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Old 04-06-16, 02:14 PM   #369
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
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Quote:
Originally Posted by vdr1981 View Post
Bad news The Beast... Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?
Currently I'm not running TWoS. I've always had issue's with some of the imported ships, so I am running OH II Lite v3.0. I adjusted some of the Mission Objective Patrol Area Location and Radius to match what is listed in Mission Editor 2.
 
Anti-Lag
1. _RemoveStupidLogoandIntro
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Bunker Fixes V1.0
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
OPEN HORIZONS II Light v3
OPEN HORIZONS II v2.5 Grid Request fix Patch SH5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Changes byTheBeast
sobers better land rock textures
Illyustrator_Loading_Mission_mod
Window_Lights_Redone_V1
Lights
NewUIs_TDC_7_4_2_ByTheDarkWraith
OH II Minefield map for TDWs Ui
IO_StrategicMap_7_4_2_for_TDWv742
IO_MapCourseLine_sharp pencil_mod
Sub_Exhaust_1_0_5_byTheDarkWraith
A Fistful of Emblems v1.51 (Weathered)
Equipment_Upgrades_Fix_v2_0_byTheBeast
Equipment_Upgrades_Fix_v2_0_SubCamoSchemes
Equipment_Upgrades_Fix_v2_0_AFFOE_151_byTheBeast
More Powerful Torpedoes v1.0
Nauticalwolf's Torpedo Textures V1.0
Elite German Black & Copper Torpedo
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
850_Meter_Bearing_Plotter_byTheBeasts1.0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Torpedo Splash
EUF_UBoat_FX_v0_0_5_ byTheBeast
SKIN_VIIC_ArcticCamo_byTheBeast
SKIN_VIIB_ArcticCamo_byTheBeast
MCCD_1.04
8. Graphic Mod v1
sobers real trees
MCCD_1.04RadiomanDialog_BlackMay_Fix2
9. MyTweaks
SM_Flag_Wind_Patch
SM_Wounded_Unit_Radioing
MyKey
Room_CT
Room_DER
Room_TRA
Room_TRF
Shadow Improvement Mod
reaper7's Sky Mod
Radio_Deutschland
Room_QR2
IRAI_0_0_41_ByTheDarkWraith
Reworked Morale and Abilities v.1.1
HCT_Deutsche U-Boote Theme
EUF_v2_Uboot_Sensors
SH5_Credits
Automation
Room_CR
SuperTurm_FX_SubFlags_v0_0_1_byTheBeast
Room_QR1

Quote:
Originally Posted by vdr1981 View Post
That patch can not decrease stock SH5 rendering distance (40 km) , it can only increase it...
Anyway , the patch is disabled in TWoS snapshot...

In any case, even with theoretical 5 km rendering distance, the result will be the same because SH engine "accumulates" rendered object until the game is completely restarted. This is the main issue with modded SH5
I thought Stock render range was 15km
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