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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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All that stuff eats system resources like a little kid snarfs cotton candy. But we're getting to the stage where it could happen without crippling the game. Another 12 months would be very helpful in making dynamism more dynamic, but with Ubi wanting another infusion of cash and their business model for simulations not permitting any other method but total game replacement, that's what we're going to get whether we want it, need it or not: a premature game release.
So long as they stick to an inappropriate business model, we're not going to get what we need.
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Some would not eat up resources that much, and are a sort of bare-minimum.
Have named ships in the Roster. When sunk, they are GONE. When all of a class are gone, then if the specific ship type is called in the campaign it does not appear, and if the class is called randomly, it is not picked. They can add a special named ship entry athat allows infinite spawns. Ie: Name=ship_name_1, Name=ship_name_2, Name=ship_name_4,then Name=-1 If Name=-1, then no limit on spawns. It will use the names up first, then just clasname#1, #2, etc after that. Reaction to player. Read PRs. Sometimes skippers would not attack ships inbound to a patrol area so they would not alert the enemy. A simple code that would shift a group path around a known sub would be fine. Ie: you attack a ship. An exclusion zone of radius R is set around the point of the attack for Y hours (in a cfg file so we can mod it). Any group set to move through that zone is zigged around it. The exclusion zone would be on the order of 40nm I'd think. Outside of render range, so even if zigged through land it would not matter (ships only collide if a player is within render range). |
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