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Old 07-20-10, 10:33 PM   #9
Kpt. Lehmann
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Quote:
Originally Posted by LGN1 View Post
Hi,

@Kpt. Lehmann: Just take a look at this thread (especially post #7):

http://www.subsim.com/radioroom/showthread.php?t=165794

and the action report I linked above. The main difference is that the zigzag pattern is much 'smaller' now. Ships now change course every few miles. Depending on the weather conditions and the contact, you have to figure out the zigzag pattern before you can attack (especially when using manual targeting. I already missed some shots because the ships changed course when I fired). Shadowing a contact is now much more interesting.


@h.sie: From my experience the loading times are determined by the amount of units and the size of the campaign layers. I never tested whether the crucial point is the number of units or the waypoints. However, if you add a fine zigzag pattern to the complete stock campaign you will end up with an RND layer around 100MB For the present campaigns I added around 40000 new waypoints.
If you don't like changing the campaign layers you can also just restrict the area where the ships zigzag. However, I think you have to restrict the layers either in time or place It's not a perfect solution, but I think it's worth it (Another solution would be to use a 'bigger' zigzag pattern. However, from my experience you do not gain much from a pattern with legs larger than around 25km).

Cheers, LGN1
Thank you.

Does your work still retain the random waypoint changes and random speed changes introduced in the GWX campaign files?
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