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Old 05-09-11, 01:41 PM   #39
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
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Quote:
Originally Posted by TheDarkWraith View Post
the only problem I see (and is probably why the devs left these out) is that they are a unit (a ship to be exact) and the game engine has a hard time dealing with many units at once (your system will be brought to it's knees with too many units - saw this happen with spawned mines). So if you sink many ships in a convoy and they all spawn lifeboats your system will probably start crawling. You can see this happen in convoys that contain many units as is.
The lifeboats being a ship will not disappear. They follow the same 'rules' as the other ships in the game as far as de-spawning.
I'll dig through the exe file and see if I can't find a way to limit the number of lifeboats being spawned per ship. If we can cut this number down to say max 3-4 per ship I think we'll be ok.

@Zedi: there will be no conflicts with your campaign work
I think there should be no problem with the numbers of the lifeboats. What I have seen, most ships spawn 0-1 boats, larger ones 1-2. Even Large Liner spawned only two lifeboats (which is too little in my opinion). Exception seems to be Huge European Liner which spawned 10-15 lifeboats. And yes, this works as a standalone mod and shouldn't overwrite anything. I also tested the collision model with these boats, but I think it didn't work that well, boats keep ugly metal scratch noise when colliding to something, and spawn metal debris when fired upon or maybe even explode... And no one could be that sick that he/she wants to shoot a lifeboat, right ?
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