I guess you mean "updated to v1.7" ? There are several possibilities because scenarios use their own custom configs, and if things work like when we use custom configs for vanilla, if a block/ item has a problem the game just fetches the defaults, or sometimes the game refuses to load ( CoQ ). So this could mean that since RE wasn't made for 1.7 Exp the game simply ignored some of RE changes and used defaults instead, but to verify this you would have to check specific values - those that you can check of course - like ROF for those specific "improved detection/ ROF turrets". Another possibility is that it is somehow related to recent fixes brought in 1.7 phase 1, like : - Ship Rigidbody collision detection mode changed to ContinuousSpeculative - Rockets now orient themselves towards the turrets up direction when firing (and not towards the world up direction). This helps if the rockets use special animations or effects Changing the Rigidbody detection mode to ContinuousSpeculative is deemed lighter on calculations so maybe it released some headroom on the physics loop, which impacted performance for all solvers. That is just ContinuousSpeculation on my part... The other item only affects rockets ( local reference instead of global) but it shows that someone is working in the innards of the physics and maybe they flipped a magic switch somewhere. And could also simply be a "happy bug"... But these observations you make are not all based on the same events, same contexts, so this is not like if you had a fixed "test" setup where you could clearly see any difference. Here we can't say if it's config swap or the new fixes because you are using a scenario and fixes were made to vanilla, which blurs things a bit. .
Yeah, it was just an off-the-cuff observation so to speak. I was just surprised how responsive the turrets appeared to be, along with their higher RoF. It's obviously not working as intended - conflict with v1.7 of the game an RE designed for v1.6 - but seeing turrets that were more responsive to enemies spawning in was interesting. Not run the game since, so no longer-term observations to share.
Hi K! Reviving a Necro thread (found while researching Weapons) that I wanted to share a tip about this issue with Win10 (and Win11 as well) ridiculously invasive Microsoft spying. In addition to the gross spying, as you pointed out there's insane numbers of background tasks that cause havoc. There's a simple and free answer. Search for O&O ShutUp10 (O&O is the company, a German Security firm). Run it and select "Recommended and somewhat recommended settings" from the Actions menu. Look over the list before saving in case you USE something like Cortona (WHY??!?). Also if you don't use OneDrive you can disable it too. Requires a reboot. SAFE software (I'm a >40 year Tech). This will kill all the background spyware (over 288 points of contact last I read) and kill countless useless tasks. NOTE THIS WILL ALSO DISABLE THE CAMERA AND MICROPHONE SO IF YOU USE ZOOM OR OTHER COMM APP YOU NEED TO RENABLE THEM IN SETTINGS OR CHANGE THE SHUTUP10 SETTINGS TO LEAVE THEM ALONE. Another caveat - YOU MUST RE-RUN IT MANUALLY AFTER EACH WINDOWS UPDATE!! It will show the changes as MS tries to reenable the spying, just choose "Revert Changes" and it will redo the disabling. Personally I update Shutup10 each time so it has the latest changes (no auto update, but what do you want for free, eh?). Works for Windows 11 as well. Cheers and hope all's well in your world!
I actually "prune" my installation to reduce the number of tasks running. My gamer rarely sees above 80 processes running and even this PC, which is doing lots of other stuff, is just sitting at 91. I do use Shut Up, but as part of a larger series of tweaks. I used to do everything myself, manually, but discovered tools that do it for me more quickly...I never got around to automating a lot of it myself. Running a leaner build can make quite a difference, not overall fps, but just when it comes to a generally smoother, less glitchy experience. Note: with the configuration I use my Microphone and Camera remain fully operational...I guess the default settings are different in this implementation of ShutUp.
Yep me too. I do believe it is with the "Recommended" setting, I like to use the second level "Recommended and Somewhat recommended" choice since it clubs more stuff over the head ...
The version of Shut Up I use is embedded in another tool, so uses custom - not visible to me - settings. However, the tool offers so many configuration options that some likely apply to Shut Up. One of the big things for me is that the tool removes much off the bloatware appstore rubbish that can't be uninstalled by regular means. Basically, I think I've done pretty much everything I can to ensure that my PC is as streamlined as possible. However, despite this, Turrets are still very problematic at times. When the Minigun Turret on my light scout SV can take 5 seconds before they start shooting and 10-15 seconds to switch targets, well, it's a real handicap for that SV. Multiple foes really exaggerate that. While turrets are never very responsive, things certainly do seem to degrade over the session. I've saved a game (Single Player obviously) to try to demonstrate this turret issue. However, upon loading, the turrets work GREAT for a couple of minutes, before degrading again. I think that turret issues alongside the incorrect 3d audio positioning are the most irksome day-to-day issues in the game currently.
And WHAT pray tell is this magic program? Always on the lookout for new tools ... Had a Client say to me the other day "YOU don't know something??!?" when I ran into a background process I didn't recognize. LOL I told her that trying to keep up with computers was like simultaneously trying to walk through thigh high mud while swallowing the Atlantic Ocean. She laughed. Turrets - Yeah, the long reacquire time drives me nuts too. Would be nice if you could contact the manufacturer and pay a couple million for an upgrade like IRL ... 'Course I expect if you offered Elon that it might happen ... Motivation and priorities ... Of course ITRW it actually might be a Unity issue and out of their hands. Audio - I have a 5.1 surround, but this game (and few do) doesn't support it. It would be very nice to hear someone sneaking up behind you ...!
It's a tool developed by Chris Titus Tech (Youtube) I cannot link to the specific program for download as it's a command line thing that's run via powershell. If you Google "Chris Titus debloat" it'll take you to the relevant page. He has a video on it too. I'm guessing it must be some obscure Unity issue, else I'd have expected Eleon to have sorted this rather significant issue by now otherwise. Just so glad shields got implemented as it's far better to watch helpless as your shields take a pounding while turrets sit there unresponsive, rather than actual blocks & devices are destroyed...no shields you say? Sucks to be you lol. The issue with the current (somewhat broken) sound implementation is I cannot tell where my own footsteps are coming from at times lol.
K, Thx! Shields - LOL indeed! Thx for the chuckle, needed it this AM. Footsteps - Do you mean to tell me you know where you ARE at times?? Must be nice. I always tell people if they see my brain, send it home, it's dented and weird but I've grown fond of it when it occasionally works. (Think Ron Weasley's Wand in Potter)
I know where I am, I just don't quite know where the sound of my footsteps will be coming from, hence the conclusion Try not to think about slugs...