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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Too Much Information 0.98a BETA  (Read 78402 times)

Timid

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Re: [0.95.1a] Too Much Information 0.92 BETA
« Reply #15 on: October 16, 2022, 07:48:00 AM »

0.93/0.94
  • Fixed beam turn rate tooltip display
  • Fixed tooltip with tmi-projectile and 0 chargedown.
  • Fixed refire delay bug with tmi-beam display
Save-game compatible

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_ranged
805954 [Thread-3] DEBUG variants_lib.scripts.FleetRandomizer  - could not get average smods defaulting to none
805968 [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.ConcurrentModificationException
java.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.

Oni

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Re: [0.95.1a] Too Much Information 0.92 BETA
« Reply #16 on: October 16, 2022, 10:23:18 AM »

... 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.
I know, it's weird but this was the last mod I added and it was working fine beforehand so... *shrug*

Then again I have over 150 active mods, so it's pretty much a house of cards over here. Anybody's guess what finally knocked it over.  :P
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Steampunkgears

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Re: [0.95.1a] Too Much Information 0.94 BETA
« Reply #17 on: October 27, 2022, 03:44:58 AM »

How do I get this to work? Im not seeing anything extra when looking at ships or weapons. Seen the images mention F1-F3 keys but those are not working for me. Also holding F1 does nothing in these menu's. Shows mod is installed without issues as well as game being a new save file.

Here is a link to screenshots of visual examples of what I see. https://imgur.com/a/WwDbSAx



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.
« Last Edit: October 27, 2022, 04:16:56 AM by Steampunkgears »
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Timid

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Re: [0.95.1a] Too Much Information 0.94 BETA
« Reply #18 on: October 31, 2022, 01:22:26 PM »

0.95
  • Added some ° to certain stats
  • Added price for tmi-ship display in the tag section
  • Fixed refire delay bug with tmi-missile display
  • Fixed some bugs involving loading game
Save-game compatible

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.
Can be installed or hover on!

Timid

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Re: [0.95.1a] Too Much Information 0.95 BETA
« Reply #19 on: November 06, 2022, 07:15:14 AM »

0.96
  • Some more externalization and text changes
  • Fixed a rare CTD issue with wing hullmods
  • Fixed missile's launch speed data display.
Save-game compatible

gG_pilot

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #20 on: November 29, 2022, 07:48:55 AM »

Great mod.  8)
« Last Edit: November 29, 2022, 08:05:38 AM by gG_pilot »
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Raif Redacted

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #21 on: November 29, 2022, 09:19:32 AM »

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?
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Mythrrinthael

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #22 on: December 18, 2022, 07:55:01 AM »

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?
In the refit screen of a ship, open the hullmod menu and check the bottom, which lists hullmod categories. TMI should be there but it's likely disabled from view, just click it.
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Kris_xK

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #23 on: December 19, 2022, 11:04:00 AM »

I truly adore this mod, thank you.
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gG_pilot

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #24 on: January 07, 2023, 10:41:11 PM »

Helmsman should add Manoeuvrability +50% but it  doesnt, in some cases.

https://i.imgur.com/SrpcXjr.png
https://i.imgur.com/f6gIfau.png
https://i.imgur.com/2FV2xq8.png

Speed   changes when you add pilot,  thats correct, but Manoeuvrability dont.
It would worth test if the other skill Elite Impact mitigation work either.

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.
I am in doubt that some of my mods are changing skill
https://i.imgur.com/TZ28LKE.png
I am going to repost this to TIMID's mod topic,  so he can react.
« Last Edit: January 07, 2023, 10:45:21 PM by gG_pilot »
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Timid

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #25 on: January 08, 2023, 12:28:04 AM »

Helmsman should add Manoeuvrability +50% but it  doesnt, in some cases.

https://i.imgur.com/SrpcXjr.png
https://i.imgur.com/f6gIfau.png
https://i.imgur.com/2FV2xq8.png

Speed   changes when you add pilot,  thats correct, but Manoeuvrability dont.
It would worth test if the other skill Elite Impact mitigation work either.

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.
I am in doubt that some of my mods are changing skill
https://i.imgur.com/TZ28LKE.png
I am going to repost this to TIMID's mod topic,  so he can react.
This is really weird.
I can't replicate the issue here...

Edit: 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.

renegade_sock

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #26 on: January 13, 2023, 03:11:29 AM »

Bold of your mod to assume I can ever have enough information about the minutia of my ships! Great stuff man, very keen to give this a go
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gG_pilot

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #27 on: January 16, 2023, 08:49:49 AM »

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.
Thx for your  reply.
Yes, you are right. Support Doctrine is  unlocked. So, non-Officered  ships get basic Helmsman. I  saw  somewhere,  (cant  remember where)  that rising speed also rise Manoeuvrability.
But it is  not a general rule ?
For Elite  Helmsman - you get 5unit of speed  without  any  Manoeuvrability. That think confused  me.
Also I  checked the Unstable_Injector hull-mod, it  also  add   top  speed but no manoeuvrability.  Perhaps this drawback  can be fixed so Injector would become more popular ?

Would  you know how to check what bonuses (exactly) gives hullmode Nav Relay  ?
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sinti

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #28 on: January 20, 2023, 12:42:37 PM »

Hi, I'm having an issue where F2 and F3 do not cycle through equipped weapons.

They cycle ONCE and then never again.

I've tried a new game, running only this mod and nothing else, but I am always able to only cycle to the next weapon and then I cannot return or go to another, on any ship. It is just stuck on the last weapon I cycled to. Save/Load doesn't help. Starting a new game, I can cycle once and then I'm stuck again.

What can I do to fix this? Mod version 0.96.
« Last Edit: January 20, 2023, 12:44:08 PM by sinti »
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TimeDiver

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Re: [0.95.1a] Too Much Information 0.96 BETA
« Reply #29 on: January 20, 2023, 01:10:33 PM »

Hi, I'm having an issue where F2 and F3 do not cycle through equipped weapons.
Have you tried holding down those keys for at least 1-2 seconds?

I had the exact same issue, and only came up with that 'fix' by accident.
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