Hereje Posted March 7, 2014 Posted March 7, 2014 i was wondering... how many airplanes can be online at the same time without lag? (airplanes AND ground Units). should it be possible to create something like Arma 3 wasteland??? (from the performance side and scripting side), is it just too much for the sim?
ENO Posted March 7, 2014 Posted March 7, 2014 Completely dependent on the servers upload bandwidth. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Grimes Posted March 7, 2014 Posted March 7, 2014 Never played wasteland so I don't know how much overhead it has. You can do quite a lot of scripting, but it is dependent entirely on how efficient the code is written. My integrated air defense script had caused some massive de-sync issues with some of its early iterations so I had to go through and optimize it heavily. That said unless you have a terribly inefficient script running constantly you will see a much bigger performance impact with the number of AI in a given mission. There is no specific number or equation to figure out the optimal number of aircraft and ground units, it is completely depending on the power of the host computer and its internet connection to feed that data to the connected clients. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Habu_69 Posted March 7, 2014 Posted March 7, 2014 With a little thought, I believe mission authors can do much to reduce the AI impact on CPU workload. Only what the player actually experiences in the cockpit adds any value to the mission. Action that has no impact, either directly or indirectly, on the player(s) adds no value. As a case in point, I was flying a downloaded mission with the following scenario: 4 x A-10 on CAS mission. Mission had a hostile SA-10 strategically placed so as to require elimination by F-18 SEAD group before the A-10s could approach the target. Now, except for some radio traffic, the SEAD operation was completely transparent to the player. The mission author could have achieved the same battlefield experience for the player by simply triggering a couple of recorded radio calls and A-10 group deactivation and avoided a lot of CPU workload, unless of course he intended that occasionally the SEAD mission would fail requiring abort by the A-10s. Lord knows we can not afford to waste CPU cycles in DCSW. Just food for thought.
Hereje Posted March 8, 2014 Author Posted March 8, 2014 Great!, really great analisis. thanks guys. i agree with the Scripting quality and the serverSide CPU performance. i am gonna try to solve my "blender exporting problem" and see the idea in more detail . thanks
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