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Old 10-30-08, 03:04 PM   #1
digitizedsoul
Machinist's Mate
 
Join Date: Sep 2006
Posts: 125
Downloads: 33
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[TEC] AI Ship Engine Speed Latency

Guys,

Here are my thoughts on a significant realism stride I think we could make, but how easy depends on your answers to these questions:

1. Is there a variable that defines the rate at which an AI vessel can change its engine speed / direction? IE: forward / reverse

2. Are there symbolic links of sorts tying the sonar sound file playback / ambient engine sound playback with the engine rate of turn? Seems like there is..


Here is my idea. If you observe the AI vessels carefully, namely escorts and destroyers they will change engine speed and direction at an instant (fwd, reverse). A DD can be charging at 34knots and slam to emergency reverse instantly with no delay. Now we all know that in reality the logistics involved with switching the turbines to reverse were complex and NOT instant. Also the revving back up of the props also took some time.

Wouldn't it be nice to see that latency reflected in game? The issue is, would this new latency throw off all the AI's autoroutines such as collision avoidance and sonar detection? Would it not know how to properly align itself for a depth charge, or are the variables that dictate that behavior dynamicaly tied to the speed at which it can change direction?

Also while on the subject, could we change the variable that determines how far the ship will drift before it transitions from forward momentum to moving in reverse? The sub takes a considerably long time which is accurate, but the AI vessels go from 34knots to 12knots in reverse in a matter of seconds.

Thoughts?
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