Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Schwartz

Pages: 1 ... 92 93 [94] 95 96 97
1396
Discussions / Re: What free anti virus program to use?
« on: February 20, 2015, 05:02:10 AM »
Bitdefender Free Antivirus is the #1 right now for % of baddies caught. It's also fairly light on system resources. Alternatively, go to AV-Comparatives and make up your own mind. ;)

You need to do more than just idle to catch viruses these days. A router as a hardware firewall and decently well-informed browsing choices will make you perfectly safe even without an antivirus. It doesn't 'just happen'. You need to click that porn.exe first mang.

I don't even worry about 'em anymore. No, the threat of viruses has been replaced by the threat of ***-ware and programs that call home to tell some company about what you're doing, your activity being logged, persistent cookies and all that nasty stuff. That's why I have the Windows Firewall set up two-way and with a whitelist. Haven't needed an antivirus for years.

1397
Suggestions / Re: Fleet status overview; units in distress!
« on: February 19, 2015, 07:29:12 AM »
It does feel a bit off to read about your ships being destroyed without any prior warning. This seems like a good idea. For starters, it could just be done with a list of ship names and a percentage for each ship, no graphics needed. Or a colour change for the hull bars in the overview, going from green to yellow to a bright red that flashes when zoomed out.

1398
Bug Reports & Support / Re: Thunders behaves like bomber wing
« on: February 19, 2015, 04:27:40 AM »
I also noticed something similar. I don't recall if it was Thunders, but right after commencing combat in a carrier, a group of my fighters veered towards me and restocked. I didn't see if they had fired anything but this was within seconds of starting battle.

Edit: Yea, just checked it again. They do that.

1399
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 19, 2015, 04:07:36 AM »
Even though I was against removing ammo at first, the recharging clip mechanic was another interesting thing to differentiate the different weapon groups. And once again I'm sad to see it go. I barely got to try it out.

It looks kinda strange now seeing how few weapons still use ammo and even fewer recharge. Why LRMs and single EMP missiles in particular? This seems like something where we could have a choice between a 3-shot missile weapon and a single-shot recharging one for the various groups, Sabots, EMPs, Explosives, etc. That would kinda smooth out the weapon landscape and make it a bit more uniform.

Should also say that it's not quite as big a deal as I first thought it would be. The game still feels fine. ;)

1400
General Discussion / Re: Comments on 0.65.2a ballistic and energy weapons.
« on: February 18, 2015, 12:51:58 AM »
I don't see any indication of 'magazines', ammo counters or any recharging going on in RC2. Is it just me? I seem to be able to just keep up the fire rate for ballistic weapons indefinitely. The only missile with recharge is the Pilum LRM.

1401
General Discussion / Re: Since I keep bringing up my fleet...
« on: February 17, 2015, 09:23:47 PM »
Thats actually something I discovered when I put dual flaks on the Paragon in the solo mission - the raw DPS against hull makes them great close range finishers in addition to missile PD.

That's something I was forced to do a lot playing Uomoz - There's this repurposed fuel tanker turned carrier with a frontal Dual Flak, I believe it's from Tore Up Plenty. Can't count the number of ships I wrecked with that bad boy. Fire a torpedo to crack the armour, then flak that *** to pieces.

Also - love the fact that people don't always stick to the 'big guns'. It's surprising how well an unorthodox fit can sometimes perform. The ammo changes might level the playing field a bit here.

1402
General Discussion / Re: Which freighter to use
« on: February 17, 2015, 09:17:14 PM »
Tarsus is love, Tarsus is life. The Buffalo's not that much cheaper logistically and the Mule's trying too hard to be combat-able. Since Supplies and Fuel are the real currency here, I wouldn't squander so much Logistics on a capital ship, nor a destroyer that is only mediocre in that role. The only other option I'd even consider would be an Atlas with a Tug and maxed speed bonuses, but only if you're on a big trade mission. For the everyday opportunist, you're simply paying too much in Fuel costs, and a couple hundred cargo units will usually suffice.

1403
General Discussion / Re: Heron; how do I get value out of it?
« on: February 17, 2015, 07:23:08 AM »
With the recent Energy buffs, go all-out Tactical Lasers with the PD hullmod. Many viable options for the medium hardpoint, but I'd put a Ballistic weapon there for flux's sake. ;)

Heron is twice as fast as a Condor and has almost 3x the flux dissipation. It's not a straight upgrade Logistics-wise but it's really a much more survivable package that makes a better flagship. Two AI carriers are either going to sit on the sidelines or get roasted.

The real competitor would be 2x Gemini anyway.

1404
Thanks Alex. I was mostly curious if the game calls hardware directly to see how stressed it is. But the way it looks, it still seems probable that AMD OpenGL rendering is somehow *** up. Vaio, while I appreciate the suggestion, just looking at TJJ's Radeon model would suggest that that's the problem. Because Starsector is really not that much of a CPU hog (and while superfluous background processes suck, neither are they).

TJJ, try using an older driver. I did and it didn't help me, but your card is a bit older. 13.12 is well-regarded as a stable driver, maybe that'll improve things. Also try doing "vsync":false in Starsector\starsector-core\data\config\settings.json just to see how the game behaves. It shouldn't lock you to 30 FPS anymore, but it will most likely still underperform quite badly. But for some AMD folks it seems to help.

1405
Check out my AMD thread here and see if this looks familiar. We're 2 generations apart (7870 being identical to R9 270x) but it's in the ballpark.

Also: 0% Idle in-game does not have to mean 0% CPU. As it says in the last few posts of the thread, I regularly get 0% Idle in larger battles and have checked my hardware during. Neither CPU nor GPU are anywhere close to capacity. I'd really like to know what exactly that Idle number means and how it is calculated, because it might help me to trace the problem.

1406
General Discussion / Re: What are your strategies for capturing ships?
« on: January 18, 2015, 09:27:26 AM »
I simply bring a shuttle or two with decent crew space and about three dozen marines. When trying to take ships, I hard dock every time and I'll send more marines than there are survivors left on board. The rest is up to the gods.

If I was faced with a cruiser or something similar with lots of crew left alive, I'd supplement those marines with my own crew and cross my fingers, probably.

1407
For an open-ended sandbox, it's doing about as well as it can do. Especially considering it's unfinished. You can liken it to Mount & Blade minus the personalities. That would be something cool to implement. Distinct NPC personas with their own grudges, preferences, agendas and more or less rational behaviour. People you can recruit, people you can do procedurally generated quests for through conversation.

1408
General Discussion / Re: Starsector Ship Tiers
« on: January 16, 2015, 03:38:10 PM »
Are you going to include Tore Up Plenty in this? If so, my vote goes to 'Boartusk' fighter wing for Tier 0. They're a straight Talon upgrade with 2x Dual Machine Guns. Also the popular 'Foxhound' which is a Drone-capable Hound. I believe its Logistics was increased recently, but they used to be beastly.

Re: Shadowyards. They were pretty OP in Uomoz's old version but supposedly have seen some tweaking and a Logistics increase as well. So in that regard the scores would be outdated.

1409
General Discussion / Re: How many of you only use one ship?
« on: January 13, 2015, 03:58:25 PM »
Usually I go for Technology builds, but my latest one was sort of a Combat hybrid. The advantage is that it's very CR-efficient. You get a lot of bang for a single buck and aren't hampered by silly AI mistakes that potentially lose you expensive ships. A well-fitted Medusa can take on ten times its weight in ships if you're careful, and if the odds are too high then you can still call in reinforcements. I tend to fly around with a fleet either way, just a smaller one in this case. A Hammerhead for backup, a Shade frigate, a Heron with about eight fighter wings, a shuttle and two Tarsus-class freighters.

The downside is that fleet action feels more immersive. It gives you tactical opportunities where solo action means enemies will always try to face towards you. It allows you to rush to someone's rescue which is always fun. It gives you the means to control the battlefield, the Nav and Sensor points. And it lets you watch all those hand-picked and painstakingly outfitted ships perform in action.

1410
Bug Reports & Support / Re: Need help with full screen fps issues!
« on: December 29, 2014, 10:10:30 PM »
On the other hand, if it's hardwired that way then both GPUs should play nice together and you shouldn't get any frame drops.

Pages: 1 ... 92 93 [94] 95 96 97