another thing to know is that the heat buildup is also tied to FPS.
on empty space i run around 40-50 fps and my MG heat buildup is slow, while in crowded areas i run it at 25-30 fps and the MG heat buildup is faster
(though another reason why im running it low fps is because of borderless window mode with windows aero on but i need it for fast tab switching )
another game who's game mechanic is also tied to FPS is dark souls 2, but they already solved their problem
http://www.vg247.com/2015/05/08/dark-so ... now-fixed/
if this is posing a problem you could point it out to egosoft at technical support
heat mechanic tied to fps
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heat mechanic tied to fps
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why do i feel like 'complete arrogance' is intended in this post??
if the devs tweaked their heat balance using super computers and are running in constant 60 fps then the result would be the players that play this game close to its minimum requirements running at 30 fps will have a much faster heat buildup
if the devs tweaked their heat balance using super computers and are running in constant 60 fps then the result would be the players that play this game close to its minimum requirements running at 30 fps will have a much faster heat buildup
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"why do i feel like 'complete arrogance' is intended in this post?? " I give up!
I happen to know that the devs and testers have tested the game on lots of different systems and OSs ranging from the pretty good down to the well-below minimum spec. (Remember there was a 32 bit version for low-end PCs?) The testing was often combat-heavy. Indeed mine is a slightly below recommended spec system typically getting 35-40 fps in-game and I don't see any real problem with weapon heating beyond what the devs probably intended.
The high-damage fast-fire weapon overheats fairly quickly and the 'standard' low-damage weapon fires continuously for ages. If there is indeed a system/fps link to heating then I expect it probably equally applies to both overheating and cooling-down rates for the weapons, so there is an innate balance anyway. <shrugs>

I happen to know that the devs and testers have tested the game on lots of different systems and OSs ranging from the pretty good down to the well-below minimum spec. (Remember there was a 32 bit version for low-end PCs?) The testing was often combat-heavy. Indeed mine is a slightly below recommended spec system typically getting 35-40 fps in-game and I don't see any real problem with weapon heating beyond what the devs probably intended.
The high-damage fast-fire weapon overheats fairly quickly and the 'standard' low-damage weapon fires continuously for ages. If there is indeed a system/fps link to heating then I expect it probably equally applies to both overheating and cooling-down rates for the weapons, so there is an innate balance anyway. <shrugs>
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i guess its unbelievable if its just an "assumption" right?? <Shrugs>
well, here..
https://youtu.be/-w81SVAfgjw
well, here..
https://youtu.be/-w81SVAfgjw
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It isn't a matter of disbelief, rather it is just that with a lower-end spec system you (really have to) learn to live with a lot of (other) things that might not be seen to the same extent by higher spec system users - and you just learn to get on with them in-game or might even not see them as an issue at all.
I personally think (based on my rig) that weapon heating is not on my current list of really-must-fix-soon things, but any improvement that is easy to do (ie does not divert much other dev effort) and does not upset combat balance would always be appreciated.
That vid is interesting in that it perhaps shows that weapon heating effects differ greatly according to what scenery you are looking at. Now that is an issue that would very much get my attention, but does not seem to occur significantly on my rig for some reason. I cannot explain that difference other than having a better scenery-based fps balance or something.
Personally I think in that vid that the high fps (blank scenery) bit with the unlimited no-heat firing is the one where it is more unbalanced. I kind of like the fact the high-damage fast-rate Repeater heats up quickly in continuous use. But that is very much a personal opinion. I guess that necessarily having a target in your sights will level things off a bit!
I personally think (based on my rig) that weapon heating is not on my current list of really-must-fix-soon things, but any improvement that is easy to do (ie does not divert much other dev effort) and does not upset combat balance would always be appreciated.
That vid is interesting in that it perhaps shows that weapon heating effects differ greatly according to what scenery you are looking at. Now that is an issue that would very much get my attention, but does not seem to occur significantly on my rig for some reason. I cannot explain that difference other than having a better scenery-based fps balance or something.
Personally I think in that vid that the high fps (blank scenery) bit with the unlimited no-heat firing is the one where it is more unbalanced. I kind of like the fact the high-damage fast-rate Repeater heats up quickly in continuous use. But that is very much a personal opinion. I guess that necessarily having a target in your sights will level things off a bit!
A dog has a master; a cat has domestic staff.