View Full Version : Any good ways to decrease loading times
Are where Any good ways to decrease loading times in sh 3 without disabling mods and buying stuff. What i mean is it possibal to reduce loading times with programs or something FOR FREE??
jakethescot
02-18-16, 01:39 PM
Use SH3 Commander
Use SH3 Commander
I use commander do you need to turn on option some sort
The most significantly reduction of the loading time comes with the mod: Blank Campaign File!!! (http://www.subsim.com/radioroom/downloads.php?do=file&id=1082) :cool::O:
kobiwaldi
02-19-16, 05:12 AM
play sh4 / sh5 :haha:
jakethescot
02-19-16, 03:16 PM
Use the options in SH3 Commander.
What Options??? randomise crush depth or what? I really have no idea
NothingIn fairness to Niume, almost all are about gamecrashes while loading. It's easy to overlook desired topics in this.
In fairness to you, a single thread containing the words "loading times", of a certain forum user, would not have been too hard to get noticed if a little bit of focus was applied. But I have a knack for noticing details, others may have less.
Hi,
this mod might help you:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1536
You can also use my perl scripts in the download section to create such layers for yourself.
Regards, LGN1
Jimbuna
02-21-16, 07:19 AM
Message deleted by BL!TZKR!EG. Reason: I shall always shut up and everyone can dump at me like in the S3F-thread and no changes were done there.
Heading a post directed at a newish member depicting the thumb down icon, posting a GIF that was a tad condescending to say the least then calling them lazy is neither polite or considerate in my view.
Perhaps you later came to that realisation when you deleted your last post.
There are a fair number in this community who value and respect your work....prove them right.
Onkel Neal
02-21-16, 06:47 PM
Heading a post directed at a newish member depicting the thumb down icon, posting a GIF that was a tad condescending to say the least then calling them lazy is neither polite or considerate in my view.
Perhaps you later came to that realisation when you deleted your last post.
There are a fair number in this community who value and respect your work....prove them right.
Just to follow up, Jim is right. We count on experienced members like you to ensure that new members feel welcome and wanted.
Akula420
06-04-17, 05:16 AM
LGN1 does making campaign shorter using your scripts like First date is 19390101 and the last date is 19421231. Decreases Loading times?
I am Using WB USAM mod could you separate this mod campaign files into like NA MED SA US COAST and other. Because WB same campaign files are like GWX merged campaign. I am struggling with Longtidudes and Latidutes
...
I am Using WB USAM mod could you separate this mod campaign files into like NA MED SA US COAST and other. Because WB same campaign files are like GWX merged campaign. I am struggling with Longtidudes and LatidutesI'm not quite following what you are asking? And how do longitude and latitude fit into this?
Real-world latitude and longitude (where degrees and minutes are converted to a decimal number) must be multiplied by 120 km to get the distances to the equator and the Greenwich Meridian (on the game map). Does that help?
Akula420
06-04-17, 08:02 AM
Hi,
this mod might help you:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1536
You can also use my perl scripts in the download section to create such layers for yourself.
Regards, LGN1
I meant this
I meant thisActually, I think you meant this, as these are the perl scripts:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1681
As I understand it, you decide on the area of the game map where you want to patrol and be able to find contacts. Draw a box on the map for that area. Measure the distances of the edges of that box (both sides) to the meridian and equator. Enter those as kilometers into the script input window. Longitude is a horizontal distance, latitude is a vertical distance. North is positive, but I forgot if either east or west is positive. (The mission editor should be able to provide the coordinates.)
Akula420
06-04-17, 09:18 AM
yes but i am struggling with cordinates.
Do I need longtidues and Latidudes of Boxes Opposite cornerS?
yes but i am struggling with cordinates
Maybe this should be continued in a thread about this script. But If you could give an example of those and what goes wrong then we might be able to help.
Akula420
06-04-17, 02:59 PM
Well I inserted these coordinates
-60
-6340
8342
16258
And Script din't found any
I don't have a correctly installed game of SH3 (backed up game folder) but still the Mission Editor managed to work.
Horizontal longitude is negative to the west, positive to the east.
Vertical latitude is positive north, negative south.
-60 to -6340 in longitude is from the Shetlands to west of the port of Nuuk, Greenland (west side). That is the majority of the Atlantic and a bit of the western med. But....
8342 to 16258 in latitude does not make sense. Since that is basically midway on the coast of Greenland all the way north beyond the north pole. The script likely ignored 16258 as it is an illegal value. It can't be greater than 10800 km on either side of the equator. Aside from that, the Mediterranean isn't there.
Can you tell which cities/countries on the coasts must be included on your map? Then I would be able to give you the coordinates.
Akula420
06-05-17, 01:13 AM
http://www.subsim.com/radioroom/downloads/sacausnans_Cnc.jpg
If you see this I would want North Atlantic and North Sea
Akula420
06-05-17, 01:18 AM
and Maybe seperate South Atlantic Plus I have question IF reducing campaing files to only 1943 will the loading times will be shortened?
http://www.subsim.com/radioroom/downloads/sacausnans_Cnc.jpg
If you see this I would want North Atlantic and North SeaHow far east do you want to go into the upper North Sea area? As in that image it extends all the way to the meridian (vertical line) passing through India. Do you really want to go all the way beyond Nova Zemblaya above Russia's mainland? (about 77 degrees East) Since the southern edge of the Atlantic is at Port of Spain, Isle of Trinidad and Venezuela, (10 degrees North) that would make it include the whole Mediterranean and Middle East region. I doubt that will make it load much quicker, since it is still almost the entire operational area.
But if you want it, these are the coordinates to enter into the scrip:
+9249 (77 degree east longitude, east of Nova Zemblaya)
-8040 (67 degree west longitude, west of Nova Scotia Canada and Bermuda Island)
+10790 (latitude just short of the North pole perimeter)
+1200 (10 degree north latitude, south of Trinidad Island)
I have no idea how much loading time this reduces. LNG mentions the filesize of the resulting campaign file, so that is probably a good indication. I never used that script myself. Neither the campaign mod that you have. I only looked at the image in the download section what is needed to input. And I'm helping you out with the geography of it. How effective it is, is something you will need to experiment with yourself. If it takes too long, reduce the size of the area that you won't go to and has the most traffic. In the mission editor you should be able to see where most of the traffic is passing through. Those waypoints are likely what makes loading time slow. As it needs to interpret all those map locations. Empty map area probably does not add much to the loading time.
Personally I use Google Earth to look at the globe and see which coordinates cities and countries are at. Maybe that helps you too to understand how latitude and longitude works.
P.S. It is ofcourse important to include the location of your home base and any Milkcows you wish to visit. You never mentioned where you will be operating from.
Akula420
06-05-17, 07:12 AM
From French bases
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.