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Underhand tosses and across body throws too fast?


JohnE66

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Is it me or do soft tosses and throws going across the body way too fast? Also the transition on a DP seems too quick. Infield hits are rare and guys are throwing bullets out of the hole at SS or behind 3B.

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I don't have anything to add to the discussion.... just to say Hi! to my old friend and modding partner from way back when we were HighHeaters.

Hi John.

Is it too late to mention that I eventually found how to cut down the 'highlight reel' dives in MVP2k4?? ... I didn't tell anyone 'cause I only found it last Monday :lol:

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Good to hear from you JohnE. I haven't bought 2005 yet because it appears that the stuttering and choppiness is still there. I've monitored this board for a couple weeks. It appears everyone has tried the correct solutions. Anyhow, if the stuttering is resolved, I may yet buy it. Until then, I look forward to the mods and tweaks that will come from this community.

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lol, rod's data file had fixed that and he released the info about what lines to change sometime in ~ may last year.

Oh I missed it then. Last I remember was that we were all looking for the solution only finding we cut them down only slightly but not as much as we wanted. I see in Rodkey's last datafile (end of May 2004) - the part of the datafile that controlled what we were looking for is not changed. I assumed from that - that the solution wasn't found. Maybe Rrodkey didn't add this fix into his last datafile? (not that it matters much now anyway)

I see you're in this thread Rrodkey - good to see you again too.

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I haven't bought 2005 yet because it appears that the stuttering and choppiness is still there.

You probably tried everything already but what worked for me in last year's game (I haven't got 2005 yet either) was the program 'Rivatuner' that allowed me to underclock the graphics card. I found the game ran perfectly smoothly at 351Mhz/209Mhz (core clock)/(memoryclock)

Even though Rivatuner is not designed for my graphics card it will work 'low-level' over/underclocking.

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You probably tried everything already but what worked for me in last year's game (I haven't got 2005 yet either) was the program 'Rivatuner' that allowed me to underclock the graphics card. I found the game ran perfectly smoothly at 351Mhz/209Mhz (core clock)/(memoryclock)

Even though Rivatuner is not designed for my graphics card it will work 'low-level' over/underclocking.

You know, I might have tried everything except underclocking the card. I recently adjusted the PCI latency which seems to help several other programs that stutter; played a game with 2004 the other night and it played at about 92% stutter-free. I'll have to try underclocking the card.

Good to see ya around, Thommo!

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Good to see you both my friends!

On choppiness, I believe folks "fixed" that by reducing their refresh rates to 60 mhz. Those with higher, especially 80, had choppiness. I didn't because I ran in 60 and don't now because I have a flat panel and it doesn't go that high.

On reducing spectacular dives, I believe we reduced them some but certainly didn't eliminate them. I would love to know what you did to fix it Ian!

Ron, the game rocks. The only thing that annoys me is this DP stuff and side arm throws across the diamond. It doesn't happen near as bad as other stuff we worked on and I COULD fix it I guess. Although that would probably break other stuff. I may toy with it this weekend. I am hoping reducing the throw speeds on specific animations only will work. I don't want to lower ALL throw speeds as this could make other throws horrible instead. Imagine your RF lobbing a ball into 2b that is slow enough to allow the runner to take 3rd easily now instead of a traditional stand up double 8O

You will both be relieved to know they only increased the datafile from 3 to 4mg this year :roll:

I haven't followed the studder thread as it hasn't affected me. I have a 2.4gig 512 mg system with 5600 video card. I haven't updated drivers recently either. My system is so middle of the road, I can't help but think the problems lie in.

1) Reduce Anti-Aliasing and Ansiotropic filtering. These are killers on NVidea graphics. I have mine on 2x and 2x

2) Lower the refresh, worth a try

3) The only other difference would be my video is now DVI instead of the old SVGA so that may help me overcome these issues.

Maybe these have been done, not sure, but I would start there. As I said, no problems here. I am not making light of others troubles, only saying where I would start.

Hopefully you guys will get this as gameplay is greatly improved. The create a stadium thing isn't what they sold us, but other than that I like it a lot.

Cheers,

John

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I was referring to the datafile, not the sliders.

I read the thread on choppiness. Seems some folks are getting it to work with adjustments. I still feel the problem is what is on some folks machines. I can't tell you how many times "new" drivers actually were worse.

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Good to see you both my friends!

On reducing spectacular dives, I believe we reduced them some but certainly didn't eliminate them. I would love to know what you did to fix it Ian!......

You will both be relieved to know they only increased the datafile from 3 to 4mg this year :roll:

I changed these....

In <fielderai>

16 maxheighteasy 6.5 to 7.0

17 closeenougheasy 12.0 to 9.0

21 CloseEnoughPerpHard 8.0 to 7.0

... I got this year's datafile off the download section here to have a look and I notice that these entries aren't in this time (at least not under the same name). Man it's some size - I got tired just scrolling through it looking for the AI sections ..never mind trying to pick out single animations.

As for getting the game, same as last year Mrs.T is going to San Diego in August so I might wait for her to pick it up for me then. (Which is what i was going to do last year but my patience wore out ..I couldn't wait so i bought it off e-bay - Maybe in a month I'll be nagging you to sell me yours :D )

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John/Thom,

Loved your work on 2004! Glad to see you back this year...

One thing that drives me crazy is that the first baseman goes to his position behind runner, then runs to bag to hold runner on each and every time there is a runner on first!!! If he could just go to 1B to hold them on immediately, that would be a great fix. It is so annoying to see him the window going back and forth...

C

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I find that last year it was too difficult to turn DP. Runner coming from first almost always trips the second baseman or SS unless you are way ahead of him. This year's the opposite. I am always able to get the throw off to first no matter how much pressure the runner puts on me. Please let us know if changing the throw speed makes a difference. Thx!

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Ok, I have to get ready for my little ones B-Day (she is 3 now)

I changed the tosses to be lower speeds and will check into it later to see the effect.

The 1B cover/run to position I gave a 20 minute search for and didn't fine. Not saying it isn't there, but 4 mg of txt will make your eyes cross.

I may slow the transition of some DP animations if tosses ain't it (which I believe a couple of those DP animations are quick, but later.....)

I don't want to change the world, just looking at a couple of things. I don't think anything is as bad as last year

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Ok, I have to get ready for my little ones B-Day (she is 3 now)

I changed the tosses to be lower speeds and will check into it later to see the effect.

The 1B cover/run to position I gave a 20 minute search for and didn't fine. Not saying it isn't there, but 4 mg of txt will make your eyes cross.

I may slow the transition of some DP animations if tosses ain't it (which I believe a couple of those DP animations are quick, but later.....)

I don't want to change the world, just looking at a couple of things. I don't think anything is as bad as last year

John,

Thanks for the effort. It ia an annoyance, but not a gameplay item so of less importance. I appreciate you even just making the effort...

C

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Hi Capa,

No sweat I will keep an eye out for it.

Initial results of lowering some tosses look pretty good. Only played a couple of games, but tosses at more than 90 degrees float a bit as the ball doesn't zip there as much. Triggering the right animation for it takes a while, so haven't extensively tested it. Of course, the guys that did hit DP balls were lumbering oxes, but at least they were close to beating those out. I haven't looked at sidearms yet as they seem pretty good. Overall I expect little changes in the datafile, which makes me happy :D

Cheers,

JE

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