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-   -   Draw distance for Ports/docks problem (https://www.subsim.com/radioroom/showthread.php?t=208819)

R3D 10-31-13 03:53 PM

Draw distance for Ports/docks problem
 
i can see enemy ships from 3x the distance that Docks/ports render, using Trigger maru 2.5 if that helps..

how can i increase the distance at which docks/ports are visible to be the same as that of ships?

Madox58 10-31-13 04:42 PM

There is a file you can change but I don't know which it is at the moment.

R3D 11-01-13 06:39 AM

so annoying lining up a shot on a ship you think is visible in dock then having the torpedo slam into the dockside that draws infront of it.. :haha:

Webster 11-01-13 08:59 AM

Quote:

Originally Posted by R3D (Post 2136202)
so annoying lining up a shot on a ship you think is visible in dock then having the torpedo slam into the dockside that draws infront of it.. :haha:

yes that is bothersome

it will be more taxing on your computer and video card to render things when you are farther away but I always felt it should render anything in your distance of vision so that would be my goal if I were to try and mod it.

it maybe as simple as not having low resolution images for the game to use to generate them or something as basic as that.

R3D 11-01-13 04:30 PM

i have no idea where to begin to mod something like this, but most pc's nowadays are well beyond what was available at game launch so i think the performance loss would be minimal to nothing.

think its possible to mod in?

would it not be similar to how mods have increased the distance that ships are visible?

TorpX 11-02-13 12:19 AM

Quote:

Originally Posted by Webster (Post 2136271)
it will be more taxing on your computer and video card to render things when you are farther away but I always felt it should render anything in your distance of vision so that would be my goal if I were to try and mod it.

I don't really understand why this sort of thing would be more taxing. Rendering ports (or whatever) would generally mean more objects to be rendered in your view, but they would be smaller and less detailed at a distance, so wouldn't that counterbalance the requirements?

Webster 11-02-13 09:08 AM

Quote:

Originally Posted by TorpX (Post 2136563)
I don't really understand why this sort of thing would be more taxing. Rendering ports (or whatever) would generally mean more objects to be rendered in your view, but they would be smaller and less detailed at a distance, so wouldn't that counterbalance the requirements?

depends, some things without low resolution images will have to be rendered in full detail high resolution and sometimes that's difficult to do at such small scale and anytime the game or maybe the video card cant find a way to do what its supposed to it can spaz out or ctd. remember the game just reproduces the images it cant decide how to modify or adjust them as they lose definition at distance, smaller and less detailed at a distance can often leave the game engine in limbo not knowing how to do it and the results can be unpredictable from images vanishing to blinking in and out or the dreaded ctd.

im no expert on all this so I could be wrong but I think the things that are rendered at distance really need both high and low res images to do so. just putting it out there as something to watch out for.

as far as being taxing its going to require it to be generated constantly and the game is always generating the entire world and while its not all visible it is still being processed by the game engine during the game so it knows when and where things need to appear and disappear and its under great stress so anytime you add to that demand it can cause issues with someones game if they don't have a newer computer to handle it. think of it as the straw that breaks the camels back kinda thing because the game engine is always going at 90% capacity under normal conditions then you throw in some large scale activity and your up to 98% of total capabilities it can handle so even small things added to those demands can be a crap shoot if they will go unnoticed or if they cause side affects

TorpX 11-02-13 05:55 PM

I guess that makes sense. It sounds like what Ducimus said about making convoys zig-zag. He couldn't put in as many zigs as he wanted because it slowed the game down too much. Never mind that we only need one convoy at a time to zig; the game isn't smart enough to know that, and so every ship in the Pacific has to be zigging, making for more work on the CPU's.

Madox58 11-02-13 07:16 PM

Edit your GFXsettings.cfg in the sh4 documents folder once.
Slider all the way down gave me this.
TerrainObjectsLODSize=4

Change that to 0 and see what happens.

R3D 11-04-13 06:09 PM

no difference, can still see ships way before the ports render.

Loganrocks7 11-04-13 11:41 PM

I have this problem when I go to sink ships that are at port, when I look a them through my periscope they seem to be right in front of me and stationary, however when moving closer (but not to much closer) the dock finally renders. The boat renders first though, despite the fact the dock is closer which to me is a bit strange and can make you loose a torpedo or two. Yep. Been down that road before. :roll:

Webster 11-05-13 11:41 AM

I guess you need to find the render setting for ships and try setting the terrain objects the same

its also possible the docks are rendered separately from terrain since you see the land long befor buildings and docks appear

Madox58 11-05-13 03:02 PM

In Campaign_LOC.mis
Anyone know what these settings do?

ZoomStart=50
ZoomEnd=1
ScaleOnZoom=true
Scale1024=14.377808


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