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#1
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There were different "standard" zig zags. Commodore would use signal flags to order the start, thereafter each ship could work to the clock, knowing what turn was next. On each "leg" they would follow a straight line. |
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#2
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Obviously, not ideal in terms of absolute realism, and a crock when it comes to giving ships actual AI, but a potentially very simple hack (just 1 line of code for the movement pattern) for a programmer, which would make it slightly more challenging for players to hit moving ships. |
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#3
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This is exactly how ground units turn, and this has a lot of to do with how routes follow straight lines between two pivotal waypoints, no matter if ground or naval units are concerned. What TD could do (if they can do) is to change the code to support bezier curve calculations for waypoints. This would also enable realistically bent roads on maps, what has been long desired by the community.
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#4
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In the FMB, you could automatically have ground vehicles follow roads by using a variation of the "select similar color" function (AKA "Magic Wand" or "color picker") used by graphic design programs. Since on just about every map roads are lighter in color than the surrounding terrain, the "color picker" selects adjacent pixels of "road color" and plots a line based on that info. (For winter maps, the process is reversed and the color picker selects the darker colors.) That, plus a bezier curve tool option would allow "realistic enough" turning. |
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#5
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Now it works like you go from A to B in a straight line, there you turn for C, and go from B to C in a straight line again. All three waypoints are specified in the mis file. But with A, B, and C we also have all the coordinates for a bezier curve between A and C. All you need is to add the info that B is only a virtual coordinate to be used by the plotting algorithm. Last edited by sniperton; 06-15-2016 at 01:50 PM. |
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#6
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Hopefully, someone from DT is reading this! |
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#7
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for all of these things we need programmers ....
__________________
work hard, fly fast |
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