AU and Pulse Rate

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

Post Reply
smudge56
Posts: 667
Joined: Sat Jan 17, 2009 8:31 am
Location: UK

AU and Pulse Rate

Post by smudge56 »

Just got game I'd be interested to know what is an acceptable rate that the scenarios should be running at? What are you getting?
AKA - Smudge
User avatar
adek670
Posts: 295
Joined: Tue Sep 21, 2010 4:30 pm
Location: Twickenham

RE: AU and Pulse Rate

Post by adek670 »

Hi,

I think the Au count relates to the units that are active within the scenario.

The pulse time I get is between 0-3ms (sometimes jumping to 22 for a moment) on the training air

I get better pulse times by limiting the display info - range circles etc
smudge56
Posts: 667
Joined: Sat Jan 17, 2009 8:31 am
Location: UK

RE: AU and Pulse Rate

Post by smudge56 »

Ok I was wondering if people were getting varied results.
AKA - Smudge
bsq
Posts: 682
Joined: Thu Jan 04, 2007 11:11 pm

RE: AU and Pulse Rate

Post by bsq »

I nearly choked it with 4000+ AU and was seeing pulse times of around 250ms even with the 1:1 time setting. Frustrating in a way as only approx 100 units were mobile, the rest were fixed installations (airfield, bunkers and ports).

Seems Command tracks static items as well as mobile so the question has to be why?

Running a 3G I7 with 16GB RAM and 650M card with 2Gb
thewood1
Posts: 10373
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: AU and Pulse Rate

Post by thewood1 »

I would assume because of detection and sensor cycles. I suspect cycle times are tied almost directly to processor speed and not much else is going to improve it beyond that. outside the developers doing some optimization.
Tomcat84
Posts: 1952
Joined: Wed Jul 10, 2013 5:13 pm

RE: AU and Pulse Rate

Post by Tomcat84 »

ORIGINAL: bsq
even with the 1:1 time setting.

Right now the 1:1 time setting is actually one of the heaviest settings, because I think it's actually doing calculations every tenth of a second, which reduces if you go to higher time compression.

But performance updates are being worked on, including one that makes the 1:1 time setting smoother.

My Scenarios and Tutorials for Command

(Scenarios focus on air-warfare :) )
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: AU and Pulse Rate

Post by mikmykWS »

These are diagnostic measures we use. AU count is a unit count and Pulse is a performance measure.

smudge56
Posts: 667
Joined: Sat Jan 17, 2009 8:31 am
Location: UK

RE: AU and Pulse Rate

Post by smudge56 »

So im gathering the performance is hopefully going to be improved.
AKA - Smudge
bsq
Posts: 682
Joined: Thu Jan 04, 2007 11:11 pm

RE: AU and Pulse Rate

Post by bsq »

That said, that doesn't explain why it chokes just on AU. Bunkers, revetments, runways and taxiways just sit there, unless of course the game 'confirms' that these static units are still there and static every single pulse. IMHO why would a bunker need to be tracked in the same way as an f-16 if indeed that is what is causing the issues I am seeing with large numbers of AU's.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: AU and Pulse Rate

Post by mikmykWS »

ORIGINAL: Blighty56

So im gathering the performance is hopefully going to be improved.

Yes we're working on one now to help with what folks are currently posting about.

Mike
smudge56
Posts: 667
Joined: Sat Jan 17, 2009 8:31 am
Location: UK

RE: AU and Pulse Rate

Post by smudge56 »

Would you be interested if people were getting different readings?
AKA - Smudge
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: AU and Pulse Rate

Post by mikmykWS »

No not really because performance is different on each computer due to hardware and software differences so the pulse would be different. We put them there because players are really good about posting screenshots so we can capture without having to ask for much.
smudge56
Posts: 667
Joined: Sat Jan 17, 2009 8:31 am
Location: UK

RE: AU and Pulse Rate

Post by smudge56 »

Ok no problems. Just trying to help.
AKA - Smudge
Post Reply

Return to “Command: Modern Operations series”