Jump to content

A.S

Members
  • Posts

    1914
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by A.S

  1. Many people seem to know what is real visibility by reading stuff on net. Make it easy..... as i said...climb a HILL...and see how far u can see trucks or busses ,) at good weather. But if you wanna see a classifications of Fighter types and what is BVR and what not (standartations of term BVR or in visual range) ....our DATA-base yoda...somewhere there there is something in pdf style....:book:
  2. actually a maneuver what works very well in lockon. Pap-AS style.:music_whistling: (considering AWACS is off lol) one hides his turn with short ECM desending low cold or beam then notching left low....the other drags slighty right with radar on (spike) to place his wingy for a flank attack. and turns "at call" cold and other in. :smilewink: kinda fake bracket with drag staying first close and fooling with timed ecms and so far
  3. hmm it works for me... both S and A both smoothly fade out get smaller and smaller (how it should be) with no "lod-swtich-disapearance" and at 8-10km i just loose them cuz to small. (no matter if top or side view) should be real enough i think. (test made with visib-range on MED and lod 0.85) I think other planes just appear to good F-15. Smooth visual out to 10-12 nm, with zoom you see him at 18 nm Su27/33. Smooth visual out to 10-12 nm, with zoom you see him at 18 nm Mig29K/G. Visual to 7-8 nm, with zoom 9-11 nm. Mig29S. Visual to 1-2 nm (This plane is about the same shape and size as the K....) That is the problem You see the other planes too far and you see the S too short. Try to see a schoolbus from a hill at 5km ,) or 10km ;) :music_whistling: Besides Kuky ..some Skins (mig-S) are behaving totally different, maybe that can be reason why u didnt saw difference. TRY different Mig-S skins ( wiered i know but some do LOD some kinda not) but like this all are the same. MiG-S is like MiG-A
  4. MiG-S visibility FIX The problem is right now it's unrealistic and the visual detection is not what it should be. Mig29K/G. Visual to 7-8 nm, with zoom 9-11 nm. Mig29S. Visual to 1-2 nm (This plane is about the same shape and size as the K....) That is the problem You see the other planes too far and you see the S too short. It should be fair to have same behaviour on MigS as on MigK/G (though same Jets) and can not be considered as cheat therefore. To make a Mig-S appear like a Mig-K/G just do this in modellod.txt // MIG-29C <<< search for MIG-29C (S) and edit lines below model { name = "MIG-29C"; lod = {"MIG-29C", 1000}; lod = {"MIG-29", 20000}; collision = "MIG-29-COLLISION"; }
  5. Interesting ( i use LOD 0.85btw ) its just suprising, what major impact these values can have.... and this find is one of the best MODs ever.... Years we were thinking that our PCs are not good enough getting stucked in good made COOP Missions, but with this, it opens a total new field to enjoy lockon. Just shows the lack of product-optimizing :music_whistling: Maybe im gonna announce a list of most crucial FPS tweaks (not GFX) starting from ps1.1 down to waterimpact-mod..etc etc... if i have time i make a list of all sweeties collected last years.
  6. more sensro accuracy....not pitch (y-axe) bug anymore....feel good looks good ...and smoother in move i had 3 52 ...and 1 Pro.... now 52 and Pro ..but both modded ..( dont ask lol)
  7. i was bored and in the trip ...lol ( im easy to phaszinate i guess rofl)
  8. Hmm Values ....:cry: hmm how :music_whistling:..hmmm in simulator...hmm :huh:...oh my god...how these things work :book: and maybe asking someone who knows :pilotfly:.....damn thats a tuff job to make a simulator :helpsmilie::smartass: Title : An Expected Value Air Combat Model Simulation Algorithm to Predict Missions Performance in Tactical Air Operations Abstract : This thesis intends to create the basic conceptual background for a nonexpert analyst so as to be able to follow the logic, structure, development, and utility of an Air Combat Model, using the digital computer. Initially the reader will be introduced to the concepts, methods and present constraints of Modeling and Simulation focused on Air Operations. Then the thesis will demonstrate a basic application of an air combat model simulation algorithm called 'ICARUS'. The model developed in this study is a highly aggregated Theater-Level model which utilizes the allocation of aircraft in various missions on a daily basis to obtain the outcome of an offensive versus defensive systems engagement. The simulation algorithm which supports the model consists of an air portion including a limited number of factors to accomplish the main objective--to give insight capabilities to a non-expert reader. (Author) Descriptors : *Aerial warfare, *Computerized simulation, *Tactical air support, Algorithms, Decision making, Digital computers, Computer logic, Mathematical logic, Monte Carlo method, Theater level operations, Theses Subject Categories : THEORETICAL MATHEMATICS COMPUTER HARDWARE MILITARY OPERATIONS, STRATEGY AND TACTICS Distribution Statement : APPROVED FOR PUBLIC RELEASE ********** Title : Air Combat Model Engagement and Attrition Processes High Level Design. Abstract : The purpose of this high-level design document is to act as a basis of discussion between model designers, model users, and the sponsors. The purpose of the model design is to allow applications to many implementations, especially as part of an overall hierarchy of models. The purpose of the types of models in which this design is implemented, such as the theater-level combat or nonlinear combat model (TLC/NLC) or possibly the RAND Strategy Assessment System (RSAS), is to support policy-level analysis of air combat issues primarily at RAND, but possibly at other institutions as well. The objectives of this document are to describe the high-level design of an air combat engagement and attrition model, present the design to potential RAND study sponsors to ensure that the key factors of air combat are addressed, and to publish this updated version as a point of reference during model implementation and evaluation. Descriptors : *ATTRITION, *AERIAL WARFARE, *AIRCRAFT DEFENSE SYSTEMS, COMPUTERIZED SIMULATION, THEATER LEVEL OPERATIONS, MODEL THEORY, PROTOTYPES, PENETRATION, AIR TO SURFACE, TAKEOFF, ENEMY, AIR TO AIR, SURFACE TO AIR, NAVIGATIONAL AIDS. Subject Categories : ANTIAIRCRAFT DEFENSE SYSTEMS Distribution Statement : APPROVED FOR PUBLIC RELEASE Download: http://stinet.dtic.mil/cgi-bin/GetTRDoc?AD=ADA282489&Location=U2&doc=GetTRDoc.pdf ********** Title : Differential Game Barriers and Their Application in Air-to-Air Combat Abstract : The mathematical theory of perfect information, zero-sum, differential games is used as an analytical tool to learn as much as possible about the one-on-one, air-to-air combat problem and the problem parameters which have major effect on its outcome. The primary emphasis is on differential game Barrier theory and the application of the Barrier as an analytical tool for air-to-air combat analysis. A series of progressively more complex air-to-air combat models is developed and solved in such a way that the solution results of a given model have direct input to the more complex model that follows and learning from one model to the next is accumulative. The importance of the Barrier, its shape and its sensitivity to aircraft design parameters is discussed and demonstrated. Descriptors : *JET FIGHTERS, *GAME THEORY, OPTIMIZATION, THESES, MINIMAX TECHNIQUE, LIMITED WARFARE, PURSUIT COURSES, EVASION, AERIAL WARFARE Subject Categories : OPERATIONS RESEARCH UNCONVENTIONAL WARFARE Distribution Statement : APPROVED FOR PUBLIC RELEASE Download: http://stinet.dtic.mil/cgi-bin/GetTRDoc?AD=AD766890&Location=U2&doc=GetTRDoc.pdf ********** To make a long story short http://www.dtic.mil/dtic/communities/modelingsimulation/index.html http://www.simulation.cc/links.php ( Military and flight ) and many many more available resources but catching all datas toghether, confirming them with real weapon systems- and combat-expierienced staff as far as possible in terms of classification, implementing all these things together in order to get IT as real as possible and this considering the abilities given (cpu capacity and intelligence) and then making a sim out of it. RESPECT and much FUN :megalol: PS: I pay for 1.13 Patch
  9. Any conflict with Tekka Tekka Vehicle LOD Mod ? (this is not using modellod.txt but just asking)
  10. AWESOME I m soo glad someone heart my prayer....i just tested it.. Ohhh yeahh....NOW place things how you like :) and FPS remains in comfortalbe area GReAT MOD !!! You remember that very specific area on 3Sqn Server where my FPS dropped down to 15FPS just looking there... Yeahhhhhhh watch now ..THE SAME AREA 118 FPS! PS i was right :P (somehow) and thx again for that awesome Tweak :thumbup::thumbup::thumbup: :thumbup::thumbup::thumbup: :drink::beer::clap::clap_2:
  11. hmm Runway Light Bugfix (tekka tekka) uses also modellod.txt....lets see if we can combine the values :)
  12. THX YOUR VERY MUCH FINALLY AS YOU CAN SEE SOME THINGS ARE NOT GOOD :cry::smartass: AND MUST BE TESTED WELL IN MAKING MISSIONS TOO
  13. the middle of krimsk but scenes on low ...LOL now imagine many units burning too ..haha..
  14. Here my graphics.cfg what do i do wrong??? start_position = {-61, 1.2, -70}; start_position = {-180, 10.2, 630}; start_position = {-153.5, 0.1, 438}; start_position = {-60, 0.2, -60}; start_position = {0, 0.2, 0}; PlugIns { Renderer = "DXRenderer.dll"; Plugin1 = "MitkaGraphics.dll"; Plugin2 = "ZweiBlau.dll"; Plugin3 = "AVIMaker.dll"; Plugin4 = "Weather.dll"; GrEffects = "Effects.dll"; Plugin5 = "RenderEffects.dll"; } DisplayMode { resolution = {1600, 1200}; bpp = 32; fullscreen = 1; aspect = 1.333333373; Interface { resolution = {1600, 1200}; bpp = 32; fullscreen = 1; aspect = 1.333333373; } Simulation { resolution = {1600, 1200}; bpp = 32; fullscreen = 1; aspect = 1.333333373; } AVI { resolution = {640, 480}; fullscreen = 0; aspect = 1.3333; } } SurfaceMaterials { file = ".\\Bazar\\Graphics\\Materials\\mfd.lma"; file = ".\\Bazar\\Graphics\\Materials\\map.lma"; file = ".\\Bazar\\Graphics\\Materials\\infrared.lma"; FixedPipeline { file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } SWPipelineNoFog { file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } SWPipeline { file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma"; } SWPipeline { file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma"; file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma"; } } Precaching { around_camera = 50000; around_objects = 10000; around_types = {"world", "point"}; preload_types = {"map"}; } TexturePaths { path = ".\\Bazar\\TempTextures\\"; path = ".\\Bazar\\Effects\\WaterNormals\\"; path = ".\\Bazar\\TestTextures\\"; } ModelDescriptions = ".\\Bazar\\ModelLOD.txt"; ModelPaths { path = ".\\Bazar\\World\\Shapes\\"; path = ".\\Bazar\\Terrain\\Structures\\High\\"; } Camera { current = "ASHigh"; Low { near_clip = 4.; far_clip = 60000; structures = {30, 2000}; trees = {60000, 3000}; dynamic = {300, 20000}; objects = {3000, 40000}; mirage = {3000, 10000}; surface = {10000, 50000}; lights = {50, 10000}; lod = 0.85; } Medium --------- in use -------- { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {40, 5000}; trees = {100000, 8000}; dynamic = {300, 20000}; objects = {3000, 50000}; mirage = {3000, 15000}; surface = {14000, 80000}; lights = {100, 30000}; lod = 0.85; } High { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {200, 10000}; trees = {200000, 20000}; dynamic = {300, 20000}; objects = {5000, 80000}; mirage = {5000, 20000}; surface = {20000, 80000}; lights = {200, 80000}; lod = 0.85; } AS { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {30, 2000}; trees = {60000, 3000}; dynamic = {300, 20000}; objects = {3000, 40000}; mirage = {3000, 10000}; surface = {10000, 50000}; lights = {50, 10000}; lod = 0.85; } ASHigh { near_clip = 0.2; middle_clip = 4; far_clip = 80000; structures = {200, 10000}; trees = {100000, 8000}; dynamic = {300, 20000}; objects = {3000, 50000}; mirage = {3000, 15000}; surface = {14000, 80000}; lights = {100, 30000}; lod = 0.85; } } ShadowLevel = 1; LightsLevel = 2; MirrorsLevel = 1; TextureLevel = 2; WaterQuality = 1; FogQuality = 0; SceneFile = "Low"; TextureCollections { highFolder = ".\\Bazar\\TempTextures\\"; winter = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineWin.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineSum.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineSpr.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineAut.cdds"; common = ".\\bazar\\world\\walmisWeapons.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprBMP.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutBMP.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutTGA.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds"; common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds"; common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds"; common = ".\\Bazar\\World\\ShipTexturesBMP.cdds"; common = ".\\Bazar\\World\\ShipTexturesTGA.cdds"; common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds"; common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds"; common = ".\\Bazar\\Effects\\effects.cdds"; common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds"; common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds"; } season = "summer"; RenderStates { Folder = ".\\Bazar\\Graphics\\"; Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg"; DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin"; } MaterialAliasFile { GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma"; GF3 = ".\\materials_TT.lma"; GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma"; } landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2"; BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn"; roads { road = ".\\Bazar\\Terrain\\Roads\\roads.rn2"; road = ".\\Bazar\\Terrain\\Roads\\rails.rn2"; } superficial { file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup"; file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup"; file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup"; map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup"; map = ".\\Bazar\\Terrain\\Map\\map_lep.sup"; map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup"; map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup"; map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_en.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.sup"; } ru { map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup"; map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup"; } LandLodDistances { LandDay { L01 = 10000; L12 = 35000; } LandNight { L01 = 10000; L12 = 35000; } Map { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapAlt { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MapTex { L01 = 50000; L12 = 120000; L23 = 200000; L34 = 300000; L45 = 400000; } MFD { L01 = 10000; L12 = 25000; } } LModelFiles { lmf = ".\\Bazar\\Terrain\\Structures\\model.lm"; lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm"; } LandTextureLighting = 1; LandSunFactor = 0.7; OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.3; noisemin = 0.1; } NoiseStrip { min = 1895; max = 2305; } ScreenshotQuality = 100; ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg"; ScreenshotExt = "jpg"; EffectOptions = 1; Exhaust = 0; ShadowDensity = 0.3; PilotName = "No"; FogParam1 = 12; FogParam2 = 1.1; ObjectFogMultiplier = 0; CivilianRoutes = ""; AviFolder = "Movies/"; PilotNames = 0;
  15. Kuky...did i asked you to change your Mission online ..NO !!!! 3sqn server was an example !! Ok i did same test 4 columns of 99 vehicles (Hummer) watch this first my FPS in pit ( same missione same scenario and 10km to the column head on ) 120FPS then externals view to the columns can you see MY objects in ingame counter FPS Joke 26920 objects ???? with one column less=?? you had 6500 with 5 columns ( ok maybe it was not hummer)
  16. Kuky my friend ..read my thoughts dont yours hehe The day it came out i preordered it and had this time a 4000$ latest PC machine..... Now i have a better PC thats 4-5 years back i was relating to the point that games come out playable way later cuz of missing performance on release-date machines. Besides yuo may have different results, and as i said, its not fully clear what kind of density causes the drops ( of course simple static units not so much as something what works or operates ) At some stages things just interfer eachother, and in that mission above (3Sqn) ....every point on the Map works great ..no problem at all...ONLY this area with multiple scaners which scan the same area.....it just almost freezes for me. And again, Notice that IT IS A ISSUE ....considering ONLINE HOSTING...no matter what your personal expierineces are. Lets say i have the best PC in the world...and i dont care ....ok? it still remains a issue...therefore....i will avoit any arguments...that it runs for you and not for others.... Besides, on a online server, imagining that all units AND a Mutliplayers fighting that area....the down limit it 40-45FPS. (depending your setting of course too) I know alot guys consider 30FPS as "playable"....well once you feel 60-90FpS and more..that fast response...of everything including TrackIR ....you will never ever wanna fly 20-30FPS anymore...especially in BVR Fights. Yoda and i think this way, even we have ..and he has better PC...we set things to that level that we will fly minimum 45fps....below that...and we leave Sever......with very good reasons ,) (25FpS close BVR missiles...oh my god ...lol) Look, i have quite moderate settings..not very high but not very low.... i joint 169th and have 60-70 fps on ground in pit...i take off and i fly between 50-160 FpS ...in every case and moment.... and this Mission is first Bigger in content....and the units are damn well places ...hard to knock them out....well efficient spreaded......
  17. Well im gonna go little bit offtopic. The biggest FPS killers are Haze Advanced, Mirrors, Visibility Range and Scenes especially! Often you have find a balance between Scenes and visibility range. Personally i use low Scenes (no cambot importance so much) and tend to have better visibility Range. F2004 and FSX are the best example for this. Still F2004 has the better engine to render Scene objects. Its easy to fly over New York in 2004 with all building and good visiv range, but in FSX that just knocks out everything. I just hope that these "Problematics" will be considered in DEVeloping DCS and further . I know it will be a challange for coders to find the cream balance between GFX and performance, but lets hope they will think bout this. Lockon came out, really playable with PCs in next generations. The day it came out i preordered it and had this time a 4000$ latest PC machine.....No chance to play it ...all settings at low and lower in order to run it at all ..... :) I know products pass BetA stage, and many tests...but as you always can see....the best test is if community is running it finding out whats great and whats missing.
  18. Can be too ....in clusterbomb explosion that is a issue right. what you can do is press START type dxdiag and soundacceleration down to minimum...helps a bit.... (its caused by sound 3D ..for example if you disable 3D sound in sound.cfg it will BOOOOST your FPS but thats pretty crap cuz then you hear everything very close with no range fading) if you place 30 building on one small area..that will not cuz problem but if you place ACTIVE UNITS ( moving, scaning, operating ) too dense at one spot...combined with sound it will KILL FPS ...... static objects of course need rendercapity BUT again its not bout this its how many math operations are happening at one place.....density - of cpu cycles in FOV ... (besides use RVE soundpack -- 40MB soundfolder down to 4mB high quality new compressed format - mix of ZZZ, archerpack and standart) i know many argue...hmmm i bought 16core PC and i dont see problems..., but that doesnt change the fact that lockon has a problem in these cases. I just think if someone spent alot money on a server he should maybe make it user-friendly in order to "serve" officially the communtiy :smilewink:
  19. Im not a prophet... but have you done the same test...or any of above said cases......that will explain it itself Case. Case...test it.....it will not help drifting in ppl-argue-style offtopics
  20. Pilotasso...truly true great words bout efficient placing !!!!! You can try this: place 200 units (lets says Shilka or whatever) over whole Krimsk and now place 20 of them on one BASE and not fly...look to it ... just bring it in your FOV (thats when it matters) and you will see what im talking bout.
  21. do same test please and post. Klick FpS counter (ctrl-backspace) twice ..hover over all locations of these missions and tell me where your OBJeCTS FRAME RATE raises very much . :smilewink:
  22. You will have the similar results .. not same cuz your PC might be different. and AGAIN this is not the question bout how good a PC is it is a question and only a question that "overdensing" causes issues Its a information for all making missions like LOCERF etc etc etc And if ppl only believe in GOLD, Porsche, Bush, and Brands ...my PC is the best of the world and im a FPS test scientist ..you buy it now? :lol: (ironic joke to brain it better)
  23. yOk i found the problem. All tests with same settings. What i did was this. I saved the 169th Mission (352KB size = how much is in it) and put my view (jet) to all most dense ground units places and looked around checking the objects render framerates. 4-6FPS for objects everywhere, no matter how dense of units this area is (wp 6) for example, or maycop zoomed out had Objects Render eta 3.7. So now i saved the (current running) 3Sqn Mission (271KB size) and did the same test. Checking the max oject Render Framerates on everyplace looking in every direction. Overall same results, just lil higher 6-7FPS for objects (still ok) BUT this area, and ONLY this area - flown over it or looking in direction to it - alone needs 40-50 FPS Objects Render. That confirms my theory that "too dense" "interfer Acitves" on one place KILL FPS. no matter if you can handle it with BVR combat over it or not...or if your PC is better then your naighbors PC..... its A ISSUE. So if you have a PC running with 400 FPS ...50 less wont hurt...but if you have one average at 60-90 fps at online servers like me.... - 50FPS hurts alot...especially if jets are included. In other words LOL i can fly on 3SqN ..with no problem and great FPS IF i dont look to this area :megalol::smartass::pilotfly::joystick::D Thx....no prob..pleasure to help.
  24. "06.08.2008 09:13:35 =RvE=--A.S-- > i think i figured out what can be performance issues on online server --- partially" "06.08.2008 09:13:55 3Sqn_Cali > ok" "06.08.2008 09:14:00 =RvE=--A.S-- > example: i compared the size of the missions of 169th and 3sqn online" "06.08.2008 09:14:11 =RvE=--A.S-- > the ammounts of units are not quite different" "06.08.2008 09:14:31 =RvE=--A.S-- > both servers provide alot units and activities going on" "06.08.2008 09:14:37 3Sqn_Cali > ok" "06.08.2008 09:14:57 =RvE=--A.S-- > BuT first wondering why i have on 169th ALWAYS no matter when and where 60-90 FpS from ground to any area" "06.08.2008 09:15:27 =RvE=--A.S-- > and why on 3Sqn-Server looking west for exampal 200FPS but looking east - even far out of visib range -the direction of units only 20FPS" "06.08.2008 09:15:36 =RvE=--A.S-- > i noticed one thing !!!!!!!!" "06.08.2008 09:15:42 3Sqn_Cali > what?" "06.08.2008 09:16:00 =RvE=--A.S-- > LOCKON seems like calculating them depending if they are in your FOV somehow" "06.08.2008 09:16:10 =RvE=--A.S-- > IT S NOT THE AMOUNT OF THEM" "06.08.2008 09:16:17 =RvE=--A.S-- > ITS THE DESNITY" "06.08.2008 09:16:24 =RvE=--A.S-- > HOW DENSE U PLACE THEM" "06.08.2008 09:16:28 3Sqn_Cali > ok then look at the 169th and 104th" "06.08.2008 09:16:32 =RvE=--A.S-- > and thats also the diff to 169th" "06.08.2008 09:16:50 =RvE=--A.S-- > i did...read what i typed abvoe...." "06.08.2008 09:16:51 3Sqn_Cali > they have crap ALL over the map" "06.08.2008 09:17:00 =RvE=--A.S-- > yes they have cali" "06.08.2008 09:17:10 =RvE=--A.S-- > but the only difference to 3SQN is DENSITY" "06.08.2008 09:17:15 3Sqn_Cali > so your saying we need to spread them out some" "06.08.2008 09:17:16 =RvE=--A.S-- > not the amount ..its quite the same" "06.08.2008 09:17:25 =RvE=--A.S-- > its how much per area ....the density" "06.08.2008 09:17:31 =RvE=--A.S-- > yeS !!!" "06.08.2008 09:17:34 =RvE=--A.S-- > thats the point" "06.08.2008 09:17:56 3Sqn_Cali > hmmm I get good fps in our server but in the 104th people warp, low fps and freezes" "06.08.2008 09:18:00 =RvE=--A.S-- > i found that out ....wondering ..what is the difference with same amount fo things "going on"" "06.08.2008 09:18:37 =RvE=--A.S-- > 169th and 3sqn dont have more or less units.....quiete same mission size kb..but the density is diff" "06.08.2008 09:19:05 3Sqn_Cali > I'll let them know about that" "06.08.2008 09:19:20 =RvE=--A.S-- > i will make a test mission to verify this" "06.08.2008 09:19:22 3Sqn_Cali > we have convoys in some missions" "06.08.2008 09:19:37 =RvE=--A.S-- > YES that can be one thing especially if they move" "06.08.2008 09:19:38 3Sqn_Cali > ok post this at our forums if you can" "06.08.2008 09:19:49 3Sqn_Cali > they are moving" "06.08.2008 09:20:11 =RvE=--A.S-- > copy chatlog and post it for me plz" "06.08.2008 09:20:28 3Sqn_Cali > but noone else complains about low fps in our server except RvE guys" "06.08.2008 09:21:00 =RvE=--A.S-- > Cali i have 200fps west 20fps east ??? i would love to but i cant play on it like the first days of it" "06.08.2008 09:21:10 =RvE=--A.S-- > and its not complain" "06.08.2008 09:21:13 =RvE=--A.S-- > its a tip" "06.08.2008 09:21:41 3Sqn_Cali > I'll let them know" "06.08.2008 09:22:13 =RvE=--A.S-- > ok ..i will make a mission....200 units spread...and dense.....and fly high and look around...that will confirm it" "06.08.2008 09:22:29 3Sqn_Cali > ok" "06.08.2008 09:22:51 =RvE=--A.S-- > you can place alot on a map....here ..there ...logic ...well though ..and so on" "06.08.2008 09:22:58 =RvE=--A.S-- > but all close eachother....omg" "06.08.2008 09:23:14 =RvE=--A.S-- > thats the lockon weakness.....someone" "06.08.2008 09:23:40 =RvE=--A.S-- > thats was i think also reason for good locerf and dead locerf fps" "06.08.2008 09:23:48 =RvE=--A.S-- > maybe" "06.08.2008 09:25:00 3Sqn_Cali > Maybe we'll take out some stuff in one of the missions (make a back up) and see how it runs" "06.08.2008 09:25:39 =RvE=--A.S-- > make a 500kb mission with units over the whole map...all working radar etc etc..and then make 100kb mission all close with convoy etc" "06.08.2008 09:25:42 =RvE=--A.S-- > u will see the diff" "06.08.2008 09:25:46 =RvE=--A.S-- > if you fly over" "06.08.2008 09:27:10 =RvE=--A.S-- > its quite interesting cuz it seem that lockon starts calculating things different as soo they are in your FOV even far out of visib range" "06.08.2008 09:27:45 3Sqn_Cali > I'll post this in our forums" "06.08.2008 09:28:03 =RvE=--A.S-- > thx" "06.08.2008 09:28:08 3Sqn_Cali > no problem"
  25. so ? :music_whistling: well ok then
×
×
  • Create New...