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Old 09-28-10, 06:30 PM   #12
tater
Navy Seal
 
Join Date: Mar 2007
Location: New Mexico, USA
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No, the speeds were probably set to the actual rate of advance since his TFs and convoys leave at the right times, and arrive at the right times.

Set them at higher speeds, and they will arrive too soon. The only way around this is to then have more ZZs. In scripted groups in the editor, you can actually display the travel times. But this does not happen with "random" groups, even when the arrival time of the group is set to the minute. When I was working on this (just to eyeball rate of advance of ZZing groups) I made "scripted" units with the same ZZ code in the automated mission editor, then looked at the arrival time for various speeds. This would have been a stunning amount of work for RSRDC... an impossible amount of work, frankly.

What any good game would really need would be:

Organic zig zag support. Meaning that there should be a text file with various ZZ patterns, and ships can then do those as a waypoint parameter.

The editor should show total travel time, and Rate of Advance for groups to aid the mission creator.

If you wanted to mess with this, you'd need to up the speeds, then alter the routes to use up the saved time (some ships put into port, then might leave the next day, so arriving to the minute is required). You'll need to then make sure you didn't screw up the delay times (the editor resets them to 60 minutes automatically, so the last thing you have to do is hand edit them on the text file).
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