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Old 08-26-15, 04:55 PM   #11
BigWalleye
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Join Date: Jul 2012
Location: On the Eye-lond, mon!
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Quote:
Originally Posted by Rockin Robbins View Post
I didn't say that it was impossible to make a ship run in a selected direction in the mission editor. I was told that all computer generated ships in the campaign mode traveled on whole number courses with whole number knot speeds. And was told that the game TDC calculated to the nearest degree, nearest yard and nearest whole knot.

They never told me anything about the mission editor. See what you can do to check that out. Because after all, many of the modules used in SH4 were leftover modules from SH3 designed by team members who left between the two games. A minority of the SH3 team carried over.

So you're 100% right. Someone could have been talking out of school, not understood the module responsible, been confused.....add your own speculation. Shouldn't be all that difficult to check out. Well, I would if the target were juicy enough and I figured I wouldn't get another chance....

I always considered my attack methods so that If I were one knot off, one degree off, etc that I would still hit the target. When the error envelope got bigger than the length of the ship I didn't shoot.
Not sure where, but I recall seeing a claim some time back that AI courses were all multiples of 5 degrees. And my in-game experience bears this out. It was pointed out that this is no different than normal practice in RL merchant vessels. This is done whenever practical to make the helmsman's job easier. I know it is common in pleasure cruising. Of course, this applies to open-water sailing, not piloting. Plus or minus 2.5 degrees is generally way good enough for an intercept, and you don't need absolute heading to generate a firing solution

Last edited by BigWalleye; 08-26-15 at 05:01 PM.
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