Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
Started getting a crash after I put it in, doesn't seem to be set off by anything in particular (happened both when crossing a system and in hyperspace) just normal operation and then crash. Not even sure if it's the culprit, but I'm including the last portion of my crash log just in case:Crash Log...805953 [Thread-3] DEBUG variants_lib.scripts.fleetedit.FleetBuilding - changing to bv_independent_ranged805954 [Thread-3] DEBUG variants_lib.scripts.FleetRandomizer - could not get average smods defaulting to none805968 [Thread-3] INFO data.scripts.campaign.loa_spawnRandomMarketsPlugin - Could not find any system to add a market to!808718 [Thread-3] INFO sound.public - Cleaning up music with id [Mobilization.ogg]808727 [Thread-7] INFO sound.public - Cleaning up music with id [Stellar_Rust.ogg]808814 [Thread-9] INFO sound.public - Creating streaming player for music with id [Desolation.ogg]808816 [Thread-9] INFO sound.OooO - Playing music with id [Desolation.ogg]809064 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.ConcurrentModificationExceptionjava.util.ConcurrentModificationException at java.util.LinkedHashMap$LinkedHashIterator.nextNode(LinkedHashMap.java:719) at java.util.LinkedHashMap$LinkedKeyIterator.next(LinkedHashMap.java:742) at com.fs.starfarer.loading.specs.HullVariantSpec.updateStatsForOpCosts(Unknown Source) at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source) at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source) at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source) at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4450) at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source) at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source) at com.fs.starfarer.campaign.ai.ModularFleetAI.pickEncounterOption(Unknown Source) at com.fs.starfarer.api.impl.campaign.BattleAutoresolverPluginImpl.resolve(BattleAutoresolverPluginImpl.java:204) at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source) at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source) at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source) at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) at com.fs.starfarer.BaseGameState.traverse(Unknown Source) at com.fs.state.AppDriver.begin(Unknown Source) at com.fs.starfarer.combat.CombatMain.main(Unknown Source) at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) at java.lang.Thread.run(Thread.java:748)[close]Mind you I inserted it into an ongoing game rather than start a new one with it.Edit: Started a new game and it doesn't seem to be running into the crash... so far.
... I don't know I can only think it would crash only in refit screen? Can't think anywhere else why it would crash during a campaign trip in hyperspace or regular space.
Edit: Oh wait....I did not catch it but I am assuming its hull mods that need to be installed in order to see the stats? I am a returning player so I am a bit rusty on the uptake of things.
Unless I'm missing the interaction to bring the menu up, the mod isn't working for me. I doubt it doesn't work and it could be a compatibility thing with another mod (though I can't think of which that could possible be, as nothing I have messes with that screen). Is there a specific way to force the code to launch or a button I'm suppose to hit to show the menu?
Helmsman should add Manoeuvrability +50% but it doesnt, in some cases.https://i.imgur.com/SrpcXjr.pnghttps://i.imgur.com/f6gIfau.pnghttps://i.imgur.com/2FV2xq8.pngSpeed changes when you add pilot, thats correct, but Manoeuvrability dont. It would worth test if the other skill Elite Impact mitigation work either.
Quote from: Alex on January 07, 2023, 10:09:13 AMHmm. My guess is this is an issue with one of the mods you're using (either the one that displays this info, or one that changes the skill); it's difficult to see how this could get decoupled in vanilla. I am in doubt that some of my mods are changing skillhttps://i.imgur.com/TZ28LKE.pngI am going to repost this to TIMID's mod topic, so he can react.
Hmm. My guess is this is an issue with one of the mods you're using (either the one that displays this info, or one that changes the skill); it's difficult to see how this could get decoupled in vanilla.
Quote from: gG_pilot on January 07, 2023, 02:14:29 AMHelmsman should add Manoeuvrability +50% but it doesnt, in some cases.https://i.imgur.com/SrpcXjr.pnghttps://i.imgur.com/f6gIfau.pnghttps://i.imgur.com/2FV2xq8.pngSpeed changes when you add pilot, thats correct, but Manoeuvrability dont. It would worth test if the other skill Elite Impact mitigation work either.Quote from: gG_pilot on January 07, 2023, 10:38:35 PMQuote from: Alex on January 07, 2023, 10:09:13 AMHmm. My guess is this is an issue with one of the mods you're using (either the one that displays this info, or one that changes the skill); it's difficult to see how this could get decoupled in vanilla. I am in doubt that some of my mods are changing skillhttps://i.imgur.com/TZ28LKE.pngI am going to repost this to TIMID's mod topic, so he can react.
Oh you must have Support Doctrine unlocked. Yeah, that makes all ur non-Officered ships get Helmsmanship. That's why you're not seeing a difference when you put an officer with "Elite" Helmsmanship.
Hi, I'm having an issue where F2 and F3 do not cycle through equipped weapons.