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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - mrpras

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1
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

2
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

3
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

4
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

5
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

6
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.

7
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

8
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.

9
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

10
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.

11
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

12
Modding / Re: Star Trek Eras [0.95.1a]
« on: June 12, 2023, 11:48:36 PM »
The Enterprise D was transferred from Utopia Planitia to another station before departing for Farpoint.

13
Modding / Re: Star Trek Eras [0.95.1a]
« on: June 12, 2023, 04:52:28 AM »
Actually I did encounter the C with the defense fleet and thought - this is a pretty good solution to the "too easy" problem even if it is a quick fix solution it works. The idea that Romulans are in the habit of wanting to own Federation Flagships makes enough sense. In future if the mod builds out with Borg etc it could be that we are "reclaiming" captured vessels from enemies either by attacking or befriending them.

I think this TNG mod is the pride of the collection and hope you keep working on it. I personally would integrate the cardassian etc mods into the TNG as one big one because without them the fed are singularly OP AF and with a single danube you can conquer the galaxy. Which is cool. I´ve been rewatching the TNG series while exploring the Sector in the Enterprise D. Then later discovered the E and continued with that. Very cool, one of the best starsector mods for sure.

So a few other suggestions/observations

There´s a supership option that gives you DS9 as a starter ship. I guess that´s a flaw in the game/nexerelin (It might be nex, I literally never play without it.. Ever.)

You might add industrial replicators as an industry mod: They would require a lot of energy (maybe a heavy credits upkeep or volatiles usage) but could manufacture a small amount of a wide range of stuff like ship components. Maybe a Station would be needed before building one so it´s not so easy or cheap.

Could we have some named Hero officers such as Riker, Worf, Data etc?

I think "tinman" would make a great easter-egg for an automated ship with disgustingly OP speed and weapons.
https://memory-alpha.fandom.com/wiki/Gomtuu - Could be that the ship only works with an automated core, has prebuilt equipment and weapons and zero upgrade ability.



14
Suggestions / Re: Timed console command trigger aliases
« on: June 12, 2023, 03:39:38 AM »
Ah yes you are both right. I did post also in the console commands thread.

Please delete this thread if possible.

15
Suggestions / Timed console command trigger aliases
« on: June 10, 2023, 06:37:18 AM »
Could it be possible to create aliases which are triggered regularly or at specific points in game?

Examples would be gamestart, combatstart, daily, monthly, annual, levelup

For example at gamestart I might want to run a custom script which removes the hegemony from the game, converting them to remnant (AI won the war lol)

Code
alias removehegemony setmarketowner eventide remnant; setmarketowner sphinx remnant; setmarketowner tigra_city remnant; setmarketowner citadel_arcadia remnant; setmarketowner nirut remnant; setmarketowner ancyra remnant; setmarketowner jangala remnant; setmarketowner holtz_refining_company remnant; setmarketowner chicomoztoc remnant; setmarketowner coatl remnant; setmarketowner yama remnant; setmarketowner nachketa remnant; setmarketowner raesvelg remnant; setmarketowner ragnar_complex remnant; setmarketowner l4_asgard_orbital_complex remnant; setmarketowner chibog_outpost remnant; setmarketowner carthage remnant

So my "gamestart alias" might have this command, an addhullmod, infinitefuel or whatever else.

My "daily alias" might have a command to reset colony threat to zero for example. My monthly might have a command to reset a specific relationship (forcing pirates to +100 or something similar for example).

Note these examples might not be useful for you, this isn´t a post about cheating using the console. But I can imagine daily and monthly aliases could be useful to enforce or workaround certain conditions in the game and I for one would find them extremely useful.

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