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Messages - Dudok22

Pages: [1] 2
1
"One who scoffs at Tactical Laser have not faced 20 of them."

2
I have very similar issue after many battles, and subsequent salvaging of the debris. FPS starts to go down slowly after each salvage and then suddenly after lot of salvaging it drops to 10fps on campaign map. Saving during this takes like 25+ seconds instead of the usual 3.

Restarting my game will fix the issue but it comes back after few hours depending on how many battles and salvaging I do. I use 5gb vmparams setting. Feels like a memory issue to me.

here is my current modlist but it was happening even with much smaller modlist I used previously and it also happened on modded 0.9.1
Spoiler
Quote
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "adjustable_skill_thresholds",
  "raccoonarms",
  "lw_autosave",
  "HMI_brighton",
  "clearCommands",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diableavionics",
  "XLU",
  "FPE",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "interestingportraitspack",
  "internalaffairs",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg_Alice",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "ORA_gunmetal",
  "OcuA",
  "Ocutek",
  "ORA",
  "console_overlord_additionalcommands",
  "wisp_perseanchronicles",
  "TAR",
  "roider",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "Skill Tree",
  "soz_planetshield_subtle",
  "surveycorpssp",
  "tahlan",
  "star_federation",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrashippack",
  "lw_version_checker",
  "XhanEmpire",
  "audio_plus",
  "prv",
  "shaderLib",
  "zzz_DakkaHolics"
]}
[close]

3
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 12:43:54 AM »
Wow! I love these changes! The terminator drone missile looks fun!

One thing I noticed about some of the movement enhancing ship systems like plasma burn is that they usually disable the 0 flux boost by generating miniscule levels of flux. This makes the movement "choppy" and unnatural because after you use plasma burn the ship slows down to the base speed and then immediately speeds up as the 0 flux boost activates. It's nothing serious but it would make it visually more pleasing (at least to me) if the 0 flux boost stayed on during the burn.

4
It feels like the missions are restricted to a sector of the map. 1st playthrough it was NW, now its SE.

btw anyone else gets bounties in the same systems over and over? It feels like there are few systems that have 80% of the bounties I get from contacts/missions. I remember a similar thing happening with the IBB bounties in 0.9.1

5
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: February 29, 2020, 10:53:49 PM »
For whatever reason I can't seem to get this mod and Nexerelin to play nicely together. Has anyone else had this issue or found a way to fix it?


What kind of problems are you experiencing?

 I've been using them together without any problems for few months now. Are you sure its Nexerelin?

6
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: November 20, 2019, 11:16:47 AM »
Nice work, they fit really well into the game!

7
It's probably the fault of other mods, but a lot of the BRDY weapons won't ever spawn in markets, like the normal gale-cannon, large dart pod, IMN assault gun, voidspear MRMS, and a few others. I'm not sure what could be causing it.

It's a known bug, do this to fix it:


Add "brdy_wep_bp" to the \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction file in the knownWeapons like this

Code
"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],

8
Blog Posts / Re: Skills and Story Points
« on: July 09, 2019, 07:04:20 AM »
 Just read through it quickly once and it looks very interesting! I am looking forward to trying it out myself after its done and released in the future.

9

Hello.  I love your mod!

I dont know anything about modding, but I managed to find the tag for the 0-series Nevermore that was preventing it from being on the market.

I cannot find the tag that is preventing weapons in the Blackrock Weapons Blueprint package from being on the market.  Could you direct me too it?

Thanks in advance.

Add "brdy_wep_bp" to the \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction file in the knownWeapons like this

Code
"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],

10
Is anyone else experiencing the lack of BRDY weapons on their markets? It seems that many of the most iconic weapons never show up for sale. For example, normal Gale Cannons, Particle Rifles, Ferroguns, medium slot Shard cannons etc.  I tested it with ForceMarketUpdate command and none of those weapons showed up after updating the markets 15 times.

11
Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 09, 2019, 03:42:37 PM »
yooooo the wait was worth it!

12
Are you running Mayasuran Navy? That looks like the bug from two versions ago (fixed, but requires a new save or some save editing).

yes I am.

I will start a new game to see if its fixed.

13
I am getting null error when Persean Fleet intercepts me near Torment Listening Post

Code
163382 [Thread-10] INFO  sound.H  - Playing music with id [Sovereignty.ogg]
164026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:522)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:284)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:339)
at com.fs.starfarer.ui.newui.U.String.return(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

14
General Discussion / Re: Anyone else like the Dominator?
« on: December 25, 2018, 02:52:40 AM »
I like my Dominator with 3 reaper launchers in the front (otherwise I consider it a waste of potential  ;D ), 2 mkIXs, 2 flaks and vulcans. Sometimes I like to add something else in the forward smalls like railguns or some additional HE. For hullmods:  ITU, Extended missile racks and Resistant Flux Conduits.   


15
General Discussion / Re: What kind of ship do you like most?
« on: December 15, 2018, 05:07:43 AM »
I really like DME Kormoran - Fast, versatile, great alpha strike potential and also can be built for amazing broadside. Its pretty vulnerable too if you don't fly it properly - makes flying it more exciting!

Other ships that I like to fly are: BRDY Nevemore, Dominator with proper torpedo loadout, SCY Corocotta and classic Hammerhead.

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