Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

[FIXED B923] Scenario Pulsing UPDATED

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Air / Naval Operations >> Tech Support >> [FIXED B923] Scenario Pulsing UPDATED Page: [1]
Login
Message << Older Topic   Newer Topic >>
[FIXED B923] Scenario Pulsing UPDATED - 3/19/2017 10:18:44 PM   
peterc100248

 

Posts: 86
Joined: 3/21/2016
Status: offline
I haven't run a lot of scenarios, but it now appears there is a significant "stutter" on the 4 or 5 I have tested. In other words, aircraft used to move smoothly on my system. Now they jump, or pause, if you will, before moving. I'm seeing this on every scenario when the time sequence is on 5 seconds or more.

This is latest update and DB. I've been running small to medium size scenarios. I'll see if it is scenario size dependent and where the threshold is, if there is one, and post that.

UPDATE - I stand corrected. The program game clock is running almost half speed. In 1 second mode I measured 1 minute of real time with a stopwatch and got about 30 seconds of game time. It's definitely not scenario size related. It is doing this with only two units to account for in fast mode.

I'll be right back with a scenario.

< Message edited by Sunburn -- 3/21/2017 6:40:52 PM >
Post #: 1
RE: Scenario Pulsing - 3/19/2017 10:42:10 PM   
ultradave


Posts: 684
Joined: 8/20/2013
Status: offline
Check if you are using pulse mode or not. On pulse mode (normal) you will see the units jump from place to place. On fast mode the movement is more fluid. You can set it either way depending on personal preference and whether it's affecting performance. The setting may have gotten switched from what you had before. Menu bar, about in the middle.

_____________________________

----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"

(in reply to peterc100248)
Post #: 2
RE: Scenario Pulsing UPDATED - 3/19/2017 10:54:36 PM   
peterc100248

 

Posts: 86
Joined: 3/21/2016
Status: offline
quote:

ORIGINAL: peterc100248

I haven't run a lot of scenarios, but it now appears there is a significant "stutter" on the 4 or 5 I have tested. In other words, aircraft used to move smoothly on my system. Now they jump, or pause, if you will, before moving. I'm seeing this on every scenario when the time sequence is on 5 seconds or more.

This is latest update and DB. I've been running small to medium size scenarios. I'll see if it is scenario size dependent and where the threshold is, if there is one, and post that.

UPDATE - I stand corrected. The program game clock is running almost half speed. In 1 second mode I measured 1 minute of real time with a stopwatch and got about 30 seconds of game time.

I'll be right back with a scenario.


Sorry to quote myself, but my testing is on-going.

I am in fast mode and I checked the clock in the test scenario I created for the AGS gun problem on this page. It has only 2 units, a ship and a radar. The clock is working right, everything is fluid - in that scenario. Now I'm back to square one. I'll have to run some more tests on various scenarios. It may take a bit to generate a test scenario with more than two units that does exhibit the stutter without having complex operations on-going. I'll get you a scenario to demonstrate what I'm seeing.


< Message edited by peterc100248 -- 3/19/2017 10:57:55 PM >

(in reply to peterc100248)
Post #: 3
RE: Scenario Pulsing UPDATED - 3/20/2017 4:32:19 PM   
peterc100248

 

Posts: 86
Joined: 3/21/2016
Status: offline
I cannot isolate the problem to anything specific. Any scenario with more than 10 units involved causes the game clock to slow down by 50% or more. I cannot say that every one with 10 units or more will do this, but every one I have tried has. This is easy to see in non-pulse / fast mode and running real time (1 sec).

It will be easy to see. Just load any updated scenario and run it.

(in reply to peterc100248)
Post #: 4
RE: Scenario Pulsing UPDATED - 3/20/2017 5:12:58 PM   
cns180784

 

Posts: 372
Joined: 7/31/2015
Status: offline
I'm getting the same too. I havent played the game in about a month and before SR7 it was running fine without stutter. What i've just discovered is that reloading a save that i was last playing a month ago before the latest update still runs as it did before without stutter but any new scenario i start now produces the stutter. So what i'm getting for example is take the black cursor box. I'll move it around and it will be fluid but then at times it will freeze for about a second and will often do it when i change direction in which way i'm moving my mouse.
I noticed when loading my save from the scenario i was playing before SR7 that the new UI for game options doesnt appear, and this only appears for when i start a new scenario so it seems as its a save that was started during the previous version (SR6) that the new update hasnt affected this save at all and its only for starting new scenarios. I should also mention i'm running the game in fast mode and not pulsed.

I'll monitor and see how it goes especially for larger scenarios...but this must be an issue i'm having with SR7.

EDIT: Just found out as the scenario in this save (Green Tide) is a standalone that comes with the game, it runs smoothly, as i've just reported on with my latest post below.

< Message edited by cns180784 -- 3/20/2017 6:14:12 PM >

(in reply to peterc100248)
Post #: 5
RE: Scenario Pulsing UPDATED - 3/20/2017 5:25:20 PM   
highlandcharge

 

Posts: 464
Joined: 11/20/2011
Status: offline
I think you guys are correct, I am playing Operation Folgore updated to the latest database and I am having some weird real-time discrepancy issues...

I did a test with a stopwatch and for 60sec in the real world only 40sec had passed in game, I have the game in pulse/fast mode and I'm pretty sure when I played this scenario before there was no time issue..

All you have to do is play a minute of game time with a stop watch and you should see the discrepancy...

I have attached a save game..

Thanks for looking :)

EDIT turning off high fidelity mode makes the game clock work ok, obviously my poor old decrepit PC cant handle it in that mode anymore...I'm sure it could before the latest service release..

Attachment (1)

< Message edited by highlandcharge -- 3/20/2017 5:48:09 PM >

(in reply to cns180784)
Post #: 6
RE: Scenario Pulsing UPDATED - 3/20/2017 5:59:11 PM   
Excroat3

 

Posts: 278
Joined: 1/24/2015
Status: offline
Getting similar issues here, more specifically, when I click to view aircraft on a ship/airfield, the game will stutter for a second or 2 before opening the window, and the same issue occurs when clicking to expand the list of aircraft in that ship/airfield. I have done nothing to my computer or to the game except let steam install the new updates when they come out.

(in reply to highlandcharge)
Post #: 7
RE: Scenario Pulsing UPDATED - 3/20/2017 6:11:33 PM   
cns180784

 

Posts: 372
Joined: 7/31/2015
Status: offline
This issue only seems to be with community scenarios as the standalone scenarios i've tried seem to run smoothly as they did before. Maybe you guys should try this too and see if you get the same.

(in reply to Excroat3)
Post #: 8
RE: Scenario Pulsing UPDATED - 3/20/2017 6:13:51 PM   
Excroat3

 

Posts: 278
Joined: 1/24/2015
Status: offline

quote:

ORIGINAL: cns180784

This issue only seems to be with community scenarios as the standalone scenarios i've tried seem to run smoothly as they did before. Maybe you guys should try this too and see if you get the same.

I first found the issue on the Korean scenario on Command: Live!, so if that counts as an official scenario, then maybe the problem, at least on my side, extends to all scenarios.

(in reply to cns180784)
Post #: 9
RE: Scenario Pulsing UPDATED - 3/20/2017 6:16:20 PM   
cns180784

 

Posts: 372
Joined: 7/31/2015
Status: offline

quote:

ORIGINAL: Excroat3


quote:

ORIGINAL: cns180784

This issue only seems to be with community scenarios as the standalone scenarios i've tried seem to run smoothly as they did before. Maybe you guys should try this too and see if you get the same.

I first found the issue on the Korean scenario on Command: Live!, so if that counts as an official scenario, then maybe the problem, at least on my side, extends to all scenarios.

Well the Command Live scenarios arent part of the original Standalone scenarios but still wouldnt make sense as those Live scenarios are made by the developers like the standalones...i think?

(in reply to Excroat3)
Post #: 10
RE: Scenario Pulsing UPDATED - 3/20/2017 6:18:27 PM   
highlandcharge

 

Posts: 464
Joined: 11/20/2011
Status: offline
Excroat I am having the same stutter when selecting units and viewing the database even if there is no image to load up, I'm pretty sure there was no stutter before, I thought I was going mad or remembering wrong but now you've mentioned it, I can confirm it..oh and I'm playing Operation Folgore (user made) updated to the latest database...



< Message edited by highlandcharge -- 3/20/2017 6:33:16 PM >

(in reply to Excroat3)
Post #: 11
RE: Scenario Pulsing UPDATED - 3/20/2017 6:47:53 PM   
Excroat3

 

Posts: 278
Joined: 1/24/2015
Status: offline
quote:

ORIGINAL: highlandcharge

Excroat I am having the same stutter when selecting units and viewing the database even if there is no image to load up, I'm pretty sure there was no stutter before, I thought I was going mad or remembering wrong but now you've mentioned it, I can confirm it..oh and I'm playing Operation Folgore (user made) updated to the latest database...


Yeah, there was absolutely no stutter before. Must be something in the hotfix, because I don think I was getting these issues after SR7 itself released

cns180784,
I think Gunner98 was contracted to make at least some of the Command: Live! scenarios, he is the creator of the Northern Fury scenarios, and not an employee.

< Message edited by Excroat3 -- 3/20/2017 6:48:54 PM >

(in reply to highlandcharge)
Post #: 12
RE: Scenario Pulsing UPDATED - 3/20/2017 10:29:44 PM   
mikmyk


Posts: 10847
Joined: 3/22/2005
Status: online
Thanks guys have let the devs know.

Mike

_____________________________

________________________________
Mike Mykytyn
Warfaresims.com
Command Development Team

(in reply to Excroat3)
Post #: 13
RE: Scenario Pulsing UPDATED - 3/20/2017 10:31:58 PM   
mikmyk


Posts: 10847
Joined: 3/22/2005
Status: online
Guys are you all on steam or matrix edition?

Thanks!

Mike



_____________________________

________________________________
Mike Mykytyn
Warfaresims.com
Command Development Team

(in reply to mikmyk)
Post #: 14
RE: Scenario Pulsing UPDATED - 3/20/2017 11:05:08 PM   
highlandcharge

 

Posts: 464
Joined: 11/20/2011
Status: offline
I am on the Matrix edition Mike..

Cheers

(in reply to mikmyk)
Post #: 15
RE: Scenario Pulsing UPDATED - 3/20/2017 11:26:55 PM   
mikmyk


Posts: 10847
Joined: 3/22/2005
Status: online
Ok so it likely not the steam library issue again. Will let the team know.

Thanks!

Mike

< Message edited by mikmyk -- 3/20/2017 11:28:14 PM >


_____________________________

________________________________
Mike Mykytyn
Warfaresims.com
Command Development Team

(in reply to highlandcharge)
Post #: 16
RE: Scenario Pulsing UPDATED - 3/20/2017 11:48:15 PM   
cns180784

 

Posts: 372
Joined: 7/31/2015
Status: offline
I'm on Steam.

(in reply to mikmyk)
Post #: 17
RE: Scenario Pulsing UPDATED - 3/21/2017 3:06:59 AM   
AndrewJ

 

Posts: 988
Joined: 1/5/2014
Status: offline
I'm seeing this in the Matrix version also. A distinct run-pause-run-pause-run-pause cycle when operating in no-pulse mode.


(in reply to cns180784)
Post #: 18
RE: Scenario Pulsing UPDATED - 3/21/2017 2:05:52 PM   
peterc100248

 

Posts: 86
Joined: 3/21/2016
Status: offline
Late....I'm on Matrix also.

(in reply to AndrewJ)
Post #: 19
RE: Scenario Pulsing UPDATED - 3/21/2017 3:48:08 PM   
Excroat3

 

Posts: 278
Joined: 1/24/2015
Status: offline
I'm using the steam version. Looks like cns and I are getting lag on the database and aircraft pages, and the people who use Matrix are getting lag while trying to run the scenario?

< Message edited by Excroat3 -- 3/21/2017 3:49:05 PM >

(in reply to peterc100248)
Post #: 20
RE: Scenario Pulsing UPDATED - 3/21/2017 4:56:04 PM   
highlandcharge

 

Posts: 464
Joined: 11/20/2011
Status: offline
Exocrat Im using the matrix version and m getting the slow selection and database loading slowly problem...

(in reply to Excroat3)
Post #: 21
RE: Scenario Pulsing UPDATED - 3/21/2017 6:39:29 PM   
Sunburn


Posts: 8610
Joined: 7/31/2005
Status: offline
Fixed in Build 923.

_____________________________


(in reply to highlandcharge)
Post #: 22
RE: Scenario Pulsing UPDATED - 3/21/2017 6:48:41 PM   
highlandcharge

 

Posts: 464
Joined: 11/20/2011
Status: offline
Cheers Sunburn :)

(in reply to Sunburn)
Post #: 23
RE: Scenario Pulsing UPDATED - 3/22/2017 1:30:56 AM   
cns180784

 

Posts: 372
Joined: 7/31/2015
Status: offline
quote:

ORIGINAL: Excroat3

I'm using the steam version. Looks like cns and I are getting lag on the database and aircraft pages, and the people who use Matrix are getting lag while trying to run the scenario?

I've been getting the lag with the DB and scenario running in game (same as what highlandcharge is describing).

Thanks Sunburn.

< Message edited by cns180784 -- 3/22/2017 1:32:05 AM >

(in reply to Excroat3)
Post #: 24
RE: Scenario Pulsing UPDATED 906.25 HAS A BUG - 3/22/2017 2:04:36 PM   
peterc100248

 

Posts: 86
Joined: 3/21/2016
Status: offline
quote:

ORIGINAL: Sunburn

Fixed in Build 923.

I'm a little confused. 923? We're on 906 are we not? Are your builds jumping from 906 to 923?

< Message edited by peterc100248 -- 3/22/2017 2:08:37 PM >

(in reply to Sunburn)
Post #: 25
RE: Scenario Pulsing UPDATED 906.25 HAS A BUG - 3/22/2017 3:29:09 PM   
mikmyk


Posts: 10847
Joined: 3/22/2005
Status: online
Hi Peter

We do lots of internal builds some appear publicly but most do not. This is why you'll see gaps.

When we do a public release it usually gets the 1.whatver nomenclature.

Thanks

Mike

_____________________________

________________________________
Mike Mykytyn
Warfaresims.com
Command Development Team

(in reply to peterc100248)
Post #: 26
RE: Scenario Pulsing UPDATED 906.25 HAS A BUG - 3/22/2017 4:49:27 PM   
peterc100248

 

Posts: 86
Joined: 3/21/2016
Status: offline
Got it. Thanks

(in reply to mikmyk)
Post #: 27
RE: Scenario Pulsing UPDATED 906.25 HAS A BUG - 3/23/2017 12:54:41 PM   
highlandcharge

 

Posts: 464
Joined: 11/20/2011
Status: offline
Sunburn and Mike is there ETA on the patch with this fix in?

Its just that it makes playing the live episodes in particular the Korea and the Baltic ones a bit ponderous...

Cheers

(in reply to peterc100248)
Post #: 28
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Air / Naval Operations >> Tech Support >> [FIXED B923] Scenario Pulsing UPDATED Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.461