Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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 - akeean

Pages: [1]
1
Bump. For online play, instead of VNC use the Parsec.tv streaming app. You'll get MUCH better image quality and really low latency.

It wants a host that can do x264 or x265 hardware encoding as fast as possible (I used it with a laptop Nvidia GT 730M with success) and as client even an atom based iGPU is allright.

This allows for 60fps really low latency streaming and input. It can even forward gamepad inputs, tho I haven't tried it myself yet, but I've played Warframe on it streamed over internet onto a tablet. Pretty sweet.

2
Discussions / Re: Avorion
« on: February 21, 2017, 07:50:56 AM »
It has really high user reviews.  Personally, I'm trying not to add another early access game for me to burn out on before it's actually done.
[/quote]
Yeah, I've seen this once before. Looks fun but it is EA so I shall follow it
Edit: Ugggh... MINIMUM Open GL 3.0... >.> Don't even know if my crap HD 3000 can do this thing
[/quote]

It is not demanding at all, but... when first starting the game it defaulted to the IGP (IntelĀ® HD Graphics 4600) of my i7 and just gave me a black screen. Once I forced it to run on my puny Nvidia GT 740m, it races with 100+fps at 1600x900 tho (I think I might even had 1.5x supersampling enabled).

Try it out, worst case you can refund it on steam if you have less than 2 hours of playtime & 7 days of ownership.

3
Blog Posts / Re: Cartography
« on: December 13, 2016, 09:04:51 PM »
Great job, as always.

Love reading you detailing about your design decisions, its one of the best things about this game aside from Starsector itself. Its so satisfying to see how the game is slowly but steadily coming along, even though its taking years.

4
Blog Posts / Re: Hyperspace Terrain
« on: October 01, 2015, 11:17:00 PM »
... If I told you, I'd be in deep trouble with my boss. Might even get fired.

Wait, what? Am I the only one to notice the joke here?

5
Mods / Re: [0.65.1a] EVE Mod
« on: December 06, 2014, 04:35:40 PM »
Thanks again for your participation, I'll add the missing hullmods (except Orca - it's ORE ship, not Caldari)!

Amarr Bomber is also missing it's system.

6
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 05, 2014, 08:24:48 PM »
If it's about ammo: like I said, in my view, it was not a meaningful balance tool or differentiator, except for extra-long battles, where it basically just means low-tech ships can't do those.

Great change!

Changing missiles&ballistics to be slowly regenerating (aka "reloading") are the first mod I did for myself all the way back in... 0.35a perhaps? The concept of "ammo" is already covered by the generic supply-item that gets consumed for restoring CR.

Also this:
- Can we get some kind of info field when you click a system/station/planet in the map to enable a flavor texts in the campaign? It'll allow the possibility to add some Backstory to generic 3 planets orbiting a sun with some asteroids, Mass Effect did that to some effect and it did a lot for people who are into this...

- Can we merge the map view with the info-map & make the local system maps (sans ship-info) availiable while traveling somewhere else? I find myself switching between both maps all the time and it feels clumsy.

- Some hover info in the map would be useful... sometimes colors of fleets (esp with mods) to know if a feel is a friendly or foe. Just the name would be enough to avoid plotting courses like wild just to see what kind of fleets are surrounding me.

- Would it be possible to pause/unpause in the map view (like in the combat map)? Sometimes I hang out near star systems and wait for pirate fleets to approach to start intercepting if they get close. Chasing fleets through hyperspace is too costly (or dangerous with small fleets). Together with the info-map being separate this ends up to: Normal view while holding shift for 15 seconds, TAB, e, TAB, TAB, repeat.

Anyway.. it's great to see how far the game has come. Thank you for still being so invested in the game (and did not leave us for a new toy), Alex.

7
Mods / Re: [0.65.1a] EVE Mod
« on: December 04, 2014, 12:03:29 AM »
Following ships don't have their races innert shipsystems build in:

Caldari
- Orca Freighter
- Manticore Stealth Bomber

Gallente
- Cyclops Bomber

Gallente:
- Maulus Frigate
- Imicus Frigate (only comes with recon systems)
- Nemesis Stealth Bomber

Minmatar
- Hound Stealth Bomber
- Tyrfing Bomber

SOE
- Astero (description lists it as exploration ship, but has no recon sys)


Will update this post whenever I see another ship with its subsystems missing.

8
Mods / Re: [0.65.1a] EVE Mod
« on: December 02, 2014, 09:17:41 AM »
akeean, nice, I'll check your file out! Frankly speaking I wasn't very eager to get into the rules csv, but now I have an example from you, thanks =)

I'm curious what you'll make of it. Feel free to build on it, although I think it needs code optimization there is too much repetition. Nested condition would be soo useful, still haven't figured it out tho, since the documentation seems thin for this part. See the v2 version of the rules (further up the thread) for all 4 races and added difficulty options. Starting options are in the second half of the csv (somewhere around line 530 i think)

9
Mods / Re: [0.65.1a] EVE Mod
« on: December 01, 2014, 02:28:50 PM »
so now for some reason, it loads about half way threw loading and says fatal: null
so now it's still not loading and it won't even tell me why.

1) Are you sure you installed Java 7 JRE? Cause Oracle offers Java 8 JRE as a default (you have to dig a bit to find it... current is Java 7 JRE Update 72)

2) Try running the starfarer.bat in the starsector-core folder. That's the only way it runs for me with 64bit JRE. (it'll keep a CMD window open while running, but that seems to be the only change)

10
Mods / Re: [0.65.1a] EVE Mod
« on: December 01, 2014, 09:57:26 AM »
Update:
Enhanced rules.csv drop in replacement for 0.65.1a compatible mod. Contains Minmatar race, additional hard difficulty and balanced&varied career starts. I wanted the player not start out with a cruiser, but have the option to trade his fleet for a single bigger ship right from the start if he really wants a cruiser/destroyer (on easier difficulties). From my experience with the mod (which goes along nicely with eve) it is smart to not upgrade too soon, since running away will be much harder and the more probable loss of the bigger ship will set you back further than you can handle if you upgrade out of your league too soon.

- Traders will start with an industrial and more cash (+a simple frigate on easy)

- Smugglers start with the nimblest fleet, but decent money. (I reduced the rookie ships deployment points in my ship_data.csv to 2, since it gives the player a smaller fleet to sneak into hostile planets... also rookie ships are really crappy, swarming will be not really a problem) this lowers the risk of doing hostile runs, since the loss of a single frigate is a smaller % of the players net value, while the profit of smuggling will offset the smaller hold size compared to an industrial.

- Bounty hunters start with less cash, but 2-3 decent frigates and always have a webber&jammer pair plus a tank, skirmisher or missle boat depending on race so the starts have a slightly different feel between the races.

akeean, nice, I'll check your file out! Frankly speaking I wasn't very eager to get into the rules csv, but now I have an example from you, thanks =)

Let me know if you encounter any bugs, or if you find out the syntax to nest several variable conditions (like $race==amarr&&$carreer==trader) since that would make things way simpler down the tree. Right now it is a bit convoluted...

[attachment deleted by admin]

11
Mods / Re: [0.65.1a] EVE Mod
« on: December 01, 2014, 02:52:20 AM »
but seriously i don't know why it won't work just that it won't load that ship's hull and that is a major problem if your download for the newest version of the mod is not longer working.

I'm running the 2.1.7z file (the one from 21.Nov), internal version is 2.0, first ran it with the integrated 32bit jre of starsector, but it crashed out after 2hours usually. Now running it with 64bit jre7 release 72 with 2048m assigned to the jre. It'm running together with the radar mod... no memory problems so far.

12
Mods / Re: [0.65.1a] EVE Mod
« on: November 30, 2014, 10:37:22 PM »
Hey,

great Total Conversion!

I used to play EVE way back in the day and this mod has a good feel of balance already.

That said, I hated that you could not really choose your race/starting ship tech in the new game screen, so I've been so quick to edit the rules.csv (see attachment) to enable the player to choose amarr, caldari & gallente paths of trader, smuggler and bounty hunter. Sorry, no Minmatar or Sanshas yet, I just started out toying with SC's files and found the rules not that easy to modify, at least the rules part...

After finishing this I got enough grasp on this to add the Minmatar, but will only do so if asked. Oh, and feel free to package that file with your mod (It's based on the version that's compatible with 0.65.1a), no credit needed, I'm happy to give a little back to you for the considerable work you did here.

Cheers!

[attachment deleted by admin]

Pages: [1]