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View Full Version : unrealistic ship maneuvers?


ExMachina
01-17-09, 01:15 PM
still learning the game and am enjoying the challenge.

but the way that the surface ships seem to glide about unimpeeded is starting to annoy the piss out of me :damn:

why did ubi make the player's subs constrained by the laws of physics but the AI ships seem to have no limits on their accelerations or their turning radii.

is this mod-fixible or are we stuck with it forever?

Paul Roberts
01-17-09, 09:07 PM
still learning the game and am enjoying the challenge.

but the way that the surface ships seem to glide about unimpeeded is starting to annoy the piss out of me :damn:

why did ubi make the player's subs constrained by the laws of physics but the AI ships seem to have no limits on their accelerations or their turning radii.

is this mod-fixible or are we stuck with it forever?

More experienced hands will tell you more, but my sense is that it is a necessary compromise to prevent AI convoys from becoming a complete clusterf*k as soon as a sub appears.

Webster
01-17-09, 11:30 PM
still learning the game and am enjoying the challenge.

but the way that the surface ships seem to glide about unimpeeded is starting to annoy the piss out of me :damn:

why did ubi make the player's subs constrained by the laws of physics but the AI ships seem to have no limits on their accelerations or their turning radii.

is this mod-fixible or are we stuck with it forever?

More experienced hands will tell you more, but my sense is that it is a necessary compromise to prevent AI convoys from becoming a complete clusterf*k as soon as a sub appears.

actually its just the devs didnt want to spend the time to get it right, they just followed the same unrealistic ship movement setup they had for sh3 because it was faster and cheaper not to do it right. for the same reason most ships have unfinished or barely working damage models.

it was fixed for sh3 but the fix for sh4 is still a work in progress, have a look at this thread: http://www.subsim.com/radioroom/showthread.php?t=143775

ExMachina
01-18-09, 01:08 AM
it was fixed for sh3 but the fix for sh4 is still a work in progress, have a look at this thread: http://www.subsim.com/radioroom/showthread.php?t=143775

thanks for the link :up:

so it looks like we can edit some parameters?

to quote form that thread, some edited values were:

Surface LR and UD drag = 0,75
Propulsion to 30% of original value. Ex. 100=33
Rudder from 0,03 to 0,02 (only merchants)
GC Height from *whatever* to 0,1.

can i do these edits independent of a mod or will there be conflicts (i'm running TMO and RSRD)?

tater
01-18-09, 01:19 AM
It needs testing to make sure it doesn't reduce top speed, etc.

Stationkeeping and collisions are a legitimate concern as well.

Rockin Robbins
01-18-09, 03:07 PM
This is a major part of the future of RFB. They are working now on instituting realistic movement physics to surface ships (otherwise known as targets). This will be LukeFF's personal nut to crack and it promises to be both difficult to accomplish and revolutionary to the way we play the game.