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-   -   [WIP] Mega-Mod for SH5 (https://www.subsim.com/radioroom/showthread.php?t=176123)

Trevally. 07-02-11 11:20 AM

try the "not quite so good quality shadows".
I think that is what it was called:hmmm: or "light shadows"

Anyway - it is an addon mod within the MO pack for when you have low fps. :up:

Silent Steel 07-02-11 12:55 PM

Quote:

Originally Posted by SirBunker (Post 1696388)
D3D antilag is included in Patch 2 and I installed, but while troubleshooting I only tried values 0, 1 and 2 for the RenderAheadLimit (neither had any noticable effect). Anyhow, once I get back home on Monday I'll play around with the config file again and will post results here.


Hmm, what about 'FPS Limit'? What did you set?

So far you've tried the Magnum Opus, right?
What about the 'NewUIs TDC' By TheDarkWraith?
Give it a try and let's see if you get the same results. It can be run simultaneously with MO but try to activate the New UIs TDC alone first.
Here is a link to that thread.


http://www.subsim.com/radioroom/showthread.php?t=166093

As for both this one and the Magnum Opus by The Dark Wraith the latest version is always to be found at post #1.

Keep in touch :D

Edit;

Good suggestion above by Trevally.
You can also try to lower the shadows effect in the ingame Options/Graphics.
Another one - try to lower Anti Aliasing.

//

Targor Avelany 07-02-11 05:44 PM

Quote:

Originally Posted by Trevally. (Post 1696396)
try the "not quite so good quality shadows".
I think that is what it was called:hmmm: or "light shadows"

Anyway - it is an addon mod within the MO pack for when you have low fps. :up:

yep, I believe the name is Shadow Improvement Mod LR. It does help greatly. It is location with the MO Patch 0.2

jwilliams 07-02-11 11:03 PM

Quote:

Originally Posted by SirBunker (Post 1696388)
D3D antilag is included in Patch 2 and I installed, but while troubleshooting I only tried values 0, 1 and 2 for the RenderAheadLimit (neither had any noticable effect). Anyhow, once I get back home on Monday I'll play around with the config file again and will post results here.




Thank you. I've actually lurked around the forums for a while now to see how the mods progress. Indeed an awesome community! :up:

As Silent Steel posted above... You need to set a limit for the FPS.

Here is how I've set my config file for Antilag :-

Code:

; D3D9 antilag config file
; by Kegetys <http://www.kegetys.net>

; RenderAheadLimit: Limit how many frames ahead are rendered to reduce input lag. 0 to disable.
; FPSlimit: Limit framerate for smoother gameplay and reduced cpu/gpu use. 0 to disable.

[config]
RenderAheadLimit=2
FPSlimit=35


SirBunker 07-03-11 03:05 AM

I won't be home until tomorrow to test new stuff but here's all the troubleshooting I did before I posted my original message:

I tried running the game with fps limit set to 36 and 60 for each of the RenderAheadLimit values I mentioned earlier. Even with 36 the framerate always dropped to 3-5 fps eventually. Setting graphics to low with AA and such off had no effect either.

I've run NewUIs TDC for a long time now, currently have an almost up-to-date version (seems TDW released a new version this week). I've had a wide range of mods installed i.e. environment mods (currently running Dynamic Environment), sound mods, IRAI and all those little fancy mods that add realism and immersion to the game. And none of them have effected performance in any noticable way except MO.

I even loaded the game with MO as the only mod and the problem persists, so it's not a issue of incompatibility between mods either.

Tomorrow I'll try setting the RenderAheadLimit to 3 and also test the light shadows mod. This gets me thinking, does MO use some (heavier) shadow mod by default? I don't think the mods I've used change shadowing so I've probably only run vanilla shadows to date. Are there any other mods included in MO that have an effect on rendering so maybe it/they could be disabled? This is a bit baffling to me since the game indeed has an awesome framerate with max settings on my rig with any other mod except MO. :06:

Thank you all for the tips, hopefully I get this solved tomorrow. :salute:

Poacher886 07-03-11 11:17 AM

Is the new version M Mod with all the UI / IRAI updates etc coming out?....i think TDW said it would be soon a few months ago?

TheDarkWraith 07-03-11 11:33 AM

Quote:

Originally Posted by Poacher886 (Post 1697008)
Is the new version M Mod with all the UI / IRAI updates etc coming out?....i think TDW said it would be soon a few months ago?

Once IRAI v1.0.0 and the new campaign is complete yes :up:

Poacher886 07-03-11 05:02 PM

Quote:

Originally Posted by TheDarkWraith (Post 1697022)
Once IRAI v1.0.0 and the new campaign is complete yes :up:

Excellent!!

I've had a break from SH5 for a while as i had to re-install Windows 7, and i've been having a crack at Rise of flight......a recent holiday looking at the sea has fuelled my intentions to return.

Any sort of rough ETA??

Thanks

The General 07-04-11 07:56 AM

Quote:

Originally Posted by Poacher886 (Post 1697218)
Excellent!!

I've had a break from SH5 for a while as i had to re-install Windows 7, and i've been having a crack at Rise of flight......a recent holiday looking at the sea has fuelled my intentions to return.

Any sort of rough ETA??

Thanks

For what it's worth: I think Zedi and Co's Das Campaign is going to be a significant part of Magnum Opus, and it'll be atleast another week before Das Campaign will be ready. This is the most significant event in Subsims since the realease of Silent Hunter 5. I have a feelin' it'll be worth the wait. It's not called Magnum Opus for nothin' :03:

Rhubbs 07-04-11 09:14 AM

Hi guys new here, quick question.

I've installed magnum opus, its the only mod I have installed.

before installing this mod I had the little aiming numbers on my scopes and on the targeted enemy, how do I get these markers back while still using this mod.

Thanks in advance

TheDarkWraith 07-04-11 09:30 AM

Quote:

Originally Posted by Rhubbs (Post 1697520)
Hi guys new here, quick question.

I've installed magnum opus, its the only mod I have installed.

before installing this mod I had the little aiming numbers on my scopes and on the targeted enemy, how do I get these markers back while still using this mod.

Thanks in advance

Open up the TAI and/or NavMap features screens (You have to press the round button). There you'll find an option to display the torpedo circles.

Rhubbs 07-04-11 09:46 AM

Quote:

Originally Posted by TheDarkWraith (Post 1697536)
Open up the TAI and/or NavMap features screens (You have to press the round button). There you'll find an option to display the torpedo circles.

Thanks man, luv ya work

Rhubbs 07-04-11 11:13 AM

While I'm asking questions

This mod installed a namograph, how do I use this.

I saw a youtube video a guy pulled what looked to be a ship recog manual (same style) it had speed/distance, does this namograph help with speed calculations?

Am I right in thinking I zoom into the map all the way, make a mark, time 1 minute measure distance, if its 250 I can see from the namograph its 9/10 knots?

Poacher886 07-04-11 11:23 AM

Quote:

Originally Posted by The General (Post 1697447)
For what it's worth: I think Zedi and Co's Das Campaign is going to be a significant part of Magnum Opus, and it'll be atleast another week before Das Campaign will be ready. This is the most significant event in Subsims since the realease of Silent Hunter 5. I have a feelin' it'll be worth the wait. It's not called Magnum Opus for nothin' :03:

Thanks...i've no problem waiting a week or two for something thats worth it!!! I just did'nt want to be holding out for something that will arrive in 6 months if you know what i mean!!

tracker 07-04-11 03:16 PM

decks awash
 
When trying to go to decks awash i can go to 8m i still have crew on deck as i am still on deck but binoc will not work and also the telport to uzo and celestrial nav check not working but i can still click uzo to use it .
if i try to go to 9m it says crew still on deck cannot dive ,do i need to change a setting in my mods to keep the binoc and celestrial nav check at this depth.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Shadow Improvement ModLR
FX_Update_0_0_16_2_ByTheDarkWraith
U-boat Historical Specifications 1.7 for TDW Mods
Open_Horizons
sobers chimney smoke V2
SteelViking's Bunker Fixes V1.0
Sub_Exhaust_1_0_5_byTheDarkWraith
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
stoianm crew abilities available mod compatible MO
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_0_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_2_byTheBeast
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Automated Scripts v0.6
Trevally Tutorials - All v0.2 (for TDW UI)
Krauters Automated Scripts
Enhanced FunelSmoke1.2_by HanSolo78
sobers talking conning crew mod
German U-Boat Crew Language Pack
Church's Compass Dials Mod v2.0 - Option Two
Church's SHV 1.01 Keyboard Commands v1.1
NewUIs_TDC_6_6_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
TDW_No_contact_shapes_or_colors_dashed_contact_lin e
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting
Manos Scopes-patch for 16x9
Equip_Upgd_LowerRodAntena
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
NewUIs_TDC_6_6_0_Real_Navigation


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