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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
Posts: 1,507
Downloads: 154
Uploads: 0
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I know eyecandy isn't important to some people, and that's OK. But for me, a simulation= realistic as possible, and that includes real looking surroundings, and objects. Anything less, is an immersion killer for me.
This latest patch is a leap in the right direction, as most people would agree. The game has never looked sweeter, and although I did take an expected performance hit I'm quite happy. |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Posts: 762
Downloads: 55
Uploads: 0
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I dont use manual TDC so cant speak to that, but this patch seems to have fixed everything I needed. I did not take a performance hit...in fact, with everything checked except full glare and vol fog, and slidders set to medium the game runs just fine on my 4 yr old 2.8 gig Dell with Radeon 9800 pro, audigy 2zx and 2 gigs of ram. Runs just as smoothly and quickly as SH3 did. I notice some cursor delay, but other than that I am happy...no jerkiness, no stutters.
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#3 |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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Yeah, considering the jump in res + AA I am still getting pretty decent FPS for a more midlevel system. And manual TDC now works as intended, so I'm a happy subsimmer. Gonna wait for the modders to update their excellent work before I start a patrol though. SH4 looks GREAT even on medium settings. It did before the patch as well, but AA and true 1280x1024 definitely helps.
PD |
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#4 |
Seaman
![]() Join Date: Mar 2007
Posts: 33
Downloads: 0
Uploads: 0
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Did the captains log bug get fixed in 1.2?
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#5 | |
Lieutenant
![]() Join Date: Mar 2005
Location: Seneca, SC, USA
Posts: 251
Downloads: 64
Uploads: 0
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BTW- I'm going to assume you need to remove mods before applying the 1.2 patch? Is this correct?
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#6 | |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Seffner, Florida
Posts: 81
Downloads: 27
Uploads: 0
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#7 | |
Silent Hunter
![]() Join Date: Jul 2002
Location: At periscope depth in Lake Geneva
Posts: 3,512
Downloads: 25
Uploads: 0
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About the Chronometer: A better fix than in SH3
I see the auto-speed function of the chronometer does't appear to be fixed as it was in SH3. Now, I put forward this for your consideration as a proposal:
http://www.subsim.com/radioroom/show...933#post497933 Quote:
What do you all think? |
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#8 |
Planesman
![]() Join Date: Dec 2001
Location: Edinburgh Jockland
Posts: 199
Downloads: 33
Uploads: 0
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Personally dissapointed no Chronometer.
The 3 most important bugs for me were 1) The FSAA 2) CTD when pressing "A" 3) No Chronometer which is stated should be usable as per manual. 3m15s is quite a long time when trying to make a snapshot. ![]() However as my fat singing friend says "2 outta 3 ain't bad" :p
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Whats not to love about Submarines? Long'Hard and full of Seamen!! |
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#9 |
Undetectable
![]() Join Date: Sep 1999
Location: Colorado
Posts: 1,221
Downloads: 132
Uploads: 0
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The FSAA and resolution changes definately made this game pretty. I finally now see why you guys like post particle filtering. Untill this patch that feature was really ugly at 1650x1080 rez.
My sys did take a hit in framerates as expected. Had to lower fsaa from 6x to 4x and AF to 4x but game now looks sweet. Chop or stutter in external view has returned with this patch. Big step forward though. ![]() Edit: The devdebug fix got me an extra 10fps. Back to 6x FSAA and 8xAF. Sweet! Edit: I'm not convinced FSAA is actually working yet for me, but it sure looks better at this resolution. Last edited by RickC Sniper; 04-17-07 at 08:40 PM. |
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#10 |
Electrician's Mate
![]() Join Date: Apr 2005
Posts: 140
Downloads: 1
Uploads: 0
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Now that is obvious chronometer is not fixed, please make fixing chronometer function to obtain speed a priority for patch 1.3.
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#11 |
Ace of the Deep
![]() Join Date: Oct 2006
Posts: 1,177
Downloads: 0
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I'm sure the chrono is on the list for the next patch. I suspect it's a tricky bug, otherwise it would surely have been incorporated within today's 1.2 release.
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#12 | |
Electrician's Mate
![]() Join Date: Apr 2005
Posts: 140
Downloads: 1
Uploads: 0
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#13 |
Watch Officer
![]() Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
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I installed the new patch 1.2 but on the Attack map I am still not seeing the torpedo wakes after firing my fish like I saw when I was based out of Brisbane. Anyone else getting that?
High speed torps work though and that is a big plus :-)
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#14 |
Mate
![]() Join Date: Mar 2007
Location: Fort Worth, Texas
Posts: 56
Downloads: 117
Uploads: 0
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1.2 installed and I can now watch it freeze to a complete stop just like before. Just like 1.0 and 1.1. Absolutely no difference at all. Freeze happens almost at once. Forces a reboot.
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#15 | |
Sparky
![]() Join Date: Apr 2002
Posts: 150
Downloads: 5
Uploads: 0
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