Thread: [REL] Dark Waters
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Old 02-23-21, 01:55 PM   #891
propbeanie
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The double-plus "spawns" like that are the nature of the beast, unfortunately. Random Generated Groups (RGG) are used, set to a certain percentage chance of "spawning", such that there is variety in the game. Docked ships are especially susceptible to this self-induced "glitch" that the stock game has also. The problem lies in the handling of the files, in that once spawned, a ship does not disappear until either sunk or "terminated" by reaching its final destination. Neither happens in most harbors, since in order to have a ship "show" in the game as "docked", one has to remove the option to "terminate" at final destination... Therefore, a ship set to spawn at a 50% rate, every 500 hours (20.8333 days) would then generate a "new" ship every 41.666 days, or roughly one every month and a half... The ships pile on top of each other, and the "collision detection" is only good for front-end collisions, so they "merge" together just fine, until a "breeze" comes along to move one or the other, which is when you'll see them "fan" out at the angles you are already familiar with. The only resolution is to do what we did with several files in FotRSU, and that is to separate the HarbourTraffic and other like files into "layers", such as seen with 41a_, 42a_, 42b_ (etc) files. There is a plan to do that for Fifi, and a few other "fixes" for him to incorporate at a later date, but it will be a while before we are able to do that. From the looks of things, the original devs did not mean for a person to give much more than a cursory glance to any given harbor, and certainly they did not intend a person to go harbor raiding, apparently... - though, in my thoughts, if they're there, why not?... lol
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