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Posted

In certain cases you have no choice like entire flights that cannot be spawned.

 

But when you have the choice which one is best to reduce the load on the system? Here is an example.

I have ten individual ships.

I can either have them deactivated and when necessary activate them.

Or I can have them spawned when necessary.

Until they get activated or spawned the are not in the game but  in limbo in the memory or somewhere else. In which case the load is minimal?

Posted

I'm guessing that you're better to de-activate and activate, as long as you don't need the objects to re-spawn, that seems to be how most of the mission builders do it.

It has the added benefit of certain 'commands' that will actually work with your sequencing.

 

Hopefully someone will be along shortly with the definitive answer to your question.


S!

Posted
34 minutes ago, Zooropa_Fly said:

I'm guessing that you're better to de-activate and activate, as long as you don't need the objects to re-spawn, that seems to be how most of the mission builders do it.

It has the added benefit of certain 'commands' that will actually work with your sequencing.

 

Hopefully someone will be along shortly with the definitive answer to your question.


S!

Thanks. I should have mentioned that the question is in the case where there is no need to re-spawn. It is for a unique spawn. Really the case where you can use both modes.

I am fighting to optimize resources to keep the game as smooth as possible with no time-dilation factor. I am know looking to what is the best choice in terms of resources.

I neglected that, maybe because having a powerful system and designing more than playing I lost the players gaming experience view, and this ended into slow-downs of the whole mission.

 

 

Jaegermeister
Posted

I use activate/deactivate if there are groups, flights, formations, convoys, or moving vehicles following waypoints. It's more reliable.

 

I use Spawn if it is single vehicles or guns linked to checkzones that do not move, so the vehicle spawns and deletes depending on range from the other vehicle, player, plane, etc.

 

If you spawn a vehicle following waypoints, the second time it spawns (or 3rd, etc) it will reverse direction between the waypoints starting from where it despawned when deleted.

Posted
On 11/4/2020 at 12:12 AM, Jaegermeister said:

I use activate/deactivate if there are groups, flights, formations, convoys, or moving vehicles following waypoints. It's more reliable.

 

I use Spawn if it is single vehicles or guns linked to checkzones that do not move, so the vehicle spawns and deletes depending on range from the other vehicle, player, plane, etc.

 

If you spawn a vehicle following waypoints, the second time it spawns (or 3rd, etc) it will reverse direction between the waypoints starting from where it despawned when deleted.

Yes you are right spawn has issues with objects following waypoints. But if you deactivate let's say a convoy following waypoints and then you reactivate it, what happens. It starts from where it stopped and continues? 

Jaegermeister
Posted (edited)
11 hours ago, IckyATLAS said:

Yes you are right spawn has issues with objects following waypoints. But if you deactivate let's say a convoy following waypoints and then you reactivate it, what happens. It starts from where it stopped and continues? 

 

I’m afraid I said it backwards above....

 

Yes, if you reactivate a vehicle or convoy, it will move in the opposite direction. It depends partially on how the waypoints are set up. If there is only 1 waypoint a good distance away triggered after the vehicle is activated, it only goes towards it. If it is deactivated between waypoints, it (they) will reverse direction when they are reactivated.

 

If you spawn a vehicle , delete it and respawn it, it starts from the beginning again. You have to be careful to deactivate the spawner for the vehicle or it can spawn into a situation that kills it and you can get a spawn loop that will cause massive time dilation.

 

 

Edited by Jaegermeister
  • Thanks 1
Posted

I did some tests with AAA defense systems which are made by many fixed AAA artillery positions, that are commanded by a leader that will receive a force complete command to define the rate of fire. Just remember that there is no rate of fire possibility with ground artillery, only with AAA units. With Spawn and Delete, unfortunately all the links between the artillery units are cut. Each spawned artillery unit acts independently. Same as the fact that you cannot spawn flights with a leader, only individual planes, as the links between the planes and the leader are not maintained, and thus no global rate of fire can be set.

For solitary units Spawn and Delete.

For interconnected systems then Deactivate, Activate is the best choice.

 

Posted
5 hours ago, IckyATLAS said:

that are commanded by a leader that will receive a force complete command to define the rate of fire.

 

I recommend object linking each gun to the Force Complete rather than using a "leader" which technically isn't happening.

 

 

5 hours ago, IckyATLAS said:

Just remember that there is no rate of fire possibility with ground artillery, only with AAA units.

 

What "rate of fire" do you speak of?

There is no setting in the gun properties etc.

 

5 hours ago, IckyATLAS said:

With Spawn and Delete, unfortunately all the links between the artillery units are cut. Each spawned artillery unit acts independently. Same as the fact that you cannot spawn flights with a leader, only individual planes, as the links between the planes and the leader are not maintained, and thus no global rate of fire can be set.

 

Again, what global "rate of fire"...are you talking about the AI setting?

 

5 hours ago, IckyATLAS said:

For solitary units Spawn and Delete.

For interconnected systems then Deactivate, Activate is the best choice.

 

 

Depends on their purpose.

A scenery flight that is just there to look pretty - might as well delete.

Posted

Maybe I did not use the correct terms. It is not the AI setting. AI setting will mainly impact precision of fire, let's say lethality.

By rate of fire I mean how aggressive the AAA units are. There are three levels with Force  Complete:

Low - faster reaction time engaging the target, and maximum fire. Technically it is not the rate of fire of the gun. When the gun is firing  say a Flakvierling there is no change in the rate of fire. But it may shorten the time between firing sequences, or longer firing sequences. At least this is my impression at looking how the units behave.

Medium - standard behavior, slower reaction and average fire.

High - no reaction at all. All guns silent.

 

Regarding the connection of Force complete to a leader, it does work. You can see that the selected parameter of Force Complete will indeed go to all units connected to a leader.

The problem is if the leader gets destroyed and deleted, then units become isolated in case a new force complete order comes in.

 

Bet I agree there are various possibilities. 

 

 

 

 

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