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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Hmmmm.... Do I detect a new consensus forming?
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#62 |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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Amizaur,
What a lot of us are saying is that the aTMA shouldn't be "penalized" but should be limited to produce a solution no better than what is available with the data provided. In other words, the initial solutions should be crap, but should improve with time, provided that ownship is manuevered properly. |
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#63 |
Sonar Guy
![]() Join Date: Nov 2002
Location: Poland
Posts: 398
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OK, I agree that this would be much better and much more realistic that what what I propose.
I'm only not sure when we could see such radical improvement... Let's hope that it's not so hard to make as I feel. |
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#64 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
Uploads: 5
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#65 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
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That's a good solution
but you can be more rude at start, as for the real thing ... as said Molon, the AI shouldn't be able to do a better solution than informations provided can give. so, with 1 sensor (examples ...) 2 LOB => 150% of error 3 LOB => 100% of error 4 LOB => 50% of error 5 LOB => 25% of error 6 LOB => 7% of error 7 LOB and above => 2% of error for a good solution you need 6 LOBs, excellent one from the 7th. but this doesnt solve the fact the commander could manoeuver as need without any constrainst. in other way, we couldn't penalize commander using good pattern, and as we couldn't check that .... And this way they have to wait near the same time of manual players to have some good solutions. I saw a script instruction named "solution". I suppose this could be implemented, after further investigation about accuracy (that was just a drift), without noticeable problems by Sonalysts. But certainly not for the next release. Of course, this consensus must be agreed by all, we don't gonna ask for something concerning few people. But this change could allow manual & AC TMA on the same game at this time, it's really unfair. |
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#66 | |
Silent Hunter
![]() Join Date: Jun 2004
Location: Along the Watchtower
Posts: 3,810
Downloads: 27
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It's worth noting that with SC, it was usually fair for manual and aTMA players to be in the same game. I think I saw one incredibly lucky aTMA ASROC shot in all my time playing against opponents using autocrew... |
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#67 | |
Naval Royalty
![]() Join Date: Jun 2005
Location: Washington, DC
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#68 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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Well, my intention from the very beginning was to create something to get us through to v1.02 and DWX, since there was so much complaining going on here, so you might want to revise that viewpoint.
![]() At least, in my opinion, the game is unplayable in stock v1.01+sound vs. speed. But that's only my opinion.
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#69 | |
Lieutenant
![]() Join Date: Sep 2005
Posts: 269
Downloads: 4
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