commands",
  "ORK",
  "CVFEHE",
  "CVFEH",
  "CaptainsLog",
  "CAS",
  "su_Concord",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics_ornate",
  "diableavionics",
  "pt_exiledSpace",
  "lyr_ehm",
  "fluffships",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "HIVER",
  "hullmod_specialization",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "timid_xiv",
  "JYD",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "exshippack",
  "MagicLib",
  "MFE",
  "Mayasuran Navy",
  "su_CarrierHullmod",
  "more_hullmods",
  "nexerelin",
  "kayse_phaseships",
  "TAR",
  "progressiveSMods",
  "pt_qolpack",
  "yunru_pilot_radiant",
  "SalvageEverything",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "swp",
  "ShiplessFactions",
  "speedUp",
  "stelnet",
  "StopGapMeasures3",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "Tesseract_prototype",
  "star_federation",
  "uaf",
  "US",
  "vayrashippack",
  "toggleWeapons",
  "mir_np",
  "prv",
  "shaderLib"
]}

8
Mods / Re: [0.95.1a] Arkships V1.4
« on: October 22, 2022, 04:02:33 AM »
Very low fps (5-10) when calling arkship. I also use adjusted sector with tons of faction mods though so it tanks fps even more. Maybe a config option to have the arkship just appears instead of flying to a location?

9
Mods / Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« on: October 20, 2022, 10:40:47 AM »
How do I remove the adapter? The remove adapter hullmod is not there and it doesnt undo when I remove the step down adapter hull mod either.

10
My (modded) game is crashing randomly when tabbed out. After each crash I'm unable to launch the game again with error in LWJGL initialization and my graphic driver completely stopped working unless I do a hard restart of the PC(hold power button for 10 seconds type of restart). Previously it sometimes crash the entire PC to BSOD on graphic driver error, but I haven't got a BSOD lately after I update the driver.
Here's the log, it's too big so it's in a zipped file: starsector.7z

11
Arma Armatura fighters are in fact fighter sized frigates. Most of them are, at least. That means that they have the size and mobility of a fighter, but the mechanics of a pilotable ship. So if your mech gets destroyed/disabled in combat, you can't spawn a new one and have to wait till the end of the battle to attempt to recover it. And just like a regular ship, you might very well not be able to that fighter back.
Wait so it's a fighter that cannot be respawned.
How are some of them so expensive

12
I still don't get it. So they are independant fighters? Do they respawn when destroyed? What happens if the main one gets destroyed?

13
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: September 29, 2022, 03:08:42 AM »
Took 1 afflictor and 1 harbinger into a luddic path base battlestation attack, 1st prometheus ied managed to blow up the entire station save for a minor spur, second one took out the spur and all ships larger than a frigate in their 200dp patrol. Got 150.000 creds in bounties for a base that took out itself. Best mod ever, rated 20/10 LP ships blown up by their own ied.

14
General Discussion / Hyperspace jump-point patrol
« on: September 26, 2022, 09:21:40 AM »
I think patrol for colony should be extended to jump point in hyperspace, when you have a high command for example. It's frustrating having pirate raids just hover right outside of my system's jump point and constantly attack trade fleets. The second issue is that even though all of my colonies's demands are met in system, somehow I'm still suffering shortage because of trade convoys lost in hyperspace, from another faction. My fleet size on all colony is around 350-400% and my trade fleet can solo most pirate but that's completely useless because other faction's convoys still count toward my in-faction in-system supply losses.

15
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: March 31, 2022, 10:02:07 AM »
I have a question, is there any other way to obtain the pharrek and kassarek outside of the divine gift bounty?

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