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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2161 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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We rely on you TDW, I am 99% sure that one day you will fix at least the (now) useless coastal guns
![]() As for the multi unit tracking problem, I think this something we can live with, but have you checked that aircraft under attack can track their pursuer wth their rear/waist/ventral turrets? Most of the stock aircraft turrets are broken, but I can provide you with a bomber whose turrets are set correctly (during my tests they tracked sea targets). ![]() |
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#2162 | |
Black Magic
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Like I said though I haven't found the code that controls the weapons yet so it's all pure speculation. |
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#2163 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2164 | |
Black Magic
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- derive list of active game units (some units can be excluded from this list) - iterate over list of active game units derived: -- iterate over all sensors of the current unit --- iterate over all active game units derived for each sensor to see if sensor detects it --- if sensor detects it then add to list of detected units Check all detected units to see which one was detected the 'strongest'. Place pointer to this unit in unit's contact detected 'slot'. |
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#2165 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2166 |
Ace of the deep .
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German taskforce incurring heavy damage against 2 polish DDs .
Using the latest sobers mega mod list including these mods . No ctds FX_Update_0_0_22_ByTheDarkWraith NewUIs_TDC_7_5_0_ByTheDarkWraith OPEN HORIZONS II v2.4 SM_Wounded_Unit_Radioing All the latest patches ![]() |
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#2167 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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On an unrelated note: there's something I always wanted to ask you, but I never did. Let's say that (while using your ship radio patch) our u-boat is detected by a radio-equipped unit, and that it calls in for reinforcements. I already know that assisting units, on turn, must have fuctional radio equipment and they must be within a "Lost contact" travel time (at their max speed) for them to react. But what if there is an airfield/carrier in the vicinity? Do aircraft spawn from them based on "lost contact time", or rather they max range is taken into account (or both of them)?
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#2168 | ||
Black Magic
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#2169 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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One last question (sorry for bothering you with so many questions at once ![]() ![]() Is it the max range of its/her aircraft? (to the best of my knowledge airbases and carriers don't have any range setting). |
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#2170 | |
Black Magic
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You can define certain bearings that the sensor can only 'see'. It's a property of the sensor (SensitivitySectors). The game iterates over a maximum of 16 sensors for each unit object. Whether you can define more than one type of sensor (visual, radar, etc.) for each unit object I'm not sure. I'd have to watch it in debugger to see if game recognized more than 1 type of certain sensor per unit object. Same goes for attaching sensors to gun barrels and such. Max range of the aircraft stationed at the airbase/carrier. |
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#2171 |
Black Magic
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I just discovered I have an error in my units must use radio patch. It's not an error per se but rather almost all units are not being checked as to whether they can receive radio
![]() I just learned a whole lot about how game deals with contacts today. Let's say unit detects a new contact with it's sensors. If unit previously had no contact detected then the game engine will iterate over all the game units defined to give ONE of them that is the same side (axis, allies, or neutral) the same contact (it's actually the first one it finds in the list). Note I said ONE of them. I thought it iterated over all and gave all with the same side the contact but I was wrong. If the iterated unit receiving the contact is game unit type <= 4 or a 10 or a 11 then it's radio was being checked else it's radio is NOT being checked. I am updating the units must use radio patch to correct this. I'm also developing a way to have the game engine while iterating over all the game units for the same side to give each one of them the contact instead of giving it to only one (the first one it finds). |
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#2172 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() There is a "but" though. If, during an air-to-air or or air-to-sea angagement, a plane with partial visual coverage temporarily loses contact with her current target (due to a sharp turn, for instance), will she forget about the opponent? ![]() Quote:
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![]() Last edited by gap; 02-17-14 at 09:06 PM. |
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#2173 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2174 |
Black Magic
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#2175 | |
Ace of the deep .
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