StarDrive is a 4X Action-Strategy game where the goal is to build a space empire. Starting with a single planet and a small number of space-worthy vessels, you forge out into the galaxy, exploring new worlds, building new colonies, and discovering the StarDrive universe. The heart of StarDrive is its ship design and combat engine. StarDrive takes a module-based approach to ship design, allowing the player to create custom ship designs where the composition and placement of ship modules really matters to the performance of a ship in combat. In combat, if your portside armor is taking a beating, then rotate around and show them the starboard side! Hide behind a friendly capital ship's shields, warp into and out of the fray, launch fighters, lay mines, and so much more.

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Bugs and problems. (Games : StarDrive : Forum : Support : Bugs and problems.) Locked
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May 3 2012 Anchor

Hey guys!
I hope i'm posting in the proper place :) I've never been good at forums.

I have played the new .61a update, did a live stream about it and noticed DURING my live stream the game had many crashes.
With all the exciting new features, theres bound to be problems so i decided i'd help out and do my best to post the ones i've found so far.

1) Crashes
- Creating a fleet with the (ctrl+[#]) feature and placing a move order to ANY planet (not blank space) will cause a crash.
- Pressing (I) to go into the fleet organization window without having a fleet selected will cause a crash (This was existant in the earlier alpha versions, just a heads up)
- Playing adventure more and pressing the "Empire" screen will cause a crash.

So far those are the only 2 crashes i've noticed, otherwise the only problems i've had is lowered frame-rate from the .59a
In the previous version the framerate was at 60fps, now its lingering around 35 - 40.
Now i have the capable hardware to run Crysis on ultra (The first and second) and there hasen't been any frame-rate loss unless my computer has a brain fart every once in a blue moon.

Now i'm not sure how willing you are at taking recommendations or ideas, but I believe i have a solution to the frame-rate problem. I believe you've heard of a technique called procedural generation. Now my understanding is that this helps GREATLY with frame-rate and what not by having a save file on the side to quickly back-up any information the game puts out when a player zooms in (leaving you with the opportunity of not having to render so many planets at once) and giving you extra space to work with graphics like maybe adding in a few solar storms or plasma clouds which impede or slow down a ships engines or make it imposible for fighter craft to take off due to high power EMPs the clouds/storms are producing. Another idea i've had is when your zooming the camera out into space, you don't need the planets orbiting each star, NOR do you need them to be detailed like you see from close up. Maybe the solution lies in DRASTICALLY lowering the polygon count on the said planets when your zoomed out in system view, then removing the planets but keeping the orbital track and planet data on a quick save file for re-loading once you re-enter system view, saving an EXTREME amount of frames when your in galaxy view.

Procedural generation: Generate planets and stars only when they are visible to the player,
Lowered polygon count: Lower the amount of polygons for planets when the player is in System view. Then removing planets & stars(but leaving the glow effect!) when players are in galaxy view.

I hope my ideas help!
If you would like any more help, let me know and i will be glad to share some of my knowledge on such an amazingly constructed game! I am also a novice programmer working part time hours at walmart, which gives me a lot of time to fiddle with software like unity and blender.

Thank you for reading,
Nandor Bakos.

Ps. I've also had an idea, which i believe would be a GREAT addition to this game. I've written up the coding for a top down INTERIOR perspective gameplay for a space simulator like your own.. It was an idea i had while playing the .59a of StarDrive and thought players would enjoy walking around the inside of a ship with the outside is fully automated, combatting enemy cruisers and such.

Just an example of what i have so far..
1) Must be in bridge at all times to access ship controls (Unless the player purchases a P.H.S.C.D or Phys Device).
2) When in ship control mode, player can manually manipulate the ship itself (giving him the ability to fire the guns, jump into hyperspace, and etc.)
3) Once the player leaves ship mode he enters commander mode giving him the ability to walk around the interior of his ship and eliminate any threat that were to be inside from docking craft, or etc.
4) And finally, If the player is not in the cockpit/bridge but would like to manipulate when the ship does he can do so using the P.H.S.C.D (Portable Handheld Ship Control Device(Otherwise known as an Phys Device(Stands for physical manipulation device))). Here the player can set shields, repair systems, move from one system to another, jump in and out of hyperspace, and much more while keeping his mind on holding off an interior invasion.
If you think this adition is a smart addon, i will be more than willing to hand over my code. maybe even see what i can do to manipulate it so you can easily edit the coding on the go. :)

I don't want any form of payment, just knowledge that i helped out a fellow programmer on a great game!

May 4 2012 Anchor

THanks for the heads up! I'm aware of those fleet bugs, thanks!

May 4 2012 Anchor

Anytime zer0!
Have a good one!

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