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Mission optimizing?


TonyH

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Hi, I yesterday tried the editor for the first time and managed to make a very satisfying war scenario with lots of action. I even got all AI A2G attacks to work perfectly. :)

 

But, in the end it became a bit heavy for my computer so I need to make it lighter. I searched the forum and got some good ideas but I need some noobish advice on optimizing the mission.

 

What affects the most and makes a mission heavy to compute? Number of ac and vehicles or number of waypoints?

 

Is there a way to lessen the waypoints for AI fighter sweep missions and some other reoccuring flights like choppers circling some areas etc.? Maybe the begin loop and end loop function? How does it work? Will this lessen the load for the PC?

 

Minimizing ac groups: If the AI group lands, is there a way to send the same group back up after refueling and rearming or do I allways need to create a new group with preset time schedule? Or even if they don't survive, can I resend the same group at later time?

 

How do I attach a escort wing to the group I want them to escort? Can I make an second flight for the bomber group and chance the plane type and mission for them? Is this the solution? No need to make waypoints for the escorts?

 

Any other tips on optimizing?

 

Why do my F18 carrier group land to nearest land base instead of the carrier they took of?

 

Thanks!

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Hi!

 

I will answer you in your own text:

 

quote: ''Hi, I yesterday tried the editor for the first time and managed to make a very satisfying war scenario with lots of action. I even got all AI A2G attacks to work perfectly.

 

BRAVO AND WELCOME TO THE BEAUTY OF LOCKON.

 

But, in the end it became a bit heavy for my computer so I need to make it lighter. I searched the forum and got some good ideas but I need some noobish advice on optimizing the mission.

 

FIRST, OPTIMIZE YOUR COMPUTER (STOP THINGS FROM RUNNING IN THE BACKGROUND FOR EX. OPTIMIZE YOUR LOCKON SETTINGS, ARE YOU RUNNING WITH HIGH OR MEDIUM WATER?, VISIBILITY RANGE? THOSE TWO AFFECT TEH PERFORMANCE HEAVILY... SCENES ON HIGH OR MEDIUM? WITH OR WITHOUT MIRRORS? ETC...

 

What affects the most and makes a mission heavy to compute? Number of ac and vehicles or number of waypoints?

 

THE NUMBER OF WAYPOINTS DOESNT CHANGE THE PERFORMANCE. THE PROBLEM IS PROCESSING ALL THE GRAPHICAL POWER NEEDED, THEREFORE THE NUMBER OF UNITS IS THE KEY POINT AND TO A LESSER EXTENT THE QUANTITY OF EXPLOSIONS AND EFFECTS. THEREFORE, THE NUMBER OF AIRCRAFT, GROUND UNITS AND EVEN STATIC OBJECTS HAS THE BIGGEST IMPACT. BE AWARE THAT, CONTRARILY TO OTHER SIMULATIONS WHERE A 'BUBBLE' CONCEPT MAKES ONLY THE VISIBLE AIRCRAFT TAKE A TOLL ON THE PERFORMANCE, IN LOCKON ALL UNITS ARE COMPUTED, EVEN IF NOT IN SIGHT...

 

Is there a way to lessen the waypoints for AI fighter sweep missions and some other reoccuring flights like choppers circling some areas etc.? Maybe the begin loop and end loop function? How does it work?

 

THIS IS EXACTLY WHAT IT DOES : IF YOU WANT A CHOPPER TO CIRCLE, PUT A BEGIN AND END LOOP WAYPOINTS AND TI WILL CIRCLE UNTIL FUEL IS TOO LOW.

 

Will this lessen the load for the PC?

 

NO.

 

Minimizing ac groups: If the AI group lands, is there a way to send the same group back up after refueling and rearming or do I allways need to create a new group with preset time schedule?

 

NO AI GROUP WILL REARM NOR REFUEL AND TAKEOFF AGAIN (ALAS).

THE ONLY EXCEPTION IS AIR-REFUELLING, WHERE A FLIGHT MAY CONTINUE BEING IN THE GAME AFTER HAVING REFUELLED. BUT BEAR IN MIND THAT IF ONE AC FLIGHT LANDS AND ANOTHER TAKES-OFF (OR EVEN APPEARS OUT OF NOWHERE IN THE BLUE SKY SOMEWHERE) AFTER THE OTHER ONE HAS LANDED AND THEREFORE DISAPPEARED, THE TOLL ON THE SYSTEM IS NOT ADDED, IT IS THE ABSOLUTE NUMBER OF UNITS AT A GIVEN TIME ACTIVE IN THE GAME THAT TAKE THE TOLL ON THE PERFORMANCE. ONCE A PLANE HAS LANDED IT DISAPPEARS.

 

Or even if they don't survive, can I resend the same group at later time?

 

NO. YOU HAVE TO MAKE ANOTHER ONE.

 

How do I attach a escort wing to the group I want them to escort? Can I make an second flight for the bomber group and chance the plane type and mission for them? Is this the solution? No need to make waypoints for the escorts?

 

IN FLIGHT CREATION YOU HAVE A FIRST OPTION TO CREATE A CERTAIN NUMBER OF FLIGHTS, AT THE TOP OF THE PANE. THEN YOU CAN ASSIGN A MISSION TYPE AND AC TYPE FOR EACH, AFTER WHICH YOU MAY ASSIGN MORE THAN ONE AC IN EACH FLIGHT, WEAPONS LOAD, SKINS, ETC.

 

A GOOD WAY TO GO IS TO ASSIGN SAY FLIGHT 1 OF 3 THE ROLE : ESCORT WITH A COUPLE OF DEDICATED AA FIGHTERS, THEN FLIGHT 2 OF 3 : SEAD WITH A COUPLE OF DEDICATED SEAD PLATFORMS WITH THE APPROPRIATE AMMUNITIONS AND FINALLY FLIGHT 3 OF 3 TO YOUR BOMBERS WITH THE GOOD TYPE OF AC AND MUNITIONS.

 

YOU SET THE WAYPOINTS AND ALTITUDES FOR ALL AT ONCE. BUT THE NICE THING IS THAT WHEN YOU ASSIGN YOUR ATTACK WAYPOINT (FAR ENOUGH FROM YOUR TARGETS), YOU CAN SCROLL YOUR VARIOUS FLIGHTS AND ASSIGN THEM DIFFERENT TARGETS AND TARGETING PARAMETERS. YOU CANNOT ASSIGN DIFFERENT TARGETS FOR THE VARIOUS AC OF THE SAME FLIGHT THOUGH.

 

EXAMPLE RUSSIAN AC:

FLIGHT 1 OF 3 WITH 3 SU-27 FLANKERS WITH A FULL LOAD OF AA MISSILES

ROLE: ESCORT, ATTACK WAYPOINT : TARGET NOT SPECIFIED

 

FLIGHT 2 OF 3 WITH 4 SU-25 FROGS WITH KH-25MP ANTI-RADAR MISSILES

ROLE: SEAD, ATTACK WAYPOINT : EITHER THE KNOWN SAM SITES OR COORDINATES OF APPROXIMATE SAM SITE

 

FLIGHT 3 OF 3 WITH 1 TU-95 BEAR BOMBER WITH A FULL LOAD OF IRON BOMBS

ROLE: GROUND ATTACK, ATTACK WAYPOINT : COORDINATE OF THE BEGINNING OF A BOMBING LINE OF SIGHT.

 

ALL FLIGHTS SHARE THE SAME WAYPOINTS.

LEAD THE WHOLE THING FROM THE ESCORT FLIGHT

GET TO THE PRE-IP AREA AND LET THE SEAD DO THEIR WORK.

YOU CAN CIRCLE THE AREA IN CASE THE SAM SITES ARE NOT DESTROYED

ENGAGE ENNEMY AC AT WILL

WHEN YOU ARE SURE THAT THE AREA IS SECURE, FOLLOW THE PLANNED ROUTE AND THE BOMBER WILL PROBABLY DO ITS RUN OK.

 

ANOTHER WAY IS TO MAKE ALL THIS WITH DIFFERENT FLIGHTS, WITH INDEPENDANT ALTITUDES AND TIMINGS SO THAT IT IS MORE FLEXIBLE.

 

Any other tips on optimizing?

 

Why do my F18 carrier group land to nearest land base instead of the carrier they took of?

 

DID YOU ASSIGN THEM A LANDING WAYPOINT BACK TO THE CARRIER?

IF THEY DONT HAVE ENOUGH FUEL THEY WILL HIT THE FIRST FRIENDLY OR NEUTRAL BASE INSTEAD.

 

HOPE THIS HELPS

GOOD LUCK

 

 

JEFX

[sIGPIC][/sIGPIC]

In DCS I fly jets with thousands of pounds of thrust...

In real life I fly a humble Cessna Hawx XP II with 210 HP :D

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Thank you very much, very helpfull.

 

I removed much of the ground battles and the mission became much lighter to run. I added many flights to make sure there is traffic during the whole 2 hours of the mission but that didn't make it any heavier, like you said only the objects existing in any given time are calculated.

 

I also changed the escort+a2g missions per your example and they now work nicely.

 

The SAM-sites seem so powerfull even if left unskilled I removed most of them and replaced with Igla and Stinger guys and AAA-vehicles.

 

The carrier landings: yes, they are assigned to land to carrier but they always choose landbase. Fuel was not the issue, the planes saw no action and cruised around the carrier for awhile and then turned to land base and landed. Same happened with Su33 carrier planes. I guess I must experiment some more.

 

A multiplayed questions: how do I make a mp mission? For example 2 person mission to play with my brother. Do I assign both planes as "client"? Or "player" for me and "client" for him? If I assign many "client" planes can we choose in the beginning who flies what and on which side, like in online servers?

 

Thanks again, great advice! :)

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.....The SAM-sites seem so powerfull even if left unskilled I removed most of them and replaced with Igla and Stinger guys....
Do not under-estimate those little near- invisible buggers:) In my trusty 25T I find it easier to take on a SAM site than those wiley blokes.

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True but atleast they don't knock down everything in 50km radius like the SAMs seem to do. Too bad the map is so small and SAMs so powerfull and their detection range non adjustable. Thinking of playability here instead of realism.

 

And anyway, as a army reserve tank buster those Igla sticks look ridiculous compared to our manly big thingies ;)

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