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Old 11-21-23, 10:27 AM   #1
KaleunMarco
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Originally Posted by propbeanie View Post
Well, however long it took to get there, might have been local storms prior to your arrival. Also, the game gets really squirrelly if a "ship" is set in too shallow of water, of which, the Target assets are invisible ships (to the player's eye anyway), so it might be that they self-destructed in the shallow water. Plus, don't forget about the "drift" factor that is alive and well in the game. Besides other unknown "requirements" of the game, the Targets should have a Speed=0, a waypoint set at least 1000m away, a "Head to waypoint" set, and a GameEntryDate and Time set to a time near mission time. You could also experiment between "EvolveFromEntryDate=" of "true" (the asset is placed where the game calculates it would be when it "spawns" from you getting close enough) and "falses" (it spawns where set when you get close enough). Triggering the asset into existence is also an option, though does complicate things needlessly sometimes...
so, that parm means let the ship travel from where it is to where it would be, using the speed, direction, and starting dates as directors?

i always thought that EvolveFromEntryDate had to do with evolving the equipment, upgrades, etc.

nice naming convention. (don't get me started on that topic )
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Old 11-21-23, 10:34 AM   #2
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It does also update the equipment. The "travel" is not only what is set for speed and direction though, but also for the "simulated" drift, which varies seemingly from ship to ship from some unknown parameter in some unknown file... one ship drifts, the next holds fast, both under the same circumstances, and is also found to have different effects upon Stock ships, such as the Furutaka drifting, while the Mogami does not... TC also affects the "phenomenon", or "design feature", dependent upon which side of the view you stand on...
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Old 11-22-23, 09:35 AM   #3
KaleunMarco
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Originally Posted by propbeanie View Post
It does also update the equipment. The "travel" is not only what is set for speed and direction though, but also for the "simulated" drift, which varies seemingly from ship to ship from some unknown parameter in some unknown file... one ship drifts, the next holds fast, both under the same circumstances, and is also found to have different effects upon Stock ships, such as the Furutaka drifting, while the Mogami does not... TC also affects the "phenomenon", or "design feature", dependent upon which side of the view you stand on...
pb,
got your discord-message: they keep changing things at discord and i do not use it enough to keep up. what can i say?

i would have replied via PM but i am out of space and do not have the energy (at this time) to delete.

not sure i understand the subtleties of neutral v environmental but RFB gives only two choices for photo targets if one does not want to use enemy ships.

it is a shame that Ubi didn't allow the targeting of shore batteries or ports or airfields. then we could have used those targets for recon-photos. but the list of what they should have done is long and distinguished.

BTW, i have been upgrading/rewriting RFB missions and fixing errors as i play through the various careers with different boats. if you are thinking of re-releasing RFB, we should collaborate.



km
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Old 11-24-23, 09:42 AM   #4
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Understood. You could try the "LCD_SearchLight" in the Land folder also. I did an experiment with it before, but do not remember how it did - other than if you use an "enemy" light, it does light up and "spot" your periscope faster than a 20mm AA gun does... - and then calls in the cavalry, such that any nearby ship or plane will show-up shortly - Seems to me though that it does not give "points" and therefore will not photograph... Foto missions and all the other SpecOps definitely needed to be refined in the game, but most importantly, the "Timer" thingie should have been a true date-based time, and not an elapsed time doomahickey... Hopefully, that's not too technical for others to follow...
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