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Old 05-28-07, 04:55 PM   #1
VonDos
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Default Traffic in Kiel canal: a request

Hello everyone!
Can someone write 2 rows of campaign for add traffic in the channel near Kiel?
Is someone interested in this?
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Old 05-28-07, 05:26 PM   #2
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What do you mean ?
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Old 05-29-07, 04:00 AM   #3
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mmm i mean if is possible (and if someone is interested in) this: add ships in the kiel canal, but not only docked ships.. but moving vessels :hmm:

In GWX in the Kiel channel i can see only statonary ships.. i'd like to see traffic (small ship, not ocean liners in a smal channel); i think it can be done modifying the campaign file.. but i'm not sure.

Someone have any idea?
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Old 05-29-07, 04:07 AM   #4
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I personally thought the traffic in Kiel was just about right.....there aint a lot of room for movement if you've got scripted traffic plus the players sub :hmm:

However...BBW is the man to sort it if it's doable.
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Old 05-29-07, 06:44 AM   #5
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Within the canal itself, moving traffic would be a problem as ships would try to agressively evade each other if they get within a certain distance... an would run aground in the process.

For this reason, you only see docked ships in the canal.
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Old 05-29-07, 08:23 AM   #6
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I did script the Kreigsmarine units movements through the canal
Problem is if you meet one coming the other way the AI collision kicks in and the ship does all it can to avoid you

Not good to watch the Bismark reverse and beach itself while you sail on merrily
For that reason we took the canal traffic out
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Old 05-29-07, 09:13 AM   #7
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Quote:
Originally Posted by bigboywooly
Not good to watch the Bismark reverse and beach itself while you sail on merrily


Maybe that's a stupid question... But to avoid any collision (and any AI collision movements when you sail through the canal), would it be possible to simply script AI movements in order to never meet the "Kiel in" and "Kiel out" plotted course ? :hmm:
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Old 05-29-07, 10:33 AM   #8
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Not a stupid question mate
The canal isnt wide enough for the AI collision routines
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Old 05-29-07, 11:13 AM   #9
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I see...
Thanks for the information.
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