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[TEC] [WIP] Zig Zags
In SH, we are used to seeing either NO zig zags (ZZs from now on)---utterly unrealistic, stuns me that this
wasn't in the base engine, far more important to realism than more types of ships, for example---or in TM/ICL and RSRD, ZZs like this: http://www3.mediafire.com/imgbnc.php...b70288076g.jpg In real life, however, the type that lurker and I use are not completely realistic. Far far better than no ZZs, but not what was always used. In RL, the japanese used ZZs like this: http://www1.mediafire.com/imgbnc.php...c39f5d976g.jpg http://www3.mediafire.com/imgbnc.php...ef3f73bd6g.jpg This is pretty complicated to replicate... but not at all impossible (not impossible with Mcoca's incredible Automated Campaign Editor (ACE)---and his help showing me how to code it, that is). ZZ type A: http://www3.mediafire.com/imgbnc.php...d3c692d86g.jpg ZZ type E http://www2.mediafire.com/imgbnc.php...12ed8a886g.jpg ZZ type G: http://www3.mediafire.com/imgbnc.php...4be7bb906g.jpg ZZ type K http://www1.mediafire.com/imgbnc.php...d26935ef6g.jpg This technique will work for isolated groups since it creates a truely frightening number of waypoints compared to the method used up to this point. In my ICL campaign (and RSRD as well), typical groups might have 500-2000 waypoints. Using this method, that would change to 3000 to 15,000 waypoints per group. This is because the timescales are historical (5, 10, and 15 minute legs). I actually had overflow errors trying to run the ACE with more than a couple groups in a mission. Because of the limitations, I could see altering the historical time scales such that the patterns are larger, which would result in fewer waypoints, while retaining the historical shapes. Another possibility is to have the complex, short time scale patterns only occur in areas of particular danger. Presently, I'm using it for isolated groups only since every group I ZZ this way equals ~10 normal groups worth of waypoints. One other mitigating factor is likely the year. I'd expect that early convoys didn't ZZ on the same short time scales. I have also now created a couple made up patterns that are closer to the time scale of the current patterns used in ICL/RSRD, but have some of the feel of the historical versions. More as I play with it. tater |
Wow...that could create a truly daunting gaming experience for us. Keep it up! :up:
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Tater,
You come up with some of the coolest things. I'm very interested in the outcome:yep: |
Note that all the in editor ZZ screen shots are at the same scale.
Hard to hit stuff ZZing every 5 minutes, lol. Note that the exact shapes will vary in terms of how stretched out they are based upon speed. Since they used time, not length, if the ships are moving slow, the pattern is squished (my type E above is a slow group), but if they are making 20 knots, it will spread out. That also means this technique might be better suited for fast groups for many of the patterns (fewer waypoints). |
Excellent Tater.
I can only imagine the havoc caused when different ships within the same flotilla use different zz's! :oops: Could be way cool! |
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LOL, you are making this scary real! How am I supposed to get a solution on a wiggly thing like that!:nope:
Keep up the good work! I like it....:up: |
It still shocks me that some kind of organic zig zag coding wasn't built in. Virtually all ships/convoys ZZed in RL. The complex patterns date to WW1. You simply cannot have a realistic campaign without them, boggles the mind how it could be overlooked.
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As I stated above the more realistic the better. |
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If every ship ZZed with a different pattern they'd collide. Turning as a group is what would happen in RL.
The reason it was time based is so that they'd all know when to turn. top of the hour, base course. 10 minutes later, turn 30 degrees right. 10 after, turn 20 degrees left, and so forth. Once detected, the ships will still constant helm at the same time they follow the ZZ pattern (unless they elect to scatter). If I could wave a magic wand and "fix" the game engine regarding ZZs, I would have a file that contains various ZZ types, and a pull down under each waypoint's properties for what pattern the group would use. The file containing the ZZ types could be formulaic. Step, time, and base heading offset. Oh well. |
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that's excellent work, tater! you, sir, are a true gentleman and scholar. :know: weiter so!! hc |
Real nice work here tater :yep::up:
RDP |
Way cool stuff as usual.
If I may be so bold :lol: adding the odd loop to way point would really go a long way to randomizing the ZZ so that a player might still end up in the wrong position. |
Oh yeah, I always add odd loops. Helmsman drifts off to sleep at 15 past on a merchant, etc ;)
Typically, I also like to use alternate paths. With this technique it's a little more complex since the waypoint count can get scary. Say the group takes 5 short waypoints to leave port and get to open water. Then 5 to get into port on the other end. I might make waypoint 6 off to the side a little, and have 5 loop to 7. I can then add a whole new path between 5 and 6 by adding waypoints, then ZZ those in another pattern. BTW, with the automated editor, you could go back and add a random loop for every waypoint if you wanted. Take each waypoint and give it a loop % of some small value like 1%, and have it loop to the waypoint at current.waypoint + a random number. |
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