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Old 11-01-12, 09:34 PM   #68
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by LemonA View Post
For real navigation this would be more realistic:
to proceed from one relative position to another on a specified course, a specified speed for a specified time.
And not proceed from point A in the world to point B in the world. That is cheating!

Expl: u-boat is on course 205° true. The helmsman is ordered to steer course 182° using a speed of 12 knots en route, for 3 hrs 20 minutes. Then he is ordered to steer a course of 205, speed 11 knots for 4 hrs 11 minutes etc. etc.
I think I see what you mean, and it is a good idea, but I guess there are some limitations to what Paco can do, due to the fact that our crew is unable to spot land.

By applying your idea, deviations from the theoretical route would be cumulative and we would risk to run aground, not to mention the fact that in RL the route would be adjusted as mutch as possible by means of frequent celestial fixes, but not in game (unless Paco finds a way to bring position fixes in his scripts).

You should also take into account that Paco is already planning to add some randomness to his mod in measure of +/- 2000 m for main waypoints, and +/- 1000 for calculated waypoints (it is: wayponts between main waypoints). Provided that there is a way to set different random factors for different waypoints, maybe he could increase general randomness, increasing it even more if weather is overcast, and decreasing it for waypoints delimiting route legs running very close to land (Kattegat, Gibraltar, etc.). In this way, he would minimize the risk to hit land

Last, if possible, the method you are suggesting would be okay for another type of script, where we plot the course and set an array of headings/speeds/times that our crew will follow. For it to be possible, the script should allow for manual inputs and an apposite UI, but I am not sure whether the script system implemented by TDW supports them.
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