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Turn rates for aircraft ... and beyond


CV32
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I've started laying the groundwork for gradual altitude changes. We now have an Altitude property on each unit that will indicate the altitude above sea level (negative for underwater) in meters. This accompanies the previously existing AltBand property. The saved game converter is done and population of initial values is done. Next up is actually triggering the gradual altitude changes.

 

Most excellent. Brace yourselves ... winter is coming (in air battles). :D

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  • 2 weeks later...

The groundwork is starting to bear fruit...

 

 

Time compression starts out at 5:1 and later I set it back to 1:1. Note turns in progress are instantly cancelled when a new turn command is given.

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Notice the different group types :). I've fixed the bug that put 0 degree turns through the process.

A = air

U = sub

S = ship

m = mobile land unit

 

 

Logging begins. Version = 2016.004, Build Date = Apr 4 2016, Build Time=21:25:40

21 Dec 1970, 16:00:01 Group ZWR turning 0 degrees over 1 seconds; OldCourse=168, NewCourse=168, turn_rate=4 deg/s

21 Dec 1970, 16:00:01 Group ZVR turning 0 degrees over 1 seconds; OldCourse=195, NewCourse=195, turn_rate=4 deg/s

21 Dec 1970, 16:00:14 Group AEA turning 6 degrees over 8 seconds; OldCourse=0, NewCourse=6, turn_rate=8 deg/s, Group ATA=2,

21 Dec 1970, 16:00:16 Group AFA turning 141 degrees over 14 seconds; OldCourse=0, NewCourse=141, turn_rate=104 deg/s, Group ATA=26,

21 Dec 1970, 16:00:27 Group AGA turning 174 degrees over 11 seconds; OldCourse=0, NewCourse=174, turn_rate=160 deg/s, Group ATA=40,

21 Dec 1970, 16:00:31 Group ACU turning 132 degrees over 330 seconds; OldCourse=1, NewCourse=133, turn_rate=4 deg/s

21 Dec 1970, 16:00:39 Group ADS turning 140 degrees over 350 seconds; OldCourse=88, NewCourse=308, turn_rate=4 deg/s

21 Dec 1970, 16:01:10 Group AEA turning 119 degrees over 149 seconds; OldCourse=6, NewCourse=247, turn_rate=8 deg/s, Group ATA=2,

21 Dec 1970, 16:01:15 Group ABm turning 115 degrees over 288 seconds; OldCourse=349, NewCourse=104, turn_rate=4 deg/s

21 Dec 1970, 16:02:11 Group AFA turning 78 degrees over 20 seconds; OldCourse=140, NewCourse=62, turn_rate=40 deg/s, Group ATA=26,

21 Dec 1970, 16:03:18 Group AGA turning 174 degrees over 11 seconds; OldCourse=174, NewCourse=348, turn_rate=160 deg/s, Group ATA=40,

21 Dec 1970, 16:04:50 Group ACU turning 73 degrees over 183 seconds; OldCourse=104, NewCourse=31, turn_rate=4 deg/s

21 Dec 1970, 16:05:00 Group ZUR turning 135 degrees over 8 seconds; OldCourse=0, NewCourse=135, turn_rate=180 deg/s, Group ATA=45,

21 Dec 1970, 16:05:00 Group ZTR turning 135 degrees over 8 seconds; OldCourse=0, NewCourse=135, turn_rate=180 deg/s, Group ATA=45,

21 Dec 1970, 16:05:01 Group ZWR turning 0 degrees over 1 seconds; OldCourse=168, NewCourse=168, turn_rate=4 deg/s

21 Dec 1970, 16:05:01 Group ZVR turning 0 degrees over 1 seconds; OldCourse=195, NewCourse=195, turn_rate=4 deg/s

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Fixed display of turn rate (actual mechanics were good, display was off by 10x)

 

21 Dec 1970, 16:00:00 Group ADS turning 83 degrees over 208 seconds; OldCourse=88, NewCourse=171, turn_rate=0.40 deg/s

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  • 7 months later...

I'm thinking about rolling back at least the gradual altitude changes. It really deserves its own state machine and interactions with the other models in the game. I fear sinking all of my HC time into it which wouldn't be much fun nor get you all much else?

 

Thoughts?

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I'm thinking about rolling back at least the gradual altitude changes. It really deserves its own state machine and interactions with the other models in the game. I fear sinking all of my HC time into it which wouldn't be much fun nor get you all much else? Thoughts?

 

I am liking the altitude changes very much, and it has contributed to at least a couple of aircraft losses on my part which would not have happened otherwise (and that is a good thing! believe it nor not), but if it is causing difficulty on that kind of level, I will grudgingly sacrifice the feature.

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With what I have seen there is something that isn't working like it supposed to.

 

When I play my scenario with the version of HC that has the course and altitude updates causes the Red side not to attack the Blue side, AC take off ant the wrong speeds and patrol altitudes.

 

I tried adding more radar to my bases and AC. Added submarines to try and compensate for the lack of Red side not attacking to no avail. Made HC no fun.

 

I had to abandon those updates to complete my scenario development.

 

At this point I think it's a good idea.

 

I still would like to have those changes incorporated but we need to take some time and figure out what is causing the lack of Red side detection/attacking.

 

When Tony has a little time and can walks though MS Powershell the first time so I can run my scenario using turncoat I will have a better ides of what's going on.

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No sure, but I think another erroneous behaviour now is when I shoot-down enemy aircrafts in "formation air patrol" in a base or ship group (as a pair of figthers on CAP, or an ASW helicopter), those aircraft are not replaced by another generated new patrol, even when the enemy side has the correct type of aircraft to create a new replacement patrol.

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