View Full Version : Question about Enhanced Damage Effects
von Zelda
12-09-07, 11:10 PM
Just finished download of 2.0 and set up everything like it needs to be. Checked the Mod Enabler in the Silent Hunter folder and found a mod: GWX - Enhanced Damage Effects.
Has anyone tried this out yet? And what are your impressions of this mod? Will it slow down my computer if there are a lot of graphic effects? I use a lap top and must be careful what I run on it.
gimpy117
12-09-07, 11:46 PM
yes, the more smoke, fire etc will greatly effect your frames...
particle physics is almost as much of frame rate killer as lighting is (if not more of a killer ) so the more particles, light , and stuff means more you card has to draw per cycle and that means it cant put out frames fast enough thus slower rates.... im running an x-700 radeon (plenty of beef for a game from 2005 but old today) with a gig of ram and an ok processor and it still chuggs when i get real close...
Just finished download of 2.0 and set up everything like it needs to be. Checked the Mod Enabler in the Silent Hunter folder and found a mod: GWX - Enhanced Damage Effects.
Has anyone tried this out yet? And what are your impressions of this mod? Will it slow down my computer if there are a lot of graphic effects? I use a lap top and must be careful what I run on it.
Hi von Zelda,
Thanks for the question. I made this mod for GWX, then I will reply with some info about it.This GWX FX mod only was ready just few days before the release and this is why for now it is just optional and we don´t have info about it on GWX manual.
Anyhow, below a info text about it (will be into the next GWX 2.0 manual update):
Enhanced Damage Effects
This option adds several effects intended to better simulate the effects on surface ships when hits by bombs, gunfire, and torpedoes, including:
• Oil slicks and trails
• Large oil slicks and oil trails in the path of damaged ships, especially tankers
• Oil slick color is now less violet-colored and closer to the real color of oil
• Fires and Explosions
• Reduced some of the impact of fires on display FPS rate compared to stock Silent Hunter III
• Corrected stock Silent Hunter III bugs with catastrophic aircraft explosions, small fires, and depth charge detonations
• More debris in explosions with splinters, and more explosions with splinters in general
• Large secondary explosions
• Improved fire and smoke effects
• More below-water explosion effects and bubbles as ships sink
• Sound effects
• All fires now have sound effects
• You can hear fires through hydrophones, but only thre big ones.
• Added and adjusted new sound effects for explosions
Note: The new effects will not always appears, since the effects depends on where the targeted ship was hit.
This isn´t the same mod that Racerboy is working on. I made it because GWX can´t use any SH4 stuff. So, this was made using only Sh3 files. The main intention was to make new effects for torpedo hits zones but I also added that old Goudjg´s non official FX mod for GWX 1.0. Note that the Goudjg´s work was more noticiable when you use deck guns...but now you also have special effects for torpedo hits. Just found and hit a tanker and look for big oil slicks with oil trails, etc. It´s amazing.
This is a WIP so we will probably release an updated version that also have some nice effects for depth charge explosions and others minor tweaks, that will come probably in the first GWX 2.0 update (If will have one).:up:
von Zelda
12-10-07, 12:45 PM
How does this mod affect frame rate? I used Hollywoods mod once and my computer could not handle it (I guess because of frame rate).
Rubini, I can't help but ask: will we see an updated "Alert Crew Mod for 8k for GWX 2.0" from you. I loved the one you made for 1.03 and hope to see one for GWX 2.0 Thanks.
How does this mod affect frame rate? I used Hollywoods mod once and my computer could not handle it (I guess because of frame rate).
Rubini, I can't help but ask: will we see an updated "Alert Crew Mod for 8k for GWX 2.0" from you. I loved the one you made for 1.03 and hope to see one for GWX 2.0 Thanks.
I runned my tests on GWX 2.0 with the FX optional mod on my A64 3200 (one core)/X800XT/2GB 4AA 8AF without any problem, unless when I really look pratically inside of a big oil slick, then I also have a FPS hit. But only this. I guess that you need to try it and see by yourself.;)
I also have this mod ready for GWX 1.03 if someone is interested.
About the Stay Alert mod...probably I will release a update for GWX 2.0 soon. The problem is that I'm yet playing a self modded GWX 1.03 and I will finish my career before change to GWX 2.0. Let's see...:hmm:
Edited: and also the GWX team should like that the players run GWX 2.0 without any other external mod for a while for obvious reasons...then I will really delay a bit the Stay Alert mod for GWX 2.0, ok?
BellJack95
12-10-07, 01:24 PM
von Zelda - thank you for asking the question
Rubini - thank you for the quick answer and detailed explanation on the mod you created!
I too had seen this mod listed in the mods folder when getting ready for my GWX2.0 patrol and wondered about the details of what this mod added to the GWX2.0 experience. Thank you and I will enable it and see how it impacts my FPS during a patrol. Hopefully it will not cause too much of a FPS degrade! Cheers!
von Zelda - thank you for asking the question
Rubini - thank you for the quick answer and detailed explanation on the mod you created!
I too had seen this mod listed in the mods folder when getting ready for my GWX2.0 patrol and wondered about the details of what this mod added to the GWX2.0 experience. Thank you and I will enable it and see how it impacts my FPS during a patrol. Hopefully it will not cause too much of a FPS degrade! Cheers!
Ok thanks!
And please post here or in the main GWX2.0 thread any comment about it. I have some small variants that could be the main one if the players have some requestion or problems with this optional mod.:up:
And as all we know, Racerboy is also working on a FX mod. His works have more details like bodies, red flares, etc, but not oil trails, neither zones.cfg changes etc... these mods have different approach to the same goal. This one is already totally compatible. If he finish his mod and make it totally compatible with GWX, then it will be also a very good option for GWX users.:yep:
GWX team will never use RB approach because it uses SH4 stuff what is against GWX policy. Just to make this clear. I'm not competing with RB. I like his FX mod too!
TheDarkWraith
12-10-07, 03:36 PM
von Zelda - thank you for asking the question
Rubini - thank you for the quick answer and detailed explanation on the mod you created!
I too had seen this mod listed in the mods folder when getting ready for my GWX2.0 patrol and wondered about the details of what this mod added to the GWX2.0 experience. Thank you and I will enable it and see how it impacts my FPS during a patrol. Hopefully it will not cause too much of a FPS degrade! Cheers!
Ok thanks!
And please post here or in the main GWX2.0 thread any comment about it. I have some small variants that could be the main one if the players have some requestion or problems with this optional mod.:up:
And as all we know, Racerboy is also working on a FX mod. His works have more details like bodies, red flares, etc, but not oil trails, neither zones.cfg changes etc... these mods have different approach to the same goal. This one is already totally compatible. If he finish his mod and make it totally compatible with GWX, then it will be also a very good option for GWX users.:yep:
GWX team will never use RB approach because it uses SH4 stuff what is against GWX policy. Just to make this clear. I'm not competing with RB. I like his FX mod too!
Very respectable Rubini :up: If you need help or assistance in making this mod of yours I would be glad to help. If you would like to incorporate some of my ideas (flares, bodies, debris, etc.) please let me know and I will be glad to assist in giving you the needed info to incorporate it :yep: As some of your ideas have struck me as excellent ideas I would like to question you about how you did them so I may incorporate them into my mod.
von Zelda - thank you for asking the question
Rubini - thank you for the quick answer and detailed explanation on the mod you created!
I too had seen this mod listed in the mods folder when getting ready for my GWX2.0 patrol and wondered about the details of what this mod added to the GWX2.0 experience. Thank you and I will enable it and see how it impacts my FPS during a patrol. Hopefully it will not cause too much of a FPS degrade! Cheers!
Ok thanks!
And please post here or in the main GWX2.0 thread any comment about it. I have some small variants that could be the main one if the players have some requestion or problems with this optional mod.:up:
And as all we know, Racerboy is also working on a FX mod. His works have more details like bodies, red flares, etc, but not oil trails, neither zones.cfg changes etc... these mods have different approach to the same goal. This one is already totally compatible. If he finish his mod and make it totally compatible with GWX, then it will be also a very good option for GWX users.:yep:
GWX team will never use RB approach because it uses SH4 stuff what is against GWX policy. Just to make this clear. I'm not competing with RB. I like his FX mod too!
Very respectable Rubini :up: If you need help or assistance in making this mod of yours I would be glad to help. If you would like to incorporate some of my ideas (flares, bodies, debris, etc.) please let me know and I will be glad to assist in giving you the needed info to incorporate it :yep: As some of your ideas have struck me as excellent ideas I would like to question you about how you did them so I may incorporate them into my mod.
Great! :sunny:
What about oil trail??!!:cool: :arrgh!: :cool:
We have a long conversation time....:up:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.