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Old 02-15-11, 02:03 PM   #1036
The General
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Is anyone else having trouble downloading M.O. from Filefront?

Perhaps TDW is uploading v0.2?
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Last edited by The General; 02-15-11 at 02:48 PM.
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Old 02-15-11, 02:53 PM   #1037
capviews
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Default Follow up

Ok, here's a follow up on TDW suggestion to solve my problem.

I followed the procedure to activate the 3 gig switch to find out that my SH5.exe file was already bumped up for the 3 gig switch. When came the time to tell windows to do just that i realised that bcdedit does not work with xp. I googled how to do it in xp with no satisfactory explanations. I fiddled around with antilag also but still to no avail. Same results.

In conclusion, i will revert to getting more RAM, to the max that my board can accept and, give it another crack. I need this mod to play this game nothing less will suffice.

If anyone has some other kind of advice please let me know.

Kindly cheers to all.

Steve
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Old 02-15-11, 03:56 PM   #1038
THE_MASK
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Quote:
Originally Posted by capviews View Post
Ok, here's a follow up on TDW suggestion to solve my problem.

I followed the procedure to activate the 3 gig switch to find out that my SH5.exe file was already bumped up for the 3 gig switch. When came the time to tell windows to do just that i realised that bcdedit does not work with xp. I googled how to do it in xp with no satisfactory explanations. I fiddled around with antilag also but still to no avail. Same results.

In conclusion, i will revert to getting more RAM, to the max that my board can accept and, give it another crack. I need this mod to play this game nothing less will suffice.

If anyone has some other kind of advice please let me know.

Kindly cheers to all.

Steve
The way i understand it with xp is getting more physical ram wont help .
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Old 02-15-11, 04:09 PM   #1039
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Quote:
Originally Posted by sober View Post
The way i understand it with xp is getting more physical ram wont help .
After 4GB XP cannot address the physical memory and thus it's wasted.

2 to the 32 second power is (rounded) 4GB. That's all that a 32bit processor can physically address. With the 3GB switch on the Kernel is given 1GB of physical RAM and everything is given the remainder 3GB. Normally the Kernel is given 2GB.
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Old 02-15-11, 04:18 PM   #1040
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Well Cap, ya probably wont like what I got to offer... but here goes...

I had VERY similar problems to what you describe, and I did all the "Tweaks" I could find for weeks.... No Cure !
Changing Video drivers back a couple series helped... but still random CTDs and glitched Grafx sometimes.

Then I bit the Bullet !
Got a Video card that had more memory..... Boom, problem solved !!!
Had an ATI Card w/512 .... now have a gig.
I only have two gigs of Ram on the Motherboard and have not changed that..... only change was the Grafx Card.

Sh5 seems to REALLY work your Card !
From monitoring Heat and workloads while trying to cure my own sh5 issue.... It was apparent that Sh5 was consuming ALL resources my old card could give, and Heating up quickly when in Sub view, Exterior View, ect,,,, ( Map View was much less resource hungry, and would let temps drop. ).

If I had anything for you.... it'd be try some different Drivers for your card, as sometimes newest AINT always best... and some drivers do better in some games than others.

Just my experience.......
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Old 02-15-11, 04:26 PM   #1041
stoianm
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Quote:
Originally Posted by The General View Post
Is anyone else having trouble downloading M.O. from Filefront?

Perhaps TDW is uploading v0.2?
just tryied and is working - so no update for today - i supouse
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Old 02-15-11, 06:14 PM   #1042
capviews
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Default Message received loud and clear.

Thank you Sober, TDW and Budds, i get the point and will get the proper hardware. Most likely a new video card.

I appreciate the advice.

Steve

Last edited by capviews; 02-15-11 at 07:44 PM.
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Old 02-16-11, 06:30 AM   #1043
xxSWxxNinja
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Hey all this mod is a godsend for SH5, but im having some trouble running it and im thinking its probably the way I installed it thats causing the issues.

Unfortunatly I made the mistake of getting the Steam copy of the game.... Yea I know regretting it now, but I have been unable to get JSGME to work with my steam copy of the game. (If anyone knows how to fix this it would be great!)

Anyways so without steam ive resorted to manually installing the mod, ive gotten all the features to work fine now but I am noticing quite a bit of slow down in game, with poor frame rate. Standard game has no issues at all so im thinking something is causing a bottleneck somewhere.

Heres my current stats, had no issues running any game with it though it is due for an overhaul.

Cpu: AMD 64 X2+ 3.2 Ghz (overclocked)
Ram: 4Gb
Gpu: 2x8800Gtx SLi'd
OS: 64-bit Vista

Adjusting the graphics doesnt make any diffrence so im thinking the issue is one of a computational nature, something constantly updating maybe.

Any help would be grateful ill keep digging at this end see if I can correct the issue
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Old 02-16-11, 09:16 AM   #1044
mobucks
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MO does a lot that will cause slowdown in the game, heck, sometimes just hitting shift-z to remove the HUD gives me an instant 10fps boost.
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Old 02-16-11, 09:22 AM   #1045
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Quote:
Originally Posted by mobucks View Post
MO does a lot that will cause slowdown in the game, heck, sometimes just hitting shift-z to remove the HUD gives me an instant 10fps boost.
In the version released was included SteelViking's High res shadow mod. It's a real FPS killer on med to low end systems. In the patch provided was a way to reduce it to the low res version or to totally remove it.
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Old 02-16-11, 11:17 AM   #1046
stoianm
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@TDW - in the MO i saw you use FX_Update_0_0_11_BARF_1_3_Full_Fix

This means that you use also the BARF mod even it is not writted in your MO mods list (or maybe the BARF it is already included in FX_Update_0_0_11_BARF_1_3_Full_Fix)?

thanks
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Old 02-16-11, 11:19 AM   #1047
TheDarkWraith
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Quote:
Originally Posted by stoianm View Post
@TDW - in the MO i saw you use FX_Update_0_0_11_BARF_1_3_Full_Fix

This means that you use also the BARF mod even it is not writted in your MO mods list (or maybe the BARF it is already included in FX_Update_0_0_11_BARF_1_3_Full_Fix)?

thanks
BARF is included in MO via what you posted above
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Old 02-16-11, 11:23 AM   #1048
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Quote:
Originally Posted by TheDarkWraith View Post
BARF is included in MO via what you posted above
thanks - and the last quest for today:

i saw you will add open horizon in MO and Icebergs also

So, when the new release of MO will be ready , we will have icebergs, mines and subnets in all campaign until 1945? - will be awsome
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Old 02-16-11, 11:46 AM   #1049
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Quote:
Originally Posted by stoianm View Post
thanks - and the last quest for today:

i saw you will add open horizon in MO and Icebergs also

So, when the new release of MO will be ready , we will have icebergs, mines and subnets in all campaign until 1945? - will be awsome
TheGeneral is working on adding mines and subnets and I think Magnum is also although haven't heard from him (Magnum) in awhile.
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Old 02-16-11, 02:25 PM   #1050
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Regarding long battery recharge times. Or at least i *think* i noticed this. I spent a day cruising submerged and surfaced at night to recharge. When i dived at dawn, i noticed the battery was at 77%. So i'm assuming battery recharge times are excessively long. Of course if battery recharge times was already looked at and is as intended, disregard this post.


Anyway, the problem with long recharge times stems from the battery multiplier. If you'll remember, in SH3 we had access to that. In SH4, its hardcoded. In SH5? I have no idea, but I'm assuming it is. Since you have more scripting options you might be able to hook into it some how. That would solve your problem. If not, your going to have to go to plan B.


Plan B, is making use of one of those uber skills. I forget what its called in SH5, but it either reduces the time it takes to recharge, OR, it reduces battery consumption. Either one is helpful.

For example, In the case of SH4, the skill was that it reduced battery consumption. So what i did (through trial and error )was set this skill:
Quote:
[SpecialAbility 7]
ID=Ability-Propulsion-Specialist
NameDisplayable=Ability-Propulsion-Specialist-Name
Description=Ability-Propulsion-Specialist-Description
AbilityType=BatteryConsume
AbilityValue= -43
AbylityActsIn= All
....
To be attached to a crew member permanently,
Quote:
[CrewMember 57]
ID= Crew-CO-Rank-1-Ability-Propulsion-Specialist
NameDisplayable= NULL
CrewMemberNameIDLinks= NormalUSNames,CommonUSNames
DateOfBirth= NULL
Head= NULL
Voice= NULL
Tatoo= NULL
Rank= ENS
CurrentExperience= 0
Qualifications= QualCommand7
SpecialAbilities= Ability-Propulsion-Specialist
Obviously what this did was make the battery really slow to drain. The next step was to reduce the size of the battery. In the sim file i specified an absurdly low submerged range. (on one sub i specified 22.5 NM @ 4 k)

Submerged range seems to influence how large your battery is. The larger the battery, the longer it takes to recharge. Shorten the battery, it recharges quicker. So what you do is take a really small battery, and apply the battery consumption uber skill to it. What you end up with is a battery that discharges at a desired rate, and recharges in a much shorter time. The discharge and recharge rate seems to be a ratio of the skill bonus, and submerged endurance, so you'll have to fiddle with both in timed tests tell you find the setting your happy with.

The downside to this workaround, is that if for whatever reason the player loses the crewmember with this skill, their submerged endurance is pretty much hosed, so you'll ahve to take steps to make sure that doesn't happen if neccessary.
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