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Ship performance

ANSEL

Corsair
Storm Modder
Hearts of Oak Donator
I have compared the 28 July version with the 23 Sep version. In arcade mod
ships are mowing more comfortable and smooth, a little faster, turns smoother
in the 28 July, than they do in 23Sep version.
I have to say I'm not complaining, just observing.
 
Have you tried the 27th September ZIP update from @Levis? Or, for that matter, the 2nd October version? I also noticed that movement at sea was a lot less smooth in the 23rd September version, but @Levis' 27th September update fixed the problem.
 
@Grey Roger Yes I'm up to the 2nd October in my game, still see the same behavior.
It could maybe be the new perk system, on land the performance has dropped, since
I have installed it.
 
@Grey Roger Yes I'm up to the 2nd October in my game, still see the same behavior.
It could maybe be the new perk system, on land the performance has dropped, since
I have installed it.
your game was producing a lot of errors so that could be the case. Please download the latest version and see if it's better.
 
@Grey Roger I was wondering if it could be the new tweak with winds,
witch makes the ships not so smooth and more slow in
Arcade mod?
PS There is a lot troubles with performance on land now.
I will post something about this in another tread.
 
I was wondering if it could be the new tweak with winds,
witch makes the ships not so smooth and more slow in
Arcade mod?


[USER=20882]@ANSEL
No, 0 chance, as I've said several times now, the new winds do not cause bugs or performance issues.

I've explained it before, but again, that code is called once per hour, and it is 3 simple lines of math for the computer to do. No measurable impact on performance. My changes aren't responsible for any of the bugs you are experiencing.[/USER]
 
I was wondering if it could be the new tweak with winds,
witch makes the ships not so smooth and more slow in
Arcade mod?
If a certain wind speed at a certain point of sail used to give you a certain speed, that should still be the case now.
This was not changed. Not by the modified meteorology anyway. :no

There is a lot troubles with performance on land now.
After that happened, check your error.log .
If there is a lot in there, then that is the reason for the performance problem.
This has been affecting several other people over the past week or so.
 
@Pieter Boelen An exemple : Last night I had a duel with Blackbeard on
Isla de Muerta, performance drop down to 8 fps to the end of the fight.
Another thing: there is a lot of big soldiers patrol and some big groups
of bandits or smugglers in the towns now ( Port Royal) it feels overcrowded
in the towns ( just my impression)
 
An exemple : Last night I had a duel with Blackbeard on
Isla de Muerta, performance drop down to 8 fps to the end of the fight.
I believe you, don't worry.

What I want to know though is, if that happens, are there an excess of error.log entries after closing the game?
There are basically two general reasons for crappy performance:
1. The actual code is written correctly, but inefficiently
2. The code is written wrong and causes very frequent error messages

A clear example of #1 is the stuttering performance in 3D Sailing Mode for Build 14 Beta 3.4 (I think?).
The code was doing exactly what it should without errors, BUT it was also checking ALL skills for ALL characters in the scene EVERY second.
That basically required so many calculations at the same time that the game couldn't handle it.

On the other hand, in most recent cases it has been #2 instead.
In that case there is a function that an actual ERROR in it which is also called very frequently.
If so, the game performance can also get bad, but specifically because it is busy logging errors.

You can tell if this second one is the case because you have an error.log that probably has a lot in it.
If error logging is disabled, in theory the game performance would restore to normal.
That would "solve" the performance problem, but NOT the actual error in the code.

Depending on which of the two it is, the proper solution is quite different.
#2 should actually be far easier to fix; just make the code not wrong and it'll be fine.
On the other hand, #1 often requires a complete rethinking of the underlying code in an attempt to make it use less processing power.

there is a lot of big soldiers patrol and some big groups
of bandits or smugglers in the towns now ( Port Royal) it feels overcrowded
in the towns ( just my impression)
Are you using Shore Crewmembers? There are extra encounters ashore linked to that mod which could definitely trigger the big groups you describe.
You can disable those by telling all your shore crew to return to the ship.
 
@Pieter Yes recently I have a couple with me, want to make them officers.
to escort me. By the way I play as a naval officer, and Im stalked by a
civilian crew member, named test.
 
Yes recently I have a couple with me, want to make them officers.
Then that's at least one mystery solved. :onya

By the way I play as a naval officer, and Im stalked by a
civilian crew member, named test.
One mystery solved, and a new one takes its place. :facepalm

Does he show in your Passengers menu? Can you talk to him and send him away?
Alternatively, can you send them ALL away and does he disappear then?
If not.... @Levis, do you know anything about that?
 
@Levis I replicated the situation, as you can see one of the crewmen is a civilian.
The compile.log has some strange point too. Like this: Quest name skeleton_leaves FOUND in CommonQuestComplete
About the crew: Template <follow> -> path not found chr.id = Treas_Crewmember_1
 

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What! When I come back from Tortuga , my crew now wears French uniforms :shock
 

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The compile.log has some strange point too. Like this: Quest name skeleton_leaves FOUND in CommonQuestComplete
That is not a problem at all. It actually indicates that everything works like it should. Every time a quest case is found, it gets logged in compile.log .
I originally added that for debug purposes; it has outlived its original use, but still proves very useful quite often.
So I just left it enabled. :cheeky

It is only a problem if it would say "quest case NOT found".
If that is the case, it gets logged to the screen so that players are sure to notice and hopefully report it.

@Levis I replicated the situation, as you can see one of the crewmen is a civilian.
You are playing as a Naval Officer, right?

Please execute this through console and see if that sets it right again:
Code:
    int iNation = GetServedNation();
     string model;
     for (i = 1; i <= 5; i++)
     {
       ch = CharacterFromID("Crewmember_0" + i);
       model = GetRandomModelForTypeExSubCheck(true, "Soldiers", "man", iNation);
       SetModelfromArray(ch, GetModelIndex(model));
     }
     for (i = 1; i <= 10; i++)
     {
       ch = CharacterFromID("Treas_Crewmember_" + i);
       model = GetRandomModelForTypeExSubCheck(true, "Soldiers", "man", iNation);
       SetModelfromArray(ch, GetModelIndex(model));
     }
If it indeed does, then somehow the crewmembers' outfits got changed in mid-game, but I have no clue why or how.

Could it be that one of them died, was resurrected later and changed because of that?
I don't think that should be the case, but it is the only explanation I could think of right now. :facepalm

What! When I come back from Tortuga , my crew now wears French uniforms :shock
Please see if that console command above sets them right again.

Did they suddenly change? Have you any memory of what else was going on at the time?
 
@ Your console command makes the civilian crewman disappear.
But the crew still wears French uniforms. I think it suddenly change, but :shrug

I was on my way to meet Mr.Gibbs in Tortuga tavern.
 
Huh. Did you hoist a French flag to moor at Tortuga? Your crew will change their uniforms to disguise themselves if you do that.
Tried that myself two minutes ago.
 
@Pieter Boelen I'm afraid it's about Flags, as I sailed under false flag,
To anchor at Tortuga. Haven't seen this behavior before, will have my
eyes on it for now.
 
@Cassadar I don't think that's the case, why then the crewmen wears English
uniforms at land, it don't gives a meaning. It's a new behavior.
 
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