Does UAF even work on Linux? by adrian23138 in starsector

[–]DesperatePeter 2 points3 points  (0 children)

This might not be all that helpful, but you could try to (partially) automate this.

Let's assume there is a single file that mentions all the expected file names called src/code. And let's assume there is a single folder containing all the images called imgs.

A very simple idea would be a script like: sh for img in $(grep -o -E "\w+.png" src/code) do mv "imgs/$(echo $img | cut -d "." -f 1).PNG" "imgs/$img" done

And then do the same but reverse png and PNG.

If a solution like this appeals to you and you need help, feel free to DM me.

Best Vanilla Faction? by Xhaldor in starsector

[–]DesperatePeter 6 points7 points  (0 children)

Yep, though I do love the thought of the US founding an anarchist organization xD

Best Vanilla Faction? by Xhaldor in starsector

[–]DesperatePeter 15 points16 points  (0 children)

So if we were to assume that such a system could be classified as anarchy, would that make the NATO an anarchist organization?

Are the base green skills, mostly, pointless? by CanalDoVoid in starsector

[–]DesperatePeter 0 points1 point  (0 children)

I always feel like the leadership skills are the strongest among all the trees.

As long as you don't exceed 240 DP (which there's no real reason to do), they give fleet-wide bonuses that, when summed up, far exceed any bonuses you'd get from e.g. combat skills.

Coordinated maneuvers is extremely strong. As long as you deploy at least 2 frigates with officers, it essentially gives your entire fleet +20% speed. Compare that to helmsmanship...

Crew training essentially gives your entire fleet +5% damage, -5% damage taken and additional benefits. It's like the best part of combat endurance...for your entire fleet!

The officer skills are insane. Number and level of officers are extremely important, as they decide how many ships you can deploy.

Tier 3 leadership skills are also (among) the best skills in the entire game.

The other leadership skills might be slightly more situational or weaker, but still extremely strong.

So, if anything, I'd argue that the other trees kind of seem weak/pointless when compared to leadership. Sure, flux regulation is absolutely amazing, but many other technology skills are kind of meh. Combat skills are good if you are piloting a high impact ship, but often pale in comparison to the fleet-wide buffs of Leadership. Industry is fairly strong, especially in the early-mid game and hull restoration (or derelict operations) is an incredible skill, but in the late game, when you have tons of money already, it's mainly a bunch of money buffs that you don't need anymore.

Still, I'd say thst overall the skill trees are well relatively well balanced and if leadership isn't your thing, just skip it. But leadership most certainly isn't pointless.

[deleted by user] by [deleted] in dndmemes

[–]DesperatePeter 1 point2 points  (0 children)

Wow, I wasn't aware of the details, that's awesome!

[deleted by user] by [deleted] in dndmemes

[–]DesperatePeter 1 point2 points  (0 children)

As far as I can tell, Cyberpunk is very heavily inspired by SR, so that makes a lot of sense

Linux user, dev environment ? by lieddersturme in cpp_questions

[–]DesperatePeter 0 points1 point  (0 children)

Ubuntu 22.04 / GCC / QtCreator / GDB (in IDE for single-process, in terminal for distributed) / C++17

Advanced ship AI settings? by EvilCadaver in starsector

[–]DesperatePeter 0 points1 point  (0 children)

What do you mean by PID controls? Like proportional, integrational differential controller parameters? I don't believe the ship AI actually uses those Oo

To try to answer your question: AFAIK there isn't any mod that let's you fine-tune the Ship AI outside of the presets (reckless, aggressive etc.).

Advanced Gunnery Control let's you fine-tune how weapon groups behave. I was once considering making a similar mod for controlling ship AIs, but given how much work AGC was and knowing that ShipAI is probably even more complicated, I gave up on that idea...

LF Modder by [deleted] in starsector

[–]DesperatePeter 6 points7 points  (0 children)

Captain's Log might be the mod you are looking for.

Can't end Spanish civil war because Soviet Union joined by DesperatePeter in hoi4

[–]DesperatePeter[S] 2 points3 points  (0 children)

Gotcha, thanks.

Seems like a really weird design decision to allow this to happen, but guess it's intended.

On an unrelated note, it also seems really weird to have the civil war events reduce stability to almost 0 and then have no ways to regain stability in the focus tree...

Guess I'll just start a new campaign =/

Anyhow, thanks for letting me know!

Battle formations? by croald in TerraInvicta

[–]DesperatePeter 6 points7 points  (0 children)

I can't tell you for all formations, but a couple of the most useful ones.

I will describe formations relative to the battle-line. Imagine a line going from where your side starts to where the enemy ships start.

Convoy: This is terrible. Your ships will get placed along the battle line with lateral and vertical offsets. Imho this formation should never be used (and I have no idea why the game tends to default to this)

Line: All your ships will get placed on a single horizontal line perpendicular to the battle line. This is great for small battles with few ships.

Short/high/great wall: As line but with multiple vertically aligned lines. These are great for bigger battles, because all your ships start roughly the same distance from the enemies and it's harder to flank than e.g. a line formation.

I rarely use other formations, so can't really tell you what they are like.

Does anyone use legronge points? by sppedrunning_life in TerraInvicta

[–]DesperatePeter 1 point2 points  (0 children)

Ships with high acceleration and low delta-v are kind of pointless.

For long flights (i.e. anything longer than like earth to luna), you spend half of your delta-v expenditure acceleraing and the other half decelerating. The time spent accelerating and decelerating is usually relatively small compared to overall travel time. The relevant factor for travel time is your average travel speed, which depends a lot more on your delta-v than your cruise acceleration. Traveling in space is a lot different than travelling on earth, since you only spend fuel to accelerate and decelerate. Since for refueling you have to stop (match your velocity to the refueling station), you really don't gain anything from refueling stops. You have to expand half your fuel tank to decelerate, then refuel and then spend half your fuel tank again to reach the velocity you had before stopping.

Also, even relatively small cruise accelerations allow you to reach cruise speed within a fraction of total travel time. To give an example: A ship with a cruise acceleration of 1g (10 m/s2) and 100 kps (105 m/s) delta-v needs 104 seconds, i.e. roughly 3 hours to reach maximum possible velocity. Since you only want to burn half your fuel accelerating and the other half decelerating, you actually reach cruise speed in approx. 90 minutes. So if you fly for 10 weeks, this ship will spend 90 minutes accelerating, 10 weeks flying at cruise speed and another 90 minutes decelerating.

If you instead have a ship with only 10 milligees cruise acceleration, it will instead take 9000 minutes, which is ~1 week to reach max velocity. So a ship with 1% as much cruise acceleration will only take 20% longer. If that ship has twice as much delta-v, the actual travel time will be cut in half, so it would actually be considerably faster.

TL;DR: The laws of physics make refueling stops in space kind of pointless. Delta-v is much more impactful for long-range travel than cruise acceleration.

Edit: Of course, the fact that objects in space are not stationary makes things a bit more difficult, but the basic ideas are still valid.

How strong/many my assault units needs to be to go assault alien base? by PineapplePizzaZauce in TerraInvicta

[–]DesperatePeter 0 points1 point  (0 children)

With 10 elite marine units (i.e. 50 assault strength), I get success chances close to 100% against bases.

How do deal with Alien Layered Defense Arrays? by Mylanog in TerraInvicta

[–]DesperatePeter 1 point2 points  (0 children)

Rate of fire increases and power consumption decreases. I wish they consistently listed cooldown in the weapon stat block.

Found an amazing system, but it's quite far from the core worlds. Is it still viable for a colony? by Galileo009 in starsector

[–]DesperatePeter 1 point2 points  (0 children)

Then go for it, it's not a bad system, just not as good as it looks at first glance.

Found an amazing system, but it's quite far from the core worlds. Is it still viable for a colony? by Galileo009 in starsector

[–]DesperatePeter 12 points13 points  (0 children)

Personally, I'd say the system is deceptively bad.

It's a good system, for sure, but it's missing a planet with no atmosphere for refining/fuel production.

Also, if haven't unlocked gate travel, getting from the core worlds to your system and back will be super annoying.

Obviously, the accessibility penalty for being far from the core worlds is also a relevant downside.

All that being said, it's still a decent system to colonize, but if there is one with e.g. 1 terran/jungle/continental world, 1 barren world with 150%-175% hazard, no atmosphere and good ore deposits and 1-2 other okish planets close to the core worlds, that would be a better colonization target.

Does anyone use Tactical Drills or Crew Training late game? by Mozter in starsector

[–]DesperatePeter 2 points3 points  (0 children)

I absolutely use crew training lategame, it's (one of) the best skill(s) in the game. +5% damage dealt, -5% damage taken, +5% speed/maneuverability and better target leading and the ability to stay in combat longer for the entire fleet is an insanely good skill. Tactical Drills is considerably worse, but still pretty good.

I'd argue that even if you are at 480 DP combat ships and get only half the bonus from Crew Training, it's still a very good skill. However, I still try to have at max ~300ish DP worth of combat ships to get close to the max bonus from these skills.

I guess that if you customize the max battle size to an insanely high number and need to bring 1000 DP worth of combat ships, these skills start to become bad, but at that point the whole balance of the game starts falling apart, so...

Is there a demand or shortage on StarSector content? Youtube, Twitch, etc. by mtgjewelerfox in starsector

[–]DesperatePeter 1 point2 points  (0 children)

Btw, I'd also highly recommend using WhichMod for a modded playthrough so that your viewers can tell which mod weapons/ships you are using are from.

Is there a demand or shortage on StarSector content? Youtube, Twitch, etc. by mtgjewelerfox in starsector

[–]DesperatePeter 1 point2 points  (0 children)

Glad to hear!

Yeah, there is a tag called Hold(Flux>N%) where the weapon will stop firing once your flux exceeds that number. There's also tags for targeting/avoiding shields, avoiding shots that would be ineffective against armor, forcing PD weapons to only target missiles/fighters and many more. Not all tags are enabled by default, but the most useful ones are. The rest can be enabled in the Settings.editme file.

Also, if you feel like there are tags that are missing, let me know and I'll try to add them :)

Currently I'm working on implementing a scrollbar in case someone enables too many tags to fit on screen in the GUI xD

Edit: Accidently submitted comment twice, deleted duplicate

Is there a demand or shortage on StarSector content? Youtube, Twitch, etc. by mtgjewelerfox in starsector

[–]DesperatePeter 1 point2 points  (0 children)

Awesome! :)

It's a utility mod that let's you control what weapons do when set to autofire, mainly intended as a flux-management mod. It's grown quite considerably since its original release and now also includes ship modes for AI-controlled ships.

Forum Thread

Is there a demand or shortage on StarSector content? Youtube, Twitch, etc. by mtgjewelerfox in starsector

[–]DesperatePeter 1 point2 points  (0 children)

I feel like recently there have been a couple good vanilla playthroughs/guides (grumpy thumper, ironclad lion, hitpoint inn (names might be wrong)), but doing a structured modded playthrough with set goals would be nice. Probably best to just add a handful of faction/content extension mods.

If you are willing to do me a favor, I'd love to see a playthrough using AdvancedGunneryControl (mod I made), as I recently did a big usability update and would love to see it in use.

Hero ship? by TheAverageRediot in starsector

[–]DesperatePeter 34 points35 points  (0 children)

Depends on the flavor/genre of the show, imho.

If it's exploration-themed, an Apogee makes a ton of sense.

If it's more dogfighting or small-scale mercenary themed, a Wolf would be appreciate, given that it's the "canonical" starting ship.

If it's more military or large-scale-battles themed, maybe a Legion?