Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Poll

How is your Java 23 Experience?

It's great, working just like advertised
- 239 (56%)
It's better than vanilla
- 108 (25.3%)
It's making my game run worse
- 26 (6.1%)
I am still using Java 8 (JRE8)
- 54 (12.6%)

Total Members Voted: 427


Pages: 1 ... 9 10 [11] 12 13 14

Author Topic: [0.97a-RC11/0.96a-RC10] Mikohime Java 24  (Read 117539 times)

ArteMooNik

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #150 on: October 23, 2024, 07:26:51 AM »

So uh... Where is installation instructions? There is nothing in Zip file but big copyright textfile, and a version file. Will try to do the java 8 install way.

Ohhhhhh, there is two files to work with. welp, that take some time to realize.
« Last Edit: October 23, 2024, 07:30:09 AM by ArteMooNik »
Logged

Shinr

  • Commander
  • ***
  • Posts: 167
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #151 on: October 27, 2024, 08:09:34 AM »

To my understating, the safe amount of how much RAM to allocate in the vmparams for Java 7 and 8 was half of available VRAM on the system, and for the total estimated VRAM usage not to go over that, preferably with some wiggle room (used SMOL to figure the total).

The youngest part in my PC is the now a ten years old NVIDIA 970 (yes, yes, but at this point a complete overhaul is needed as just swapping the card won't cut it, but I currently cannot justify the cost), which gives me 8gb VRAM (or 7.5gb more accurately), which means 4gb allocation.

Currently I have 3,800 GB VRAM worth of mods installed, and according to Console Command overlay I have 500-600 of free VRAM remaining, still in green letters. With MJ23 the game runs as well as expected considering the old hardware, with the only really problematic but bearable IMO spots being the startup loading times and the modded 800dp battles when there are allies on my side.

The question is, can MJ23 allow me to go even further over that, if only a little bit?
« Last Edit: October 27, 2024, 09:32:04 AM by Shinr »
Logged

DarkAeon

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #152 on: October 27, 2024, 08:24:45 AM »

Thanks for the mod - all works just fine.
And I am extremely grateful for disappearance memory leaks errors.
Logged

Skydrake

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #153 on: October 31, 2024, 09:05:42 AM »

So, this is a bit awkward. I installed this mod in hopes of improving lategame fleet battle performance (things tend to get somewhat choppy when a load of capitals and cruisers in my 600 battle limit fleets unload en masse upon each other), followed all the instructions (have tried multiple RAM allocation setups as well), edited the config and ... it instead seems to have made things worse for me?

As in, I started a new game and things seem to run fine ... up until explosions start occurring during ingame battles. And I'm talking absolute earlygame first bounty type of battles here, as I started a new run to go alongside this. A few of my destroyers/frigates vs a few of pirate destroyers/frigates. As small as battles can really be that I have never had any performance issues with before (those don't start for me until big lategame fleets).

And yet when explosions start occurring, the game becomes very choppy (even if the actual FPS doesn't fall that low - but still lower than normal for me). When ships explode though, I have the game dropping as low as 10 FPS and everything coming to a practical standstill until the explosion particle effects dissipate. My lategame big fleet battles have never gotten as bad as this even when there are multiple capitals exploding and hundreds of beams and missiles and what have you filling the screen, and we are talking about half a dozen tiny ships here.

Does anyone have any ideas what might be possibly causing this? 
Logged

Alexandre Lange

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #154 on: November 01, 2024, 08:07:29 AM »

Used to work flawlessly (in and out of battle, regardless the battle size), but since yesterday I have huge FPS drops in battle. Maybe there is some kind of conflict between my GPU drivers and the game now (I had to reinstall AMD Adrenalin yesterday; it sudently started saying my hardware dont correspond to the software and stoped to work; now its working, but I noticed this FPS issue in Starsector while runing Miko Lancher). Any ideas?
Logged

codex28

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #155 on: November 03, 2024, 07:39:49 PM »

In case anybody has a low FPS when something blows up (or just lags when in combat) you can try downgrading your AMD driver to version 23.11.1 from this page. While not completely smooth (~20FPS in 1k fleet size battle) it removes the random lag spike when something blew up for me so it's way more bearable.
Logged

runmymouth

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #156 on: November 04, 2024, 06:50:58 AM »

A warning with anyone on an ATI, do NOT turn off vsync. This caused a lot of issues when any fast movement ability was used or explosions and dropped my frame rate to 1-3. Re-enabling vsync with all of these changes on java23 was a great change in general for me.
Logged

Spicerub

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #157 on: November 05, 2024, 12:14:31 PM »

Pitching in here, also getting really bad lag spikes from explosions and stuff even in small battles.
Logged

Splorf

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #158 on: November 09, 2024, 11:32:28 AM »

I have the same problem. This worked flawlessly until I got the latest AMD GPU drivers installed. Now the game runs choppy every time something explodes.

Edit: It appears that enabling vsync has solved the issue.
« Last Edit: November 09, 2024, 12:02:15 PM by Splorf »
Logged

Cane

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #159 on: November 13, 2024, 01:36:00 AM »

I can confirm what's written by others above:

On AMD/ATI cards, enable vsync and set FPS to your screen's refresh rate.
  • Starsector\starsector-core\data\config\settings.json
  • "vsync":true,
  • "fps":144,

If you turn vsync off, explosions in battle (mostly from ships exploding, but also from some particle effects related to weapons) will cause your FPS to tank. I re-enabled vsync and am now getting a consistent ~144hz in the simulator again.
Logged

Asd90275

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #160 on: November 19, 2024, 09:12:18 AM »

im running over 70 mods and had less than 20 FPS at start. This change has made the game BUTTERY SMOOTH. On top of that I have the mod adjusted sector which increases the amount of systems + the size of the map. Great job Miko.
« Last Edit: November 19, 2024, 09:18:23 AM by Asd90275 »
Logged

Asd90275

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #161 on: November 20, 2024, 10:20:27 AM »

Nvm sound broke.

Edit:
Damn it. Tested everything and I have no idea why it broke. Was working perfectly fine with 80+ mods. Uninstalled the game and reinstalled. Wiped out the mod list and cleaned out all the saves. Sound still doesnt work. The mod works perfectly as a performance enhancer otherwise. I still have no idea how it broke when it was fine just a few hours ago. Guess I'll be waiting for the next update.
« Last Edit: November 20, 2024, 11:09:36 AM by Asd90275 »
Logged

McTrigger

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #162 on: November 21, 2024, 12:53:00 AM »

AMD 7900xtx latest drivers and I'm getting INSANE mid-battle slowdown sometimes. When it happens its like 1-2 fps switching into Tactical view... If I swap back to zoomed battle then frames sort of normalize (after a slideshow transition) a bit but tact view remains completely unplayable.

Always had vysnc on so I'm wondering if it could another adrenaline setting messing with the game?

edit: java 24 fixed it  ;D
« Last Edit: December 03, 2024, 10:29:51 AM by McTrigger »
Logged

Graploos

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #163 on: November 22, 2024, 02:11:54 AM »

I don't have a tittle bar for the starsector window when using java 23. So i can't drag the window around. Is there a way to fix that?
Logged

TrvlHobo

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« Reply #164 on: November 23, 2024, 07:24:05 PM »

I must be an idiot. downloaded both, and i dont understand how to get this to run. Someone should do a youtube vid, it would be very helpful. I ended up getting it to work. Now im running into a constant issue, fatal crash.

3266039 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Derelict
3266991 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 7.0 for market [Kesh]
3266992 [Thread-2] INFO  variants_lib.scripts.FleetRandomizer  - trying to modify Tri-Tachyon Corporate Trader
3266992 [Thread-2] DEBUG variants_lib.scripts.FleetRandomizer  - $fleetType $sourceMarket $salvageSeed $spawnFPMult $isTradeFleet
3266992 [Thread-2] DEBUG variants_lib.scripts.FleetRandomizer  - refused to modify fleet because faction is not registered
3269604 [Thread-2] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Epsilon Zahratna I, faction: Derelict
3270138 [Thread-6] INFO  sound.O  - Cleaning up music with id [campaign_noncore_part1.ogg]
3270449 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getEntitiesWithTag(String)" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getStarSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.getEntitiesWithTag(String)" because the return value of "com.fs.starfarer.api.campaign.CampaignFleetAPI.getStarSystem()" is null
        at data.campaign.special.Diableavionics_gulfLoot.reportBattleOccurred(Diableavionics_gulfLoot.java:60) ~[?:?]
        at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.Hyperspace.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
3270619 [Thread-8] INFO  sound.O  - Creating streaming player for music with id [campaign_noncore_part1.ogg]
3270619 [Thread-8] INFO  sound.OooO  - Playing music with id [campaign_noncore_part1.ogg]


I did have a music mod installed, but when it happened the first time, i disabled the mod.  Remade a game and was able to get a ways into it till it happened again. Any ideas?

« Last Edit: November 23, 2024, 08:40:10 PM by TrvlHobo »
Logged
Pages: 1 ... 9 10 [11] 12 13 14