F/JG300_Gruber Posted August 9, 2017 Posted August 9, 2017 (edited) Hi I was wondering if it was worth it for MP mission to deactivate AAA for ressource saving. I'm talking for large groups (12-14 guns + 4 searchlights), especially for airfield defenses. Plan is to make them spawn when there is any plane within visual range, but they spawn in a deactivated state and only fully activate (command attack area) if an enemy is nearby. Once there is only friendly around, they deactivate, and when nobody is around, they are deleted. My point is that when people are spawning on an airfield, I don't want the AAA spots to be empty, but I fear that if they are visible and fully fonctionnal, they will eat ressources for nothing. EDIT : Oh, and also, when the enemy plane is leaving AAA deactivates, is it useful to also trigger a "command force complete" on them or is it redundant ? Edited August 9, 2017 by F/JG300_Gruber
Gambit21 Posted August 9, 2017 Posted August 9, 2017 Yes it's advisable...I have an AA closer/further trigger group that I lifted from Coconut I think it was, a while back. I'll post it later if he or someone else doesn't get to it sooner.
LLv34_Temuri Posted August 10, 2017 Posted August 10, 2017 Interesting. I'd like to see this tested out with some SPS and Tick delay numbers.
F/JG300_Gruber Posted August 10, 2017 Author Posted August 10, 2017 Thanks Gambit. I will try to make an operationnal group this evening. I have no idea of how do you test these kind of things for server load but I will upload the group on my drive so you can get it and test it if you wish. I'm interested in the results too.
TP_Jacko Posted August 10, 2017 Posted August 10, 2017 Interesting. I'd like to see this tested out with some SPS and Tick delay numbers. It would be interesting. In the early days of BOS resources were an issue. I think its been improved now as complex triggers are not so essential
HR_Tofolo Posted August 10, 2017 Posted August 10, 2017 Wasn't TAW already working with that feature?
=LG/F=Kathon Posted August 10, 2017 Posted August 10, 2017 Yes, TAW works like that now, a group of AA is enabled/disabled when enemy is nearby or not. During the first campaigns all AA and vehicles were constantly enabled and we had high cpu issues. 1
SYN_Haashashin Posted August 10, 2017 Posted August 10, 2017 I have been using in/out logic for mostly everything since RoF and BoS. First using complex triggers but now just use the check zone MCU and it works beatifully. Can grab any groups from my public releases. Haash
LLv34_Temuri Posted August 11, 2017 Posted August 11, 2017 We do also delete the objects in the Finnish Virtualpilots' server when no one is around. However, I understood the original question to be about having the objects there when there are friendlies, but not having any commands for them (i.e. forcing them to be idle) until an enemy comes nearby (after which attack command is given).
F/JG300_Gruber Posted August 11, 2017 Author Posted August 11, 2017 (edited) Hi again, So the group is kind of working but not the way I expected. So new question, is there a difference between deactivate and delete a ground unit ? Because if I deactivate them after they spawn, they are not visible at all. I was expecting that a deactivated unit is still visible but idle, but it looks like it is not the case. They still react correctly (activate and start shooting) when an enemy approaches so I assume my MCU chain is correct. Edited August 11, 2017 by F/JG300_Gruber
Habu Posted August 11, 2017 Posted August 11, 2017 Deactivate : unit is not visible but take ressource. Delete : unit doesn't exist anymore, so no ressource taken.
TP_Silk Posted August 11, 2017 Posted August 11, 2017 Sounds about right to me. Besides, if there's nobody around to see an idle unit, why worry if it's visible or not. It only really need to be visible once something is in range to see it. One thing you may consider is that you change the activate/deactivate to show both sides if you're that bothered about it, but I personally wouldn't.
F/JG300_Gruber Posted August 11, 2017 Author Posted August 11, 2017 Thanks Habu. I will modify the group accordingly then. That will be less object links spamming the screen Silk, what do you mean by "show both sides" ?
TP_Silk Posted August 11, 2017 Posted August 11, 2017 When you create a detection MCU you tell it which faction will activate it. What I do is for Soviet AAA tell it to activate/deactivate when German aircraft enter/leave the detection area and vice versa. You can also leave it so that if any aircraft at all enter the area it will activate/deactivate by setting all of the faction values to True. The downside of doing this is that you are then negating part of what you want to achieve by saving on resources when they're not really needed.
F/JG300_Gruber Posted August 11, 2017 Author Posted August 11, 2017 OK I see. So yes, unfortunately, they will be active when any aircraft (friend or foe) is nearby. This is because I don't like empty flak position on spawnable airbases. But they will receive their attack area command only with enemy aircrafts at range (this is where I hope saving a bit of ressources), and this group will be employed only on the bases where people can spawn on the ground. For any other location, objectives and stuff, they will only be active when enemy planes are nearby but completely deleted in all other situations. Nothing revolutionary, I just misunderstood the effect of deactivating, I was expecting turning them into block-like units, but keeping them visible.
TP_Silk Posted August 11, 2017 Posted August 11, 2017 If they're active and showing they're taking up resources whether they're firing/tracking or not so you lose the benefit with these units. Still, by splitting into those you want active and those you don't you'll save something
F/JG300_Gruber Posted August 11, 2017 Author Posted August 11, 2017 Mmmmh, nice idea. Only activate the few that are close to the spawn point for eye candyness.
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