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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - mrpras

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1
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: July 09, 2024, 06:45:41 AM »
I set the fps limit in settings and it runs at whatever I ask it, both in campaign and combat, tested on intel and nvidia drivers. Weird

2
Modding / Re: A mod so we can zoom in closer to our ships?
« on: July 09, 2024, 02:34:07 AM »
You can edit them in settings.json
   # only used when devMode=false
   # should only be used by total conversions (vanilla is designed to look best within default zoom range)
   # the number is a multiplier for the viewport size
   "minCombatZoom":0.5, # zoomed in all the way
   "maxCombatZoom":2.0, # zoomed out all the way
   
   # only used when devMode=false
   "minCampaignZoom":0.5, # zoomed in all the way
   "maxCampaignZoom":3.0, # zoomed out all the way

3
Nice, thanks for sharing. Will try

4
Modding / Re: Bug of unknown cause
« on: July 08, 2024, 10:47:39 AM »
As far as I understood, if you do commands like ALL something, then you also get debug and other meta ships that are not meant to exist as fleet ready ships. I think that goes for hullmods and hulls at least and I always had crashes with these commands. I use Ship Browser https://fractalsoftworks.com/forum/index.php?topic=26261 these days to get the ships I might want to try.

5
Bug Reports & Support / Re: Game not using Dedicated GPU
« on: October 29, 2023, 01:24:12 AM »
Assuming you have installed Starsector to the default location

Copy and paste the following into an admin command prompt

For iGPU
reg add HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences /v "C:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.exe" /t REG_SZ /d "GpuPreference=1;" /f

OR

For dGPU
reg add HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences /v "C:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.exe" /t REG_SZ /d "GpuPreference=2;" /f

6
Bug Reports & Support / Re: Game not using Dedicated GPU
« on: October 29, 2023, 01:18:06 AM »
i directed nvidia control panel to Star Sector.exe but nothing helped!

The game is run using Starsector\jre\bin\java.exe so try that instead in the nvidia control panel

7
Bug Reports & Support / Re: Game not using Dedicated GPU
« on: October 29, 2023, 01:13:40 AM »
You can check which apps are allocated to which GPUs if you go into the registry at this address

HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences

You should see a list of entries based on full path (in my case "T:\Starsector\jre\bin\java.exe" - quotes are necessary if the path includes spaces, best to use them always)

GpuPreference=1 is usually the integrated card and GpuPreference=2 is the dedicated card. (Task manager reports them as GPU0 and GPU1)

You can use the command line to add the entry if you enter the following into the admin command prompt

reg add HKCU\SOFTWARE\Microsoft\DirectX\UserGpuPreferences /v "T:\Starsector\jre\bin\java.exe" /t REG_SZ /d "GpuPreference=2;" /f

The path should be changed to yours, most likely this is where the issue lies. To be 100% sure you can Shift+right click the java.exe file and choose "copy as path" to make sure you have the correct path.

Hope this helps

8
Modding / Re: [0.96.a-RC10] Dirty Dirty Cheats
« on: October 27, 2023, 02:51:32 AM »
Nice, going to try it on my next playthrough. Thanks for sharing, looks great

9
Modding / Re: Star Trek Eras [0.96]
« on: October 11, 2023, 11:36:34 PM »
Hey SuperJ

I haven't played in a long time but decided to give the game some time again because I saw that you had updated the TNG mods. Great job, I'm still playing around and testing a range of other mods in conjunction but I see lots of small details and I love the semi-balanced nature of the mod now. Also love that the Default cap ships like Enterprise D still kick ass out of the box, as it should be. Haven't tested against other races such as Romulan, early stage still in game.

A couple of things I noticed was that it is so easy to just grab the flagship federation ships from the first moment in game that it takes away any progression - I hope that in future there would be a way to hide them behind a tough remnant force like you did with the Enterprise B behind a Rom defence force. Just an idea, I could always just show restraint or grab and melt the ships to make sure I don't have that crazy OP advantage since day one.

Another thing I noticed was that you changed the station construction approach so that you can have multiple stations. This is great, because sometimes a guy just wants to have one megalithic base and screw managing multiple colonies.

Thanks for the continued work, alongside the homeworld remastered star trek mods this is one of the best star trek games out there thanks to community efforts or in this case your effort. Much appreciated by folks like me..

Just to reiterate, the "vanilla" approach makes it much better for gameplay imho. Thank you

10
Mods / Re: [096.RC10] Planetary Shield Replacer by ShogunTrooper
« on: October 11, 2023, 11:26:36 PM »
Nice job friend, thanks for the mod! I like the designs and the fact that you made a range of options.

11
Modding / Re: Changing sector size
« on: July 10, 2023, 02:47:48 AM »
Map dimensions can be directly modified in the vanilla settings.json. There's even handy double-scale settings in the file commented out. You do need a new hyperspace_map.png to go with it, otherwise there's a square cutoff on the hyperspace storm generation where it's just permanently clear

Thanks, just what i was looking for  ;D

12
Modding / Re: [0.96a] Goldilocks Star System
« on: June 19, 2023, 09:58:32 AM »
Hey thanks for the mod, I´ve been using it for a little while now and wanted to leave feedback. Nothing really to say except it´s great :) Awesome system to build up a faction. I understand it is not for everyone but I liked it thank you.

13
Modding / Re: Star Trek Eras [0.95.1a]
« on: June 18, 2023, 02:47:22 AM »
Do you mean the Achilles class? USS Imperius was in DS9. Can´t find an imperius class from ENT.
https://memory-beta.fandom.com/wiki/USS_Imperius

14
Modding / Re: Star Trek Eras [0.95.1a]
« on: June 12, 2023, 11:51:41 PM »
one thing i did have happen is i believe the mk12 torpedo caused a crash saying something about missile weapon must fire missiles

I had this error when using a Shield drone autoforge from another mod together with the star trek TNG mod. Not sure if that is the cause for you, but removing the autoforge fixed it.

15
Modding / Re: Star Trek Eras [0.95.1a]
« on: June 12, 2023, 11:49:14 PM »
@superjosh250
Thanks for the offer to test the beta/vanilla. I would enjoy that. If I were you though, I would just share it as a beta to this community as you will get better feedback. But I would be happy to test to help iron anything out before then.  ;D

Regarding balance, A galaxy or above should probably be able to cream any vanilla ship. the only real opponents would be flagships of other races. Then again Borg ships should be able to cream any Alpha Sector race probably. Since Wolf359 has happened, will there be some borg ships in there too? Would love to see some assimilated versions of fed ships too :D

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