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#1 | |||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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When I had made the non-lagging starshell, I tried to add the omni-light to sub-node, but as soon the light node was there, the lagging started again. Even when I changed the omni light to particles.dat lag began again. So to me it seems that there can't be any other reason than the omnilight-node. It lights the ships really beautifully, it's direction is also calculated, and I think this causes stress to computer. There is even a small lag when the effect goes out. My guess is that SH 5's Granny-world doesn't understand the light system from the previous games. Infact there doesn't seem to be any "real lights" in SH 5, even the lights in the bunker and in the sub are just bright 3D objects with a particle halo around, they don't emit actual light at all! |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#3 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#5 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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I noticed something like that.. related to lag.. some time ago. I forgot to tell you.... each time after I install mods... I make a mod for myself.. remove red flare. I modify. 2 lines.. in zones.cfg:
[DistressFlareWarship] Multiplier=1.000000 Flotability=0.000000 Critic Flotation=0.300000 Armor Level=-1 HitPoints=130 Destructible=No Critical=No Effect1=Command_room_crewman_splinter_explosion_es cort, 40 ;Effect2=Distress_Flare_Red, 75 FloodingTime=59.999996 CargoType=None [DistressFlareMerchant] Multiplier=1.000000 Flotability=0.000000 Critic Flotation=0.300000 Armor Level=-1 HitPoints=65 Destructible=No Critical=No Effect1=Command_room_crewman_splinter_explosion_me rchant, 40 ;Effect2=Distress_Flare_Red, 75 FloodingTime=59.999996 CargoType=None I just put in front of thos 2 lines '';'' to not be executed.... if I am remember well, tdw knows that this red flare is resource consuming, but I do not remember if he fixed that! Last edited by stoianm; 11-03-13 at 10:58 AM. |
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#6 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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That is right stoianm, but I think Rongel was looking for a way to make flare effects lesser GPU intensive, without giving them up. And no, TDW has not addressed the proble yet
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#7 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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