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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - briansd9

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1
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: March 10, 2024, 07:30:20 PM »
Hmm, I don't have FPS problems, but the loading time at startup really grinds my gears... does this mod improve that as well?

2
Just released v1.0.9 as a compatibility update for Starsector 0.96 - no substantial changes

Is there a way to see the -AVERAGE per Battle-     Points/Kills/Death/Assist of ships in my fleet?  Now i can do the calculation in my own head by dividing the kpis for the number of battlest, but it would be good to have the option to see them already

For example if a ship has done 20 battles and done 77 kills show me kills = 3.85 k/b

I'll consider it... right now can't think of a good place to show this stat though, any suggestions?

3
There isn't, no - let me make a note about that!

Hmm, while on the topic, would it be possible to make IntelUIAPI.updateUIForItem() navigate to a different IntelInfoPlugin if passed an argument other than this (the current intel item being displayed)?

Current behavior is it just goes to starmap.

4
Is there a way to detect when a ship has retreated from combat?

ShipAPI.isRetreating() seems to return true once the retreat order is given, but I can't find anything for when it actually leaves the battlefield

5
This is one of my favorite mods. It fixes a big problem that bothers me in otger versions of the game, where it lacks any mechanism that can translate the encounters and characters of your campaign into a memorable story. It all ends up feeling like a big pot of mush, at the end of a long playthrough. This adds some desperately needed context and structure that allow you to really comprehend how far you and your crew have come, from where they've come, and it's amazing. I can't play without it

Thanks very much for the support - that's pretty much why I built this, to preserve the story of my own fleets. Also working on something that might allow it to be exported for viewing outside the game 8)

I've just released v1.0.8 to prevent a rare crash of unknown cause and show a big red error in the ship's battle log instead (hopefully we can catch the mod that's causing it)


6
Just released version 1.0.6 to fix the bug that makes saves unloadable.

Instructions for repairing affected savefiles are in the post above this one. If anyone needs help with this, send me your save and I'll fix it for you

I have version 1.0.6 and my game save seems to also experience this sort of error. This tends to occur after another error that's just as inconvenient.

Here's my save.

Please update to the current version 1.0.7, this fixes a crash related to Vayra's Sector which I noticed on your modlist.

Your save does not have the problem in that post, no CURR_BATTLE_CHILD_PARENT_SHIPS found, so I can't fix it for you, sorry. Seems unrelated to this mod, as it's not doing anything in the situation you described (entering a specific system or viewing a colony)

According to the log, the game crashes when reading line 1967940 of your save. Peeked in the savefile and didn't see anything obviously wrong, but the data at that position is about a ship named HHS Prize of High Orbit.




7
Under what conditions would FleetMemberAPI.getRepairTracker().computeRepairednessFraction() return infinity or NaN?

Got a crash report with
Code
java.lang.NumberFormatException: For input string: "?"
My code that breaks is trying to apply a numeric format to the repairedness fraction, the "?" is apparently a Unicode replacement character for either +infinity or NaN.

Haven't been able to replicate the crash at all, any possible leads would be appreciated.

It'd have to be bad data that got into the FleetMemberStatus somehow. If somehow the maximum hitpoints of a ship got reduced to 0, perhaps?

However, infinity or NaN convert to "Infinity" and "NaN" when printed out as strings; I haven't ever seen it come out as "?".

Got it, this is a "should never happen" situation right?

My mistake btw, the "?" was from a DecimalFormat I was using to round the repairedness to 2 decimal places (found the exact issue on stackoverflow), the crash occurred when trying to parse the output as a float. Not my problem strictly speaking, but it'd be nice to find the exact cause

8
Under what conditions would FleetMemberAPI.getRepairTracker().computeRepairednessFraction() return infinity or NaN?

Got a crash report with
Code
java.lang.NumberFormatException: For input string: "?"
My code that breaks is trying to apply a numeric format to the repairedness fraction, the "?" is apparently a Unicode replacement character for either +infinity or NaN.

Haven't been able to replicate the crash at all, any possible leads would be appreciated.

9
Mods / Re: [0.95.1a] Crew Replacer
« on: March 10, 2022, 05:33:53 PM »
Not compatible with Nexerelin? But almost everyone will have it...

Would it be possible to include the compatibility patch in the main mod, instead of requiring a separate download? Many mods do stuff like this:
Code
if (Global.getSettings().getModManager().isModEnabled("nexerelin")) {
  /* your code here */
}


10
Mods / Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
« on: March 07, 2022, 04:09:10 AM »
Thanks for the mod, it's great fun.

A small request: would it be possible to add some sort of projectile trail for the biggest guns? Shells that do 3000 damage should be more visually impressive imo... just the flying bullet is nearly invisible in large battles

11
Is there a way to change the hiring cost of crew, or otherwise make them unpurchasable at markets (only by capture or looting)?

12
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 23, 2022, 07:26:50 AM »
The Z Flash and Devastator Lance sounds are played at UI level to assert their dominance over the battlefield, i will reduce their audio level.
I see, it was by design? No worries... just found it a bit odd to be in the grid map view and the only sound playing is of one specific weapon

13
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« on: February 23, 2022, 07:01:07 AM »
Minor bug report: the Z950 Flash can be heard at full volume from anywhere on the battlefield.

Looking in the code, it's because it uses playUISound() instead of playSound()... also found a few other instances of playUISound() being used for weapon effects

14
Feb 04, 2022 10:53:57 AM java.util.prefs.WindowsPreferences <init>
WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.

This can be safely ignored, but if you want to get rid of the warning there are steps here

15
I absolutely love this mod, thank you, author, for your efforts!
During my playthrough I discovered that Fleet Action Log tends to grow ridiculously long due to its including of ships that I'd salvaged after battle and instantly mothballed them to be sold directly after at nearest station.
Maybe it is my playstyle that is in fault here, but from 108 records 75 are of ships with only two entries - "Recovered in X" and "Sold on Y" (some of them even with one "Recovered" without "Sold" part). Is possible to clear log of this information on my side or maybe you will consider adding similar feature in some future update?

Hello, thanks for the support :-)

About your question, that can be done in the settings, see the "In-game configuration" section in the first post for an example. Setting "battles fought" to something other than 0 should do what you want... you can also check "hide inactive" (but this will also filter out your ships that actually died fighting)

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