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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
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hi there
after going through the campaign layers recently, i thought id share my result with you guys. its not ment to be a big thing or something, but since a reduction in general traffic is much needed, i just uled it. i adjusted every convoy, jap merchant, taskforce and troop transport entry. the devs realy did some improvements with the different layers, but made some of the vanilla sh3 mistakes again. sadly towards the end, they just had one layer covenering the timeline from 10/44 to 8/45, while they have a seperate layer from 12/41 to 2/42. ![]() anyway, i dont claim this to be "realistic" or something. other persons with much more indepth and detail knowledge, will have a go on the layer in the comming month, im sure. - reduced the single merchant traffic spawn probability by 50% to 75%, depending on the timeframe. - lowered the convoy and trooptransport spawn probability by 50% to 75%, depending on the timeline. - deleted basicly all those "bonus" double or tripple merchant contacts away. implementing these puzzled me in sh3 too. why would two unarmed merchants travel together? one of them would lose the chance of utelizing his higher speed for no gain. -adjusted many convoy group contents. the devs didnt realy put much "love" into this. towards the later timelines, most convoys are simple clones of each other, with the same ship spawn probabilitys. they also missed out the constant increase in escort strength, plus the fact that the japanese started to use more and more minor vessels for convoy protection duty. like minelayers etc. i added several destroyer and subchaser entries. -adjusted many troopconvoy entries. boy the japanese had a huge linerfleet. well you could come to the conclusion when taking a look at the campaign layers. i edited some of them away all together. especialy the ones traveling from japan mainland to luzon and back in the 10/44 till 8/45 layer. im not entirely sure but wasnt the philippines campaing over by early 45? whatever, there is still more than enough to shoot at. -adjusted the target of opportunity report probability to a very low value. i always hated this mega 3000km radar, where you would have all sorts contacts popping up, regardles of where you are. i know that they serve a immersion purpose, but imho this outweights the contacts spam factor by far. you will still get some anyway, so you can readjust ur decaytime to normal, incase u have it on 0 , like me. -nerfed taskforce contents. they where too many and had strange composition at times. the devs where putting tankers into task forces with bb's and cv's, which made them travel at a convenient 10 knots cruising speed. i adjusted content of these, and upped the traveling speed, to lower the "shooting fish in the barrel" factor. well, thats all i can remember changing atm ![]() http://rapidshare.com/files/23202058...vers1.rar.html
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#2 |
Medic
![]() Join Date: Nov 2002
Location: Tasmania
Posts: 167
Downloads: 22
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So this is a [REL]?
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Use of undefined constants causes assumptions! |
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#3 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
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ow. yes it is. dunno how to edit thread titel
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#4 | |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
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Those tankers are probably meant to be AOs (fleet replenishment ships) that would sometimes accompany task forces. Were they in all the task forces you looked at? |
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#5 | ||
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
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no they where in some of the task forces. i hope i found everyone of those. not sure tho.
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#6 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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Have you done any work with Airbases yet? this was really, really screwy in SH3 and needed a lot of work. It's on my list of 'things to fix.'
Good work so far, though, it sounds like a good one! |
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#7 |
Machinist's Mate
![]() Join Date: Sep 2002
Location: hamburg
Posts: 122
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no airbases touched.
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#8 |
Navy Seal
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Thank you sir, downloading to look at tonight!
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#9 |
Medic
![]() Join Date: Apr 2005
Location: Argentina
Posts: 165
Downloads: 97
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great idea! please this will improve the overall FPS in game? Maybe have less traffic will save some CPU... here 14 FPS at pearls start (1.1 campaign) and I donīt like that
maybe with this one... any benchmark already outthere? thanks! ![]()
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#10 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
Posts: 235
Downloads: 104
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It would be great to start getting some of these mods merged so they do not start to over write each other as seperate entities...
Deep six
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#11 | |
Loader
![]() Join Date: Jan 2006
Posts: 87
Downloads: 14
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#12 | |
Navy Seal
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#13 | ||
Medic
![]() Join Date: Apr 2005
Location: Argentina
Posts: 165
Downloads: 97
Uploads: 0
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![]() Sempron 2800+ (1999 mhz LOL donīt reach 2000) (old 462) ASUS A78VX-X EVGA 7800GS CO (AGPx8) 1,5 Gb RAM 333 mhz HD 2 x 80GB 133 for just try I did this: I delete pretty ALL American layers from Campaign and just left Japan and others... my FPS go up to 24 LOL!! but canīt play like that so... Iīm back at 14 now... ![]() with normal campaign at soon the stuff from Pearl is unloaded from memory FPS rise AT ONCE... from 14 to 24... damn! haha Solution: change my PC... btw Iīm waiting some stuff... I will post results later ![]()
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#14 |
Navy Seal
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I just bought the same vid card you have, too.
I wouldn't worry about it, ports are just brutal but it's not like you mostly play in ports, right? Once you're at sea, things get pretty good. What campaign layers did affect was loading times, but since the devs split them up into a bunch of smaller files for SHIV, it's not a big factor anymore either. |
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#15 | |
Medic
![]() Join Date: Apr 2005
Location: Argentina
Posts: 165
Downloads: 97
Uploads: 0
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![]() Quote:
![]() cya! ![]()
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