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Old 10-12-10, 09:24 PM   #298
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
Originally Posted by h.sie View Post
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?
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!
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