Quote:
Originally Posted by h.sie
Since I am still not totally sure how a compressed air (CA) fix could work, I want to discuss the algorithm BEFORE starting to program. This prevents me from wasting a lot of time: My idea for the fix (correct me if I am wrong):
Definition: dCA is the little amount of CA that is consumed for every depth change into surface direction.
1) The only affected dial is the depth gauge.
2) When a depth change via the depth gauge is ordered, do the following:
Check if ordered depth < current depth.
If no: Change depth
If yes:
Ckeck if speed <= 2kt
If no: Change depth
If yes:
Check if CA > dCA (is CA supply enough?)
If no: Ignore the change depth command.
If yes:
Calculate CA := CA - dCA (Subtract little amount dCA amount from CA supply)
AND
Change depth.
Is this okay?
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Hi h.sie,
How are you mate?
I´m a bit out of Sh3 game lately..this is why i´m a bit absent from this discussion.
First, for me is a surprise that sh3 consumes CA when we hit "S"...I never noted this behaviour, in true I always thinked that it was a feature totally absent on sh3..(well, perhaps I never payed a real full attention on it)...so, are you sure about this?
If so, then the problem is already half way fixed (for me). Perhaps we could also raise the consume a little bit when hit "S", to make it more clear and the game more challenge on this matter?
And I fully agree with Hitman: "But as I said before, the thing is that most upwards depth changing maneuvers should actually need a bit of compressed air. "... for this particular issue seems that your algorithm is very good!
Cheers!