02-13-15, 09:09 PM
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#19
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Silent Hunter 
Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Quote:
Originally Posted by Jeff-Groves
I've never seen a way to define all Units in a simple way.
Some take tweaking in an area that others don't like.
Any Unit should be tested in Game to get the actions you want.
If anyone can give us the actual math to prove a universal 'Magic Combination'?
I'm all Eyes.
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Well, it depends on what you mean by simple or universal. On some aspects I was able to develop a mathematical guideline, and on others not. For instance, for the relationships of the file parameters and acceleration and speed, I was faced with, perhaps, having to do a series of tests, for each and every vessel in sh4, or develop a formula that I could apply to these vessels. If the number of vessels had not been large, it might have been easier to do the former, but with a large number of ships and subs, I didn't want to rely on trial and error methods.
If the underlying game physics model is any good, we should be able to trust it to a reasonable extent. That is, if we make measured, considered changes to an input, we should obtain rational results (for the most part - I realize the game is far from perfect).
Here is the thread where I discuss/ developed the mod:
http://www.subsim.com/radioroom/show...=211235&page=4
Post #93 is where I give the formula I used.
Fahnenbohn, if you plan on changing many or most of the physics aspects of the ships/subs, I think it is worth looking at. I did not have to do as much work with the ships' stability, as they were, for the most part, pretty good already. The ships that seemed to give the most problems in this area, were the minesweepers; probably because they are very shallow draft.
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