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Starsector 0.96a is out! (05/05/23)

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I've encountered the same problem and I've also noticed changing ID values when going into the refit screen. I'm willing to share the campaign files but there's a size restriction to forum attachments. How would you prefer to receive the saves?

The new sprites, the Octopus especially, look appropriately junky and really great. I purchased an Octopus to try out the new shield module. However, I can't seem to get it to deploy its shield in actual campaign battles. In simulator, the shield appears normally but when the ship burns into combat during the opening moments of a campaign battle the shield does not show up.

General Discussion / Re: Lack of Fighter Control
« on: January 10, 2019, 08:40:22 AM »
I'd like more role-specific fighter orders. For example. there could be an interceptor-only fighter escort order where your talons and wasps loiter around friendly ships while acting as point defense and sortie out proactively to intercept incoming bombers. Non-interceptors from the same carrier would ignore that order and retain vanilla behaviors.

My recent PACK only Nexerelin playthrough has been a challenging fresh change of pace since no other faction, modded or otherwise, fills their plucky underdog niche. I think having to rely on outdated D-modded hulls is rather thematic. However, I have noticed a dearth of purchasable dedicated combat ships.

The Mastiff cruiser and the BRT destroyer are the only two pure combat ships I have seen for sale after a year of in-game time. NPC PACK fleets and patrols seem to also only field these two as their dedicated combat ships along with an assortment of the various PACK frigates and freight destroyers. Interestingly, NPC PACK fleets seem to use vanilla Condors over their own GFB carrier, which I have never encountered in the campaign. The Shar Pei, along with other destroyers like the Pitbull and the Komondor as well as Schnauzer frigates are similarly absent.

I assume the lack of availability of ships is partly due to the nature of the open market. At any given time, half of the Petra market consists of multiple copies of the various vanilla tankers, civilian transports, freighters and salvage rigs. While I understand the necessity of filling the ship roles that PACK lacks, in practice these common hulls can be purchased in much better condition at other markets. There doesn't seem to be an easy fix for this since these vanilla ships shore up PACK's smaller roster. The other market, Christchurch, appears to suffer from the same issues albeit at a much smaller scale since the market itself is tiny.

From a non-PACK playthrough perspective, I find myself very rarely interacting meaningfully with PACK. Their markets are relatively small and the lack of heavy industry makes it hard to justify the trip over. At the same time, their fleets are often severely D-modded, discouraging piracy for the sake of ship acquisition. This isn't a big deal, however, because it doesn't detract from gameplay and they still add variety to the ambiance of the sector.

In addition, while I don't believe that a modder is in any way obligated to accommodate the works of other modders, the steadily increasingly roster of other high-quality 0.90 compatible mods will make it more difficult to acquire a specific faction's blueprints in a heavily modded game. This is probably more of an issue with how blueprints are acquired in the base game, but there may be times where the player only discovers PACK blueprints very late into a playthrough or even no PACK blueprints at all.

At the end of the day, I don't think military markets and heavy industries are needed if they break the established lore of the faction. I do, however, wholeheartedly support increasing the variety of non-custom PACK ships that are available on the open markets.

I'm finding it difficult to purchase undamaged PACK ships because neither Petra nor Christchurch appear to have military markets or heavy industry. Is this an intended feature?

Ah, that makes sense. I'll keep my eyes open for those blueprints then. Thanks for checking and for continuing to maintain this fantastic mod!

The ASP ships are some of my favorite designs but I can't seem to find any of the purple pirate editions. They've never shown up in any of the ASP markets, civilian or military, and they haven't spawned in any of the pirate fleets I've encountered. Have I just been unlucky or are they blueprint only?

Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 02, 2017, 12:41:22 AM »
I'm really enjoying the update but I've noticed that the sniper Wanzers have a tendency to fly into close range in order to land hits with point defense weapon. Is this intended?

Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority
« on: November 24, 2015, 07:55:50 PM »
The Clade is a blast to play, especially with safety override which allows it to reach over 600 speed units in reverse with retro drive ;D.

When I use the skinwalker fighters I find that they only fire their primary gun against actual ships. Against other fighters, even slow bombers like piranhas, they only use the two bit drones. This might be an intended balancing mechanic since they rip other fighters to shreds with just the drones anyways, but I just want to point it out in case it's a bug. The neriad fighters also seem to have some problems because I usually only see one of the three fighters firing at targets while the other two sort of just dance around. I've only tried the fighters in the pre-built missions so other factors might be causing these issues.

Edit: After playing some more missions, it seems that I was mistaken about the neriads. They only have difficulties when they're trying to track really fast fighters like talons at close range, and that's understandable. Against everything else they work fine.

Bug Reports & Support / Re: Low FPS in Fullscreen & Borderless Window
« on: November 01, 2015, 01:17:34 PM »
Hmm, it appears that the undecorated window setting was set to false for me by default because I don't recall ever changing it. It seems that with just undecorated window set to false and the default resolution settings the FPS problems persist on my end. If your game runs fine without messing around with custom resolutions then I guess we have slightly different problems but I'm glad things worked out for the both of us in the end  :).

In case you ever want to force custom resolutions in the future I found that I had to remove the # symbol before the resolution override setting for it to actually work.

Bug Reports & Support / Re: Low FPS in Fullscreen & Borderless Window
« on: October 31, 2015, 07:27:44 PM »
With your advice I managed to apply a bandaid fix by forcing the resolution override in settings.json to something like 1600x899 and running it in windowed mode. I do prefer fullscreen but at the moment this is perfectly playable.

Thanks for your help  :)

Bug Reports & Support / Re: Low FPS in Fullscreen & Borderless Window
« on: October 25, 2015, 08:04:07 PM »
It's too late for me to revert back to the relatively more stable windows 8 so I guess I'll just have to wait until Nvidia fixes things on their end. Hopefully, everything will be sorted out before 0.7 releases with all the fancy new features!

Anyways, thanks for your time and I'm looking forward to playing this amazing game again  :)

Bug Reports & Support / Re: Low FPS in Fullscreen & Borderless Window
« on: October 25, 2015, 01:26:13 PM »
I have pretty much the same problem with windows 10 and starsector. I am using a Lenovo y410p with a nVidia GT 750M 2GB card and 8GB of ram. It very well at over 60 FPS when I was still using windows 8, but ever since I upgraded to windows 10 I've been getting really low FPS in game and in the menu. I've tried changing the nVidia control panel settings to force applications to use the dedicated card but the problem persists. This is with the base game without any mods.

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