Fisherman82 Posted November 18, 2020 Posted November 18, 2020 It would be a huge help for me when designing missions if there would be a waypoint task similar to the "switch waypoint" with the difference that the unit would simply jump (teleport) to the requested waypoint instead of travelling there. The reason is, if you want to create a mission in Syria for example with the threat of MANPADS like a fairly constant threat in the Damaskus region you must place many units with random chance of appearing. In a mission I have started now I have 50 MANPAD units in the mission. The MANPADS cant move fast enough to travel very long because they are just guys running and as you know, any movement by AI specially on the ground is taxing for the computer and can cause low FPS. If you could use a "jump to waypoint" task instead then you could do 10 MANPADS with 5 waypoints each instead, and that way reduce the number of units in the mission. It would drastically reduce mission making time for me at least. This would also be a huge benefit for FPS because when I have tested I have found that also units that are not activated or has been activated in a mission still affects FPS, the number in the ME is what matters. This cant be a big thing to accomplish can it?
Kippy Posted November 18, 2020 Posted November 18, 2020 The resource impact for triggered units is quite low. Some users fly on missions with triggered spawns for 2,000+ individual units. I have personally found issues with high unit counts only when recording Tacview files client side, so perhaps if you're running Tacview have a look there. Having units teleport to waypoints is a counterintuitive solution to a problem that's already been solved. You could use flags and triggers to determine when a group teleports, but it's just less intuitive than having a group/unit in zone trigger for a different threat group. I don't think it's a bad idea per se, cutting down on units per mission is generally a positive change, but I think if your PC goes full strugglebus mode with 50 MANPADs as opposed to 10.. I think there's larger issues at play. 163rd vFS Discord Soaring With the Snakes, Fangs Out!
Mars Exulte Posted November 18, 2020 Posted November 18, 2020 I personally created a mission with well over 1,000 units on triggers and it worked fine in a large multiplayer session (according to the participants). I concur with the above : if 50 units on triggers is causing you problems, you've got deeper issues with something else. Де вороги, знайдуться козаки їх перемогти. 5800x3d * 3090 * 64gb * Reverb G2
Fisherman82 Posted November 18, 2020 Author Posted November 18, 2020 No no, i dont have 50 units only, I have 50 manpads. But then I have like 50 Shilkas, 35 SA6 sites and so on so it adds up. Im doing a template mission for the syria map and as it is now I have about 2700 units. When I do proper missions from it later I can delete some that are not in the area of operation but I suspect I will still have ALOT of units because the Damascus area and Israel are pretty intense places with many bases and installations that should have units. But I have Tacview also, I have not heard before that that could be causing stutters. Dont really want to turn it off because I really enjoy looking at the recordings to see what happened. Skickat från min D5503 via Tapatalk
Kippy Posted November 19, 2020 Posted November 19, 2020 I see, thanks for the clarification. The problem with the suggestion feature addition is that it seeks to solve a problem that has more practical solutions that work fine for the rest of the crowd. I run a 1665 unit template in Syria with no triggered spawns and a 2637 unit template in Nevada with triggered spawns and receive no serious performance hits from unit count. I know anecdote isn't really a solid argument, but big picture, none of the guys I fly with in either environment have reported performance issues related to unit count. I just want to help you get to the bottom of your problems here rather than waiting on ED to hopefully (but probably never) implement a new feature as a crutch. Syria has had some notable performance issues, specifically high memory use since release. Regarding Tacview, check this post out. It gave me a nightmare of an FPS problem on that mentioned 2637 unit Nevada mission until I disabled Tacview and rediscovered those pesky 30fps than ran off. Yes, you won't have recordings - but it's a tradeoff. Want to play an interactive PowerPoint or have acmi files? Try disabling Tacview recording, try following some Syria optimization guides (Which generally recommend to dial back preload radius and set terrain textures to "low," to summarize), and some sneaky trigger solutions... because ED is probably unlikely to implement this feature anytime soon. 163rd vFS Discord Soaring With the Snakes, Fangs Out!
Fisherman82 Posted November 19, 2020 Author Posted November 19, 2020 Yeah I have to try to disable it and see what happens. But I will still hope for this feature to be implemented some day :) Skickat från min D5503 via Tapatalk 1
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