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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
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I have noticed that the Devs have put in a lot of waypoints with good sized radius. I am hoping that the people working on the SHIV campaign can increase the number of waypoints, hopefully to include all of them, that have a radius.
With more waypoints with a radius it will make finding of ships even in a known shipping lane more difficult. In addition hopefully someone will implement CCIP's parallel course with random waypoints that he did in SHIII. |
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#2 |
Navy Seal
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I hope to be able to do this myself sometime, but this isn't gonna happen for another month due to work
![]() Perhaps someone would be willing to pick it up; it is a very important addition IMHO. |
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#3 |
Machinist's Mate
![]() Join Date: Mar 2005
Posts: 122
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For the sake of the stupid (me).. what are these waypoints and radius you're referring to?
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#4 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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I was looking at the campaign missions last night in the editor. I'm a total noob, so I am trying to figure it out. Are those the waypoints with a big circle around them on the map?
tater |
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#5 | |
Navy Seal
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![]() Quote:
A waypoint can be (and in the game right now, usually is) set to a specific position for a shipping lane, meaning ships on that route will always go to the exact location of the waypoints. The waypoints can also have a radius, meaning that a ship going on that route will not travel to the same specific point every time, but will randomly travel through a point somewhere within the assigned radius. In simpler terms, what it means that ship routes become a lot more varied. My modding for SHIII for example set some convoy waypoints to have 500-mile radii, meaning that convoys travelling the same route could actually deviate from it by as much as 500 miles in mid-ocean. Another technique I used was to implement optional waypoints which ships/convoys could travel though or skip (based on a certain % chance), giving even more variation to their possible routes, or allowing them to make semi-random zig-zags every so often. SHIV would benefit from this no less! |
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#6 |
Machinist's Mate
![]() Join Date: Mar 2005
Posts: 122
Downloads: 0
Uploads: 0
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Thanks CCIP. Understood. I can see how this would improve the campaign.
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