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SatThuVoBui 06-13-17 02:39 AM

Is anyone else getting massive lag when harpoons or Tomahawks are launched?

YoYo 06-13-17 02:43 AM

Quote:

Originally Posted by SatThuVoBui (Post 2490853)
Is anyone else getting massive lag when harpoons or Tomahawks are launched?

No.
I noticed (1.01b) fps drop when I dived but it was the once time.

VizlaN 06-13-17 04:08 AM

Quote:

Originally Posted by SatThuVoBui (Post 2490853)
Is anyone else getting massive lag when harpoons or Tomahawks are launched?

If I launch a lot, yes. The worst is increased time and having signature window open, drops to single-digit fps.

SatThuVoBui 06-13-17 12:58 PM

Quote:

Originally Posted by VizlaN (Post 2490860)
If I launch a lot, yes. The worst is increased time and having signature window open, drops to single-digit fps.

Okay, so I at least can be assured that it's not a hardware related issue.

tirta 06-14-17 03:28 AM

Quote:

Originally Posted by PL_Harpoon (Post 2490254)
I've set mine to 400 yards, then went to sensors.txt and changed sonobuoy sensitivity to 35 (from 40) and played two land strike missions.

Hi PL_Harpoon,

Thanks for the tip.
However, there are 3 sonobuoy type with 40 value:

SonarModel=wp_rgb_64
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_1
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

SonarModel=wp_bm_2
SonarType=SONOBUOY
SonarFrequencies=M
SonarActiveSensitivity=0
SonarPassiveSensitivity=40
SonarBaffle=FALSE
SonarNoisePerKnot=0
SonarOutput=0
SonarDescription=Some text here.

do you change all of them to 35?

PL_Harpoon 06-14-17 06:44 AM

Yes.

basti107 06-14-17 11:56 AM

steam just installed v1.02 thx

YoYo 06-14-17 01:04 PM

Quote:

Originally Posted by basti107 (Post 2491328)
steam just installed v1.02 thx

Where? No any info....:o

EDIT.
Ok I found the info, http://steamcommunity.com/app/541210...5556473234455/ its a beta!
I'll wait for official version. Hope soon :).

Quote:

14 Jun 17

General
Fixed more typos
Fixed bad missile references for Delta III and IV
Added missing whiskey, kilo and romeo profiles to all single missions
hud/default.txt corrected TorpedoTube to TorpedoTubeUnselected
Added Kresta I profile to Single Missions that were missing it
Removed GUI camera depth swapping on opening Help which might solve unresponsive buttons in port


Combat
Can no longer throw SEALs overboard by clicking on their icon in stores panel
Reactor SCRAM should no longer cause player to continue at -7 knots
Wire icon no longer disappears when opening panels
Noisemakers on board decreases correctly when one dropped while stores panel open
Restored warheads to original (higher) values
Signature profile buttons moved out of profile and given icons
Correct signature profile auto-displayed if contact classified
Contact names keep their initial designation plus the vessel class
Force all sensor data off for sunken AI vessels


Campaign
Fixed EnemyUnitMissionCritical parameters in LANDING_FORCE missions for 84 campaign causing sinking of all transports to not win the mission
"Mission deployment zone nearby" message added to briefings to clarify when you are on an actual insertion or land strike mission vs a general encounter
SEALs can no longer be captured, if you deploy them, they succeed
Home port location larger and marked in green on Strategic Map
campaign_data new variable PlayerPositionOnLeavePort=-242,-154, places player sub at consistent position when leaving port
Save hull status on entering port so as damage not re-applied of an event occurs while in port
Archangel insertion mission fixed in order to generate terrain correctly
Auto-enter port once in close proximity
Added colour coding to INSERTION and LAND_STRIKE mission orders to prompt when required weapons/SEALs are on board
Added Brief button to strategic map to open briefing


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