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Old 02-04-10, 11:16 PM   #10
karamazovnew
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Quote:
Originally Posted by scrapser View Post
To the OP, you should have been around when Hasbro released "Gunship". That was the biggest flop of a simulation ever published and it got so bad the company quit the military simulation titles completely and quietly shelved and later sold their ownership of the "MicroProse" brand.

I think the economic situation has made it nearly impossible for anyone to produce fully detailed simulations as they did back in the mid to late 90's. It has been steadily declining ever since.

A new business model is sorely needed for sims to be produced like the passionate simmers would like them to be.

Personally I think it needs to be more like buying custom made merchandise where you pay for the fact that it's a niche market. All we need is a company that's willing to try and put out some feelers to see what sort of market response they can expect.

In the meantime, I have my sights set on "Carrier Command" from Bohemia Interactive. If they deliver anything close to the original it will be one awesome game (even if it is a sci-fi title).
Great post. And btw, thanks, I had no idea about Carrier Command.

Quote:
Originally Posted by tater View Post
Acceleration of ships is not controllable to the extent desired unless they made a fundamental change in SH5. It can be made more realistic, but nothing like it should be, sadly.
Somewhere in the code, there must be a formula on which the speed is dynamically calculated. Ubi could very well make ample config files for each difficulty setting. I see no reason for the game to be arcade for those who want it so, but realistic for the others. Let's say we have 2 ships, Nelson and a Torpedo Boat... A perfect sim should have something like this:
Speed+= Power - Friction
Speed+= p*e^(-a*T) - h*e^(b*S)
where T is the time, S is the speed, p is power, h is hull friction and a and b are logarithmic factors. In this way, with just 4 parameters for each ship, you can realistically mimic any ship behavior you want. You can make them go as fast as you need, and accelerate as fast as you want. Plus, when turning, all you need to do is apply a new formula for the hull friction
h=a + e^(b*r), where a is the "go ahead" normal friction, b is an amplitude and r is the angle of the rudder. Throw in some wind and wave effect and with 2-3 formulas and a few parameters you can mod any ship...
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