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Messages - Alex

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1
Hmm, I don't *think* so, but, question - are you running combat with a higher than normal speed? IIRC the particle system doesn't get sped up so more particles spawn per unit of time than normal, and they last relatively longer.

(Edit: this depends on how the weapons are set up, too.)

2
Suggestions / Re: odd officer ship assigning priority?
« on: April 25, 2024, 10:54:30 AM »
IIRC there's some randomness involved here; it *tends* to do that but doesn't always.

4
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: April 24, 2024, 07:47:32 PM »
Combat Endurance still shows 50% max hull regen in both character sheet and officer screen. Maybe someone already said it, though.

Yep, it's correct - that's the amount it regenerates. What changed is the threshold for when the regen kicks in, which used to *also* be 50%.

5
Suggestions / Re: UI and playing experience
« on: April 24, 2024, 03:30:04 PM »
It is. Lmao. Alex pls.

(Literally "hold Ctrl to compare" text in the weapon picker dialog! Might be a case of you already knowing what's "safe" to skip over, and this being added after that)


Thank you for the feedback! A couple of things, real quick:

1.Considering the amount of times looking for the information, the  timelag from the cursor highlighting an item/weapon to the appearance of the info window should be reduced/removed.

This can be set using the "Tooltip delay" slider in the in-game settings dialog.

inability to specify the number of item to trade.

Not sure if you mean typing in an exact number, but you can shift-click a stack to pick up one item at a time, and shift-drag to select an approximate quantity quickly. (This is, iirc, explained in one of the help popups.)

6
Bug Reports & Support / Re: lost my key
« on: April 24, 2024, 11:13:52 AM »
Hi - sorry about the trouble! You'd need to ask the person that gave you the key originally. There would not be any account to recover, you only need your key to play.

7
Thank you for the report, I'll make a note!

(Moving this to modded since it only affects modded games.)

9
Bug Reports & Support / Re: Fat Ship scaling
« on: April 22, 2024, 09:18:13 PM »
Glad that did it! At least mostly.

It's 3440 divided by 1440 - the "aspect ratio" of something is its width divided by its height.

10
Bug Reports & Support / Re: Fat Ship scaling
« on: April 22, 2024, 08:33:26 PM »
Hi - sorry about the trouble! Could you try opening up data/config/settings.json, looking for this line:
#"forceAspectRatio":"1.3333",

And changing it to:
"forceAspectRatio":"3.389",

Both removing the # at the beginning, and changing the value. That may resolve it. There's probably also a Linux-specific way of fixing it on your system, but I'm not particularly familiar with desktop Linux, so I'm not sure exactly what to suggest from that end of it.

11
Thank you, fixed! Rounding issue in that specific screen showing the value.

12
Bug Reports & Support / Re: Game key needs to be repeatedly reentered
« on: April 22, 2024, 08:34:27 AM »
Hi - sorry about the trouble! On windows, the key is stored in the registry, so it could well be related to doing a lot of system updates, if those for some reason clear out certain registry keys.

Have you tried running the game several times in a row to make sure that once you've entered the key, it doesn't ask again right away? If it asks again right away, that would mean that the game is unable to write to the registry for some reason; in that case running it as administrator (just once, when entering the key) might resolve it.

But if it's just "every 24 hrs or so" then it means something is periodically deleting stuff from your registry, so you'd need to figure out what that is, if it's not the updates.

13
Bug Reports & Support / Re: DEMs missing certain damage modifiers
« on: April 21, 2024, 08:18:27 AM »
Nice catch, thank you! Fixed this up. It was also affecting things like "damage to target engines" and "damage to target shields" and so on.

(If you're curious btw, the fix is copying a bunch of these stats over to the fake DEM drone that actually fires the beam weapon. It was already doing that for energy/ballistic/missile damage modifiers but I guess all these other ones just didn't occur to me at the time! Going to have to remember to modify this when/if I add any more stats like this to the game.)

Spoiler
After line 282 in DEMScript:
demDrone.getMutableStats().getDamageToCapital().applyMods(ship.getMutableStats().getDamageToCapital());
demDrone.getMutableStats().getDamageToCruisers().applyMods(ship.getMutableStats().getDamageToCruisers());
demDrone.getMutableStats().getDamageToDestroyers().applyMods(ship.getMutableStats().getDamageToDestroyers());
demDrone.getMutableStats().getDamageToFrigates().applyMods(ship.getMutableStats().getDamageToFrigates());
demDrone.getMutableStats().getDamageToFighters().applyMods(ship.getMutableStats().getDamageToFighters());
demDrone.getMutableStats().getDamageToMissiles().applyMods(ship.getMutableStats().getDamageToMissiles());
demDrone.getMutableStats().getDamageToTargetEnginesMult().applyMods(ship.getMutableStats().getDamageToTargetEnginesMult());
demDrone.getMutableStats().getDamageToTargetHullMult().applyMods(ship.getMutableStats().getDamageToTargetHullMult());
demDrone.getMutableStats().getDamageToTargetShieldsMult().applyMods(ship.getMutableStats().getDamageToTargetShieldsMult());
demDrone.getMutableStats().getDamageToTargetWeaponsMult().applyMods(ship.getMutableStats().getDamageToTargetWeaponsMult());
[close]

14
MusicPlayer definitely is pretty finicky!

From my earlier post in this thread, I think this issue has to do with probably a mod playing and pausing a bunch of tracks, and the game runs out of buffers to play a new track and hangs infinitely waiting for one to become available. I've bumped up the buffer pool size to 10 (from 5) so that may help unless some bit of code just keeps opening and pausing a bunch of music until it runs out of buffers. I'm not sure how this would be related to Java 23, though, that's odd.

15
crimescene

:D

for some reason Dragonpod's missile stats are tied to the smaller Dragon stats, which meant all the modifications I did to its max speed and health did not apply until after I modified its smaller variant.

To clarify: if several weapons re-use the same projectile file, they need to have the same projectile-related stats in the weapons spreadsheet. If they don't, either the first or the last entry in the spreadsheet will get used for all of them.

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