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Old 08-11-08, 07:53 AM   #31
Seminole
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Quote:
Originally Posted by CaptBC
Hello All!

Is the world in SH4 flat?
Capt. BC

... ...It must not be...I haven't sailed over the edge yet..though I've made every other mistake for which Murphy would allow ...
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Old 08-11-08, 04:19 PM   #32
LukeFF
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Quote:
Originally Posted by Diopos
Has the flat earth been "moded out" somehow? Seems rather difficult to do so......
No, and I doubt it's the type of thing that can be modded. Nonetheless, having a round earth is certainly a must if/when there is SH5. In this day and age of computer technology something basic like having a round earth can't be set aside.
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Old 08-11-08, 06:01 PM   #33
The Fishlord
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Quote:
Originally Posted by tater
That was a crappy choice. It'd be nice to have a real horizon. The position of the horizon vs landmarks on targets was a way of finding the range in RL.
The horizon is round. Just go straight up in the camera for a few minutes and the earth will be a circle beneath you.
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Old 08-11-08, 07:17 PM   #34
Frederf
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Quote:
Originally Posted by CCIP
Well it's a different engine. I'm sure there's technical reasons behind the flat SHIV map. In the big scope of things, I honestly don't think some of the distance deviations matter all that much in the end. They can be an issue, but not a big one by any means.
I think people are confusing the 2D map world and the the 3D environment world. They are two separate things. The 3D world is fine as flat. The most you can see is about 50nm (usually much less) and the curvature of the earth is not a big deal at that range. Hull-below-the-horizon effects can be achieved via "cheater" methods without the player really caring.

The 3D world is like a mobile stage that's rendered in the "bubble radius." The game only handles the rest of the world via very simple numerical methods until they get into the bubble and then they are simulated in much more detail.

Now the only thing really harder about tracking units outside the bubble is a few extra sines and cosines thrown in to step the statistical simulation and some special nav tools for plotting compound curved lines when greater than X distance when traveling great circle routes. Any programmer worth his salt would devise such a system inside of two weeks.
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Old 08-11-08, 09:43 PM   #35
Orion2012
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Quote:
Originally Posted by Zengaze
A very relevant point was made earlier and was somewhat overlooked; while the map being flat may to most be inconsequential, it does have a significant bearing on patrol ranges, and therefore it must be said the operational capabilities of the boats are not simulated.
Very valid point. This point is actually talked about in the GWX manual, and how they used a formula to help make the patrol ranges more realistic. Not by changing the map per se, but by working out a formula to add the average number of KM you sail because it is straight and adding that into the range.

It's been a while since I read it, but it is in there. I'm sure someone could do the same with SH4.
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Old 08-12-08, 03:29 PM   #36
Der Schatten
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The SH4 world is flat....and tilted to the left too.
(My monitor stand is warped on that side.)
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Old 08-13-08, 02:32 AM   #37
Orion2012
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Quote:
Originally Posted by Der Schatten
The SH4 world is flat....and tilted to the left too.
(My monitor stand is warped on that side.)
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