'''Anti Aircraft (AA) density :''' AA Unit Density Level, Influences the amount of anti aircraft guns in a mission - low, medium, high<br><br>
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'''Ground dednsity :''' Unit Density Level, influences the number of ground troops in a mission - low, medium, high<br><br>
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'''Air Density :''' Unit Density Level, simplified performance customization - low, medium, high, advanced config for custom. Warning : Medium already consumes a lot of CPU.<br>
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In general "medium" is meant to be the right answer, but there is a reason why these configs are tied to a campaign and not every campaign in PWCG. Depending on the kind of campaign you are running you might want to emphasize one thing over the other.
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In general "medium" is meant to be the right answer, but there is a reason why these configs are tied to a campaign and not every campaign in PWCG.<br>
−
For instance, if you was doing a ground attack campaign and probably a bomber campaign as well, you would set air activity to low and ground to high. You would keep CPU allowance at medium and would tend to leave structure at medium. You would do this more because you don't want to be bothered so much with pesky fighters than for performance reasons.
+
Depending on the kind of campaign you are running you might want to emphasize one thing over the other.<br>
+
For instance, if you was doing a ground attack campaign and probably a bomber campaign as well, you would set air activity to low and ground to high. You would keep CPU allowance at medium and would tend to leave structure at medium.<br>
+
You would do this more because you don't want to be bothered so much with pesky fighters than for performance reasons.<br>
+
Use Medium Air with Low CPU Allowance. That will put flights in the air than low while limiting bomber flights, which suck up a lot of CPU.<br>
+
If you are flying a fighter campaign you might want to set ground activity to low to save CPU for more planes.<br>
+
If you are flying a ground attack campaign, do the opposite - set air to low.<br>
+
In the end it is planes that take up the majority of CPU cycles with bombers being the worst offenders. Some savings can be had by reducing ground units, but a truck is not nearly as AI intensive as a plane.<br>
Revision as of 18:28, 15 January 2022
The first choice of the "configuration" menu.
Setting the air, ground, AA, and CPU allocations to a low value results in the lightest possible mission.
This limits mission items that require a lot of processor power.
Anti Aircraft (AA) density : AA Unit Density Level, Influences the amount of anti aircraft guns in a mission - low, medium, high
Ground dednsity : Unit Density Level, influences the number of ground troops in a mission - low, medium, high
Air Density : Unit Density Level, simplified performance customization - low, medium, high, advanced config for custom. Warning : Medium already consumes a lot of CPU.
In general "medium" is meant to be the right answer, but there is a reason why these configs are tied to a campaign and not every campaign in PWCG.
Depending on the kind of campaign you are running you might want to emphasize one thing over the other.
For instance, if you was doing a ground attack campaign and probably a bomber campaign as well, you would set air activity to low and ground to high. You would keep CPU allowance at medium and would tend to leave structure at medium.
You would do this more because you don't want to be bothered so much with pesky fighters than for performance reasons.
Use Medium Air with Low CPU Allowance. That will put flights in the air than low while limiting bomber flights, which suck up a lot of CPU.
If you are flying a fighter campaign you might want to set ground activity to low to save CPU for more planes.
If you are flying a ground attack campaign, do the opposite - set air to low.
In the end it is planes that take up the majority of CPU cycles with bombers being the worst offenders. Some savings can be had by reducing ground units, but a truck is not nearly as AI intensive as a plane.