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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

Author Topic: Why does my game slows to a halt after clicking "Pick through the wreckage"?  (Read 601 times)

Nameless

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Usually my game is running on 50-60fps and idle 66% but whenever I finish a big battle (like a big fleet or against a station with 1 or 2 reinforcement) and click "Pick through the wreckage" option, my game would slows down drastically to 10fps and 0% idle.

Even during the fight is very smooth and nothing slows down, the game becomes comes to a halt instantaneously when I click "Pick through the wreckage". I already allocated 8gb vram to the game and upon inspecting my task manager when the game becomes slow nothing indicates that there is an issue. Why is this happening?
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Techpriest

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Cuz the game is doing multiple tasks in picking through the wreckage within some seconds. In this case it's generating a bunch of loot within the time frame it is given. It's an old game so the operation gets bottlenecked.

Nameless

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Problem is unless I quit the game and relaunch it will continue to be slow.
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SafariJohn

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Your game should not slow down like that. You should post in the bug reports subforum about this.
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Alex

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Hmm - is this with mods? I remember seeing something about this before and it seemed to be mod-related, but I don't remember it ever getting sorted out exactly what the issue was.
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Nameless

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Yes this is with mods.
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Alex

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Let me move this to the modded support forum, then. Hmm.
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Arcalane

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Yes this is with mods.

It would be helpful if you mentioned which mods you're using. It's possible one of the mods you have is trying to do something with the wreckage/salvage generation specifically, and that may be conflicting with one of your other mods in unexpected ways.
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Nameless

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Oh right.

Quote
{"enabledMods": [
  "Adjusted Sector",
  "anotherportraitpack",
  "Azurlane",
  "BSC",
  "CWSP",
  "CaptainsLog",
  "Csp",
  "diyplanets",
  "XLU",
  "fluffships",
  "gflportraitpack",
  "gflportraitpack2",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "hololive_portraits",
  "IndEvo",
  "interestingportraitspack",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "OcuA",
  "ORA",
  "pn",
  "plight_of_the_valkyries",
  "PulseIndustry",
  "rebalanced_doom",
  "rotcesrats",
  "roider",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "StopGapMeasures3",
  "tahlan",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "underworld",
  "US",
  "vic",
  "vayrashippack",
  "XhanEmpire",
  "astroidships",
  "prv",
  "shaderLib"
]}

I doubt the mods that simply add ships or cosmetic stuffs would affect them to be honest so that might narrow it down a little bit...
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Deshara

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idk if this helps but I'm not having this issue so in the hope that this helps with process of elimination the mods I'm running are

Spoiler
Quote
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "Adjusted Sector",
  "automatedcommands",
  "lw_autosave",
  "beyondthesector",
  "capturecrew",
  "CAS",
  "chatter",
  "DetailedCombatResults",
  "dynamictariffs",
  "GrandColonies",
  "HHE",
  "hte",
  "hostileIntercept",
  "IndEvo",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "low_maintenance",
  "luddenhance",
  "MagicLib",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "more_hullmods",
  "more_ship_names",
  "sun_new_beginnings",
  "nexerelin",
  "rebalanced_doom",
  "$$rebalanced_pilums",
  "Recovery_Shuttles_Buff",
  "repdec",
  "sun_ruthless_sector",
  "RC_Second_Wave_Options",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "speedUp",
  "starpocalypse",
  "sun_starship_legends",
  "stelnet",
  "su_SuperAdvancedOptics",
  "Terraforming and Station Construction",
  "underworld",
  "US",
  "ungp",
  "unpackblueprints",
  "URW",
  "audio_plus",
  "shaderLib"
]}
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Quote from: Deshara
I cant be blamed for what I said 5 minutes ago. I was a different person back then

Dudok22

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I have very similar issue after many battles, and subsequent salvaging of the debris. FPS starts to go down slowly after each salvage and then suddenly after lot of salvaging it drops to 10fps on campaign map. Saving during this takes like 25+ seconds instead of the usual 3.

Restarting my game will fix the issue but it comes back after few hours depending on how many battles and salvaging I do. I use 5gb vmparams setting. Feels like a memory issue to me.

here is my current modlist but it was happening even with much smaller modlist I used previously and it also happened on modded 0.9.1
Spoiler
Quote
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "adjustable_skill_thresholds",
  "raccoonarms",
  "lw_autosave",
  "HMI_brighton",
  "clearCommands",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diableavionics",
  "XLU",
  "FPE",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "interestingportraitspack",
  "internalaffairs",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg_Alice",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "ORA_gunmetal",
  "OcuA",
  "Ocutek",
  "ORA",
  "console_overlord_additionalcommands",
  "wisp_perseanchronicles",
  "TAR",
  "roider",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "Skill Tree",
  "soz_planetshield_subtle",
  "surveycorpssp",
  "tahlan",
  "star_federation",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrashippack",
  "lw_version_checker",
  "XhanEmpire",
  "audio_plus",
  "prv",
  "shaderLib",
  "zzz_DakkaHolics"
]}
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