Bridge Commander Central
BC Forums => BC General => Topic started by: tiqhud on September 04, 2010, 09:25:09 AM
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Ok let us say you have a planetary system, with one planet [38 kb nif] with [1kb tga]
it has two Akiras [236 kb nif] with [five* 4097kb tga]], then two nebulas [[230kb nif] with [five*4097kb tga] then
two Ambassadors [207kb nif] with [four* 4097kb tga] thats just ships and planet, now the Nebula [3037kb]
starfield [256kb], sun [257kb], not even counting your ship.
that is 41442kb for Akiras, 41430kb for nebulas,33190kb for ambassadors +3037kb+256kb+257kb+38+1= 119651kb
[if I calacuted right ]
Many of the newer ships , Only come with textures [tga-s] in the HUDE , ultradetailed range [16385kb]
Oh one has got to account for py files for the New ship you are running, the Game {BC} must take some memory to compile
the information, contained in the PY files.
Oh one also need to take into account "What Bridge do you use?" , some Bridges are small [use less memory] while
some are Large [use much memory]
An observation, from my system, I have lost the ability to teleport because of over extended memory , and or
shuttle launch ability, because not enough memory to load all the required files for said shuttle.
And have also noticed while a ship, you run for the first time, may not have all you want or is described, try running
that ship agian, the game {BC} has compiled the PYs and it ought to run smoother.
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To be honest with you from programmers point of view Memory is cheap nowadays.
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To be honest with you from programmers point of view Memory is cheap nowadays.
your right, but that fact still remains , and BC is a Old Game, Good but old
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And BC is also an Activision product, and their games seem to have tendency to suffer from memory leaks. :bitch:
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Activision is just a publisher.