Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Klokinator

Pages: 1 [2] 3
16
I do like it when it happens to really big ships. If the effect was also more muted in general (it's useful as an indications things are dying) then that would also be acceptable. Completely removing it feels like a bandaid solution... but I guess I'll just go with that, then.

Thanks.

17
When blowing up ships during a battle, I have this weird issue where every single non-fighter ship causes the entire screen to flash stupidly bright white when destroying them. In past versions, I remember blowing up a MEGA freighter or a BIG space station would cause like a big flash of light. You know, because they're frigging huge and it's a big moment.

But now it's like... oh I just blew up three rinky dinky little Hounds. Guess I can't see my screen for three seconds. Oh, and there went five more enemy ships. Guess I'm just going to have to sit here and wait until I can see my screen again.

Is there a way to modify when the screen flashes? I don't mind if blowing up a capital ship, mine or the enmy's, causes a flash. I do mind, however, if every single no-name skipper melting under a volley of gunfire blinds me in a dying blaze of glory.

18
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 16, 2021, 12:28:44 PM »
I've been waiting a few weeks for stuff to get caught up, bug fixes to drop, and so on.

Any planned bugfixes, necessary updates, and whatever coming up in the near future? There's like a hundred pages here, don't have much interest in scrolling back through to check.

19
Mods / Re: [0.9.1a] SpeedUp 0.7.0
« on: December 25, 2020, 03:56:58 PM »
Ask and ye shall receive.


We also recommend Version Checker to notify you when an update is ready.

Version 0.7.0:
- Added "onAtStart" option to flag a speed multiplier option as being enabled by default at the start of combat
- Added "capToFPS" option to limit a speed multiplier to a certain engine frame rate (0.0 to speed up regardless of frame rate)
  * Default toggle: Ctrl-Capslock
- Migrated version file to custom host (sigh)

Just saw this; BIG thanks!

20
Mods / Re: [0.9.1a] SpeedUp 0.6.1
« on: December 10, 2020, 06:07:31 AM »
Is there any way to make the time speedup be always on at battle start? Having to hit caps lock every battle is a very slight bit annoying.

Less annoying than not having the mod available, though! Playing in 3x speed is so much less mentally draining!

21
Mods / Re: [0.9.1a] More HullMods 1.6.0
« on: December 07, 2020, 02:49:51 AM »
If I could suggest a mod, how about 'Regenerative Missiles'?

All missiles with limited ammunition now gain a 10 second fabrication time between creating new salvos, giving all of them infinite usage during combat. However, in exchange, their engagement range and damage both drop by -33%.

22
Suggestions / Can you add a toggle to stop auto-hiding UI elements?
« on: December 04, 2020, 02:22:33 AM »
Right now, the game does this one really annoying thing I don't like.

This is what the UI normally looks like.


This is what the UI looks like when you're flying around.


It hides the personnel, the crew, the marines, and the cargo hold. You can see it if you open up the inventory or something, but still. I don't ever want it hidden, yet when I asked on the discord I found that the UI elements are hardcoded so I can't even mod this change in.

Can you add some sort of a toggle so this bit of the UI doesn't auto-hide? Many thanks!

23
Suggestions / Re: Having an issue with the combat camera.
« on: November 03, 2019, 06:54:58 PM »
Quote
I know this isn't what you're suggesting, but I just want to make sure you know that there are ways to move the game in this direction. And, perhaps counter-intuitively, one of the best ways involves deploying a flagship. It's not available initially, but there's a hullmod called "Operations Center" that increases command point recovery rate by 250% as long as it's installed on a deployed flagship. Coupled with autopilot, this should help facilitate your playstyle.
Funny you mention this. I discovered this mod and it tripled my enjoyment of combat. Now I just mindlessly aim half my fleet at one ship and the other half at a second ship, allowing me to tear through the enemies systematically.

The camera thing is still annoying, but since I deploy my command ship every combat, it's much less of a problem.

24
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« on: November 02, 2019, 07:22:48 PM »
Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?

25
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 02, 2019, 03:17:46 AM »
How did I miss that? I play at 1440p, so I guess the tiny text makes this stuff hard to see lol. Thanks.

26
Bug Reports & Support / Infinite, unending battle bug
« on: November 02, 2019, 12:52:47 AM »
This is a really simple, but absolutely awful bug I just found.

Steps to replicate it:

1. Fight a very long battle wherein your flagship is reduced to an insanely slow speed.
2. Order everyone to retreat. Get frustrated at how slowly your flagship is retreating.
3. Transfer command from your flagship at the north end of the map to a ship retreating at the south end.

If all succeeds, your 'commander pod' will fly down to that ship, the last ship to retreat to on the map, right as they retreat. With your target gone, your commander will fly around in circles aimlessly forever. Since my flagship also got destroyed, I had no way to simply end the battle.

All the enemy ships are gone, as are mine. My commander is just flying around like a chicken with his head cut off. I have to just exit the campaign now, losing a solid 45 minutes of battle time. Sigh.

Pic:

https://i.imgur.com/SJReXPY.jpg

27
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 01, 2019, 11:15:53 PM »
I figured out the answer to my previous question. I didn't realize the newly built ship hulls had been added, since they didn't have any special designation and appeared broken at first glance.

New question.......... how do I tell what day/month it is ingame, and how long until my next income drop, end of the month colony costs, and so on? I have looked for but couldn't find an indicator for the ingame date anywhere.

28
Suggestions / Re: Having an issue with the combat camera.
« on: November 01, 2019, 08:42:00 PM »
Awesome, thanks for the replies, Alex. Despite my issues with the game, most of them relate almost entirely to UI decisions. I like how everything actually plays, and everytime I think I've understood something, I find there is another level deeper I can go. Thank you for taking ten years to develop such a well-crafted, comprehensive space sim.

29
Awesome, thanks. I only got +4 relations out of it, which feels like a big middle finger. That should probably be like, idk, +10?

Appreciate the help, though. Now I know Special Options is for Nexerelin.

30
Suggestions / Re: Having an issue with the combat camera.
« on: November 01, 2019, 06:57:45 PM »
Yeah, one of my bigger problems with this game is how it seems to present the option to play it somewhat like an RTS in combat, but the actual options for us RTS-lovers are very sparse, the AI for controllables is super-dumb, and stuff like this camera glitch, limited command points, and so on make it very not-fun. The Overview Menu also has very limited info on offer, while the top-down in-battle view can only zoom out so far and won't allow me to see as big a chunk of the battlefield.

I know that allowing actual RTS-style gameplay probably wouldn't be ideal... but... I dunno. I feel like right now, it's not even half-assed for what we have, more like a quarter-assed or a tenth-assed. When I saw Seth's video on this game, I got the impression that you had the option to play it more like an RTS in combat, and frankly it's like, I look at it and all the pieces are there, but the game feels like it doesn't want you to commit.

Here's a suggestion... why not offer something like two battle modes? The current one, and something like a Commander mode, where you enter a battle as an omnescient observer? There, the AI would be a bit smarter, but you have no option to actually pilot a ship. Maybe your commands would be a bit more precise and ships would listen to your orders more accurately to compensate.

It's not like it doesn't fit. Everything is already ingame, it just needs some elbow grease. Alternatively, maybe a modder will take up the task, idk.

Anyway, this camera issue is annoying enough that now I can't not notice it, so it's actively making my combat less fun. Constantly having to press F to jump between ships instead of just staying focused on the last ship I selected when tabbing back to the main battle makes for slightly wearisome gameplay. Any suggestions to mitigate it?

Pages: 1 [2] 3