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AdamActual

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    AdamActual got a reaction from A Canadian Cat in Clarification from demo   
    Apologies for the ridiculous delay. (If it's etiquette to not revive the post, apologies. Just wanted to thank you all!)
    @IanL that's basically what I was asking: is it a matter of risk management, or ideal solutions. e.g. If I do the exact same thing in the same circumstances, will I see identical outcomes? It seems the answer is no: there will be varying casulaties etc., but the idea is to employ strategy to minimise risk to your own units (supporting fire, numbers etc.) Ultimately a good strategy will win, but what the cost is can slightly vary.
    Thanks again!
  2. Like
    AdamActual got a reaction from Mord in Clarification from demo   
    @Mord Wow, that's probably the best pitch I've ever read for a game, you should write their marketing copy! Haha.
    @37mm That, accompanied by Mord's answer is really useful, thanks very much! I think I'm going to take the plunge. Historically I haven't been great with returning to games (let alone completing them, once they drift over 15ish hours), but I have been looking for a turn-based, modern-era war game (I was initially looking for something like Panzer Corps/Order of Battle, but in the modern-era) for a really long time and only stumbled upon this because of an RPS series. Your screenshots do illustrate the difference really well. Personally I don't think the increased draw distance is worth the FPS trade off. I like it to feel smooth moving around, and the units seem relatively unaffected by quality adjustments anyway. (Save for Mord's addition, but I'll cross that bridge when I get to it.)
    @MikeyD From your descriptions, I probably fall more into the interactive board game, I think. I have only played a little so far, but trying to 'solve' each scenario optimally appeals to me. Perhaps misguided? Hehe.
  3. Like
    AdamActual got a reaction from A Canadian Cat in Clarification from demo   
    Hi there!
    I just downloaded the demo of CMSF2, and found the camera behaviour somewhat strange; I was hoping to find out if this is how it is in the full game, or if I'm having issues?
    It basically moves at wildly different, unreliable speeds. Sometimes holding W will move at a fairly slow pace, other times it will speed far past where I intended to move. This is on all modes. On FPS mode, it veers (somewhat erratically) towards the mouse position without any kind of input from me (e.g. holding a mouse button).
    Aiming/looking around with the mouse is also at a seemingly random, variable speed, where angle changes are either incredibly slow, or far too fast.
    I was just hoping to find out if this is usual for the game, or if it's either a bug in the demo, or a bug on my system? I love the look of the game, but I find it really difficult to control things with these varying speeds.
    Any help is greatly appreciated!
  4. Like
    AdamActual got a reaction from A Canadian Cat in Clarification from demo   
    Hi all, thanks for the replies!
    So my performance was certainly poor, I had a very low frame rate even after reducing everything to the lowest. (The only map I've opened so far is the Training map in the demo.) My computer is an i7 4770, 32GB RAM and two GTX 1080s. The link IanL provided gave me some ideas, and I played around with a couple of things in the NVIDIA Control Panel: forcing single GPU and overriding the game's antialiasing and anisotropic filtering, and I have gained a fairly substantial FPS increase. Now, with everything enabled and on high (except for model quality, which is Fastest) I generally hold 60fps (VSync is on, it's likely higher). Model quality appears to have a massive impact on performance, even on Balanced. But seems related to how many trees are on screen? Where I thought that would be controlled by Tree Detail. Nonetheless, the game is now generally very smooth, with just the occasional hiccup during a quick rotation.
    Sadly the smooth framerate still sees my initial issues, but I think made them easier to diagnose. (Toggling Alt+E to stop edge movement is good! But was not actually a cause of any of my issues.) I'm hoping to confirm a few things, just to make sure there's no roadblocks on my end:
    In FPS camera mode, the camera always aims towards the mouse cursor when moving, but not static, right? Here is a video of what I mean, I move the mouse near a screen edge, let it go and then press W a couple of times: video. You can see just a slight press makes the camera move towards the mouse without me actually holding anything. (I have since realised the default camera behaves how I want, I'm more curious if this is how the FPS mode is supposed to be.) I get a lot of pop in, there doesn't seem to be a way to increase the draw distance. Is this normal? Video. There also doesn't appear to be a way to disable shadows (which I would prefer over shadow pop in)? My theory for the "erratic" camera is that the accelerates until it's reached its maximum speed, but then will continue to move at that speed, even in the opposite direction. So moving for a short time will move a very short distance, but immediately moving in the opposite direction will cover a larger distance because it has already accelerated. Furthermore, I believe that diagonal motion isn't normalised. So if you hold W+A, the camera moves at twice the maximum speed of W or A by themselves. This speed is reached immediately, with no acceleration. Combined, the camera is moving at differing speeds around the same area, with the same input time. Knowing this (if I'm correct) makes it much less frustrating. I already feel like I have more control because I can compensate myself. But I just wanted to find out if this is the normal experience? Holding right click and aiming the camera has similar acceleration, where the same motion doesn't result in the same camera movement. It appears to be related to the position on screen, rather than the motion of the mouse (which I would prefer). As such I find pointing the camera floaty, and hard to be precise. Clicking and dragging the mouse to move the camera works in the opposite direction to what would feel natural to me. I would like to essentially 'pull' the spot I clicked towards the camera, but instead I have to move the mouse in the direction I want to go, if that makes sense. Is there a way to disable the non-sky skybox? (Low resolution horizon line and ground below the battlefield.) Even just a flat colour would be preferable.  So what I'm primarily wondering is whether the demo is entirely representative of the full game, or if there are additional settings to modify any of the above? For example, I have seen some forum posts about disabling shadows, which implies maybe the full version has this functionality? Though now with a normal frame rate is it all a lot easier to compensate for, and I'm sure I'd get used to some of the quirks. I'm just hopeful some of them can be configured in the full game?
    Thanks again for any help! Sorry about the essay, I promise I did try and condense it...
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