Tryptic
Cadet Sophomore
- Joined
- 19 Jan 2017
- Messages
- 36
Hey guys, a question for the modelers who might possibly know this.
I recently got back into Mechwarrior 4 again (I go back every few years for nostalgia) and as I was reading compatibility updates and stuff online, I came across an interesting post. It said that when the game was released, systems didn't go over 60FPS and some objects were set to use the system max, assuming it would be 60. The post said you should lock the game to 60FPS using the Command Line, and if you don't, some animations will play abnormally fast (in this case, Mechs in the Mechlab spin much faster than they're supposed to).
Well, Fleet Ops has this problem, or at least one very similar, with Nebulas. Nebulas spin way too fast when modern computers play the mod, and they also speed up and slow down seemingly at random. Could this be caused by the exact same effect? And if so, does anybody know how to modify the model, or the game settings, or the Command Line arguments, to fix the nebula spin?
I recently got back into Mechwarrior 4 again (I go back every few years for nostalgia) and as I was reading compatibility updates and stuff online, I came across an interesting post. It said that when the game was released, systems didn't go over 60FPS and some objects were set to use the system max, assuming it would be 60. The post said you should lock the game to 60FPS using the Command Line, and if you don't, some animations will play abnormally fast (in this case, Mechs in the Mechlab spin much faster than they're supposed to).
Well, Fleet Ops has this problem, or at least one very similar, with Nebulas. Nebulas spin way too fast when modern computers play the mod, and they also speed up and slow down seemingly at random. Could this be caused by the exact same effect? And if so, does anybody know how to modify the model, or the game settings, or the Command Line arguments, to fix the nebula spin?