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:D Guess it all depends on coming 'on season' - whalewise ? Things get messy with shrimps.
Following up you're interest in whale migration theres a whole lot of Google stuff on whale migration but info on densities dont amount to a 'can of beans.' Not surprising in view of the nature of hunters v protectionism! I'm content with SP larger area missions that are not over scripted and random boxes and dynamic locations can overcome 'prescience'. Particularly for ASW practise I appreciate some of the Fleet MP scenarios which can be modded (where necessary) to provide a SP challenge within an ACCEPTABLE time frame. |
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Shrimp I really don't know anything about. Quote:
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SQ: :lol: This time thing is an old chestnut you and I have pulled out of the fire previously.
Within the scope of this topic I refer to an alternative to 'Quick Missions' purely for sub practise purposes. IMO practise should, amongst other requirements, simulate 'Exercises' in stress testing procedures, so my preference is for 1-2 hour workouts. SAS Quickies at 'hard' are unrealistic. But 2 hours gently cruising to build the picture does not push procedural technique boundaries also ! ACCEPTABLE time frames for maintaining connectivity in MP seem to be up to 2 hours although several of us here on SubSim have logged a desire for longer runs. As you know in SP Kara can captivate and engage with extended tension for many hours, even days. In general I prefer relatively free-form ASW missions rather than those which are over task orientated where I am expected to perform a series of specific actions. Thats just a personal thing - I resent running on other folks railway lines. ''I dont even agree with myself on everything.'' Rudy Giuliani. Edit: Back OT - Hawk66 I really like your idea and hope you can bring it forward. :rock: |
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It is just a matter of time and honestly I would not want to spend any on creating such a tool as it is rather low level programming / designing. To get this documented: what are the planned features? |
I would personally like:
1. Seastate change 2. Wind direction & speed 3. Biologics spawn 4. Random traffic generator... The rest per wish...:|\\ :smug: |
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I can't remember his name to save my own life. In fact I tried a final version of his creation and it's pretty robust, especially for what we are doing (myself and co-author) in the mission design department. Heck.. All we would really need from it is random SS, weather, season, bottom type, etc. Everything else can be handled using dyn group, POI, dyn location, playing field, RSB, map infrastructure, scripting and a solid design to ensure in-game playing time. What we are working on is dynamic mission objective on the MP level, currently set for up to 4-5 hours. 4-5 hour dives are pretty much nothing new and based on experience over the years, was(subcommand) very common in DM. But, if you are willing to invest the time and energy in doing so, I'm sure it will be greatly appreciated. |
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Planned features for version 0.5: - very basic configuration with a XML config file - no UI - Random SeaState - Random Time/Month and automatic adaption of triggers (but not mission briefing etc.) - Random Weather - Random SSP? - I'm unsure about this...does that change giving a fixed location? I've not a degree in physics ;) - adaption of briefing text (include weather report) version 0.7: - basic UI for selecting scenario etc. - Random Wind/Water region version 1.0: - configuration to make weather/sea state more realistic for a specific region. For example in the North Atlantic you have in general a tougher weather than in the Mediterranean. But I won't provide the content (data). That would be the job of the community :D - ... |
And who said that the Germans aren't the best mechanics...:rock: :smug:
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Cheers, David |
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SSP changes a lot based on location, daytime, weather, year season, and some other hard to predict effects, like pollution, vegetation and so on.
SSP is based on pressure (which is more or less constant), salinity (witch changes a little) and temperature (which changes a lot). All SSP types simulated in DW can appear on the same place (at different times in day). There are location based deviations, but mostly in depth and strength of the layer. On some extreme location some SSP type may not show at all, but it seems to be quite rare. I guess random SSP selection is perfectly OK, but you should be also able to choose it manualy. PS: info mostly based on the book 'Principles of underwater sound' from Urick. |
I am in favor of a random environment generator. Just remember, however, to be careful when changing environments... many of my scenarios are 'tuned' to a specific weather/time of day/season/wind/etc.
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The environment shall be random but at least a little consistent. For example it does not make sense, to have 'good' weather and a cloudheight of 500m. I think, you get the idea. |
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