From: Melbourne, Australia
I've had a look at the scenario and had some e-mail discussion with JPFisher55 about some steps to optimise performance on large scenarios, but thought it worth following up here with what is causing the slow performance.
The save file is 22.0Mb and utilises 5588 active units.
That's a monster. As a comparison I try to limit my scenarios to around 2,000 AU, to which I'll often include a couple of hundred 'clutter' units like civilian air and sea traffic as well as biologics and false contacts. This still leaves room to simulate multi-day, theatre level scenarios that include complex event framework and have added features (Sakura Blue is a good example--all of the Taiwanese OOB and a large portion of Japan's OOB duking it out over a week, with a scripted typhoon coming through and messing things up, weighing in at 2,427 AU on scenario load, and makes a savefile at around 1.4MB).
C:MO does run scenarios much faster than C:MANO, but since there is no limit to how large you can make scenarios, people will inevitably want to build bigger and more complex scenarios. That's a good thing, but when you add enough--and 'enough' as a number depends on your system as well as the steps you take to optimise scenarios--performance will of course be impacted.
Some of the tools that I use to optimise scenarios are:
o Single unit airbases
> Including using scripting to convert single unit airbases to multi-unit airbases and back again if required
o Using 'blind' sides for clutter units like civilian air/sea traffic, markers and biologicals
o Avoiding large, complex areas for triggers (Lua scripts on regular time triggers work really well here and allow more finegrained control)
o With C:MO, disabling AI calculations for units like runways, buildings, parking spaces etc using the new Lua extensions--this has potential to make huge performance gains in scenarios like the example above (3,187 units could have their AI disabled, leaving 2,401 with active AI calcs on each pulse)
o Cleanup scripts to eliminate units that are no longer useful or needed
So to sum up, there are tools available to enable building large and complex scenarios that run well, and C:MO runs scenarios much faster than C:MANO. However, short of implementing a ceiling on active units, users will always be able to build scenarios large and complex enough that performance will suffer.