There's been no evidence that Windows 11 will have any impact on game performance - that I've seen. Do you have any links I can follow ?
Posts made by Sprouto
warning: SND: Error playing cue 1 on bank 5 [music]
XACT: Invalid arg
These error messages will eventually cause your game to crash.
You're throwing sound errors - SCFA does not support surround sound - you must set your audio hardware to stereo.
The LOUD Project debated the Sparky quite a bit because in it's original configuration, it's hard to find a practical role for it that would keep it unique AND viable without turning it into a de facto replacement for the normal T2 engineer.
In the end, we kept the build restrictions - removed the pointless weapon - and replaced it with an extra 4 build power. It's a reasonable bit more expensive than a T2 engineer, but the more robust frame, and extra build power translate well. A good tool for mopping up wreckage fields that's not too flimsy - and a useful tool in other roles without overshadowing the existing engineer.
The only way to modify units, of one army, is thru a buff applied to every unit - of that army - as they are created.
While blueprint modifications are easy work - they cannot be applied only to a single army - since, at the time blueprints are loaded, the armies don't exist - AND - blueprints are universal to all players - and unchangeable once the game session actually begins.
For example, the AI uses buffs to give it's units bonuses, much in the way you are suggesting. This work is done at the point of unit creation, and it identifies if that army is an AI army or not. Obviously, you would need to modify this particular logic to provide a path for your buffs to be run on a specific army, human or AI.
It could also be addressed by reducing the AOE of the bomb.
Being that the difference is one tick - the distance involved would have to be the distance the ACU can travel in a single tick. Assuming he has a nominal speed of 3, this would be a distance of 3 ogrids.
I would confirm this entire process by logging what the bomb is actually impacting with - is the bomb impacting the shield, the unit, or the ground ? And following thru the process to see what the damage is being applied against.
Aside from some general errors - the likely cause is right there at the bottom - SND and XACT. These errors are generated by your sound hardware being set to surround mode instead of stereo. Surround will cause the game to crash randomly, sometimes early sometimes late.
While you may have set your hardware to stereo, Microsoft has some virtual surround settings they bury in there - and I'll bet those might still be turned on (they have a nasty habit of turning those things back on when they do updates - and they don't tell you).
Normal AA missiles, in RL and in-game, are not AOE. I mean - yes - they explode - but we're talking about an AOE radius large enough to impact other nearby aircraft - which is a very large difference. There's a good reason that flak style AA weapons are still in use today - along with SAM - and there are excellent reasons why aircraft are generally NOT equipped with flak style weapons for A2A combat, but instead have A2A missiles or simple guns/cannon. (Good thing no one has mentioned enabling 'damage friendly' for flak weapons yet).
Flak weapons are, by definition, considerably simpler, more robust, easier to operate, cheaper - but decidedly less accurate, than SAM - and more well suited to area denial. This makes them ideal for cluster formations (read: gunships) and other low level air threats.
Speaking directly to the original topic: Air units are simply too plentiful and easily replaced - no one thinks about using them carefully.
We have many maps that have resource densities just a high as many typical maps used in FAF. In fact, many of our users will sometimes bring over their favorite maps and utilize them with LOUD. While philosophically, we do see things differently, being the Supreme Commander, and having to make those decisions, is what it's all about. Certainly, the layout of a map can impact the value of some of those decisions.
I don't know if that's a problem or not - just a choice - I was just trying to give some perspective of what might be expected from such a change. It revamped the tempo and flavor of the air game, without question. As for hoverbombing, I cannot say - it's not something we see.
We dramatically reduced fuel time for all the combat air units in LOUD. The impact is important primarily in the respect that it forces players to consider 'depth' and 'time over target' as a part of their air operations. It directly magnified the value, and more importantly, the tactical value of a well placed (read: near the action) airpad - making them not only an important part of the game, but a vital necessity to maintaining air supremacy over any battlefield.
Now - on smaller maps, this is not going to be an issue, as even with reduced fuel, the air units will be able to range the full depth of the map, and have plenty for operations at that depth. It only begins to show it's worth on 20k and larger, where your bombers have enough fuel for a deep - but short - strike, with little time to linger around.
This change indirectly addresses some of the balance question between air units and other arms, putting a reasonable drag on the ability of air power to be utilized wherever and whenever. Short of a major rework of air unit stats, there are few other options.
I agree - it sounds like a complete system crash. I'm assuming that your only remedy is a complete reboot of the machine ? If so - you may have a deeper issue. As SCFA can really stress a single core of your CPU - heat can be a problem - and it may point to a number of other possible inherent instabilities with your system. Laptop by any chance ?
No - leading a target implies just that - a target. Ground fire is firing at NO target.