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Everything posted by nasos073

  1. Well, I have to admit that I overlooked that section in the manual... thanks for the heads-up!
  2. UCSE not only looks better than it's direct predecessor, it surprisingly performs faster too. I'd say I saw about 25% increase in performance, which is a very good score, given the graphical enhancements that have been implemented. As for the sound engine, it performs like it should. Now, if the enemy marines found it difficult to see my (hidden in a planetary region's flora) alter ego, I would be 200% happy
  3. Downloaded the patch about half and hour ago and it works like a charm! No conflicts on Campaign mode as well. Many thanks SC for your efforts!
  4. I knew something weird was going on here... If a shuttle/fighter or yours falls into enemy (intruders) hands, it turns into hostile, permanently. If you attempt to tractor and retrieve it, it self-destructs. However, you disabled it first and then retrieved it. I'm afraid this messed up your game's logic. Now, your ship knows that it has an enemy asset in it's launch bays, which still is one of your own assets. It seems that no matter what ship do you launch, your Firestorm will consider it enemy and open fire. Try this one: put a marine in a shuttle, launch it, order it to halt and let your ship destroy that shuttle. This will hopefully close the loop and debug your game. Next time, if an asset of yours is captured during an onboard invasion, forget it and go on. BUT you can prevent intruders to take your ships over during an intrusion, simply by cutting off power to launch control, under logistix menu. This will not allow any ship to be launched, untill you power it back on ofcourse. Very usefull tactic against such cases
  5. 1) You started the ROAM scenario, as a TER/MIL Commander in a Firestorm. 2) At some point, you had to replace a destroyed shuttle. 3) Eversince, whenever you launch a fighter or shuttle, your ship recognises them as foes and opens fire on them, no matter what. Did I get this right? Did you try to start a new game and see if it does it again?
  6. May I ask how did you replace that lost shuttle? I mean, did you properly buy it from a station?
  7. I know. In fact, I checked the ACM again, this time while having launched a loaded shuttle of mine. The scripted cargo vessels had cargo manifest available but my own ships still didn't.
  8. quote:Originally posted by Supreme Cmdr: I'm surprised that nobody has noticed this since then because this hasn't worked in ANY version of UCAWA since its release.Umm... it's not that impossible for something like that to pass undetected. You see, most ppl wouldn't switch to SMD to check if a shuttle has actually picked that cargo pod, review what has been sent down to a planet with that shuttle, or check what has that drone been gathering all this time down to a planet/moon. Just think that I took notice of it when I decided to get back into the mining business lol. Polaris-1 is great this time of season Thank you very much for your time SC
  9. SC, I gathered the data you need (or so I think). The scenario is simple: 1) I started identical games on both UC and UCAWA 2) Loaded SC1 (any other shuttle would do as well) with stuff 3) Manned it 4) Set a "deploy mdrone" WP down to Earth 5) Launched SC1 InSpace Screens: [*]Just after SC1 is launched UCAWA: http://i23.photobucket.com/albums/b400/Atk...CAWA/UCAWA0.jpg UC: http://i23.photobucket.com/albums/b400/Atk...C-UCAWA/UC0.jpg [*]SC1 SMD view UCAWA: http://i23.photobucket.com/albums/b400/Atk...CAWA/UCAWA1.jpg UC: http://i23.photobucket.com/albums/b400/Atk...C-UCAWA/UC1.jpg [*]SC1 TACOPS view (SMD) UCAWA: http://i23.photobucket.com/albums/b400/Atk...CAWA/UCAWA3.jpg UC: http://i23.photobucket.com/albums/b400/Atk...C-UCAWA/UC3.jpg Planetary Screens: [*]SC1 TACOPS view (SMD) http://i23.photobucket.com/albums/b400/Atk...CAWA/UCAWA4.jpg UC: http://i23.photobucket.com/albums/b400/Atk...C-UCAWA/UC5.jpg At this point I established planetfall to monitor SC1 from upclose [*]SC1 SMD view UCAWA: http://i23.photobucket.com/albums/b400/Atk...CAWA/UCAWA7.jpg UC: http://i23.photobucket.com/albums/b400/Atk...C-UCAWA/UC7.jpg [*]MDRONE SMD view UCAWA: http://i23.photobucket.com/albums/b400/Atk...CAWA/UCAWA9.jpg UC: http://i23.photobucket.com/albums/b400/Atk...C-UCAWA/UC9.jpg [*]MDRONE TACOPS SMD view UCAWA: http://i23.photobucket.com/albums/b400/Atk...AWA/UCAWA11.jpg UC: http://i23.photobucket.com/albums/b400/Atk...-UCAWA/UC11.jpg I launched fighter crafts too. UCs SMD showed me 'CARGO MANIFEST 0.0' on them. Perfectly clear since interceptors don't have cargo bays. UCAWAs SMD showed me 'NO STORES INFO'
  10. Believe me SC, UCAWA doesn't show stores info on player assets, (neither on SMD, nor TACOPS VIDEO feed) no matter the region/engine (planetary/space). However, I'll start getting shots of the planetary and space engine for UCAWA and UC respectively, reproducing the same situation in both games.
  11. One image is better than a thousand words hehe. Here it goes: [*]1) loaded up some stuff on a shuttle 2) launched it 3) mouse over shuttle's icon on shuttle area (HUD) UCAWA: http://i23.photobucket.com/albums/b400/Atk..._mouse-over.jpg UC: same normal response, no need for extra screenshot 4) SMD (HUD) UCAWA: http://i23.photobucket.com/albums/b400/Atk...uttlestores.jpg UC: http://i23.photobucket.com/albums/b400/Atk...eStoresInfo.jpg 5) TACOPS Video Mode Cycling (VDD) UCAWA: http://i23.photobucket.com/albums/b400/Atk...OPS_shuttle.jpg UC: http://i23.photobucket.com/albums/b400/Atk...OPS_shuttle.jpg 6) TACOPS Video Mode Cycling (SMD) UCAWA: http://i23.photobucket.com/albums/b400/Atk...uttlestores.jpg UC: http://i23.photobucket.com/albums/b400/Atk...uttlestores.jpg As for the mining drones in UC, http://i23.photobucket.com/albums/b400/Atk...sStoresInfo.jpg http://i23.photobucket.com/albums/b400/Atk...COPS_mdrone.jpg http://i23.photobucket.com/albums/b400/Atk...dronestores.jpg stores info are present and available in both HUD and TACOPS, while NOT in UCAWA. Ah, yes, I'm pretty sure I'm looking at my own assets
  12. SC you're right... this thing was never there. I checked it again about half an hour ago. While I was trying to figure out why was I so sure that stores info was available for player assets, I fired up UC just in case things got mixed up in my head somehow... well they did. This feature was available in UC and maybe even BCM. Anyways, sry for taking up forum space for nothing... I should've known better. PS.: It would be a nice addition for UCAWA though, don't you think? EDIT: I just thought to link up a couple of UC shots, showing where exactly I got confused... http://i23.photobucket.com/albums/b400/Atk...eStoresInfo.jpg http://i23.photobucket.com/albums/b400/Atk...sStoresInfo.jpg [ 05-23-2006, 10:37 AM: Message edited by: APOLLO ]
  13. It's funny, but while I can see stores manifest for friendly units (even when it shows "0.0"), I get absolutely no stores info on support units, my own assets in other words. Let me give a couple of examples: [*]I send a shuttle to deploy a mining drone on a planet. After a while, the drone starts loading with minerals but when I switch to SMD I get no info on what minerals it has on board. Just the 'NO STORES INFO' tag. [*]I send a shuttle to pick a cargo pod. when I hover the cursor over the shuttle's slot on HUD, the shuttle will show 'n' items on board, but 'NO STORES INFO' on SMD. Same happens for Fighter Crafts (FCs) too I'm sure it's not a patching problem, I used the updater after all. Any ideas?
  14. Speaking with honest and good spirit, be sure that you will. Having such an addition implemented on an allready released title, is something we really appreciate -I think I've spoken for all the BC series fanbase on this one.
  15. I know I'm a bit late, just saw the update (RL can get really busy sometimes). This new sound system addition is a definite must-download. The improvement is more than obvious even while in the main menu. Battle Test runs pretty smooth even at 1280x1024 with AA 2x/AF normal. Zooming upon any city on Earth via TACOPS gave me the final blast, since I got no looping sounds, nothing. Just a smooth transition over the city. In general terms we're talking about at least 100% performance boost. I've been reading that upcoming 3000AD games would be using an updated sound engine. TBH, I was hoping that it might be deployed somewhat earlier and be implemented on UCAWA hehe. Many thanks to SC for this addition
  16. I don't play UCAWA with joystick. In fact, I've stopped using joystick on BC series sometime after i bought UC. I do remember this happening back in UC too. Isn't there any way to reverse your throttle axis? Since X-52 axes and buttons are programmable (please correct me if I'm wrong) you should be able to make a profile with this single change. Since I don't know much about X-52 (it's a HOTAS Cougar that I have), I can't help you any further... Any other ideas?
  17. Framerate has been restored: 50-80fps in space and 20-30fps planetside, in crowded areas. Disabling sound acceleration (this time it worked) gave me 90-190fps in space, 35-45fps planetside (same crowded area). SC I want to thank you for all your efforts to help me. I'm sure this will help others with the same problem I've encountered. You've made this Commander-Wannabe very happy lol
  18. quote:Originally posted by APOLLO: I tried to run UCAWA in window mode, while having task manager open, in performance tab. From what I've seen, the game takes the CPU usage up to 97%, while still in the main menu. Allready mentioned. Here are the facts so far: 1) Framerate has been reduced since 1.00.04. 2) Running UCAWA in window mode shows me UCAWA CPU usage at 95-98%, while still in main menu. The same thing continues in space and planetside. No wonder why it can't pull sufficient framerate. Reinstalled, patched incrementally, ran the game after each patch in window mode, posted the results shown above. I'm trying to figure out what's going on as well, so I'm posting my personal thoughts about it too. Just thoughts.
  19. Well, I never thought to monitor UCAWA's CPU usage in various versions, untill now. The general picture (at least the way I see it from here) is that back in v1.00.04, even with 95% usage, my system would manage to pull the framerates I posted above, even with a choking CPU. In later versions, somehow the workload increased a bit, but that little bit was huge on my machine simply because my CPU is still choking. Since in a P42.8GHz you get 12-15% CPU load on UCAWA main menu, I could say that my system should run the game in a way more efficient way, something that just doesn't happen... Btw, SC, may I assume that the CPU usage results you showed me above are from a machine that runs the unprotected version? I mean that the problem could be simply the way Starforce is implemented into the executable. Or, we can come back at the Audigy2-UCAWA compatibility and say that, with UCAWA sound engine playing a couple of sounds in main menu is just too much for my sound card, that it takes all my CPU cycles just to play... a couple of sounds? It's a little bit hard for me to believe it. PS: If my syntax sounds weird, bear with me, English is not my native language
  20. Couldn't find any tools on Starforce site, so I used the Protect.exe in my UCAWA folder to uninstall and reinstall the protection drivers. In other words, job is done. Issue still remains: CPU usage up to high heaven...
  21. Will do. in the meantime, here's what I got after incremental patching. UC1.00.04 - Average CPU Usage: 95% UC1.00.05 - Average CPU Usage: 98% UC1.00.06 - Average CPU Usage: 95% UC1.00.07 - Average CPU Usage: 95% All values were taken upon main menu. In all cases and at that particular state, the memory usage wouldn't exceed 67800k.
  22. Sry for my late reply, just came back home, everyday's things to do never stop... 12-15% nominal CPU usage without any actual load... I was expecting/afraid of something like that, since not much ppl have similar issues. I'm using the latest version (1.00.07). No hardware updates, no driver updates, no extra/new software installed. As a matter of fact, my latest upgrade was the sound card and it happened long before I purchased and installed UCAWA. What seems to be my problem, is that something is choking my CPU, thus not allowing it to play the game in a more efficient way. And this happens everywere ingame: main menu, space and planetside (except while loading game data). I'll try different patches and be back later with my results. Thanx in advance:)
  23. First of all, I'd like to thank you SC for clearing out my packaging question:) Reducing DirectX accelleration trick doesn't work on me (been using it in other occasions too, aircraft simulations mostly). Starforce Proactive... never had problems with it also (I run Lockon 1.1 with this kind of protection too without a single hickup). I tried to run UCAWA in window mode, while having task manager open, in performance tab. From what I've seen, the game takes the CPU usage up to 97%, while still in the main menu. And continues like that, except while loading a savegame. I could easily blame my sound card for that, but in the main menu it's just playing music and some interface sounds. After all, if it was clearly a sound card issue, I would at least be able to track it down by switching all soundFX off. As I said above, tried it and didn't see any good. Another thing to mention is that while in the main menu, the various items(buttons) take some time to light up when hovering the mouse cursor over them. Also sometimes it takes more than 2 clicks to activate a submenu. All of these, while CPU usage is at constant 97%-99%. I'm going to check again my system just in case I overlooked something, yet I'd like to see similar performance results so that I can crosscheck them with mine...
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