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Old 03-10-09, 08:26 PM   #8
Webster
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Quote:
Originally Posted by Sailor Steve
I think for the most part in actual gaming the player isn't going to encounter too many sitting targets,
you mean except for those pesky superhuman destroyers that that this topic was designed to address? lol those DD park anywhere and you always seam to be near them

yep, the rest of the fleet probably will never be starting off from a stop but often in evasive manuvers the wrong setting has ended up with the kongo stuck at 4 or 5 kts in zig zags so it never gains speed.

i had something that was within a 10%margin of error on real life acceleration times but in game it stalled out and couldnt get going, the rest of the task force left it behind. if i did that to all ships i would have had a task force under attack speeding away doing evasive manuvers at a whopping 4 kts lol.

i'll probably release it this weekend, maybe sooner, i have settled on all my numbers that slow ships as much as possible yet still keep the AI looking the same as far as how ships are manuvering and zig zags and stuff.

how it looks and feels in the game shouldnt change which is more important to me than the actual times i record.


this is what it will look like in the game:

again the kongo with my latest numbers: (the ones i will be putting in the mod)


from 1 kts - 5 kts = 7 seconds
from 1 kts - 10 kts = 40 seconds
from 1 kts - 15 kts = 1 minute 35 seconds
from 1 kts - 20 kts = 3 minutes 5 seconds

and the numbers for v3 i released:

from 1 kts - 5 kts = 5 seconds
from 1 kts - 10 kts = 15 seconds
from 1 kts - 15 kts = 40 seconds
from 1 kts - 20 kts = 1 minutes 15 seconds

and as with stock numbers:

from 1 kts - 5 kts = 1-2 seconds (so fast i almost missed it)
from 1 kts - 10 kts = 5 seconds
from 1 kts - 15 kts = 10 seconds
from 1 kts - 20 kts = 18 seconds

Last edited by Webster; 03-10-09 at 08:52 PM.
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