[MOD]DeadAir Mods
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Re: [MOD]DeadAir Mods
You've said the dynamic wars mod can be uninstalled mid-game. What happens with faction relations then? Do they stay at the level last set by the mod, or will they reset to their vanilla standings?
Re: [MOD]DeadAir Mods
Any chance there will be a compatibility update for Rise of the Ossian mod?
Re: [MOD]DeadAir Mods
Hey, just wondering if you plan to rename some of the duplicate or out of place sectors (eg. Guiding Star, Heart of Acrimony)? Also, do the data vaults still spawn?
Also just wondering if you want sector descriptions and faction descriptions? Been kinda wanting to help fill out the vanilla game encyclopedia for a while but don't know how, but if you want I could chip in with your mod. At least for your overhaul it might be cool to add a little lore somewhere in regards to the super symmetrical map layout (Sohnen be fishy)!
Also just wondering if you want sector descriptions and faction descriptions? Been kinda wanting to help fill out the vanilla game encyclopedia for a while but don't know how, but if you want I could chip in with your mod. At least for your overhaul it might be cool to add a little lore somewhere in regards to the super symmetrical map layout (Sohnen be fishy)!
Re: [MOD]DeadAir Mods
I can confirm that Data Vaults do spawn.
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Re: [MOD]DeadAir Mods
Are the DeadAir Releases on Steam Official? Asking for a friend.
Re: [MOD]DeadAir Mods
They were released on steam with my permission (and gratitude), but I don't maintain them myself personally.The6atekeeper wrote: ↑Sat, 18. Apr 20, 23:45Are the DeadAir Releases on Steam Official? Asking for a friend.
Re: [MOD]DeadAir Mods
I have got a massive drop in performance. Just to check is it this mod causing it? If so what module? As I have to say my game is getting unplayable .
Is they anything I can do to boost performance?
Is they anything I can do to boost performance?
Re: [MOD]DeadAir Mods
I'm working on performance stuff. With many people experiencing degraded performance in 3.0+ and adding the extra stress of my mod, it seems that a lot of people's computers can't handle it.
Re: [MOD]DeadAir Mods
11 hours in and I'm plodding along at between 20 and 40 FPS, with an i7-9700k (I assume the processor is the main bottleneck).
Re: [MOD]DeadAir Mods
I definitely need to get around to renaming some of the systems. If I give up on always having the name voiced, it would be very simple. I actually haven't messed with the encyclopedia much so I'm not much help thereCrekkan wrote: ↑Sat, 18. Apr 20, 22:34Hey, just wondering if you plan to rename some of the duplicate or out of place sectors (eg. Guiding Star, Heart of Acrimony)? Also, do the data vaults still spawn?
Also just wondering if you want sector descriptions and faction descriptions? Been kinda wanting to help fill out the vanilla game encyclopedia for a while but don't know how, but if you want I could chip in with your mod. At least for your overhaul it might be cool to add a little lore somewhere in regards to the super symmetrical map layout (Sohnen be fishy)!
Data vaults do still spawn in their vanilla locations.
Re: [MOD]DeadAir Mods
I've been hard at work pouring through every aiscript and md script to try and find performance gains (with the help of the other modders on discord as well). I'll get an update out as soon as I find some changes that bring consistent and meaningful improvements to fps.Thurgret wrote: ↑Sun, 19. Apr 20, 20:0711 hours in and I'm plodding along at between 20 and 40 FPS, with an i7-9700k (I assume the processor is the main bottleneck).
Re: [MOD]DeadAir Mods
Looks normal to me. Egosoft simulation engine is just one thread from your cpu. Vanilla game already has huge issues with performance so adding nearly 2 or 3 times as many sectors to simulation is bound to have such outcome. Until they will multi-thread simulation any mod that adds more stuff to simulate will make performance a lot worse.
Re: [MOD]DeadAir Mods
Not sure if this helps but exiting the game and restarting has a significant effect on FPS. It goes back to being playable for a few hours.
Maybe some sort of memory leak? Or Some broken script ?
Maybe some sort of memory leak? Or Some broken script ?
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Re: [MOD]DeadAir Mods
Hi there love the mod and what it does for the game, BTW when will the 3.0 version of deadair have a patch to work with RoR?
Re: [MOD]DeadAir Mods
I've almost got performance to an acceptable level. Once I finish that, I will work on a ROR patch.negimagi_10 wrote: ↑Thu, 23. Apr 20, 02:14Hi there love the mod and what it does for the game, BTW when will the 3.0 version of deadair have a patch to work with RoR?
Re: [MOD]DeadAir Mods
v3.04
Updated reference in lib.request.orders to match increased trader/miner range, added pier to split wharf (vanilla bug fix), increased stations per zone to 5, adjusted job numbers to ~12k from ~14k, adjusted resource region yields, added missing blueprints to freesplit, adjusted timing of ego script drain_stations and fixed type casting (vanilla bug), and added french translations for licenses added thanks to PaPaYa. Improved stable FPS by ~25% on my system.
Updated reference in lib.request.orders to match increased trader/miner range, added pier to split wharf (vanilla bug fix), increased stations per zone to 5, adjusted job numbers to ~12k from ~14k, adjusted resource region yields, added missing blueprints to freesplit, adjusted timing of ego script drain_stations and fixed type casting (vanilla bug), and added french translations for licenses added thanks to PaPaYa. Improved stable FPS by ~25% on my system.
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Re: [MOD]DeadAir Mods
hi, all areas have turned black.DeadAirRT wrote: ↑Thu, 23. Apr 20, 06:17v3.04
Updated reference in lib.request.orders to match increased trader/miner range, added pier to split wharf (vanilla bug fix), increased stations per zone to 5, adjusted job numbers to ~12k from ~14k, adjusted resource region yields, added missing blueprints to freesplit, adjusted timing of ego script drain_stations and fixed type casting (vanilla bug), and added french translations for licenses added thanks to PaPaYa. Improved stable FPS by ~25% on my system.
C’est en voyant un moustique se poser sur ses coui**** que l’on s’aperçoit qu’on ne peut pas régler tous les problèmes par la violence.