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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#661 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you very much TDW
![]() on a side note: did you manage to understand why your previous version of sub on bottom patch was causing a performance hit? |
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#662 |
Watch
![]() Join Date: Jun 2007
Location: Canada
Posts: 28
Downloads: 155
Uploads: 0
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"If you need it, and don't got it; you sing a different tune" |
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#663 |
Black Magic
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It appears that what I did before allowed the AI units to exceed the max depth for their given location which caused the collision routine to be called continuously which caused the event routine to be fired continuously. Multiply that by x units exceeding max depth and it could bog down not so powerful systems (I never experienced the problem).
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#664 |
Black Magic
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I'm feeling very ambitious and already started working on my next patch: AI crew damage control. This irks me also about the game: an AI unit takes damage and they don't invoke any damage control to minimize the damage. This is not right. No one in their right mind would let their ship just sit and burn and flood and eventually sink into the abyss. I'm in the planning stages of this patch currently
![]() There are many things I have to 'find' first. I have to figure out the memory structure of a unit so I can read it's type, depth, speed, etc. I already know how to get to the zones (boxes) of the unit so that part is good. I know how to invoke a random number generator in SHCollisions so that part is covered. Need to find the frame rendering time so that I can count time... |
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#665 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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~~~~BigReg~BigRegOne~~~~ ![]() "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
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#666 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() That's insane TDW, and you know it! ![]() ![]() PS: is there a way to connect unit's speed with flooding rates, i.e. the faster ship's speed, the more water it will take on? |
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#667 | |
Black Magic
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That's an idea I'm toying with in the back of my mind. I just located the code that iterates over all the unit's zones (boxes) last weekend. I now have to sit down and decode the memory structure for these zones (where the critical floatation value resides, where the zone's current HPs resides, etc.) and I have to find the code that calculates and updates the flooding 'level' for that zone (box). Once I find all the key elements then it a simple (relatively) matter of writing new code to use those elements in a way to increase fllooding based on speed ![]() |
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#668 | |
Seaman
![]() Join Date: Jun 2010
Posts: 37
Downloads: 366
Uploads: 0
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#669 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Love the new idea, TDW!
I wonder if one day you will discover a way to bring back crew management in some form... I certainly hope so! ![]() |
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#670 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#671 |
Medic
![]() Join Date: Jan 2008
Location: Oulu, Finland
Posts: 162
Downloads: 368
Uploads: 0
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TDW, can you make something to this : http://www.subsim.com/radioroom/showthread.php?t=197296 or it is just config file edit
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#672 | |
Black Magic
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;Visual. Visual range factor=0.5 ;[>=0] Visual fog factor=1 ;[>=0] Visual light factor=1 ;[>=0] Visual waves factor=0.8 ;[>=0] Visual speed factor=0 ;[>=0] Visual aspect=0.9 ;[>=0] Visual enemy speed=0.2 ;[>=0] Visual noise factor=0 ;[>=0] Visual sensor height factor=0.5 ;[>=0] Visual already tracking modifier=600 ;[detection probability modifier], most accurate, once a contact is detected it will lose it very hard Visual decay time=250 ;[>0] already tracking bonus decay, in seconds Visual uses crew efficiency=false ;[true or false] Those highlighted in bold you should experiment with. To be honest I don't know what happens when you increase/decrease each value (I don't know the impact it has - does it make it more sensitive or less sensitive?) Experiment and let us know ![]() |
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#673 | |
Black Magic
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![]() How's the new collateral damage patch working? Is it too aggressive or not aggressive enough? Do I need to increase the % chance for collateral damage? Or do I need to keep the % chance the same but change the amount of damage inflicted (more or less)? ![]() |
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#674 |
Navy Seal
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#675 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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