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View Full Version : [TEC] AI Ship Engine Speed Latency


digitizedsoul
10-30-08, 03:04 PM
Guys,

Here are my thoughts on a significant realism stride I think we could make, but how easy depends on your answers to these questions:

1. Is there a variable that defines the rate at which an AI vessel can change its engine speed / direction? IE: forward / reverse

2. Are there symbolic links of sorts tying the sonar sound file playback / ambient engine sound playback with the engine rate of turn? Seems like there is..


Here is my idea. If you observe the AI vessels carefully, namely escorts and destroyers they will change engine speed and direction at an instant (fwd, reverse). A DD can be charging at 34knots and slam to emergency reverse instantly with no delay. Now we all know that in reality the logistics involved with switching the turbines to reverse were complex and NOT instant. Also the revving back up of the props also took some time.

Wouldn't it be nice to see that latency reflected in game? The issue is, would this new latency throw off all the AI's autoroutines such as collision avoidance and sonar detection? Would it not know how to properly align itself for a depth charge, or are the variables that dictate that behavior dynamicaly tied to the speed at which it can change direction?

Also while on the subject, could we change the variable that determines how far the ship will drift before it transitions from forward momentum to moving in reverse? The sub takes a considerably long time which is accurate, but the AI vessels go from 34knots to 12knots in reverse in a matter of seconds.

Thoughts?

Webster
10-30-08, 03:16 PM
sh3 and sh4 have a lot in common and a mod for one will most likely work the same way in the other as long as you change the same types of files in the same way.

you need to read this: http://www.subsim.com/radioroom/showthread.php?t=143193


and this: http://www.subsim.com/radioroom/showthread.php?t=143775

digitizedsoul
10-30-08, 03:45 PM
Some good stuff there, little drama thick though..

Looks like production just halted. Anybody know why? Was a brick wall hit or was that GW / PT drama just too much and folks threw in the towel?

Phillip thomsen if you would like to contact me so we can perhaps put our minds together on this I think it would be fantastic.

The playability implications are simply to great to overlook this. It could REALLY change the tactics we use from "working around the game limitations" to actually feeling like a real encounter where nature, and its effects play a role in the outcome.

digitizedsoul
10-30-08, 03:48 PM
I mean me personaly, I have developed "tactics out of habit" that actually rely on these game flaws.

I know a DD is going to accelerate so fast based on what he is doing and I can have a torp there waiting for him. If those variables are not so constant it would be impossible to do that

digitizedsoul
10-31-08, 02:22 PM
Does anyone know where these values are stored?

What would be the best way to edit them, S3D?
This will be my first mod so...

I just really think it would help a lot in terms of realism for everyone.

Webster
10-31-08, 03:15 PM
Phillip thomsen is a sh3 guy and i dont think he has sh4 so it would be best if you PM him and maybe ask questions in his thread. (i doubt he will see this thread)

as i stated about the simularities in sh3 and sh4, if you find out what he is doing in sh3 and the values and files he is changing then you just do the same for the sh4 files and 90% of the time you get the same results or if not you are close enough so minor tweaks will get you where you want to be.

LukeFF
11-01-08, 05:57 PM
Does anyone know where these values are stored?

What would be the best way to edit them, S3D?
This will be my first mod so...

I just really think it would help a lot in terms of realism for everyone.

I suggest PM'ing swdw, as he's also working on this as well.