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Messages - ihugyourmom

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1
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 23, 2022, 08:02:49 AM »

Set "AdjustedSectorHS" to true and within "Adjusted Sector v0.5.1\data\campaign\terrain" rename "no_storms.png" to "hyperspace_new.png"(you can get rid of the old one). That's how I got rid of the storms. Personally, it seems kinda convoluted, a separate "disable storms fully" option would be nice, especially since with a true/false value you'd assume false disables the option.

Sadly i tried that, also the reverse though keeping the false statement. And i still get hyperstorms, why i am very confused.
I also verified that i am in fact editing the correct files. I find it very confusing to say the least. I even downloaded the mod again and only made above changes.

I do agree that there should be a clear option to disable them entirely, cant be hard to make a if statement instead of using bool values.

The wording could indicate that the map size also plays a part, but not sure how, as i haven't went through the code.

Even using the version 0.42 doesnt work now, i keep getting hyperstorms. I find it very odd to say the least

NB: I am testing with default settings, and only changing things connected to HS in the settings file and java file.

Bugreport date:
Spoiler
System info:
---------------
Game version: Starsector 0.95.1a-RC6
Game resolution: 1920x1200 (59hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 832.39 MB / 7,990.50 (7,158.11 MB free, 7,990.50 MB allocatable)
System RAM: 23,598.96 MB remaining, 32,722.55 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms8g -Xmx8g -Xss2048k -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=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce GTX 960
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 516.59
Free VRAM: 2,478.54 MB
Dedicated VRAM: 4,096.00 MB
Maximum VRAM:   4,096.00 MB

 Active mod list:
------------------
Regular mods (15):
 - Adjusted Sector 0.4.2 by NerzhulAI
 - Beyond the Sector 1.0.1 by Kentington
 - Carter's Freetraders 0.7 by Dazs
 - Concord 3.5.2g by Sutopia
 - Grand.Colonies 1.0.d by SirHartley
 - Junk Yard Dogs 1.99 by Dazs
 - Modern Carriers 1.9.5d by Sutopia
 - Nexerelin 0.10.5b by Histidine (original by Zaphide)
 - Outer Rim Alliance 0.94rc1 by Tartiflette
 - QoL Pack 1.1 by PureTilt
 - Roider Union 1.4.4 by SafariJohn
 - Scan Those Gates 1.5.0 by AERO
 - Terraforming & Station Construction 8.1.5 by boggled
 - Unknown Skies 0.43 by Tartiflette
 - WhichMod 1.2.1 by theDragn
Utility mods (14):
 - A New Level of Confidence 40 2.1 by Panteradactyl
 - Autosave 1.2 by LazyWizard
 - Console Commands 2021.12.25 by LazyWizard
 - Detailed Combat Results 5.2.3 by Nick XR
 - Dynamic Tariffs 1.4 by Tuv0x
 - LazyLib 2.7b by LazyWizard
 - MagicLib 0.42.1 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - Officer Extension 0.4.3 by qcwxezda
 - Planet Search 1.2.0 by andylizi
 - SpeedUp 0.7.2 by DarkRevenant
 - Starship Legends 2.1.2 by Sundog
 - Stellar Networks 2.6.1 by Jaghaimo
 - Version Checker 2.0b by LazyWizard
 - zz GraphicsLib 1.6.1 by DarkRevenant

[close]

2
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 22, 2022, 01:25:39 PM »
Started a new game with updated mods.

Now i cant disable hyperstorms, which was my main usage for this mod.

What i have in my settings
Code
	#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,

I noticed the wording, not sure it had that in earlier versions. But i have since installing this addon, successfully played with HS disabled until now.

Is there a way to completely disable them?

/regards

I did some digging on my rig, and found version 0.4.2. Looking in the config file this is the HS part
Code
	#Generate hyperstorms options.
#"true" for generating hyperstorms, "false" to not generate hyperstorms.
"AdjustedSectorHS":false,

So clearly something have changed. My estimate is that the change must have happened from 0.5 to the newest version.

Please give the ability to 100% disable hyperstorms entirely again.

*!! EDIT !!*
I am lost.. i tried a "few" things.. including a game with only adjusted sectors and version 0.4.2 and i get hyperstorms now. Dont know what i have changed since my last playthough, where i had no hyperstorms! I updated various mods, but only nex and this one should fiddle with hyperstorms :'(

Code
if( HyperStormGen ) {
SectorEntityToken deep_hyperspace = Misc.addNebulaFromPNG("data/campaign/terrain/hyperspace_new.png",
  0, 0, // center of nebula
  Global.getSector().getHyperspace(), // location to add to
  "terrain", "deep_hyperspace", // "nebula_blue", // texture to use, uses xxx_map for map
  4, 4, Terrain.HYPERSPACE, null); // number of cells in texture
} else {
SectorEntityToken deep_hyperspace = Misc.addNebulaFromPNG("data/campaign/terrain/hyperspace_map.png",
  0, 0, // center of nebula
  Global.getSector().getHyperspace(), // location to add to
  "terrain", "deep_hyperspace", // "nebula_blue", // texture to use, uses xxx_map for map
  4, 4, Terrain.HYPERSPACE, null); // number of cells in texture
}
The above is the code that handles HS. i xchecked with the older version, and the code is simular, only the .png files are different. I tried to replace (both) with the old "no_storms.png". but sadly it didnt do anything, oddly enough seemed to ignore it entirely. I did verify that the png was in the correct folder.
I am really at a loss here. I had a old folder with the game with the 0.4.2 version, and if i play from that folder, it works!

Hoping for some input here, i might not see the forest for the trees at this point. I did notice that the new version have storms in both png's which differs from the earlier version. I searched nex mod for storms, since the text give reference to that mod, but didnt find anything.

3
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 21, 2022, 03:51:24 PM »
Started a new game with updated mods.

Now i cant disable hyperstorms, which was my main usage for this mod.

What i have in my settings
Code
	#Generate hyperstorms options.
#"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
#Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
"AdjustedSectorHS":false,

I noticed the wording, not sure it had that in earlier versions. But i have since installing this addon, successfully played with HS disabled until now.

Is there a way to completely disable them?

/regards

4
Bug Reports & Support (modded) / Re: Memory Leak (modded game)
« on: August 19, 2022, 07:42:14 AM »
It seems i spoke to soon.. the issue is not fixed with removing the faction mods.. cycle 217 and i am *** again.
I'd be willing to bet you it's DIY Planets.

It does fit with the cycles, as i usually dont go into colonies till around there (cycle 215+).

If/when i decide to play again, ill keep that in mind. Ty.

5
Bug Reports & Support (modded) / Re: Memory Leak (modded game)
« on: August 18, 2022, 01:54:28 PM »
FML !

It seems i spoke to soon.. the issue is not fixed with removing the faction mods.. cycle 217 and i am *** again.

memory leak screenshot:
https://imgur.com/a/WsAfEmD


Code
 System info:
---------------
Game version: Starsector 0.95.1a-RC6
Game resolution: 1920x1200 (59hz, 32bpp, fullscreen)
Java version: Java(TM) SE Runtime Environment 1.8.0_271-b09 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 2,688.47 MB / 7,935.50 (5,247.03 MB free, 7,935.50 MB allocatable)
System RAM: 22,301.72 MB remaining, 32,722.55 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms8g -Xmx8g -Xss2048k -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=.

 Graphics card info:
---------------------
GPU Model: NVIDIA GeForce GTX 960
Vendor: NVIDIA Corporation
Driver version: 4.6.0 NVIDIA 516.59
Free VRAM: 2,553.38 MB
Dedicated VRAM: 4,096.00 MB
Maximum VRAM:   4,096.00 MB

 Active mod list:
------------------
Regular mods (10):
 - Adjusted Sector 0.4.2 by NerzhulAI
 - Concord 3.5.2g by Sutopia
 - DIY Planets 1.0.14 by Kentington
 - Grand.Colonies 1.0.d by SirHartley
 - Modern Carriers 1.9.5d by Sutopia
 - Nexerelin 0.10.5 by Histidine (original by Zaphide)
 - Scan Those Gates 1.5.0 by AERO
 - Terraforming & Station Construction 8.1.5 by boggled
 - Unknown Skies 0.43 by Tartiflette
 - WhichMod 1.2.1 by theDragn
Utility mods (13):
 - A New Level of Confidence 40 2.1 by Panteradactyl
 - Autosave 1.2 by LazyWizard
 - Console Commands 2021.12.25 by LazyWizard
 - Detailed Combat Results 5.2.3 by Nick XR
 - Dynamic Tariffs 1.4 by Tuv0x
 - LazyLib 2.7b by LazyWizard
 - MagicLib 0.42.1 by Modding Community: Dark.Revenant, LazyWizard, Nicke, Originem, Rubi, Schaf-Unschaf, Snrasha, Tartiflette, Wisp, Wyvern...
 - Officer Extension 0.4.3 by qcwxezda
 - Planet Search 1.2.0 by andylizi
 - SpeedUp 0.7.2 by DarkRevenant
 - Stellar Networks 2.6.1 by Jaghaimo
 - Version Checker 2.0b by LazyWizard
 - zz GraphicsLib 1.6.1 by DarkRevenant

Have to admit, i spend way to much time on this already. Since i have restarted more times that i care to count, i checked how long i been playing this specific playthrough. Taking into account that i play 15h+/day (yes i know..) and this game started:

start: 15-08-2022 15:29
first memory leak: 18-08-2022 22:49

I think its time for a break from this game. I just find these kinda bugs to be ruining for my enjoyment, only thing left is to play 100% vanilla and enabling mods one at a time, and cycle to 215+.. and that just aint happening :P

Just updated this thread for the purpose of info if any other is having the same issue/s.

fly Safe(ish) o/

edit:
Forgot to add, i enjoy adding features to games i play, so i cant just be satisfied with playing vanilla. As i am sure some will think is the obvious answer to my "problems" :)

6
General Discussion / Re: player skill and automatic battle (autopilot)
« on: August 18, 2022, 07:59:31 AM »
To be fair, Alpha Radiant needs at least Crew Training or Hull Restoration (plus Combat Endurance as one of the AI core skills) to have max CR above malfunction threshold.  Also, I consider Efficiency Overhaul mandatory on Radiant when max CR is less than 50%.

I generally use Gamma core on Radiant for full max CR, but that is only three or four skills.  I use Alpha mostly when fighting Ordos.
I use an alpha core + story point, so 8 skills in total. I left out some of the +dmg focused on utility and missile spec.

7
Bug Reports & Support (modded) / Re: Memory Leak (modded game)
« on: August 18, 2022, 06:36:24 AM »
Hello, I was having the same trouble and I just followed Wisp's instruction. Set vmparams to 8GB.

*snip*
I did remove Blackrock Drive Yards because it lists dependencies in the wrong field in the mod_info... what else could be wrong
I recommend removing any mod that can't get something like dependencies in the right field.

I gave up, and started a new game without any faction/ship mods and i also disabled industrial evolution. Else the mod list is the same as prior.
So far no issues at all, and i see no way near the max ram/vram being used if i hit console and check. But then again, that was the same when i had memory leaks so not sure its linked to saturated memory at all.

It could be black rock mod, since iirc its a bootleg since the mod owner aint active, but i havent checked it further. I will continue playing this game without faction mods, and maybe eliminate brdy when i start a new game.

Its clear to me, that its a mod doing it, and its either one of the 4 factions mods or the industrial evolution one. I sadly just ran out of patience to test it, as i need to play the game for about 8 cycles before the memory leaks start to happen. Why i did the "divide and conquer" method to solve it.

8
General Discussion / Re: player skill and automatic battle (autopilot)
« on: August 18, 2022, 06:21:55 AM »
I just want to point out that AI is pretty bad with the Paragon since it tends to interrupt its own guns with Fortress Shield.
Tbh the AI is pretty bad in general unless you fit the ships to be "AI friendly". Which is subpair to their true potential most of the time. I am just trying to find what i can live with i suppose :D

9
General Discussion / Re: player skill and automatic battle (autopilot)
« on: August 17, 2022, 02:44:06 PM »
- Does the player skills/elites apply if i hit "U" and let the AI control the ship?
yes
Ty

-* Are paragon better than radiant now thats radiant is 60 DP?
Radiant is balanced at 60 DP.  Paragon and Radiant are roughly equal at their DP value.  Paragon has shot range, Radiant has missile power.

Radiant's main advantage over Paragon is it can be piloted by an Alpha core with seven or eight elite skills instead of a level 5 or 6 officer with five/six skills with one or two of them elite.  But that does not apply for a Paragon flagship on autopilot because your character probably has seven or eight elite skills like an Alpha core.
Ah right, didnt think about the addition of skills from the alpha core +1 for a story point. Guess ill be using my usual duo then, since my skill set will be in the paragon.
ty.

10
General Discussion / player skill and automatic battle (autopilot)
« on: August 17, 2022, 11:45:50 AM »
Hey

Got a few questions i cant seem to find the answers to or the posts are outdated as to current version of the game.

- Does the player skills/elites apply if i hit "U" and let the AI control the ship?
-* Are paragon better than radiant now thats radiant is 60 DP?

* i know "is this better" can be a tricky question to ask, so let me be more specific.
I always let the computer do the combat, i dont like to micro manage more than using the CPs. I been testing various capitals duo's and the one i always seem to end with are Paragon + Radiant. All posts proclaim the radiant "OP" but they are referring to the 40DP version.
My own conclusion on the matter is, they serve different purposes, and radiant is better in the player hands, due to the ability to get out of harms way (phase). And the paragon is the better tank and AI ship.

11
Bug Reports & Support (modded) / Re: Memory Leak (modded game)
« on: August 15, 2022, 04:31:34 AM »
you should check out the `G1GC VMParam Collection` on the Starsector Discord which is basically:

    Use JRE 8

    Use a much better garbage collector than the Java 7 one

    You might have to force application scaling to get it to look right

I've been doing this and it's made all of my issues with performance and the usual 50+ mods go away.

I am using:
- java 8
- 8gb vmparams file
- I have 32gb ram on this rig.

Changing the ram allocation, doesnt seem to change anything. My understanding is, it an initial allocation, once launched it will pull whatever ram it needs (if available).

I can reload once! and i get a memory leak, plenty of ram/vram left.

I am in a nebula system, might be related not sure. But at this point, the save is unplayable, as i need to restart constantly.

memory link screen shot:
https://imgur.com/a/AUPx8uq

edit:
Location have no impact on the memory leak it seems, happens in hyper and in systems alike.

12
Bug Reports & Support (modded) / Memory Leak (modded game)
« on: August 14, 2022, 12:41:02 PM »
Having to restart the game every 20min or so, depending on how many reloads i do.

Anyone else having this issue? i removed some mods and it was working fine for a while, but now its even worse.
mem and vram aint maxed out, so its not saturation from the pagefile.

Dont know what to do, reloading every 20min is getting really annoying now. I am on cycle 215, and i noticed that it gets worse the longer i play for (cycle count).

anyone have a clue?

Mods that are enabled atm. All that can are updated, some "yellow" ones which still aint R6 but .95 valid.
Code
{"enabledMods": [
  "pantera_ANewLevel40",
  "Adjusted Sector",
  "lw_autosave",
  "blackrock_driveyards",
  "su_Concord",
  "lw_console",
  "diyplanets",
  "DetailedCombatResults",
  "dynamictariffs",
  "GrandColonies",
  "hte",
  "IndEvo",
  "Imperium",
  "lw_lazylib",
  "exshippack",
  "MagicLib",
  "su_CarrierHullmod",
  "nexerelin",
  "officerExtension",
  "ORA",
  "planet_search",
  "tahlan_scalartech",
  "scan_those_gates",
  "speedUp",
  "stelnet",
  "Terraforming & Station Construction",
  "US",
  "lw_version_checker",
  "whichmod",
  "shaderLib"
]}

what version checker shows:
https://imgur.com/a/OG5VcrD

13
General Discussion / Asteroid Collision
« on: August 13, 2022, 07:22:59 AM »
Hey all

So, after many hours of playing this game.. The whole asteroid collision got to me, its totally unrealistic that a fleet cant negate any impact from asteroids. Imagine Picard saying "SLOW DOWN ASTEROID FEILD AHEAD" ya i dont buy it.. larger fleets would just vaporize it, smaller fleets would fly between rocks etc..

anyway, reality negated.. its annoying me :P i have searched for ways to disable the collision detection, but cant find any. Only threat i found was this:
https://fractalsoftworks.com/forum/index.php?topic=23453.msg351035#msg351035

So am i left with trying to gain "access" to the java file, or is there a way to disable it. I checked the settings.json file, but couldnt find any related variable.

NB: its not a modding question, its a "is there a way" question :P

14
General Discussion / Re: 1 Prometheus vs 2 Phaeton Tankers
« on: August 12, 2022, 02:12:03 PM »
A few things come to mind:

If you're already dragging capships around for combat then the slow speed doesn't matter that much.

If you're dragging capships around 4.5k fuel doesn't last as long as you'd think.

Sometimes ya just need that capacity for a trade run or a delivery mission, yenno.
Ah right, cap ships will slow you down ofc.. didnt think of that when i did my comparison, as i wrote.. i normally just use 1 or 2 Phae's

I dont do any trading/hauling at all, not why i play this game. I loot stuff and sell, and collect items/prints. aaaaand ofc pew pew :D

<quote>
The non-pather Prometheus is also a fully legitimate combat ship, while Phaeton is utterly helpless.
</quote>
As i wrote, i never use my logistics in combat, and no.. i never retreat either :P

Guess it just comes down to, do i need the more fuel and can spare the higher maintenance and crew. With maxed out fleets (30) i suppose having 1 ship instead of 2 carrying fuel is also an advantage.
hmm..

15
General Discussion / 1 Prometheus vs 2 Phaeton Tankers
« on: August 12, 2022, 01:39:31 PM »
Hmm as topic

been comparing those 2 setups in fleet.

stock, no skills nor hullmods you get
prom: 3k fuel capacity
phae: 800 fuel capacity

but! Prom is suck a slow ship, maks burn 6 vs 8 and over twice the maintenance cost, more crew. I get it, its a huge arse fuel spacetrucker (also the appeal) but i never spend the 4.5k fuel it can carry.

I usually have 1 Phae in fleet with overhaul and fuel mods, and i never run out of fuel really.
Is there any reason other than "you can stay out longer" for using the Prom, that i havent spotted? mind you i dont use my logistics for combat at all.

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