Post by propbeanie on Sept 30, 2016 16:04:03 GMT
Someone has to know someone who knows someone who knows the campaign and it's interaction with the game engine. Is there anyway to find out what is more efficient? A "set" group of units with lots of waypoints and speed changes, or a random group and it's varying units with a medium amount of varying waypoints? I've seen several mods do it both ways, including FotRS v2 and TMO 2.5, with TMO leaning more toward the set group, and FotRS leaning more toward the RGG. Stock also relies more on the RGG. It just seems less efficient to me to use so many RGGs, but way convenient for the variety they can impart to the composition of the group, the route used, and the speed, so much so that you could have the same RGG go through the whole war spawning every 24 hours and maybe never be the same twice.
But what is the most performance efficient way to build the campaign, because I'm willing to spend some time on working with individual ships, groups and waypoints, even more so than what I've already experimented with, just so there's more overhead for the game engine to use, and also to see if we can virtually eliminate the runaway spawns - which is really my main target.
I know it's difficult to quantify "efficient" when it comes to this kind of stuff, but I do notice that one difference between stock and FotRS is the amount of extra RGGs in FotRS. How much do they impact the game play from a performance perspective? Is it worth it to have all that extra "OtherCoastal" stuff as RGGs? Are we better off, if we want some of that, to have it done with set groups that have longer, interwoven waypoints? Thoughts, comments?
Another what I'll call "strange" thing is the lack of variety in the Merchants group. Two ships? That's all that ventured out by themselves? Both stock and FotRS do that. But again, I'd like intersperse some set groups in with the RGGs, and add some variety to their composition too. Does anyone want to comment on the reasonable "accuracy" (or lack there-of) of the traffic patterns in the game, either stock, FotRS, or otherwise? Myself, I don't care one iota if it's accurate or not to see the Yamato near Truk in 1944. If it's identified as an enemy combatant, and it'll sink, I'll shoot at it. I'm 60 foot down, with a limited perspective on "reality"... But I know some folks want "plausibly historic", which would be cool.
Of course, the potential wrecker for the Spawn problem (and other unexplained issues) might be TC. I wonder if we can find an "expert" on that while we're at it? Anything above 1x impacts the game, and I'm reasonably sure anything above 1024x probably has the potential to adversely impact gameplay, if the TC doesn't restore things correctly. Almost all of the "documented" instances of the runaway spawning mention Time Compression had been in use, and most of the ones that don't, basically implicate it with other statements.
But what is the most performance efficient way to build the campaign, because I'm willing to spend some time on working with individual ships, groups and waypoints, even more so than what I've already experimented with, just so there's more overhead for the game engine to use, and also to see if we can virtually eliminate the runaway spawns - which is really my main target.
I know it's difficult to quantify "efficient" when it comes to this kind of stuff, but I do notice that one difference between stock and FotRS is the amount of extra RGGs in FotRS. How much do they impact the game play from a performance perspective? Is it worth it to have all that extra "OtherCoastal" stuff as RGGs? Are we better off, if we want some of that, to have it done with set groups that have longer, interwoven waypoints? Thoughts, comments?
Another what I'll call "strange" thing is the lack of variety in the Merchants group. Two ships? That's all that ventured out by themselves? Both stock and FotRS do that. But again, I'd like intersperse some set groups in with the RGGs, and add some variety to their composition too. Does anyone want to comment on the reasonable "accuracy" (or lack there-of) of the traffic patterns in the game, either stock, FotRS, or otherwise? Myself, I don't care one iota if it's accurate or not to see the Yamato near Truk in 1944. If it's identified as an enemy combatant, and it'll sink, I'll shoot at it. I'm 60 foot down, with a limited perspective on "reality"... But I know some folks want "plausibly historic", which would be cool.
Of course, the potential wrecker for the Spawn problem (and other unexplained issues) might be TC. I wonder if we can find an "expert" on that while we're at it? Anything above 1x impacts the game, and I'm reasonably sure anything above 1024x probably has the potential to adversely impact gameplay, if the TC doesn't restore things correctly. Almost all of the "documented" instances of the runaway spawning mention Time Compression had been in use, and most of the ones that don't, basically implicate it with other statements.