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FPS Loss Using Carriers/Test Runways - Printable Version

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FPS Loss Using Carriers/Test Runways - Boris The Spider - 22.05.2009

Lately I have experienced major FPS loss, (down to 1-2 FPS) when starting any mission with a carrier or Test Runway. Once all the planes clear the runway(s) it goes back to 35-65 FPS in Perfect Mode, higher in Excellent when the mission loads as some won't without Perfect enabled.

I do download mods but mostly objects and maps. The few planes I've downloaded haven't cut down on my FPS. This is a very recent condition.

This FPS issue happens on any map where carriers or TR's are used. Other missions aren't suffering FPS loss so I'm fairly certain it has something to do with carriers/TR's. I tried disabling the Catapult Mod but that didn't help. Right now I can't even play most of my Pacific Theater missions.

Short of disabling every mod and re-enabling them until I find the culprit, (I currently have 209 folders in my Mods install, 193 of them active), are there any ideas where I might start looking?

I tried a Search of the site but found nothing. If there is an answer here could someone please link it. I would be grateful.

Thanks in advance.


- Bearkiller72 - 22.05.2009

My first shot at this would be: how's your game reacting when you switch it to "standard mode"?
Still laggy?
My second shot would be: check since when you've had this problem and try to find out which object mods you have installed shortly before your problem started to show. Disable those and see if the problem persists.


- Boris The Spider - 23.05.2009

Bearkiller,

Ummm, "standard mode"? You mean non-modded? No significant FPS loss, runs 45>85 FPS even with tow extra Jeeps carriers and an entire Task Force surrounding me, even in Perfect mode.

That's why I know it's a mod or mods that is the problem.

So you think it might be objects eh? Doesn't make sense but neither do some of the things that patches did to the stock game. One thing about this game, sense has little to do with game performance. What gives one person fits is no problem at all for another.

Hmmm, last objects I d/l'ed were the new Egypt objects.
Sure hate to lose those and the missions created that I use them in hosting on Sat. nights but hey, I'll give that a shot and see if it's the culprit.

Thanks for the suggestion. I'll get back with everyone on the results.


- shakthamac - 28.05.2009

Boris,

did you ever figure out what this was? I'm having the same issue and I think its related to a smoke mod, though I'm not positive of that. I get this problem whether I'm in the middle of a combat situation taking off or I'm on a peaceful deck with only a few ships around me. Seems more prevalent with more A/C on deck as well


- RRuger - 28.05.2009

shakthamac Wrote:Boris,

did you ever figure out what this was? I'm having the same issue and I think its related to a smoke mod, though I'm not positive of that. I get this problem whether I'm in the middle of a combat situation taking off or I'm on a peaceful deck with only a few ships around me. Seems more prevalent with more A/C on deck as well

I do believe that smoke is one of the bigger FR killers. My new (old) problem that has returned is the stutters, and it's almost like I can count to five and have another one :x


- JAMF - 29.05.2009

Possibly setting 3Dgunner= to "0" in the conf.ini (under [game]) could offer some relief?


SOLVED! - Boris The Spider - 07.06.2009

It was, of all things, the Catapult Mod v.4 despite my previous claim.
Once disabled everything went back to how it was before.
And I would try the 5.2 version but I personally do not like the "plane deck grouping" mod that comes with it. After reading through the thread I didn't find anyone disabling that part of the mod. Now if that part could be disabled I'd give it a re-try.

So sadly I'm back to having the carriers cruise at just under supersonic speeds to be able to take off with a fully loaded plane.

(yes i know i should be able to do it at stock speeds but that's why the Navy never allowed me into Annapolis) Smile

Of course I suppose I could configure the Wind mod but would that work in a co-op? I host but would anyone who doesn't have the Wind Mod be affected by my changes?


- Boris The Spider - 10.06.2009

UPDATE:

I found my saved copy of version 2 of the Catapult Mod and installed it. It works fine w/o frameloss, which explains why I initially thought it wasn't the Cat Mod that was at fault.
Apparently either the boost function or the Carrier Takeoff Mod that was added caused the problem.

I never really cared for the Carrier Takeoff Mod myself. Is there anyway to get just the improved catapult w/o the takeoff mod? Then I could see if it's the cat mod or the takeoff mod that's giving me the problem. (I'm guessing that the additional AI routines of the takeoff mod is the culprit).

In the meantime, I get my catapult back, even if limited. Big Grin