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Old 03-16-06, 06:58 PM   #27
jasonb885
Samurai Navy
 
Join Date: Mar 2002
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Quote:
Originally Posted by Stiebler
Letum said:
Quote:
Ive found a single merchant going at 3knts. Any way to fix such irregular speeds?
3kntas is just too slow
We aimed to provide a wide range of speeds to mimick the effects of heavy weather or other variable factors from real life. 3 kts isn't really 'just too slow' in a heavy storm for an old tramp; nor for a ship suffering from damage or engine difficulties. Speeds like that are what you occasionally get when the word 'random' enters our programming vocabulary.

However, if it's a problem for many people (and it must occur very rarely because of the way the randomizer was written), it wil be easy enough to fix.

Stiebler.
I'd be curious what specifically you modified and how you modified it?

Is there a standard configuration definition somewhere?

It sounds like there have been extensive changes, so there's nothing valuable I can do with IC as it will simply overwrite some key values. (All my waypoint Speed= entries were static and not randomly chosen, for example, I randomly assigned external cargo types, exact convoy composition was determined by a static configuration file, ect.)

The next evolution of tools are operating against my RND layer, so now my postprocessing tools are useless. Somewhat disappointing, but not entirely surprising. Although I now have little to offer.

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Starforce officially promotes piracy of unprotected game, Galactic Civilizations II! eh?

Improved Convoys mod!
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