Complex Tubes - fps-killer?

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Dreez
Posts: 1167
Joined: Tue, 10. Mar 09, 12:50
x4

Complex Tubes - fps-killer?

Post by Dreez » Tue, 14. Apr 09, 20:23

I have recently discovered this while building a few complexes, it is always
the same. I line up a lot of stations, up to 30 without problems. And then as
soon as i start adding the kits which creates the tunnels, the framers drops
considerably when facing the complex.

I find it strange that for a reason, 30-40 stations don't lower my frames
while running the game in 1600*1200 max, but once the tunnels comes into
the equation, the frames takes a dive.

Is there a way to work around this?, is it a known issue and are there forces
at work correcting the problem?.
Of all the things i've lost, i miss my mind the most.

silenced
Posts: 4967
Joined: Tue, 20. Jun 06, 19:43
x4

Post by silenced » Tue, 14. Apr 09, 20:30

workaround: build large complexes in sectors you never! visit again when done ... at least if you want to play "vanilla only",

if not -> there are a few scripts out there that remove tubes or build a big! cube and hide the stations in there ...


:)
... what is a drop of rain, compared to the storm? ... what is a thought, compared to the mind? ... our unity is full of wonder which your tiny individualism cannot even conceive ... I've heard it all before ... you're saying nothing new ... I thought I saw a rainbow ... but I guess it wasn't true ... you cannot make me listen ... I cannot make you hear ... you find your way to heaven ... I'll meet you when you're there ...

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SS_T
Posts: 593
Joined: Fri, 27. Mar 09, 21:38
x3ap

Post by SS_T » Tue, 14. Apr 09, 20:53

There is a tubeless complex mod, you can find it in this list: http://www.[blocked due to google malware warning]/x3tc/index.php :). Thats the only thing I can think of that will make the FPS better
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