Simulating Turn

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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z1812
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Simulating Turn

Post by z1812 »

Hi All,

Just to say the process of the "Simulating Turn" is really tiresome. I spend more time waiting for turns to resolve than playing.

I just timed my last Order Simulating Turn. 1 min 45 seconds.

And Reaction Phase...............50 Seconds. Really that is too much.

This a battle within an Infantry campaign. A Reinforced Company with a small amount of support and a few vehicles.

I have reduced the level of detail ect. I have shut down all programs running in the background that are not needed. No improvement.

I play many games and have no trouble running any of them at the highest display level. CMSF is considered a memory hungry game and it runs on my computer as smooth and quickly as you would want.

According to your game specifications I should be able to run PCK without any problems at the higher end of display. I can if I am willing to wait 2 minutes and 35 seconds during each turn sequence for the the turn to resolve.

Otherwise I really like PCK a lot.

However if the time for turn simulation is not very much improved, regrettably I will not buy further incarnations. I am not willing to twiddle my thumbs for over 2 minutes each turn.

regards John


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Erik Rutins
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RE: Simulating Turn

Post by Erik Rutins »

What are your system specs, John? I think the slowest turn I've seen on mine is about 30 seconds, but I'm running an Intel Core Duo - PCK really does like multiple cores as far as speeding up calculation time.
Erik Rutins
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z1812
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RE: Simulating Turn

Post by z1812 »

Hi Eric,

My Specs are:

Athlon 3500, 2g ram, 256 mb nvidia video card.

regards John.
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Erik Rutins
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RE: Simulating Turn

Post by Erik Rutins »

Ok - I'm surprised it's taking quite that long on that system. The main determinant for "simulating turn" speed is the total number of units (especially the total number than can see each other) since the biggest time hog is the relative spotting calculations. Turning down your graphics will not help with the simulating turn speed, but it will help with your FPS when simulation is completed. If the turn simulation time is your only concern, you can crank your graphics back up.

For what it's worth, if you do a campaign with a bit fewer forces (or "historical replacements" so that force size decreases in effect as the campaign continues) then you should see some serious calculation time benefits. My guess is that you're playing as the German side and have enough points that a lot of Russian infantry units are being generated to oppose you, which is leading to a lot of extra spotting calculations.

If we didn't have relative spotting, the calculation time would be quite fast. On the good news side, there are still optimizations we can make here and we will certainly do that for the next release.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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z1812
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RE: Simulating Turn

Post by z1812 »

Hi Eric,

Thanks for your quick replies. Good to hear that you will try to optimize this for the next release.

I am sure not to be the only one having this problem.

Regards John
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spwaw
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RE: Simulating Turn

Post by spwaw »

Good hear that too! I own XP3200 [:D] . I will buy and my friends by this game for sure but we mayby wait for next update.
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Alan Sharif
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RE: Simulating Turn

Post by Alan Sharif »

Your not alone. I have the same issue, but I do not let it stop me enjoying the game. An improvement in this area in the next release will be very welcome.
A Sharif
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