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peter winship

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Everything posted by peter winship

  1. 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.
  2. 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.
  3. 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?
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. Thanks ssnake. I shan't go buying more RAM, then...
  9. Well, I only got the Riva plug-in after trawling posts in here for possible solutions to stutters, but - since you asked me to - I just disabled the MSI afterburner and the Riva plug-in and ran it with an unfettered fps and the stutters are much worse then. Like I said, I think the stutters occur when there's a sudden large difference in fps, or a lag, and the fps limiter helps reduce that. But in the log I posted 3 posts up can you tell if any use of the pagefile is happening?
  10. Many thanks for looking at this. Is the attached any use - generated in the way you described, I hope? I changed the graphics settings a few times whilst in the session. It stuttered, though not too much - and I'm not tracking with the TIS so it's playable. The key things to reduce it to playable are, I've found, to reduce Terrain Object Detail to around 20 and grass clutter to 0. These sliders have the biggest impact on the stutters. I can put general distance and ground distance on 100 and it makes virtually no difference at all to either framerate or stutter, which is nice, I should say, that I can have these sliders at least at 100%. Then the road graphics and shadows I also put to 0, and this helps. But the biggest hits come from the 2 sliders I mentioned. BUT, this is all with in game vsync set to off, Nvidia vsync set to on and an external FPS limiter (MSI afterburner Riva plug-in) set at between 35 and 45. I think - and I really mean 'I think' - I'm not certain - that the stutters appear in the TIS, and to a lesser extent in other sights - when the framerates take a sudden dip for whatever reason. I don't know what the reason is. Sometimes I suspect it's when there are enemy located (not yet detected) where the sight stutters. Sometimes it just seems to be trees. Hence setting the graphics options generally to get a lowest fps that is lower than the hit dip - when that happens - and limiting the fps to around there almost eliminates the stutter. But, with the set up I've detailed above, that means I have to have the terrain detail slider at 20, grass clutter, roads and shadows at nil, and a framerate fixed at around 35. The object being to get it to run more or less at the lowest fps it achieves when it stutters. And 35 is a bit hard on the eye, to be honest. But if that's the way it's to be, so be it. If so, would getting a 1070 make enough of a difference to make it worth it, I wonder? I'm very interested to learn if it's using the pagefile at all. Because if so I guess going up to 32GB ram would help? Without having to cater for the stutter I could be getting a decent 60fps, I think.... DebugLog.txt
  11. A grab of task manager whilst SB is running. Is that useful?
  12. Ok. Thanks! Here's the last debug txt. I asked you last week about the page file line you get on screen when you select show framerate, and wondered why there was any there at all....You didn't seem to think that an entry in that line meant I was using a page file. Maybe the entries about the page file in the debug log txt show differently? I will try (again - I've actually already tried the last 3) the other measures this morning and report back. DebugLog_12.txt
  13. Sorry if this is a question that has been posed many times. I have searched here for answers already, and tried many suggested fixes, but to no avail. I just bought the game again (having lost all my toggles and so on ages ago...) and I'm running the very latest version/build. I have a Ryzen 5 2600, 16GB of RAM, the game on SSD (inc maps), the card is a GTX 1660 with 6GB memory, win 10. I'm wondering if those specs are enough? I can get decent frame rates using the default settings, by which I mean a low of around 30fps, and that's adequate. My problem is the sights - the main gun sight, the thermals, the commanders little TV screen (in the Leo) - they all stutter terribly. Makes it hard/impossible to lead or aim. The commanders little TV screen in the Leo (sorry can't recall the name of it...) for scanning and designating targets, is the very worst. NOTHING I do will stop stutters on this screen. I have tried half refresh, all sorts of combinations of game refresh/card refresh, third party FPS limiters, putting ALL adjustable in-game graphics settings as low as possible, lower screen res (I'm on 2560x1440 normally), etc etc. Still those stutters in the commanders thermal screen. It's true that the above tweaks all made a slight difference and that the stutters are worse on highest zoom levels, but nothing makes them go away. Do I just have unrealistic expectations from my set-up? And if so, what should I change to get rid of these stutters? Anyone help? Many thanks. Sorry it's yet another graphics query - I've read buckets of them over the last 2 days....
  14. Perhaps a stupid question - if so, sorry. Just got the sim again - having lost all my dongles etc a long time ago. Bought 4.1 from scratch. I'm running the game with 16GB of ram and a GTX1660 card with 6GB video ram - so far no issues. But, I'm wondering about the paging file line when I select 'show framerate'. You get an overlay showing the framerate - mine hovers around 30fps - then three lines showing 'process', 'physical memory' and 'paging file'. What I'm wondering is what to make of these - in particular, does a reading showing a max use of around 10GB of paging file indicate that the game is using around 10GB of a windows swap file? And if I were to add RAM to get it up to 32GB of ram would this stop any use of a windows swap file? Many thanks to anyone who knows the answer.
  15. OK. Great. Many thanks for the quick replies.
  16. Sorry if this is a stupid question, but is it possible to mount troops into a vehicle that they didn't originally start off in? For example - can I place an empty truck on the map, and a separate anti-tank team and then get them to get into the truck? Or does the truck only accept the troops it came with?
  17. And it's 3,500m away! Yes. But since we can't - and are not expected to - control all the tanks in our command in the sense of trying to sit in the gunner's seat, then it's quite important that the AI doesn't squander all the ammo in such situations. So it's worth mentioning, no - for future improvements?
  18. Many thanks ssnake. I'm really enjoying version 3, by the way - the differences make a big diff, I think. Thanks again!
  19. I think those kinds of problems are solvable without worrying about humanity :clin: - they're LOS problems, that must be solvable, I think. Many games handle LOS problems of a similar sort. Not that I know anything about programming. But I think it shouldn't happen that if the AI is confronted with the situation in the pic attached that it keeps firing Mpats which burst in the foliage above and in front of the target: [ATTACH]12448[/ATTACH]
  20. Thanks Grenny. Is there an 'effective' range for the sabots, given this AI? I notice, if you load mpats, that the AI will also just keep firing them off, even when there's no chance of a hit (where the trajectory goes through a forest, for example - but the los doesn't - and the rounds explode in the trees, well away from the target). Not sure how to stop this kind of behaviour without getting into the gunner seat of each and every tank....or really closing down the range. The AI should see the problem, I feel.
  21. Thanks. Bug? It's probably something I'm messing up. Just starting with it, though I've had this game since the beginning....I must say, this version (3) is fantastic. Makes a big difference in many ways.
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