1) Yep on the memory leak. Only reasonable answer for the reboot, unless RoF isn't unloading textures at the end of a mission.
2) For
multiplayer I can see where virtual memory use could be a problem, as everything has be be drawn "full up" from spawn. Every player has the potential to see everything rendered at once at close range, so I understand that part.
Oddly enough, RoF seems to follow the IL-2 series in object rendering memory taxation. In building DF maps with a lot - and I mean into the hundreds - of ground objects I found that it's not so much the number of objects, but the number of types. Ten vehicles of the same type don't really tax performance, but ten unique vehicle types can bog down a server and make things really slow down. This makes sense, as the texture for a
type of vehicle is loaded just once and applied many times.
I'm wondering if the "40 pieces" is a mistranslation or neoqb playing it safe. I'd hazard to guess it's 40
types of ground objects.
3) Similarly, I think they're putting up restrictions based on the min specs advertised for the sim. Again, this follows the 1C: Maddox line of thinking. The reason huge maps were never released with the sim through official updates isn't because the code or current computers couldn't handle it, it was because the specs listed as minimum couldn't handle them.
Even in 2009, here's what IL-2: 1946 was coding down to:
IL2 Sturmovik: 1946 Download Minimum System Requirements
•Supported OS: Windows® 98/ME/XP/2000 (only)
•Processor: Pentium® III or AMD Athlon™ 1 GHz (Pentium 4 2.4 GHz recommended)
•Ram: 512 MB (1 GB recommended)
•Video Card: DirectX® 9 compliant with 64 MB RAM (128 recommended)(see supported list*)
For RoF, it's a lot higher:
Operating System: Windows® XP / Vista
CPU: Intel® Core™2 Duo 2.4 GHz
RAM: 2 Gb
Free Hard Drive space 6 Gb
Joystick Direct X 9.0 compatible joystick
Internet Connection 256 Kb/s (required)
Graphics Card 512 Mb, GeForce 8800GT/Radeon HD3500
Windows XP / XP 64 Service Pack 2 or higher
Windows Vista / Vista 64 Service Pack 1
Thats' closer to what the average flight sim nut has in the West, but still lower.
Everything they put out, though, will be geared to that minimum system, including 32 bit limitations on total RAM useage.
I'm betting that higher end systems using 64 bit systems will be more than happy to break the limits they put down and run just fine.