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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3061 | |
Navy Dude
![]() Join Date: Jan 2010
Location: Italy
Posts: 178
Downloads: 313
Uploads: 0
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I'm thinking to users that already now suffer pc slowdown...Immagine 3 large convoys sailing in that range during night with some searchlights on and maybe firing to a group of planes and all rendered...most pc with low specs pc will almost freeze I presume...In addition think also to multiplayer session...already with SH3 when there's a single huge convoy and the ships of it of starts to fire to a plane(for example) most players suffer slowdowns. I hope to not offend you with this consideration but I think that it's a thing you have to take in mind. With respect Viktor |
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#3062 | |
Black Magic
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#3063 | |
Black Magic
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![]() Haven't tested the hydrophone on far away units yet. I'll let you all do this ![]() No decrease in performance on my high-end system. You have to remember that I have an AMD 8 core processor overclocked to 5+GHz on an Asus Crosshair Formula-Z motherboard with 16GB of RAM with the rendering being taken care of by a GTX690. There isn't much that can bring my system to it's knees ![]() |
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#3064 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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![]() Don't forget the 'ship (other than carriers) spawning planes patch', when you get time for it. IIRC you liked the idea, and it should already be in you todo list ![]() Quote:
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#3065 | |
Ace of the deep .
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#3066 |
Black Magic
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v1.0.160.0 released. See post #1
Starting with v1.0.160.0: - added a new patch to the SH5.exe: Increase render distance of units. This new patch will, as it says, increase the render distance of units from the player's unit. Default render distance is 40000.0m. This patch will let you define an additional value to add to this 40000.0m thus increasing the render distance from the player's unit. Default value is an additional 40000.0m. See the Notes= of the new patch to learn how to change the default value. - revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches. - Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches My high-end system was able to increase the render distance of units an additional 100000.0m (total render distance was then 140000.0m) without a performance hit ![]() |
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#3067 |
Ace of the deep .
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I enabled the v1.0.160.0 . Left it on the Default value is an additional 40000.0m . Started a new career and left Memel . My computer seems to run better LOL 112 fps . Asus EAH 5870 V2 LOL . Early days . Got close to a port and ships started turning up . 18 fps . Good that its there for when I upgrade my computer .
Last edited by THE_MASK; 03-25-14 at 11:51 PM. |
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#3068 |
Black Magic
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Here's the increase render distance patch in action. I left the default increase value to 40000.0m. Made a single mission where I had a fighter ~70000.0m to the west of my sub. As soon as the game loaded I paused it, drew a distance line, went to external cam and followed the line to the end to find:
Working just like it should ![]() Disabled the patch and tried it again. No dice. Plane didn't render till it was ~35000.0m from my sub. This patch will make campaigns a little more interesting now, especially if the increase render distance is > 80000.0m ![]() |
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#3069 | |
Black Magic
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![]() Going to have to do a little trickery because of this: Dump - SHSim_act:06AC0000..06AC0FFF Address Hex dump Decoded data Comments 06AC023C \. 40000040 DD 40000040 ; Characteristics = INITIALIZED_DATA|READ SHSim's .rdata section only has read access which is typical of rdata sections (they are usually read-only constants or read-only global constants) Here's where years and years of hacking comes into play! If you ever want to modify data in a section that is read-only or doesn't have write access just modify the flags in the PE header to give you the access you need/want. Easy as pie!! |
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#3070 |
Count Dracula
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all of u have this error with patch 1.0.160.0 ?
![]() EDIT: Problem solved used the backups and patched again and all is ok now thx
__________________
Last edited by Sjizzle; 03-26-14 at 04:07 AM. |
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#3071 |
Ace of the deep .
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#3072 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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If TDW decides to work on such a patch, it is on you deciding wether to enable it or not. ![]() Well done TDW ![]() |
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#3073 | |
Navy Dude
![]() Join Date: Jan 2010
Location: Italy
Posts: 178
Downloads: 313
Uploads: 0
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#3074 |
Black Magic
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v1.0.161.0 released. See post #1
Starting with v1.0.161.0 added a new Update to the SHSim.act file: Amount of available light that determines when it's nighttime in the game for sensors. Updates are found under the Updates node. This allows the end-user to set the amount of available light that determines nighttime for sensors. See the Notes= of the update for how to adjust. |
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#3075 |
Watch
![]() Join Date: Jan 2014
Posts: 26
Downloads: 13
Uploads: 0
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hi there
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