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Messages - HyperionSniper

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Suggestions / Re: an industrial item that makes neural uplink global
« on: July 09, 2021, 09:24:06 PM »
In fact, the ability is a planned upcoming skill, meaning you'll be able to just get it for free after a couple of levels.

Suggestions / Re: an industrial item that makes neural uplink global
« on: July 09, 2021, 09:20:31 PM »
TOO OP.  Such an item would need to be limited in some way.  But still would be cool to have global neural uplink, but only for space station defense battles near a colony with said item...
Maybe not as op as you'd think. Alex posted a teaser of a similar concept on his twitter, except that it has a 3-second delay and, presumably, some other restrictions.

It's supposed to dissapear when the market is owned by a non-path faction, unfortunately, that bring massive cost issues. There should be a way to remove the Eva complex with console commands, but I'm blanking out on the exact name of the complex command-wise.
I ended up getting rid of it manually by removing any references to HMI__ChurchofEva in my save file.

I'm not using a laptop and integrated graphics is disabled in BIOS, so I don't think that's the problem. I did try updating Windows and getting the latest AMD drivers and my average FPS seems to have gone up, especially in battle, although it still has the same problem. Also, I failed to mention that I tried ramping up the CPU core clock to the default of 3.4GHz earlier, but it didn't seem to have much of an effect.
From what you and Alex are saying, at this point I don't think there's really much that can be done, but thanks anyway.

Edit: Scratch that, it seems that updating the drivers also had no effect. Oh well.

Mods / Re: [0.95a] Tahlan Shipworks 0.7.1 - Hammerheaderer
« on: July 02, 2021, 08:20:25 PM »
I'd just like to say this is one of my favorite mods, and it has some of my favorite ships. Just killed a level 1 high-tech orbital station with a Cinderblade, a pirate Dominator, a Flagellator, and a small support carrier. I basically just used the others as shelter for my Cinderblade to vent, but they did strip the armor a bit. The Flagellators are probably my second-favorite after the Cinderblade, since the AI just smashes them into stuff, even without an officer, so I can easily nuke the rest of the enemy with a high firepower ship, which just so happens to match my playstyle perfectly.

By the way, is there a way to get a Cinderblade besides the custom start and Vayra's Sector(in which I'm assuming it's possible to get it by doing the 'custom bounties')? I'd like to have more of them because they're so awesome looking. Maybe they're just really rare, but I haven't seen them in Stellar Networks, so I'm assuming they don't spawn or just don't spawn often.

Yeah, my performance in vanilla sometimes isn't even related to any gameplay features at all - it lags on UI transitions, for example, like the blue flashing one when you click on one of the Tripad buttons at the bottom. I do have integrated graphics, but they use the same AMD drivers.

Bug Reports & Support / Terrible FPS with ~10-20% system utilization
« on: July 02, 2021, 12:16:48 PM »
I have a Ryzen 3400G and a 5700XT. Basically, even though I get around 20-30 FPS, my computer simply won't ramp up and use more than 10-20% of my CPU or GPU for Starsector (see attachments), while my system works fine for other games.
There are a few things to mention:
  • My CPU core clock is lowered because I like to keep the temperature down, but it always stays around the max I've set of 2.6GHz because of my Windows power options. However, CPU never seems to consistently stay above 20% utilization on Starsector even though I'm constantly getting 20ish FPS.
  • My GPU maximum core clock is also lowered for the same reason, but for some reason, while Starsector is running, it won't go anywhere near the maximum core clock of 1900MHz. Instead, it just stays at ~200MHz at most with, again, 10-20% utilization.
  • This awful FPS happens both in-combat and out.
  • I am using a lot of mods, but I have exactly the same performance on vanilla Starsector.
Any ideas?

seems to be a bit weird with Nex, as the HMI systems are being forced to spawn with the same planet/station ownership regardless whether or not 'random core systems' are turned on or not and HMI and all the other factions in them will still exist there even if I disable them in the faction settings when making a new save.
My issue is also related to Nexerelin, so maybe this mod is just incompatible.

 The Soul colony in Mercy has a building called 'Church of Eva Complex' which doesn't show up on the list of structures/industries (but does when it belongs to the Church), making it unremovable. Also it has massive upkeep costs. I'm told that this building came from HMI, so is this intentional or a bug?

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