stream lining mods folder
#1

I've been following the advice of others to help with the load times for online play.

Basically, i've picked a handful of the essential mods like the 6dof, some sounds, tracer effects and other effects mods.

This has helped reduce load times significantly, but on one server i got a java.lang.integer error.
If i include all of the mods this error goes away.

So i know there must some rule, or logic to follow when streamlining the mods folder for better online use.

In some instances i end up with a 60% crash.

could someone please explain what is required and the general rules to follow when streamlining the mods folder?

I know the static files also have an effect on the crashing.





Bill
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#2

I think the maps are the biggest reason why load times are so high..
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#3

I just disabled my MapMods folder and it did not change the load time at all on my game.It loads at the same amount of time with no maps as it does with a lot of maps.
The maps do not actually load when the game first fires up,this is why when a mission loads you must wait for the game to load the map and everything on it as well as what is in the mission.

you can not delete aircraft from your mods folder as far as I can tell,it will make your game crash at 60%

all the mods are needed if the cr2= thing is enabled by the server otherwise you will not be able to join there server because your files are different than the servers files then.

So IMHO all you can delete from your MODS folder are FX Mods for eye candy,such as curving smoke trail,tracers,grounddust,cockpits ete

It is all trial and error by disabling a mod and trying to join online,FX mods could be activated and deactivated useing Jonesoft mod enabler.

Easy
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#4

It's the hashed files that take up the initial loading time. All those AE85858958958950891 ones.
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