No.Blackstar1989 wrote:(too bad you closed the other one down, that COULD have been compatable with CmodII!)
It's the exact same thing. The RLM operates on a far greater scale but all problems or incompatibilities are identical.
There is a 99.9% chance that is is indeed compatible with CMOD right now.
Of course you would get my version of all lasers.
Changing things is the basic principle behind mods. =P
I bet that RLM helps a lot with FPS...RedEyedRaven wrote:I personally think the only really cool things in Cmod II are the Laser effects (I just love the new look of the terran EMP's), the sounds and the higher FPS ratio.
Fighters have never been a major issue because their lasers have a lifetime of 1-7 seconds and fighter attack runs are spaced out by a lot of maneuvering.
That results in "fighter bullets" contributing very little to the CPU load.
Cap ship turrets fire near 100% of the time and PPC have lifetimes of 15-30 sec. That endless stream of white death requires constant collision detection all the way, the whole time.
So... since cap ships now use heavy lasers (including heavy PPC!) the number of active bullets is reduced by about 1/3. That's pretty serious.
Laser graphics and sound effects I don't know about. That is something I could look at when everything else works but for now this is still a beta version.
It looks relatively stable and reliable so far and I havent found anything broken recently.
(The PHQ issue is trivial. Just 1-2 missing lines.)
I'm not quite sure what the design philosophy behind CMOD is but for the RLM it's quite clear.
- more diversity in how different races fight (finally!)
- believable integration of equipment docks into the economy - with regards to race relations
- ED dynamically react to market changes and opportunities caused by both GoD and player
- FPS reduction especially with cap ships
- the huge (and only them!) cap ships no longer have the disadvantage of their own size when using "small" anti-fighter lasers.
(That's more of a long overdue bugfix than a design change!)
Small cap ships like the Hyperion can use only very few and very small "heavy" lasers such as APAC or thereabouts.
It does help with missile defense or swatting that last super fast M5 without radically overpowering such ships with hypercharged AHEPT or the likes.
Besides, it's a pretty cool feature that even small cap ships like M6 can play with the big boy lasers because their woefully few turret lasers hardly ever abort a fighter's attack run early enough to matter.
The defensive value of their few turrets is substantially increased without altering the total firepower of the ship.
That's the way I think. =)