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peter winship

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About peter winship

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  • Birthday 11/23/1963

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  1. Thanks! Thanks Ssnake and Gibsonm. It's clear now, I think. I've changed it and I it's true that I can get it to work by setting a retreat route with an 'embark if...' condition, yes. Thanks for the help. Peter
  2. Thanks, Gibsonm. But I only tried the 'or' when 'and' didn't work. Could it be I should be using an embark condition for route 7, not a retreat back condition? Retreat back says, 'retreat back to starting waypoint if' but the unit is sort of already at the starting waypoint, since its never yet been down that route. Could that be it? Can I set an attached retreat route with an embark condition? And generally, is there any video tutorial about branching routes etc that anyone could point me to? I've read the wiki.
  3. I'm sure I'm being dim, but I can't get certain conditional orders to work. Could anyone take a look at the picture and tell me what I'm doing wrong? The picture shows a GUARD BP for a unit (1/5/A) with 2 attached numbered routes (besides the ingress route). The route numbered 14 is an unconditioned simple retreat route. The route labelled 7 is a conditioned retreat route and the condition is shown. Basically, I want the unit to retreat the moment it spots enemy forces. Yet what happens is the unit never uses route 7 but instead stays put when it spots an enemy, and then once the enemy engages it the implicit Guard retreat condition seems to kick in and it takes route 14. What am I doing wrong? If I don't add route 14 then the unit still doesn't take route 7 when it detects the enemy and just stays put until killed.... Thanks!
  4. Many thanks, both. That's clear.
  5. This is no doubt a really novice question, sorry, but am I right that I can't create conditioned routes using the map during the execution phase, only during planning? A second also novice question - what conditions need to be met for an unconnected route to appear as an option under the 'Proceed' drop down selection (during execution phase)? Does it have to be within a certain range of the unit? And yet a third daft question - can I give orders on the map whilst the sim is paused during execution? Many thanks.
  6. Sorry about this no doubt stupid question. I'm on 4.161 and want to upgrade to 4.162. I read page 3 of the release notes and just want to be clear about what I have to redo and what I can leave. I run the uninstaller first. Then I have to reinstall the map packages using a newly downloaded map package installer? I mean - I have to download all the maps again? Or can I use the map package installer I downloaded and kept last time round for 4.161? Or do the maps not get uninstalled at all when I run the uninstall? Is it just the program that's new (4.162) or are there new things in the map package installer too that I would miss out on if I don't re-download all the maps from scratch? Thanks.
  7. Ok. Thanks all. I'm enjoying it as is, anyway. I'm wondering, in fact, what the ground detail slider (the setting which has most impact on sights stutter, for me) does that uses up so much fps? I can't see any difference in the view really, and certainly not in the zoomed sights. I can see what the clutter slider does, obviously, but not the ground detail slider. It changes the distance at which ground features are drawn in detail, I assume, but as I slide it back and forth and experiment I don't see any difference! So I can do without it being set higher, easily.
  8. ok. thanks. I monitored temps/cpu usage etc with aida64 and the ryzen 5 processor never rose above 30% usage, all temps fine, so not that, I think. I think it's just what you can expect at 2560x1440 with my system - which is a Ryzen 5 2600 3.8mhz, 16GB ddr4 RAM, and the GTX 1660 6GB card (everything installed on the 500GB system ssd). With that set-up I can run it with pretty smooth fps of around 40 in all views except the zoomed sights, with the TIS being the worst offender. In the sights the fps will drop occasionally/randomly significantly below 40fps (as low as 15fps momentarilly - causing stuttering) unless I have the following settings - in-game vsynch off and instead Nvidia vsynch on combined with the riva FPS limiter set to 40, then general detail distance set to 100%, ground detail slider set to 15%, object detail slider set to 0, clutter set to 0, cache 100%. Then no shadows and no road detail in the graphics options, everything else default. With these settings it's usually smooth with just the odd stutter. It looks fine too. If I switch to my 1920x1080 screen (or run the normal screen at that) then I get about 5fps added to those figures. So I'm guessing that's just what you get with that set-up? If I had to buy only one of a Ryzen 7, another 16GB of memory or a 1070, I wonder which would improve it the most?
  9. Interesting, mrivers. I will watch the temps. The sound files are not loaded on the fly, but some of the tree textures are? There's no way to force it to load all textures for a scenario?
  10. I'm amazed, the wood, that you can run it with full settings on a laptop. I have an i7 laptop with an older card and it cannot run the game without getting so hot that I worry the house will catch fire. I will run the benchmark again and go through the routines.
  11. Thanks all. Sometimes it's trees, mrivers, yes, probably, but sometimes it's a sound loading too, I've noticed, sometimes nothing apparent, but a lot going on. I get stutters with the Leo TIS in every scenario I've tried, The Wood. The benchmark scenario also. I'll live with it, no doubt. They're not game killers. It's a great simulation/game and I want it to run well, with good graphics. I might have to buy better kit, I fear. Is there any thread anyone can point me to indicating a set-up that would run with very high graphics settings and no probs? I'm thinking I should upgrade the card first and wondering if an 8GB 1070 would make a diff. What I have now is a 6GB 1660, which is like a 1060, I believe. Thanks.
  12. I shut down everything in task manager, plus all the malwarebytes anti viral stuff, anything I could see that wasn't system related, aside from the CM stuff, then ran it. No difference. The stutters occur in the Leo TIS most often when the framerate dips suddenly, when panning. Normal framerates would be around 40 or even higher and as I pan - for no observable reason - the framerates will dip to below 20, then it stutters. I will go along, say, two thirds of a tree-line at 49fps, then when it reaches some random point it momentarilly dips to 10fps. Then it stutters. The dips last micro-seconds (as do the stutters). It can happen panning across buildings too. There is never any obvious graphical reason why it would stutter (take a framerate hit) just at that point. It doesn't happen in normal external views. It does happen with the Leo peri, but less, much less, than with the TIS. You sure others haven't noticed? My system is pretty standard. Why would there be sudden framerate negative spikes? Did anyone look at the new debug log I posted to see if there was anything there? Again, many thanks for looking at this.
  13. Thanks ssnake. I shan't go buying more RAM, then...
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