Hi Henri II,
thanks for the feedback

I am glad that you did not observe any strange behavior. In the present version I have limited the zigzagging to convoys consisting of 5 or less columns (better formation keeping. As pointed out in the thread linked in the first post, broad and slow convoys did not zigzag).
Fast, escorted ships in bad weather are now really hard to catch. I like this a lot.
Concerning the point that you gained from the zigzag, I guess that also happened in real life

I also gained once when I was hunting two ships with a speed of 12kn and my boat made only 13kn (malfunction from SH Commander

). Because of the zigzag I had a bigger speed advantage and could catch them
Unfortunately, the script cannot check whether a waypoint is on land. I guess this is not a problem as long as you are not in rendering range. You can either: 1) limit the script to areas without land 2) go through the campaign layers with the mission editor and fix the waypoints 3) do not hunt too close to coastal waters (30km). In the present mod I checked the campaign layers and moved some waypoints, but I am sure there are still some left.
Finally, just three questions: Did you use map updates? Did you use manual targeting? How many km was a zigzag leg when you applied the script to the merged campaign (the 78 MB case)?
Again, thanks for the feedback.
Cheers, LGN1
Quote:
Originally Posted by Henri II
When you posted the original thread about zigzaging some month ago, I went and applied the script to the whole GWX Merged Campaign file. The resulting File was 78 MB (original file was around 10 MB). The loading times did definitely increase, but it was tolerable. At least for me it was worth waiting a few minutes vs messing with the area/time limits and managing different campaign files.
Now some general feedback (with my own modified file):
-The faster the ship the more effective the zigzagging. In cases of large and fast convoys it might take you several hours to get in a new attack position, and than it might already be due for another course change.
-In some cases the course change actually achived the opposite, instead of spoiling the attack it got me in an even better attack position.
-Did not detect any wierd behaviour. Sometimes, especially in rough weather, it might take a convoy some time to sort out the formation after a course change. That however happens after every course change not only during zigzagging.
-You did not mention it, but after running the script I checked the file with the mission editor, and there were quite a few cases where either a waypoint or the line between two waypoints ended up on land. Might be necessery to comb through the whole traffic to prevent that.
All in all it deffenitely improved the experience.
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