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Old 06-23-23, 05:46 PM   #5552
Imarider
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Join Date: Aug 2017
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Quote:
Originally Posted by propbeanie View Post
Yes, they do not loop ad infinitum ad naueum in FotRSU, since you end up with the same thing all of the time. SH4 does not use resources the way SH3 does, and only loads what it is using when the player boat is within range to spawn the 3D world. Docked ships should not be set to 900hr intervals, since you end up with multiple spawns all occupying in the same spot. In FotRSU, we set the spawn cycle to the length of time for the layer, hence a one year time frame will (in theory) only generate one ship and one ship only in 8760 hours. At the end of the cycle, a new file loads, and the time frame changes. If you are experiencing lag near harbors, that happens anywhere an area is busy, no matter how you set the groups and units up. The game will lag when it generates the 3D objects, which kind of gives a clue then that you are within roughly 32km of something. The more TC you use, the more you notice it. It is recommended to not use more than 2048x TC at any one time, and when you get into a busy area, you might have to not exceed 128x to keep from having the game stutter.
I'm not familiar with SH3 engine (as SH4 too), i'm using the files from Nippon Maru, there are 6 harbour traffic files divided on time intervals, and docked ships set to 900 hr, and ships patrolling near harbours set to about 24-48 hr with checked "delete on last waypoint" button. So, if i will make the ships patrolling near harbours with looped trajectory and set them to 900 (or 8760 whatewer) with unchecked "delete on last waypoint" instead of set to 24 hr with checked "delete on last waypoint" button , will it have much influence on game performance (possibility CTD)? Another question, if i uncheck "docked" button for harbour warships and my submarine will be spotted by those, will they attack me with DC?

Last edited by Imarider; 06-23-23 at 06:05 PM.
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