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Ped Damage Overhaul 2.0 BETA 7

Script mod which adds and alters "NPC behaviors"
   (5 reviews)

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This mod is a teamwork of @fitfondue and @HughJanus.

 

The beta version of Ped Damage Overhaul 2.0 has been released! It contains new features and major adjustments (described in the changelog), so we'd appreciate your feedback on any bugs and performance issues you encounter. When reporting performance issues, please post your system specs if you can!

Part of this beta are the "optional features" (which require LML to work). Those are separated in two files. One is responsible for longer reactions after dismemberment (not compatible with euphoria mods), the other increases the chances of arterial bleeding (e.g. for neck shots).

 

OVERVIEW

This mod tries to make gun fights more diverse, dynamic and interesting and keep them that way throughout the game.

You will find NPCs stumbling when trying to run with hurt legs, getting the wind knocked out of them when getting shot, squirming on the ground when fatally injured, moaning in pools of their own blood until they meet their end, clutching their wounds and stumbling around when hit, etc.

 

IMPORTANT KEYS (for toggling effects)

These are the standard keys, they can be modified via the ini file (as can everything else this mod adds to the game):

  • F9 - Toggling the mod on/off (the mod is enabled by default).
  • F8 - Toggling "Kill Wounded Mode" on/off (is disabled by default). This mod adds a feature called "Dying States" which makes NPCs go down when injured and still stay alive for some time (until they bleed out). If "Kill Wounded Mode" is activated, NPCs will die instead of entering the "Dying States".
  • F7 - Toggling "Longer Bleedouts Mode" on/off (is disabled by default). Per default this mod makes NPCs in "Dying States" bleed out within a maximum of 25 seconds (to not interfere with spawning waves of enemies during missions, which are only triggered when the first wave is dealt with). If "Longer Bleedouts Mode" is activated, NPCs will take longer to bleed out (more realistic, but also hindering during some missions).
  • F2 - Toggling "Friendly Fire" on/off (is disabled by default). "Friendly Fire" currently only works for the Dutch Van Der Linde gang.

 

FEATURES

Here is a quick overview of the most important features:

First off, almost all of the features and their characteristics are based on chance, so the behaviors won't be the same every time you encounter them - which should ensure more diverse fights and keep things interesting for longer than vanilla does... that was the idea, at least 🙂

Almost every feature can be enabled, disabled or tweaked in the ini (more information further down the page), so this is not only a mod, but also enables you to create your own experience.

This mod only alters behaviors and attributes of human NPCs - animals or anything else remain untouched.

 

Light version:

  • NPCs will react to where they are being shot (leg shots will make them stumble when trying to run, hand shots will disarm them, torso shots will stagger them, etc.).
  • When NPC's health decreases below a certain threshold, they fall over and don't get back up. Then they go through different stages of dying, each with its own randomized behavior. Eventually NPCs will die of blood loss.
  • NPCs will sometimes (based on chance) audibly react when in hopeless situation (panicking, begging, cursing, etc.).
  • There is a bleeding feature, which makes NPCs lose health after they have been fatally injured. It operates bassed on chance, so NPCs don't all bleed out in the same amount of time.
  • NPCs burn alive for longer when set on fire.
  • There is a chance of NPCs surviving a fire (although they won't be able to do much afterwards).
  • NPCs have a chance of staying on the ground for a random amount of time when shot (based on their health) - so you can now knock the breath out of your opponents.
  • For all included behaviors the movement and pain sounds have been adjusted (and also randomized) to hopefully make your experience more interesting.

 

Standard version:

  • The same features as in the light version apply as well as the following additions:
  • NPC health and player damage tweaked to offer a more satisfying experience (no more bullet sponges).
  • NPC damage tweaked to offer more challenge to the player (since NPCs don't eat bullets for breakfast anymore).
  • You can now feel the difference between weapons, their condition and ammo types in combat (shooting with a properly maintained, powerful weapon with special ammo now feels like it should).
  • NPCs are less accurate shots and their accuracy declines along with their health.
  • Arm and leg shots do less damage to NPCs.
  • All NPCs can be disarmed (yes, even lawmen).
  • Hogtying disarms NPCs, so if they manage to get loose, they can't shoot you - they might draw a hidden knife, though.

 

Overhaul version:

  • The same features as in the standard version apply as well as the following additions:
  • Core Drain (health, stamina, dead eye) has been moderately increased - now hunting and buying food become necessary options.
  • Cores will be fully drained after death.
  • Additional 25% of money lost after death.

 

We hope that you have as much fun with this mod as we have creating and improving it!

 

 

INSTALLATION

  1. Download Alexander Blade's ScriptHook: http://dev-c.com/rdr2/scripthookrdr2/
  2. Extract Dinput8.dll and ScriptHookRDR2.dll into the main directory of RDR 2 (where the .exe file is).
  3. If you want PDO's additional features, download Lenny's Mod Loader. If not, ignore steps 4, 5 and 8. https://www.rdr2mods.com/downloads/rdr2/tools/76-lennys-mod-loader-rdr/
  4. Extract the folder Mod Manager into the main directory of RDR 2 (the actual Mod Manager folder, not just its contents). Then go into the Mod Loader folder and extract only its contents into the main directory as well (not the actual folder, just its contents).
  5. In the Mod Manager folder, run the ModManager.UI.exe file to make sure Lenny's Mod Loader is properly installed in the RDR 2 directory.
  6. Download your preferred version of Ped Damage Overhaul, then open the zip and choose whether you prefer Light, Standard or Overhaul configurations (see mod description to understand the differences).
  7. Extract the contents of the chosen folder into the main directory. If you're using Lenny's Mod Loader, any files pertaining to it will be automatically placed in the correct folder.
  8. If you're using Lenny's Mod Loader, run ModManager.UI.exe to see if the optional files are showing as installed. If they are, you're good to go.
  9. Start the game and have fun!
  10. While in game, you can press F9 to check if the mod was loaded correctly (F9 once to disable, then F9 again to re-enable the mod).

 

 

TWEAKING

In general, every parameter in the ini has a description (including information on how to disable the feature). Feel free to play around.

There are already a lot of features enabled and tweaked for out-of-the-box use, yet there are some features left untouched which can be enabled in the ini. That said, if you just want to disable one or more features, set their respective values to 0 (or whatever value the description suggests).

Examples:

  • To turn off the bleeding feature: set BleedWhenDying to 0
  • To turn off the disarming when hogtying NPCs: set HogtyingDisarms to 0
  • To turn off the dying state features: set DyingStateChance to 0

 

If you want to disable a feature which is based on chance, just set the chance value to 0.

Examples:

  • To turn off the knocking the wind out of your opponents: set KnockbackChance to 0
  • To turn off the possibility of NPCs surviving fire: set FireSurvivalChance to 0
  • To turn off the chance of stumbling when shot in the leg: set StumbleChanceOneLeg and StumbleChanceBothLegs to 0

 

There are also many other features that can be activated in the ini - here are some examples:

  • LassoDisarms -> makes catching someone with your lasso disarm them (no hogtying necessary)
  • NPCWeaponModifier (and many other damage modifiers) -> makes NPCs do more or less damage, depending on what you set it to
  • BleedWhenShot -> enables a bleeding feature which triggers when an NPC gets shot (so not the usual "bleed out when under x health" but consistent bleeding which is applied after the first hit of a bullet - the bleeding chance and deducted health points can be set separately)

 

The ini is full of values for those wanting to experiment a little.

One word of warning to tweakers: If the NPCHealth is set too high, headshots might not be lethal anymore, unless they hit the actual brain of the NPC (so a shot in the jaw would do more damage than other body parts, but would not be an instant kill). Actual "brain-shots" are always one-shot-kills, no matter the health.

 

 

 

KNOWN "ISSUES" (they are not real issues)

  • The disarming feature can be exploited to slow down new waves of lawmen. The same is true for the dying state feature. If there are too many lawmen dying or fleeing around the player, new waves won't spawn in until the lawmen die or get enough distance (this feature can be turned of in the ini file, if that is a deal breaker to you).
  • When disarming is enabled, the dropped weapons may appear partly invisible. This is only optical, though, they can be picked up and used as usual.

 

 

The source code of Ped Damage Overhaul can be found here:

https://github.com/HJHughJanus/PedDamageOverhaulRDR2

 

 

If you are looking to enhance your experience by using an Euphoria Mod, please take a look at the work of @AnymYo.

C.E.R.R. is tweaked for cineastic reactions and designed to work with PDO:

 

Edited by HughJanus

What's New in Version 2.0 BETA 7   See changelog

Released

Changelog v2.0 BETA 7

 

  • Added an ini parameter to enable/disable the disarming of downed opponents
  • Added an ini parameter to disable the "longer bleedouts" feature in missions
  • Fixed a bug where NPCs in cover would sack down all of a sudden when using euphoria mods
  • Fixed a bug where health for npcs in vehicles would not be set correctly
  • Fixed a bug where health for "Other Story NPCs" would not be set correctly
  • Fixed a bug where damage multipliers would not be applied if they were set above 100%
  • Adjusted some values in case the ini is not found (due to not following the installation instructions, which is very common, it seems^^)
  • Like 34
  • Thanks 7
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  • User Feedback

    Recommended Comments



    @Cuddlecreeper8 The way we currently handle the NPCs is with the method "worldGetAllPeds(container for peds, ped count)". The ped count must be a constant though, because the container for peds has to be initialized with a fixed value and the ped count has to be the same value (so the container has enough space). I dont know how the gunshot wound guy handled it, but we the way we currently do it, we cant put the ped count in the ini to be set by the people themselves 😕

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    @HughJanus Do you think it would be possible to have a "friendly fire" option added so there is no limit to who i can kill when? I've been searching forever to find a mod that does this but can't. 😞

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    9 hours ago, lininop said:

    @HughJanus Do you think it would be possible to have a "friendly fire" option added so there is no limit to who i can kill when? I've been searching forever to find a mod that does this but can't. 😞

     

    I will put it on our list and we will check it out.

    • Thanks 1
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    @HughJanus Sweet, thank you! I've been following this mod from the beginning and it has improved soooo much! Can't imagine playing without it at this point.

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    13 hours ago, lininop said:

    @HughJanus Do you think it would be possible to have a "friendly fire" option added so there is no limit to who i can kill when? I've been searching forever to find a mod that does this but can't. 😞

    Let me guess this is for Micah?

    • Haha 1
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    @HughJanus hey man, killer mod! Cant play the game without it after I tried.
     

    I have a encountered a “bug” and cant figure out if this mod is causing it. Basically when im near the two dudes dueling in Valentine the one that gets shot bounces back up and then both of them attack me?! I have couple of other mods installed, i tried removing them all and going with vanilla but same thing happens. Is it possible that the save is carrying somehow changes that the mod makes or this is just R* bug?! It kinda makes sense that this mod could cause it, because I tempered with the file - for example i have the story npc health to 250 bcs the npcs deal 200% dmg, and then the script goes wild when the other guy doesnt die?!

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    @djap3 I dont think its caused by PDO, because PDO never explicitly tells an NPC to attack the player. The disarming feature only tells NPCs to put their hands up, cower or flee explicitly. Based on chance, one of those things happens or the script will just let the NPC be as it is - its vanilla reaction then is to attack the player (because he has done damage to the NPC).

    Also PDO never tells any NPC to get up (only to stay down).

    So both causes of the above posted problem (getting up, attacking the player) cant be caused by PDO directly. But maybe in combination with another mod, it may - I have no idea. Maybe you have a mod which lets NPCs stay up until a certain amount of health is deducted and PDO gives the NPC more health - so the duelling script maybe puts the NPC down automatically, but since it has more health (thanks to PDO), your other mod tells it to get up. This is an example of how such things could occur, but since I dont know which other mods you have installed and how they work, I cant really tell.

    I also dont think that a script mod can mess your savegame up (unless it alters something permanent, like trophies you have to earn or so), but as long as they are just affecting minute to minute gameplay, I dont think they will influence your savegames.

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    @HughJanus thanks for the reply! My other mods are - no bullet traces, no hitmarks (Both cosmetic mods) and Drop weapons (enables you drop your guns).

     

    Its annoying that removing mods doesnt fix this and I havent seen anywhere this bug (on pc or ps4).

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    @djap3 Have you tried loading an older  savegame and checking if it also happens there? Maybe its really a R* bug.

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    @HughJanus nah, i only used one save slot for this gameplay. That could be the problem, i load the game same day same time and then the same buggy script loads. I also tried to resave at a later time but the problem persists.

     

    Well I guess i could start over and maybe avoid those two fuckers just in case...

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    Sorry this is a repost, not sure if you chack that other forum post, should have gone here first, will delete if needed;

     

    Love the mod, really cool stuff, disarms can be a little annoying in story mode (and in my advice should be disabled for story mode to avoid quests bugging due to fleeing enemies), but other than that, its just brilliant how it works to function.

     

    In regards to the issue with how bodies glitch when in slow mo menus, would it be possible to disable the time slow effect in menus? Like how it works in multiplayer in realtime? 

     

    Other than that I would like to request more variables options if possible;

     

    • A disarm % chance, a variable that randomises the success rate of a disarm.
    • An accuracy % chance, a variable that randomises each enemies accuracy.
    • Controls over Health/stamina/deadeye restore rate (not the cores, the outside ring).
    • Controls over Health/stamina/deadeye core specific drain rates (instead of the one for all).
    • A variable that controls how often an enemy runs away or attacks with melee after disarmed.

     

    And a couple of other suggestions that may not be as easy;

     

    • Misfire chance; (for player too if possible) bullets not firing, guns jamming etc, could be based on weapon type/damage.
    • Controls over stamina drain rates, options for drain while crouch walking/running, options for drain while aiming with all weapons, control over bow draw drain etc.
    • Zombie mode; when enabled enemies get back up from the dead once after some delay (after death states).
    • Controls over animal NPCs, like how common they spawn if possible, but also things like how fast they are, how sensitive to noise etc.

     

    I know that all sounds like a lot, but even if you just manage one i'd be so happy, currently not using this mod specifically while I test others, but this was by far one of my all time favourites with how much control it gives, with other options and more variables it would be even more perfect. Thanks so much for all of your work here, it really is awesome to see in action, I ran most of the story with it, my first experience was hipfiring into a guy a few times with a revolver, he fell into a bush screaming and wiggling, sold me immediately.

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    On 7/10/2020 at 5:25 PM, ChrisCrosssss said:

    Is there a way to make this mod have enemies on horses ragdoll when shot? When setting higher health of npcs, it seems to take a lot of bullets for them to die.

     

    For now, just shoot the horse 😉

     

    Also forgot some things;

     

    With the disarms, would it be possible to have them go for the gun? or pull more guns out of nowhere? or make more npcs carry more guns?

     

    And with the guns that NPCs drop, is it possible to have them deleted or not pick uppable? Also ammo?

     

    I figure these things might not be doable, but I am very curious about the weapon/ammo drops, I think I would prefer none (except maybe with special characters but even then, meh).

    Edited by Adman
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    @ChrisCrosssss this is already fixed in v1.47 (shooting NPCs off horses).

     

    @Adman I will address your points one by one:

     

    "[...] disarms can be a little annoying in story mode (and in my advice should be disabled for story mode to avoid quests bugging due to fleeing enemies), [...]"

    -> You can already disable the disarming in the ini.

     

    "[...] In regards to the issue with how bodies glitch when in slow mo menus, would it be possible to disable the time slow effect in menus? Like how it works in multiplayer in realtime? [...]"

    -> We have looked into it in the past, but havent found a solution back then. Its still on our list, but development has slowed down a little, since we dont have that much free time currently.

     

    "[...] A disarm % chance, a variable that randomises the success rate of a disarm. [...]"

    -> I put it on our todo list.

     

    "[...] An accuracy % chance, a variable that randomises each enemies accuracy. [...]"

    -> How would that work? Ranging from which to which accuracy percentage and how likely are high or low percentages? I wouldnt know which logic to put behind such a randomizer.

     

    "[...] Controls over Health/stamina/deadeye restore rate (not the cores, the outside ring). [...]"

    -> I wouldnt know how to properly influence the rate of the circle filling up without a lot of research (for which I currently dont have time).

     

    "[...] Controls over Health/stamina/deadeye core specific drain rates (instead of the one for all). [...]"

    -> I put it on our todo list.

     

    "[...] A variable that controls how often an enemy runs away or attacks with melee after disarmed. [...]"

    -> I put it on our todo list.

     

    "[...] 

    • Misfire chance; (for player too if possible) bullets not firing, guns jamming etc, could be based on weapon type/damage.
    • Controls over stamina drain rates, options for drain while crouch walking/running, options for drain while aiming with all weapons, control over bow draw drain etc.
    • Zombie mode; when enabled enemies get back up from the dead once after some delay (after death states).
    • Controls over animal NPCs, like how common they spawn if possible, but also things like how fast they are, how sensitive to noise etc.

    [...]"

     

    -> I wouldnt know how to implement the first two points (without a lot of research).

    The last two points I dont really see to fit in the scope of this mod.

     

    "[...] With the disarms, would it be possible to have them go for the gun? or pull more guns out of nowhere? or make more npcs carry more guns? [...]"

    -> What we do when disarming is just snatch their weapon and drop it to the ground. Some pull their handguns, some go for melee - its vanilla behavior, we dont task them with anything specific. I suppose you could equip them with a gun, but I dont really find that to be realistic (pulling guns out of nowhere and such).

    To make them carry more guns (on their belt) we would have to alter the appearance or equipment of the ped models, which we have not done yet and were not planning on doing.

     

    "[...] And with the guns that NPCs drop, is it possible to have them deleted or not pick uppable? Also ammo? [...]"

    -> Not with the ways we tried (we already tried making them non-pickups). What we could do is just let the gun vanish instead of dropping it, but that would look weird, I suppose.

     

     

    Thanks for the suggestions - we are always happy to get some :)

     

     

     

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    @HughJanus Wow, that was more than I was expecting to go on the to do list. Awesome.

     

    For the disabling of disarms, sorry I knew about that, was telling other people, should have left it out of the suggestion post.

     

    For the randomised accuracy, I had though a randomised value that adds to the accuracy value for each NPC, so if base accuracy was set to 20%, and the randomised value was between 1 and 70, taking an npc up to 90% accuracy in that example potentially, but also leaving space for npcs who shoot with 21% accuracy.

     

    An on/off option for weapon drops disappearing or auto-deleting would be amazing, I guess it also isn't really covered in the mods scope necessarily, but if it worked for every time an NPC drops their gun (on disarm or death), and also for ammo, I would love to see it, but I understand if it is not worth it. I can live with it, thinking the guns get destroyed (and currently don't pick up their guns anyway). Similarly an on off option for constant gun equipping after disarm could be interesting (consider it as them going for the gun), but quite redundant, unless you could slip in a delay on the drawing of additional weapons.

     

    Thanks for taking the time to respond and take things into consideration.

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    On the topic of horse riders being "unstaggerable", the only time I have seen them ragdoll is when I get a shotgun kill, and they "roll" backwards off the saddle, so whatever causes that I guess could be manipulated, but it may involve bringing them back "from the dead" so to speak, if that animation were to be more commonly associated with just being hit while riding, and if only a death animation or whatnot.

     

    But I'm not sure how it works, just a thought.

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    21 minutes ago, Adman said:

    On the topic of horse riders being "unstaggerable", the only time I have seen them ragdoll is when I get a shotgun kill, and they "roll" backwards off the saddle, so whatever causes that I guess could be manipulated, but it may involve bringing them back "from the dead" so to speak, if that animation were to be more commonly associated with just being hit while riding, and if only a death animation or whatnot.

     

    But I'm not sure how it works, just a thought.

     

    As of v1.47 the NPC should go into ragdoll as soon as its health crosses the DyingMovementThreshold - no matter if on horseback or not. It was tested quite thoroughly, so it should work.

     

    As for your accuracy suggestion, I will add that to the "to be discussed" list :)

    The disappearing weapons with switches for on and off and all this little stuff would currently take to much time, we just dont have (we are already removing planned features from v1.48, because we just dont have enough time for testing and polishing). I will keep it on my personal list, though.

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    Thanks again Hugh

     

    "NPC should go into ragdoll as soon as its health crosses the DyingMovementThreshold - no matter if on horseback or not"

     

    Aha, I may not have noticed it as much if they are dying from it. The last settings I had had the knockdown threshold very close to the health value, but the dying thresholds at lower intervals than natural so that is likely why I continued to notice it.

     

    I will play around with the settings to test it a bit more for myself, say if I had the first dyingmovement threshold higher at least, and maybe set the whole dyingmovement chance to fire down to 25% or so, there would be a good mix of staying on/coming off horse?

     

    For clarity the theme I have been going with is tougher enemies over "realism" as it is a good money sink to have to buy more bullets etc, so I guess I am also asking, does that ragdoll on horse only occur if they die? Can they ragdoll from horse and also live? And if not currently could it be attached to the knockdown threshold?

    Edited by Adman
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    And to anyone who isn't a big fan of how often enemies stumble after leg shot, I reduced stumblechancebothlegs to 20, and stumblechanceoneleg to 4, and even at such low values they still fall quite frequently, but tend to make it 5 or 10 yards at least, sometimes further, I found it to be kind of perfect, just letting others know.

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    Some questions about the knockback/knockdown mechanic;

     

    How does the functionality work in practice? Is it one "ragdoll" style effect that makes the enemy fall down, or is there a few variations to the function?

     

    How do I edit how long they stay down for, or potentially stay down for?

     

    Why is the default value for knockbackchance so low?

     

    Sorry if all the questions are too much, just very curious, I am sure I will have more too :d

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    Generally if you want enemies to be tougher, I would rather decrease the damage modifiers than play with the health values.

    Concerning knockdowns, we felt they were overpowering the player too much, so we made them really rare.

    In RDR2 when you shoot an NPC (depending on your weapon, ammo type and how often you hit it), there is a chance of them ragdolling for a short amount of time. What the knockdown feature does, is prolong that ragdoll state (so the NPC not only staggers for a second, but goes down to the ground).

    The chance you set for knockdowns is computed every millisecond, so if an NPC is in ragdoll, every millisecond there is this chance of prolonging the ragdoll state - if the chance is really high, they might stay down forever^^

     

    Please edit your post instead of posting new ones next time - I can never cite a post of yours, because what you are saying or asking is split into so many different posts, friend.

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    14 hours ago, Marcellus88 said:

    is this mod working with the latest update? Thanks

     

    This mod is dependant on ScriptHook - as soon as you update ScriptHook, this mod will work as well.

     

    Edit: That means as soon as a new ScriptHook version is available, of course 🙂

    Edited by HughJanus
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    Ooooooohhhh. Checking out update asap, sounds great. Also thanks for the explanation about knockdowns I wasn't sure there.

     

    I'll try to keep suggestions more concise in the future too, thanks again Hugh.

     

    edit

     

    Tested the mod range effect at 10 in godmode, and it is hard to tell how far (or to who) it applies at times, but it certainly makes a difference to framerate in saint denis, so thats really great! Nice one. So is it based on the number of NPCs the script is being applied to? Or is it a distance setting? Either way i will test it more.

     

    I put the disarm chance to 40 at the same time, and while I was able to shoot the rifles out of lawmens hands, i could never seem to disarm them of their revolver without killing them, I wonder if that was related to the mod effect range too?

     

    Loving all the new variables 😄 Thanks so much, lots of testing to do

    Edited by Adman
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    1 hour ago, patatas said:

    what value should i set for ModEffectRange? thanks!

     

    I really dont know. Since I dont have performance problems, I cant say what works.

    I would start with a low number like 10 or so, then check if it even brings any fps. If it does, work your way up until you get the fps you are willing to sacrifice.

    And please share your findings. Since none of our testers have performance problems, we couldnt really test this parameter.

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