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Old 03-13-10, 12:28 PM   #41
bigboywooly
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Join Date: Apr 2006
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Quote:
Originally Posted by piri_reis View Post
The Nodes system is very powerful and flexible, it's a few clicks to create a one time or periodic convoy from point A to B. Because there are so many Path Nodes already created in the common layer, you can just create your ship group and tell them to go from Kiel to Bergen or Halifax to Alexandria.

I'm not definitely sure but I think the Spawn Nodes that are used for docked ships, interact with a close-by Generator Node. This way, if there is a convoy with the SchleswigHolstein included, that is going from Kiel to Danzig, the SchleswigHolstein will be spawned as a docked ship..
I've seen this happen a few times. So it looks like, the pool of ships include ships due to sail..

There is one problem I'm running across though. The ships are not following their waypoints very cleverly. This is the reason they are sailing like drunkards in ports. For example none can enter the kiel canal correctly. I just don't understand this, because they seem to be going ok once inside the canal...

I tried some single missions with ships to enter and exit the canal locks, they all find somewhere to run into and go into a forward/reverse cycle! Simple waypoint following seems broken, they turn too early for the next waypoint, or they skip it all together. (I have at least 1km between each waypoint..)

Must be missing something..
Thats the AI avoidance routine
They dont like narrow areas so no chance of one moving into\out the canal or to leave Wilhelmshaven
Waypoints seem ok but due to the above they will never enter an area like the canal - the canal is now wider than the SH3 modded version so they will sail it ok
Just not enter thru the schleuse

And yes you are correct re convoys
Makes it a breeze adding them though seems game already has most convoy routes included
Adding ships to a convoy is similar to SH3 and 4
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