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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.96a] Adjusted Sector  (Read 478787 times)

NoxAtrum

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Re: [0.96a] Adjusted Sector
« Reply #645 on: August 18, 2024, 04:09:59 PM »

Life is life. Never apologise you are literally doing free work by passion. There is no angry manager pushing a deadline. I hope whatever you are going through get better as long as it takes you will get back on your feet ready to be beaten again, that's what matter. Take your time and well It is what it is.  Hang in there and best of luck
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Zuthal

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Re: [0.96a] Adjusted Sector
« Reply #646 on: August 19, 2024, 09:24:45 AM »

I'm not sure I understand the hyperspace storm settings. is 248x248 what I should be using for the settings_250?

You use the hyperspace storm setting that corresponds to your sector dimensions, so the 248x248 is for sectorWidth and sectorHeight both equal to 248000. Since settings_250 has the default sector dimensions, you shouldn't use any of the custom hyperspace storm maps.
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zakman

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Re: [0.96a] Adjusted Sector
« Reply #647 on: August 27, 2024, 01:48:24 PM »

Don't suppose this can somehow be added to an existing game, can it?
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TimeDiver

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Re: [0.96a] Adjusted Sector
« Reply #648 on: August 27, 2024, 03:02:52 PM »

Don't suppose this can somehow be added to an existing game, can it?
No, it cannot; the settings specified by this mod can only be applied upon sector generation, which takes place in a new campaign start.

In other words, forget any notion that this mod would change the size of the sector / number of star systems upon loading a current save.
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zakman

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Re: [0.96a] Adjusted Sector
« Reply #649 on: September 02, 2024, 09:31:30 PM »

It's probably been answered already, but what impacts FPS the most - the number of systems, or the size of the map?
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Raudskeggr

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Re: [0.96a] Adjusted Sector
« Reply #650 on: September 02, 2024, 09:58:28 PM »

They both have an effect, but number of systems will have a much larger impact.  If you've got a decent computer, even the largest default config won't cause you any hiccups though. IF you read through the first page of this thread, the author describes the performance hit you can expect in terms of real numbers too.   

BTW, playing this on the latest release and have yet to find an issue.   OP may not need to update this mod just yet. :D
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zakman

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Re: [0.96a] Adjusted Sector
« Reply #651 on: September 03, 2024, 09:14:30 AM »

Thanks. Computer is (somewhat) decent and I am trying to figure out why I'm getting FPS that are way less than what the author estimates on the first page. Might be too many mods, might be that it's not as decent as I thought  :-[

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Shoey

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Re: [0.96a] Adjusted Sector
« Reply #652 on: September 23, 2024, 06:46:48 PM »

Does anyone know how this impacts cryosleepers?
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tindrli

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Re: [0.96a] Adjusted Sector
« Reply #653 on: October 10, 2024, 09:55:17 AM »

Greetings mr @Nerzhull_AI its me again and im stupid again. i wonder if you can help me create the same size as vanilla but like 3 or 4 times more stars than vanilla. or at least point me with updated tutorial how to try it my self.
 
many thanx for this great MOD
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IceFire

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Re: [0.96a] Adjusted Sector
« Reply #654 on: November 10, 2024, 06:20:15 AM »

Hey,

i have a question about sector generation. I have generated more than 500 sectors with various sizes and aspect ratios and no matter the configuration i always have a huge hole over or next to salamanca and the closest groups or multiple constallations of unexplored random stars are 90% of the time under the core worlds.
Specifically the closest stars are very often under the region of the luddic church and in the wastes of zin (exactly that place thats supposed to be empty). I had this issue for 3 major versions or basically since this mod existed.

Vanilla does not have this issue and is truly random. (exept the wastes of zin which is normal).

Here a selection of taken from all the sizes i have tried in all configurations:

   "sectorWidth":250000/264000/164000/230000,
   "sectorHeight":250000/264000/164000/230000/104000,
   "AdjustedSectorConstellationCount":275/300/200/250/400, #100
   "AdjustedSectorConstellationSize":2000/1000/1500/3000/2500, #750
   "AdjustedSectorConstellationCellSize":10/15/13/9/8/7/6/5, #7

I tested this by opening 3 instances and continuously generating nonrandom/corvus core sectors without the freeport without a stipend flattend relations and own start. The testing time is since i have this mod basically but i really noticed and tested it intermittently for 2 years. (I stopped and played every time i got a map that didnt have that layout.)

Granted this is just a pet peeve. The mod still does what it says on the tin. Stars are still randomly generated in deep space but the star generation close to the core is almost always nearly the same. While writting this i have set up 38 sectors in the background and not once did i have stars close to Zagan, Yma or above Westernesse and Naraka.

Or maybe its just me, if you think so please share your config file with me.
« Last Edit: November 10, 2024, 07:40:02 AM by IceFire »
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Wyrdean

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Re: [0.96a] Adjusted Sector
« Reply #655 on: November 10, 2024, 11:46:40 AM »

Hey,

i have a question about sector generation. I have generated more than 500 sectors with various sizes and aspect ratios and no matter the configuration i always have a huge hole over or next to salamanca and the closest groups or multiple constallations of unexplored random stars are 90% of the time under the core worlds.
Specifically the closest stars are very often under the region of the luddic church and in the wastes of zin (exactly that place thats supposed to be empty). I had this issue for 3 major versions or basically since this mod existed.

Vanilla does not have this issue and is truly random. (exept the wastes of zin which is normal).

Here a selection of taken from all the sizes i have tried in all configurations:

   "sectorWidth":250000/264000/164000/230000,
   "sectorHeight":250000/264000/164000/230000/104000,
   "AdjustedSectorConstellationCount":275/300/200/250/400, #100
   "AdjustedSectorConstellationSize":2000/1000/1500/3000/2500, #750
   "AdjustedSectorConstellationCellSize":10/15/13/9/8/7/6/5, #7

I tested this by opening 3 instances and continuously generating nonrandom/corvus core sectors without the freeport without a stipend flattend relations and own start. The testing time is since i have this mod basically but i really noticed and tested it intermittently for 2 years. (I stopped and played every time i got a map that didnt have that layout.)

Granted this is just a pet peeve. The mod still does what it says on the tin. Stars are still randomly generated in deep space but the star generation close to the core is almost always nearly the same. While writting this i have set up 38 sectors in the background and not once did i have stars close to Zagan, Yma or above Westernesse and Naraka.

Or maybe its just me, if you think so please share your config file with me.

Are you using a script to check, or do you obsessively reset your playthroughs? I will say this is also the case in my save, but I can't imagine the amount of runs it'd take for me to notice the difference - if I ever did.
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IceFire

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Re: [0.96a] Adjusted Sector
« Reply #656 on: November 11, 2024, 08:40:37 AM »

Hey,

i have a question about sector generation. I have generated more than 500 sectors with various sizes and aspect ratios and no matter the configuration i always have a huge hole over or next to salamanca and the closest groups or multiple constallations of unexplored random stars are 90% of the time under the core worlds.
Specifically the closest stars are very often under the region of the luddic church and in the wastes of zin (exactly that place thats supposed to be empty). I had this issue for 3 major versions or basically since this mod existed.

Vanilla does not have this issue and is truly random. (exept the wastes of zin which is normal).

Here a selection of taken from all the sizes i have tried in all configurations:

   "sectorWidth":250000/264000/164000/230000,
   "sectorHeight":250000/264000/164000/230000/104000,
   "AdjustedSectorConstellationCount":275/300/200/250/400, #100
   "AdjustedSectorConstellationSize":2000/1000/1500/3000/2500, #750
   "AdjustedSectorConstellationCellSize":10/15/13/9/8/7/6/5, #7

I tested this by opening 3 instances and continuously generating nonrandom/corvus core sectors without the freeport without a stipend flattend relations and own start. The testing time is since i have this mod basically but i really noticed and tested it intermittently for 2 years. (I stopped and played every time i got a map that didnt have that layout.)

Granted this is just a pet peeve. The mod still does what it says on the tin. Stars are still randomly generated in deep space but the star generation close to the core is almost always nearly the same. While writting this i have set up 38 sectors in the background and not once did i have stars close to Zagan, Yma or above Westernesse and Naraka.

Or maybe its just me, if you think so please share your config file with me.

Are you using a script to check, or do you obsessively reset your playthroughs? I will say this is also the case in my save, but I can't imagine the amount of runs it'd take for me to notice the difference - if I ever did.
Obsessively resetting, i am afraid.
I only do search for some time of i dont find anything i just play or do something else or try a few different configs. I rack up sectors pretty fast though with 38 just in the time it took to write and adjust the last message.
Setting up a sector in every instance is relatively quick after the each first sector generation as the last config of nexreline is saved (i did try it without nex) then tabbing out and doing something alse until the music disappears. Also i could be faster as there is a three instance limit but only per device.
« Last Edit: November 11, 2024, 08:42:32 AM by IceFire »
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noobcake

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Re: [0.96a] Adjusted Sector
« Reply #657 on: November 30, 2024, 08:36:20 AM »

Hey,

i have a question about sector generation. I have generated more than 500 sectors with various sizes and aspect ratios and no matter the configuration i always have a huge hole over or next to salamanca and the closest groups or multiple constallations of unexplored random stars are 90% of the time under the core worlds.
Specifically the closest stars are very often under the region of the luddic church and in the wastes of zin (exactly that place thats supposed to be empty). I had this issue for 3 major versions or basically since this mod existed.

Vanilla does not have this issue and is truly random. (exept the wastes of zin which is normal).

Here a selection of taken from all the sizes i have tried in all configurations:

   "sectorWidth":250000/264000/164000/230000,
   "sectorHeight":250000/264000/164000/230000/104000,
   "AdjustedSectorConstellationCount":275/300/200/250/400, #100
   "AdjustedSectorConstellationSize":2000/1000/1500/3000/2500, #750
   "AdjustedSectorConstellationCellSize":10/15/13/9/8/7/6/5, #7

I tested this by opening 3 instances and continuously generating nonrandom/corvus core sectors without the freeport without a stipend flattend relations and own start. The testing time is since i have this mod basically but i really noticed and tested it intermittently for 2 years. (I stopped and played every time i got a map that didnt have that layout.)

Granted this is just a pet peeve. The mod still does what it says on the tin. Stars are still randomly generated in deep space but the star generation close to the core is almost always nearly the same. While writting this i have set up 38 sectors in the background and not once did i have stars close to Zagan, Yma or above Westernesse and Naraka.

Or maybe its just me, if you think so please share your config file with me.

It's not just you, I noticed the same thing after generating many a sector. I even tried messing around with the generation setting and translating the core worlds further to the top and right to slot them into this space but the same pattern emerges. I don't know that much about how the generation works and didn't really have the time to try and figure it out so I gave up on it and hoped to see some update that would maybe fix it
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thebrickhead

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Re: [0.96a] Adjusted Sector
« Reply #658 on: December 04, 2024, 06:53:22 PM »

if only i had the brain capacity to figure out how to make the abyss actually an abyss
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Bozogan

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Re: [0.96a] Adjusted Sector
« Reply #659 on: December 12, 2024, 03:52:20 AM »

can this mod completely remove hyperspace and storms?
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