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-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

Charteris 02-20-12 01:44 AM

When trying to download FX_Update_0_0_19_TheDarkWraith.7z from the first page link I am getting "The file you are looking for seems to be unavailable at the moment. Please come back later". I have done that and still getting the error.

Temporary glitch or has the file moved?

Cheers,
Charteris

Rubini 02-21-12 03:12 PM

Hi TDW,

Thanks by this great mod!

I have good rig (I5 2500 gtx560 8gb win764). Running SH5 all max without problem...but using FX mod I have problems (low FPS) when ships are in fire and also in some explosions.

Also the Airplanes explosions gives low fps and look a a bit weird, i mean, seems something like 2d sprites.:hmmm:
Itīs to be this way or itīs at my end? Also any advice on how to adjust the fire and airplanes explosions by my self?

my list of mods (note that i dont use any enviro mod):

4Gb_patched&hydrofix
RemoveLogoIntroTheDarkWraith
Lite Campaign LC 1.2
smaller flags for Warships 1_0b
Cerberus62 Corrected Depth Charge Projector 1.0
No Damn Bubbles, No Damn Halo Mod
Window_Lights_Redone_V1
Accurate German Flags
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
Manos Scopes-patch for 85x48_tdw
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
AilClouds 3.0
AilDeckwave 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)

Charlie901 02-22-12 07:55 AM

Should this mod be installed before or after the Lifeboats Mod?

Thanks!

Jander 02-22-12 08:06 AM

I installed Lifeboats BEFORE the FX mod, and the lifeboats still work.

Charlie901 02-22-12 06:26 PM

One more question:

Is it okay to install the mod listed below after the FX Update Mod?

Han Solo's: Enhanced Funnel Smoke SH5 v1.2

Thanks!

pedrobas 02-22-12 07:14 PM

Quote:

Originally Posted by Charlie901 (Post 1843694)
One more question:

Is it okay to install the mod listed below after the FX Update Mod?

Han Solo's: Enhanced Funnel Smoke SH5 v1.2

Thanks!

Yes, no problem. :salute:

ADMIRALTIA 02-25-12 08:46 PM

:hmmm:Hello TDW I was wandering if this mod is compatible with The Equipment upgrades fixes by the Beast v1.4

Doomlad 02-26-12 10:13 PM

Many Thanks
 
Thanks for all your time in making these awesome improvements!

chun 03-16-12 09:11 AM

Hi TDW
 
As you can remove the CR compartment smoke?, it slows down my game
Thanks for your time.

Charlie901 03-16-12 12:49 PM

Quote:

Originally Posted by Rubini (Post 1843027)
Hi TDW,

Thanks by this great mod!

I have good rig (I5 2500 gtx560 8gb win764). Running SH5 all max without problem...but using FX mod I have problems (low FPS) when ships are in fire and also in some explosions.

Also the Airplanes explosions gives low fps and look a a bit weird, i mean, seems something like 2d sprites.:hmmm:
Itīs to be this way or itīs at my end? Also any advice on how to adjust the fire and airplanes explosions by my self?

my list of mods (note that i dont use any enviro mod):

4Gb_patched&hydrofix
RemoveLogoIntroTheDarkWraith
Lite Campaign LC 1.2
smaller flags for Warships 1_0b
Cerberus62 Corrected Depth Charge Projector 1.0
No Damn Bubbles, No Damn Halo Mod
Window_Lights_Redone_V1
Accurate German Flags
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
Manos Scopes-patch for 85x48_tdw
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
AilClouds 3.0
AilDeckwave 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)

I'm having the same freezing fps issue with explosions as well... I also have a Beefy rig and can otherwise run on max settings...

Bilge_Rat 03-26-12 08:43 AM

Re: the freezing issue, I have had the same problem as well, a large explosion causes the screen to freeze for a few seconds.

After some troubleshooting, it does seem to be caused by the FX mod since the stock explosions, the initial torpedo explosions and the small secondaries caused by ongoing fires are not a problem. It is the large explosions which accompanies the destruction of the ship which causes the freeze.

Looking in the mod, the only likely suspect I see would be the new secondary_explosions files in Data/Library. Perhaps the new large explosion effects are too taxing?

I have a ATI 6950 which should not have any problem with these effects.

Bilge_Rat 03-28-12 07:29 AM

Having spent some times with this mod while testing my own sinking mod, I have found some workarounds which pretty much eliminate the freezing issue for me:

-1. turn down the "particles density" slider in the Graphics settings. ATI cards seem to have an issue with particles the way it is rendered in game;

-2. use the anti-lag tweaker:

http://www.subsim.com/radioroom/down...o=file&id=2871

[config]
RenderAheadLimit=2
FPSlimit=38

I use the settings recommended by Sober (see above) and it basically eliminated the freezing on big explosions and made all gameplay a lot smoother in general. YMMV.

Echolot 03-28-12 09:41 AM

Hello Bilge Rat.

You could try:

Open up data/zones.cfg and do a search for "Effect2=Distress_Flare_Red, 75".

You should find:

Quote:

;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Change to:

Quote:

;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None
Save file.

:salute:

PrEZeX 03-28-12 12:08 PM

Wow, disabling the flares really works in big battles. Maybe it's possible to make the flares random.:06:

LemonA 03-28-12 01:36 PM

Quote:

Originally Posted by PrEZeX (Post 1862066)
Wow, disabling the flares really works in big battles. Maybe it's possible to make the flares random.:06:

IMO it is random in some way.


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