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Messages - PasDeBras

Pages: [1] 2
1
Bug Reports & Support (modded) / Re: Any idea ? Trying my ship i created
« on: November 24, 2023, 03:56:20 AM »
Looking at it without much knowledge of modding, you may have put a tags argument into the hint column in your ship_data.csv...

2
Hi, did you try and spawn planets via console commands from this mod? The SpawnPlanet command is bugged and spawns them with the wrong IDs, creating duplicates. When two planets have the same ID, their markets somehow merges and makes the loosing twin not appear on the list, but at that point it's the least of your problems.

3
Bug Reports & Support (modded) / Re: At launch, game is using 5.7gb of ram
« on: November 08, 2023, 03:10:14 AM »
BTW i'd also suggest that you proceed to do a clean install of JRE8, shenandoah comes with it's own JRE version.

4
Bug Reports & Support (modded) / Re: At launch, game is using 5.7gb of ram
« on: November 07, 2023, 03:17:57 PM »
Seems like a lot of arguments.
The only "safe" vmparams on the forum are mezotroniks (link), which is not what you are using.There's also G1GC_winka, and the shenandoah ones,i'm guessing you're using shenandoah by the looks of it, which comes with pretty important added steps.I'd suggest going back to the mezotronik files, one fit to your system ram (half max) and see if there's an improvment.



5
Bug Reports & Support (modded) / Re: At launch, game is using 5.7gb of ram
« on: November 07, 2023, 05:39:04 AM »
Hi ! Can you paste us your vmparams file arguments?

6
I'm sure you could have figured it out eventually, i'm in no way an expert myself!
Anyways, that's great if that worked out for you. HF

7
DE lite probably, there's a whole new system that has synergy with PAGSM!

8
I check around and it seems your problem might come from Domain Explorarium expansion, as posted here :
Edit2: Having had some time to mess around with ship designs: other ships have it named as reinforcedhull

Check the base game hull_mod.csv and you will find that the proper ID for Reinforced Bulkheads is indeed reinforcedhull.

The variant setup is borked.
In summary, the variants from the mod have the wrong hullname id in them, so it's just a matter of fixing them in the mod files. Should be 'reinforcedhull' and not 'reinforcedbulkheads'.
I made a quickfix for ease of use you can download in the attachments to this post.

9
Reinforced bulkheads is a vanilla hullmod, it should not be missing.
Have you tried reinstalling the base game? If you didn't touch anything, maybe you are playing on linux? I know from discord that its very case sensitive, and the hullmod name in the file is 'ReinforcedBulkheads' not reinforcedbulkheads like in your log.Other than that, maybe one of the mods on your list is touching on remnant variants and made a mistake?

10
Hello everyone, thank you for taking the time to read about my issue!I have had a problem that has been a pain in my backside for years now, that is Starsector starting to stutter manifesting as consistent framerate drops every 2 seconds from 60 fps down to as much as half of that, depending on the number of ships in my fleet, before the framerate goes instantly back up to 60.
  • The issue appears right from the start, by the time the first loading ends, provided i have a number of ships in my fleet.
  • The issue is present all over the campaign layer only, the battles are extremely smooth, locked a 60 fps, even at battlesize 600.
  • There is no difference in stuttering intensity or timing whether in system or hyperspace.
  • It seems unrelated to whatever is equipped on the ships themselves, guns or hullmods, as the issue present itself even with a full fleet of empty hulls. Furthermore, i can reliably reduce the intensity of the fps drops by reducing the number of ships in the fleet without having to reload a save, down to no noticable stutters with only a single flagship left.
  • During the playthrough, it seems that every spike and stutter correspond to new missions intel being displayed on the campaign layer (on the left side of the screen), but that may be in my head.
  • Speeding up the campaign layer reduces the delay between stutters, but do not make the framerate drop further; and pausing the campaign layer locks the framerate back up to 60fps.
  • The issue persist no matter the amount of RAM dedicated in VMPARAMS (tested on 3,4,6 & 8GB), MezoTronik's, Winka & Shenandoah VMPARAMS & Java versions, across the board.
  • No tweaking of VSYNC, Nvidia CP, or Library Mods seems to influence it after VERY extensive testing.
  • Reducing the number of factions mods down do not influence it, nor does changing the sector procgen method, as Adjusted Sector, RAT & vanilla procgen all result in the same stuttering.
Here are my computer specs & Starsector launch parameters :
  • CPU - Intel Core i7-8700K (12 cores at 3.70GHz)
  • GPU - GeForce 1080TI (11GB VRAM)
  • RAM - 16GB
  • WIN - Windows 10 64x
  • JAVA - v1.8.0_271
  • VMPARAMS -
Code
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4096m -Xmx4096m -Xss2048k -XX:MaxPermSize=128m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.10.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
  • MODLIST - [total:124]
Spoiler
------------------------------------------------------------
------------------------------------------------------------
\Libraries\Combat-Activators
\Libraries\Crew Replacer
\Libraries\GraphicsLib
\Libraries\LazyLib
\Libraries\LunaLib
\Libraries\MagicLib
\Libraries\Market Retrofits
\Libraries\Particle Engine
\Libraries\VariantsLib
------------------------------------------------------------
------------------------------------------------------------
\Megamods\AshesOfTheDomain
\Megamods\Hazard Mining Incorporated (Only HMI & Brighton)
\Megamods\Industrial Evolution
\Megamods\Nexerelin
\Megamods\Random Assortment of Things
------------------------------------------------------------
------------------------------------------------------------
\Factions\Iron Shell (Unofficial Discord release)
\Factions\Everybody Loves The KO Combine
\Factions\Mayasuran Navy
\Factions\Tri-Tac Special Circumstances
\Factions\Underworld
------------------------------------------------------------
------------------------------------------------------------
\Content Expansions\Amazigh's Ship Foundry
\Content Expansions\Asteroid ship pack
\Content Expansions\BigBeans Ship Compilation
\Content Expansions\Caymon's Ship Pack
\Content Expansions\Diktat Enhancement
\Content Expansions\Domain Explorarium Expansion
\Content Expansions\ED Shipyard
\Content Expansions\Emergent Threats
\Content Expansions\Exotica Technologies
\Content Expansions\Fuzzy Pack
\Content Expansions\HighTech Expansion
\Content Expansions\Hyperdrive
\Content Expansions\LOST_SECTOR
\Content Expansions\LowTech Armada
\Content Expansions\Luddic Enhancement
\Content Expansions\Missing Ships
\Content Expansions\Nes's SAW
\Content Expansions\Pirate Mini Mod
\Content Expansions\Rotces Rats
\Content Expansions\Scrapyard Armories
\Content Expansions\Ship And Weapon Pack
\Content Expansions\Starship Legends
\Content Expansions\Stop Gap Measure
\Content Expansions\Support Ships Pack
\Content Expansions\tahlan Shipworks
\Content Expansions\Thogs Domain
\Content Expansions\Thogs REDACTED
\Content Expansions\Unthemed Weapons Collection

\Content Expansions\More Hull Mods (modinfo updated)
\Content Expansions\Survey Corps (modinfo updated)

\Content Expansions\SEEKER_UC (Bootleg)
\Content Expansions\Superweapons Arsenal (Bootleg)
\Content Expansions\Torchships And Deadly Armaments (Bootleg)
\Content Expansions\Vayra's Ship Pack (Bootleg)
------------------------------------------------------------
------------------------------------------------------------
\Miscellaneous\Adjusted Sector
\Miscellaneous\AI Retrofits
\Miscellaneous\Aptly Simple Hullmods
\Miscellaneous\Attuned Drive Field Hullmod
\Miscellaneous\Automated Commands
\Miscellaneous\Better Colonies
\Miscellaneous\Better Variants
\Miscellaneous\Carter's Junk Hull Mods
\Miscellaneous\DIY Planets
\Miscellaneous\Fleet Journal
\Miscellaneous\Fleet Size By DP
\Miscellaneous\Forge Production
\Miscellaneous\Grand Colonies
\Miscellaneous\Illustrated Entities
\Miscellaneous\More Combat Terrain Effects
\Miscellaneous\More Military Missions
\Miscellaneous\Persean Chronicles
\Miscellaneous\Planetary Shield Access Control
\Miscellaneous\Quality Captains
\Miscellaneous\Slightly Better Tech-Mining
\Miscellaneous\Special Hullmod Upgrades
\Miscellaneous\Substance Abuse
\Miscellaneous\Take No Prisoners
\Miscellaneous\Terraforming and Station Construction
\Miscellaneous\Too Much Information
\Miscellaneous\Unusually Gullible Hullmods

\Miscellaneous\Commissioned Crews (modinfo updated)
\Miscellaneous\Internal Affairs (modinfo updated)
\Miscellaneous\Shielded Holds For All (modinfo updated)
\Miscellaneous\Unknown Skies (modinfo updated)

\Miscellaneous\Locked-and-Loaded (Bootleg)
------------------------------------------------------------
------------------------------------------------------------
\Utilities\A New Level of Confidence
\Utilities\Advanced Gunnery Control
\Utilities\Audio Plus
\Utilities\Autosave
\Utilities\Combat Chatter
\Utilities\Combat Radar
\Utilities\Console Commands
\Utilities\Content Unlocking Missions
\Utilities\Dynamic Tariffs
\Utilities\Fleet History
\Utilities\Fuel Siphoning
\Utilities\Hostile Intercept
\Utilities\Larger Zoom Out
\Utilities\Leading Pip
\Utilities\Logistics Notifications
\Utilities\MoreBarMissions
\Utilities\Officer Extension
\Utilities\Planet Search
\Utilities\Portrait Changer
\Utilities\QoL Pack
\Utilities\Ruthless Sector
\Utilities\SpeedUp
\Utilities\starpocalypse Revengeance
\Utilities\stelnet
\Utilities\trailer-moments
\Utilities\Weapon Arcs
\Utilities\Which Mod
\Utilities\Which TMI

\Utilities\Clear Commands (modinfo updated)
\Utilities\Fast Engine Rendering (modinfo updated)
\Utilities\Flux Reticle (modinfo updated)
\Utilities\Overlord Additional Commands (modinfo updated)
\Utilities\Scaling Skill Limits (modinfo updated)
\Utilities\Ship Direction Marker (modinfo updated)

\Utilities\Lightshow (Bootleg)
------------------------------------------------------------
------------------------------------------------------------
\Portraits Packs\AI Portraits of AI - Lite
\Portraits Packs\Immersion Friendly Portrait Packs
\Portraits Packs\Interesting Portraits Pack
------------------------------------------------------------
------------------------------------------------------------
\Faction Flags\Player Faction Flag Pack
\Faction Flags\Simple Player Faction Flags
[close]
VisualVM graphs :Here's a typical modded playthrough, with a 20 ships fleet, running laps around the star of a 4 markets system :Now, i am not expecting for a quick fix, but at least some answers, like "Do the used heap on an unmodded game really supposed to look like that?", at this point i feel like i tried everything, but i'm still open to suggestions.
I wish all of you that made it this far to have a great sunday, and i await your input on this..!

EDIT : I apologize for the grammar, english isn't my first language.

11
I have the necessary number of marines and I'm right on top of the target location, but the "raid the pirate hideout" is still greyed out. It just says "you need to be closer to <location> but I'm already there.
Same issue here, i had to pay the filthy pirates instead and now i feel dirty.  :(

12
Mods / Re: [0.96a] Random Assortment of Things
« on: October 18, 2023, 12:23:06 AM »
Released Version 1.7.0
Can we safely update from the latest version or is it better to wait for a new playthrough?
Thanks a bunch anyways!

13
Mods / Re: [0.95.1a] Arkships V1.4
« on: September 06, 2022, 03:07:07 AM »
Hey man, just a heads up; when a new game is started with the classic "tutorial" start, hotbar abilities are handed out one by one, but the transmitter ability to locate the ark is missing, logically.
Can you add option for this, or give us a bit of console command code to add it? Thanks !

EDIT : for anyone in the same boat as me, worked by typing
Code
runcode Global.getSector().getCharacterData().addAbility("as_arkship_finder") 

14
Mods / Re: [0.95.1a] Arkships V1.3
« on: August 28, 2022, 04:39:42 PM »
Had a lot of stuff stored into the arkship. Didn't touch the settings for it but I lost everything for some reason, items and ships... (unique ships go puff)
It's not producing supplies and fuel anymore either.
Everything's fine on my end, even when clicking everywhere... What's your mod setup? Do you have colony management mods? I was interested in better colonies but if it messes with my uniques ships ... :(

15
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: August 28, 2022, 01:22:46 PM »
frankly it just appears that the addofficer command is entirely borked for my installation

Updated to latest dev and its fine, my installation was 2021-4-10 because update always said it was up to date, whoops. Although now showing the background in the console doesnt work, GL_INVALID_OPERATION. but it seems everything else works so its aight.

Sorry to hear that, maybe some other mod conflict? Have you checked if everything whas up to date?
Hello, I am having issues. "AllHulls" is not working. Is this a known issue?
What isn't working? Details?

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