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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - jerri

Pages: 1 [2]
16
Bug with remote calling a contact that results in the intel screen overlaid with the dialogue selection. At this point, if you exit the intel menu without ending the dialogue, your entire fleet gets destroyed and you respawn.

To replicate:
-Remotely call a contact
-Inquire about a mission
-Select 'Show Intel' on the small map that appears when able (either by clicking button or pressing E)
-Select 'Show on Map' (either by clicking button or pressing S)
-Exit the map (either by clicking 'Go Back' or pressing S)
-Press S

Dialogue should now reappear and be overlaid an empty intel screen. The tabs for Intel, Planets, and Factions should still be visible at the top of the screen.
If at this point you exit the intel menu (either by hitting ESC or clicking the X in the top right) your fleet will be destroyed and you will respawn.
If you instead finish the dialogue and then exit the intel tab, everything will be fine and you'll be right where you started the call.

I also recorded a video of this happening if you'd like to see it. Also please let me know if you need any extra info.

17
General Discussion / Re: Orbital Period of Planets
« on: March 22, 2023, 06:23:47 AM »
Fair enough! The compromises to be made in a game will always depend on what the final vision of the game is. And, in my opinion, Starsector treads its line very well. Realistic applications of physics in games are always neat to see, but it seems to me that they'll nearly always be relegated to a niche class of easter eggs - at least in games where they aren't the sole focus.

18
In reference to this thread: https://fractalsoftworks.com/forum/index.php?topic=26272.0

Apparently, proc gen planets currently use a random function to determine how long it takes for them to orbit their parent star. This can lead to situations where planets further from their star orbit faster than planets closer to the star. This doesn't make much sense.

Solution? Have proc gen planets take the orbital period of the next closest planet into account when generating their own and add a random number to that.

Maybe it's harder to implement than I initially think it to be. Then again it's not as though some idiot is going to sit in orbit for 2 hours and measure the orbital periods manually hahaha. Ha.

As a bonus (though admittedly more complicated) suggestion, have the periods of the planets obey Kepler's 3rd law. The periods of the planets should only depend on their radius and mass of the parent star. There's more detailed speculation on how this might be achieved in the thread referenced before.

Would anybody notice the changes? Does this even matter in the first place? No. But it would be nice and I would love you forever (until you do something heinous such as break physics again).

19
General Discussion / Re: Orbital Period of Planets
« on: March 22, 2023, 03:08:00 AM »
The thing is that typically planets don't have very eccentric orbits (in comparison to dwarf planets, comets etc.) and in the scale that the systems in starsector provide it may end up looking stranger than intended. For example, if a gas giant strays close to a small planet's orbit a player might expect the gravity of the gas giant to affect the smaller planet, especially if the gas giant already has moons.

Speaking of gas giants, is it just me or are the gas giants in most systems a bit too small? Perhaps I'm just expecting them to be bigger because Jupiter is my go-to for visualising a gas giant?

Anyway, elliptical orbits don't seem like they would be particularly easy to implement, and even if they were you'd probably have to implement full simulation of orbital physics to get everything cohesive enough to not raise questions.

I still think that the small change of ensuring generated planets have periods that increase with distance wouldn't be difficult to make. Even if it is completely unnoticeable.

20
Bug Reports & Support / Re: The Typo Thread
« on: March 17, 2023, 01:31:12 PM »
rules.csv
Quote
""We need an enemy station taken out,"" $heOrShe taps $hisOrHer datapad a couple times with a finger, watching you, just letting that sink it.

Should be "sink in"

21
General Discussion / Re: Orbital Period of Planets
« on: March 11, 2023, 07:44:04 PM »
Quote
habitable planets are arbitrarily larger than uninhabitable ones
Wait, really? I've never noticed that, I wonder what the reasoning behind it is.

As for the question of extreme orbital velocities, I don't think extremely fast or slow objects would end up being too much of a hassle. Research stations that orbit close to their star would orbit fast enough for you to just wait for it to come back around. Planets that are far from the star don't aren't typically populated nor interesting. However, this would break down in binary systems - say you have a black hole and a brown dwarf together - this would probably end up looking a bit silly.

The idea of a soft floor/ceiling to ensure sensible velocities from a gameplay standard seems the most appealing to me. This would still require giving every star it's own mass, though. But if you gave each star it's own mass then that raises the question of why the planets don't have their own mass. Trying to make one thing more realistic would probably spiral out of control quite quickly.

Perhaps you could give each category of star an average density? This avoids the problem of giving every star a unique mass, instead you just need the average density for white dwarfs, red dwarfs, blue giants, etc. From what I've seen by searching around the internet it doesn't seem like density varies that much in stars of the same classification - a lot less than the mass does - though I could be wrong. Assuming we properly scale the final value to fit within our floor/ceiling, we can use Kepler's 3rd with the density (rho) and radius of the star (R) and the radius of the planet orbiting it (r) to determine the period (T).

T^2 = [3*pi*(r^3)] / [G*rho*(R^3)] where G is the gravitational constant. Of course this all assumes that giving each star a unique mass is a problem at all.

Hell, this assumes that any of this is a problem at all. The game's fine as it is and there's no way someone's going to actually notice that the planets orbital velocities don't make sense and then complain that it's not realistic enough.

22
General Discussion / Re: Orbital Period of Planets
« on: March 10, 2023, 11:37:43 AM »
Quote
all of the code for the core worlds generation is in /data/scripts/world/systems

Information that's come too late to save my evening unfortunately, although my own measurements were less than a day off from what was in the code, which is nice.

I spent a bit of time in Askonia watching the worlds go by and noticed that the period of one of the proceduraly generated planets (502 days) was shorter than Umbra's (600 days) despite being further from the star. This is completely unacceptable and I will be requesting 3 refunds at the same time immediately >;((

In all seriousness, it's not exactly a concerning problem but it doesn't seem like a difficult fix to add some sort of check that ensures the generated planets have a longer period than the furthest out placed one.

23
General Discussion / Orbital Period of Planets
« on: March 09, 2023, 04:58:34 PM »
I don't suppose anyone would happen to have a list of the orbital period of every core world?

Unless it's in the code somewhere I'm not exactly willing to settle down in every system and log exactly how long it takes for a planet to repeat its position.
Although, as I write that the thought of some deranged captain sitting in orbit with nought but a tally counting the days without explanation grows more and more appealing...

24
General Discussion / I LOVE SALAMANDERS!!!
« on: February 22, 2023, 05:58:39 PM »
Salamander MRMs are so cute omg( •?• ) when you launch one at the enemy and it starts swerving its like its dodging flak shells(/) or when they turn around and target your engines like
"owo nya? :3c" hehe ~ engine-kun is happy to see me!!(?) and the most adorable thing ever is when EMP-sama comes out but theyre rlly high magnitude electromagnetic fields so u have to have resistant flux conduits!!(?••) but when engine-kun and EMP-sama meet and theyre blushing and all like "FLAMEOUT~!" (?´?)?: ?hehehe~salamander MRMs are so adorable (?´???)?::?


pic related

25
Spoiler
[close]

Not entirely sure what happened to trigger this, there is a remnant raid about to attack one of my systems but I've already told the task group to ignore it (by just orbiting a different planet). Was just flying around in hyperspace when the message appeared. I made a quick copy of the log in case it's needed.

26
Hiya! I've been getting this error when opening up the fleet screen on the latest update

Spoiler
64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
   at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)

[close]
Could you try redownloading? I have removed a useless hullmod which seems to rely upon Java 8's putIfAbesnt() function for Map objects. Upgrading to Java 8 is a fix I have applied to my game, but isn't default on normal starsector installs.

New update works, Thanks!

27
Hiya! I've been getting this error when opening up the fleet screen on the latest update

Spoiler
64645 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
java.lang.NoSuchMethodError: java.util.Map.putIfAbsent(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;
   at data.scripts.hullmods.FedWarpEngine.applyEffectsAfterShipCreation(FedWarpEngine.java:13)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.publicsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.X.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

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