LeonDeGrelle

LeonDeGrelle

Joined Member # 5085339
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IMHO you have a very strong increase in the number of ships - MAXSHIPSLOTS 2600 -4200 -5000 This extraordinary lot . One reason for the quick fall this mod - 1 or 2 hour. First massive battle and dump crach ( Other mod's (Ascedancy for example) are stable for a long 6-7 hours.. In the original game, I increased the number of ships (mini mod) in the following way. MAXSHIPSLOTS: 150 - MAXSHIPSLOTS0 200 - 1\2</p

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[quote who="Major Stress" reply="230" id="3311792"]TSOP was made so that Sins doesn't use more than 2 gigs of ram on Maximum settings. Maximum being the key word . If you use the default settings of course the ram usage is going to be much lower. Everything in TSOP is based on running the game at Maximum settings. Which in turn will help the game in lower settings as a fringe benefit. .[/quote] Thanks for the clarifications. Now I fully understand the essence

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An experiment: With this Optimization Project the use of RAM So = 360 Mb In start and 680Mb after 3-4 hours play Total use RAM in system 1080Mb. ( Without Optimization Project = 449 Mb In start and 800+ Mb after 3-4 hours play ) I do not know why you are writing that the game uses 2 GB of memory??? It uses only 800 Mb. System remains free nearl

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Good day. I have a question about the work of AI AI is building a large number (just huge) ships of certain types. For example - frigates Javelis and cruisers Hoshiko AI builds in crazy amounts. Where are the parameters that specify the priority for the AI a particular ship? Thank you in advance for your reply.

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[quote who="Lavo_2" reply="230" id="3309209"]I would suggest, rather than using 3DS Max or Softimage to resize ships, that you use the previously linked mesh resizing tool, Nomada. Your problem might be from how those programs resize meshes.[/quote] As I understand it, the final change in the model size when converting to a mesh is done by SoaSe resize Tool... No change in size or 3dmax or softimage not performed at all. If you want I can giv

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[quote who="harpo99999" reply="226" id="3309026"]and windows xp needs 512mb + for itself(and will NOT give up it's ram for a program), other programs that are also running eg video drivers,antivirus, printer drivers, filrewall [/quote] You could be wrong? WinXP uses 256MB of RAM. My Windows Task Manager shows memory usage 310 -324mb. This including video drivers, filrewall\antivirus ( Iam use COMODO),etc [quote who="harpo99

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2 Major Stress: [quote ]Game holds steady at 1.6-1.7 gigs ram usage using Random Vast Competitive map. Max settings for everything.[/quote] My Game version 1.041. I do not use the maximum setting. My Game Setting: Effects - low(Only ships -averages) Video - 1024x768, Ant _Aliasing - none ,Texture Filtering -Linear My PC con

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[quote who="GoaFan77" reply="161" id="3305639"]Your mod? If its just for your own use that's no problem, but if you're wanting to make a Star Wars mod to release too you really should get permission.[/quote] No problem. I wrote above - for my personal use. [quote who="GoaFan77" reply="161" id="3305639"]3. Abandon having all the ships to scale. This is what Requiem did, both because some of the mods it had were not to scale with each other and because the Executo

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[quote who="Nomada_Firefox" reply="159" id="3305552"]Just curious, how can you test the amount of errors with dev.exe? is there any guide? [/quote] Guide this - https://forums.sinsofasolarempire.com/410160 When you run dev.exe, displays error messages ( if there are errors) The window(assert) describing the error, and the location and the two buttons "Skip" a

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[quote who="GoaFan77" reply="136" id="3304784"] The problem with bigger planets is that it reduces game performance , as larger gravity well sizes exponentially increases the computational load of pathfinding. I believe that is why Sins of a Galactic Empire went with the smaller scale option. [/quote] Let me disagree with you: The main problem of Sins of a Galactic Empire (iam use R955 version for my SoseRebelion 1.04) , massiv

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[quote who="myfist0" reply="95" id="3305419"]trunks? [/quote] English is not my native language - i apologize. [e classic]:([/e] I meant the gun barrels, you understood me correctly [quote who="myfist0" reply="95" id="3305419"] each ship has an entity in the GameInfo folder. This entity can have 3 weapon types (*3). let's say the 1st weapon is a beam. It will have damage section for left, right, front, back (*4). lets say on the l

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[quote who="myfist0" reply="91" id="3303017"]The P prefix and number are only different because if the point had the same name, xsi will add the next number at the end making the name invalid. So if you named a point Exhaust, and another point Exhaust, the second would automatically become Exhaust1 and so on. There may be an Exhaust limit, can't remember.[/quote] Please help. I'm confused with the number of weapons Points in the game and the number of trunks po

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[quote who="harpo99999" reply="138" id="3304808"]building titans is a hardcode, BUT you can spawn(by ability) an unlimitied number(which will be level 1) but only the last destroyed will be able to be re-built at its level at distruction. harpo [/quote] Thanks for the reply. I mean a little bit more. Restrictions on the Titans hidden in the exe, I correctly understand ? And change it by editing the f

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[quote who="Nomada_Firefox" reply="32" id="3286773"]About import alo to 3dmax, at this moment there is a complete import tool, it is similar script to the soase max tool but it imports everything from models, it is very good. At the past, only programs as ultimate unwrap3d could open a alo and from it, you can import to 3dmax the neccesary mesh, it was a long work but at the end, if we compare alo with the SOASE system, SOASE is very very very easy, at alo even you need a spe

579 Replies 1,629,713 Views