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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#571 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Rongel, I think this is just a bad game load. Sometimes happens with me too when I have such a low fps that I cant even move the mouse and a complete restart of the game is required.
Im saying this because I run this campaign with only 2Gigs and I dont have any fps loss in ports. Thats since SteelViking made the Z ships, maybe you remember the time when I was frustrated because Im unable to place ships in ports because they are a fps killer, so he made those ships to be used in ports. What is a real fps killer is the minefield. |
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#572 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#573 | |
Black Magic
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#574 |
Chief
![]() Join Date: Jan 2008
Posts: 328
Downloads: 45
Uploads: 0
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I hope u will fix it to work on lower end mashins too. I have dual core intel 6650 cloked on 2,8 2 gigs of ram dd2, gtx 460 gainward 1 bg, so i hope u will make same mirricole for as too (low end comps ovners) so we cann play thise amezing campaig.
![]() Keep up the fantastic work.
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#575 | |
Black Magic
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with 250 mines I had ~17fps. with 125 mines I had 19-20fps. What's so good about this is that the number of mines didn't really affect my FPS ![]() Now will try with 500 mines. Will edit with update...... With 500 mines I had ~18fps. This is most excellent news!! Now I'll see if I can make the floating mines be able to be spotted by crew. Last edited by TheDarkWraith; 07-02-11 at 01:14 PM. |
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#576 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Thats good new guys because I was about to release the mod tomorrow, even if I know that there are many problems left. Rongel, please do what you can with the buoys and their sounds and TDW please take a look on all enviro units and all Sea folder, especially on the mines. If you guys can improve them, then the mod is ready for release. Im waiting for updates on these units.
Im doing a complete reinstall of SH5 now and doing a last test to see if I can find bugs and fix them. |
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#577 | |
Black Magic
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Now we need more spawned mines ![]() |
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#578 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Im very happy for this, thanks TDW. Going to test this asap and I will increase the minefileds .. is there a safe limit of how many of them can I have in a spawn point? The distance is oke, now they have 500m distance.
Going to place this update in the campaign and test it. |
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#579 | |
Black Magic
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![]() All the errors I fixed will probably fix the freezing flag problem also. |
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#580 | |
Navy Seal
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It happened when allied planes fly over our ports. Our ports have zombie ships. With the errors you have spotted, could these zombie ships trying to fire cause the CTD ![]() |
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#581 | |
Black Magic
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The zombie ships now are total zombies. They can't and won't ever try to move or engage a target. They can't shoot - they can't do anything but bob up and down in the waves. Have you noticed that the dolphins probably don't move in the campaign? Someone changed them into zombies. WHY? Since they are no longer a type of ship they can't move (or at least shouldn't be able to move). Someone also changed the animation I had given them. |
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#582 | |||
Navy Seal
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We were seeing this in a version where on the last campaign TheFinalYear - the ports were under air attack as you leave (Wilhelmhaven 1944). We can tests and see if this fixes it. Perhaps Zedi can send you the newest campaign version ![]() Quote:
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#583 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Working on this right now, Im adding the 500 minefields then packing the whole thing and sending out test versions. If no major problems will be reported, then we can release this mod tomorrow.
Rongel, if you work on the buoys sound, pls do it on the latest update from TDW! |
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#584 | |
Navy Seal
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#585 | |
Black Magic
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