Hosting/Technical etc
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In game we have 15m/s=54km/h=Force7 Beauforts as maximum windspeed.
http://www.unc.edu/~rowlett/units/scales/beaufort.html
8 Beauforts (62-74km/h, difficult to walk against the wind) could be simulated by using the heaviest gust and turbulence settings in combination with storm.
Everything beyond cannot be simulated by wind and turbulences etc. alone.
SEOW however could simulate situations up to 12 Beauforts (Severe structural damage to buildings, wide spread devastation) by disallowing any units to move.
Basically the campaign time would just advance.
http://www.unc.edu/~rowlett/units/scales/beaufort.html
http://www.unc.edu/~rowlett/units/scales/beaufort.html
8 Beauforts (62-74km/h, difficult to walk against the wind) could be simulated by using the heaviest gust and turbulence settings in combination with storm.
Everything beyond cannot be simulated by wind and turbulences etc. alone.
SEOW however could simulate situations up to 12 Beauforts (Severe structural damage to buildings, wide spread devastation) by disallowing any units to move.
Basically the campaign time would just advance.
http://www.unc.edu/~rowlett/units/scales/beaufort.html
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No need to go so far, Emil, I think. The sea roughness factor is only for shipping and is currently a test. When the weather is getting worse, ships movement will be affected, thats all. No need to calculate angles of wind direction against ship heading to estimate a factor wich will reduce the top speed of the ship. These situations makes a difference when you try to move your ships under cover of friendly planes range, or when you try to escape from enemy planes range or in the time you'll need to transport the troops to Crete, for example.
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Good discussion. I implemented Sea Roughness to take into account wind speed, wind gust and visibility conditions. I combine them all into a number between 0 (dead calm and clear) and 100 (high winds, strong gusts and thunderstorms). This number is then used in a formula to produce an estimate of the ship maximum speed (%) under those conditions.
It is imperfect, but gives a result not too dissimilar to the graph that Emil showed.
Cheers,
4S
It is imperfect, but gives a result not too dissimilar to the graph that Emil showed.
Cheers,
4S
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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YOU ARE SIMPLY THE BEST!!!IV/JG7_4Shades wrote:Good discussion. I implemented Sea Roughness to take into account wind speed, wind gust and visibility conditions. I combine them all into a number between 0 (dead calm and clear) and 100 (high winds, strong gusts and thunderstorms). This number is then used in a formula to produce an estimate of the ship maximum speed (%) under those conditions.
It is imperfect, but gives a result not too dissimilar to the graph that Emil showed.
Cheers,
4S
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I agree on the aboves.
But, I do not agree on the visibility factor or at least not handicapping so much the top speed. Well, I don't really know how much visibility (darkness) affect in this factor but I see it increased from 15% (1900 hrs) to 21% (2100 hrs) in two hours with no bad weather conditions but getting dark.
What I'm trying to say with all the aboves thread is that visibility at night wasn't a reason to slow down, even for large convoys.
But, I do not agree on the visibility factor or at least not handicapping so much the top speed. Well, I don't really know how much visibility (darkness) affect in this factor but I see it increased from 15% (1900 hrs) to 21% (2100 hrs) in two hours with no bad weather conditions but getting dark.
What I'm trying to say with all the aboves thread is that visibility at night wasn't a reason to slow down, even for large convoys.
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Hi Luny,
I see your point here, but it is a misunderstanding of terminology. By "visibility" I do not mean daytime/nighttime. Instead I mean the in-game weather conditions: clear, good, hazy, poor, blind, rain/snow, thunderstorms. The game refers to these as "visibility". It is these weather states that go into my formula for determining sea roughness, nothing at all to do with the position of the sun in the sky.
Cheers,
4Shades
I see your point here, but it is a misunderstanding of terminology. By "visibility" I do not mean daytime/nighttime. Instead I mean the in-game weather conditions: clear, good, hazy, poor, blind, rain/snow, thunderstorms. The game refers to these as "visibility". It is these weather states that go into my formula for determining sea roughness, nothing at all to do with the position of the sun in the sky.
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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Mission was built and run ok.
1 message during analyze
SEDCS::basMissionBuilder.isBridgeDestroyed: 3021 Either BOF or EOF is True, or the current record has been deleted. Requested operation requires a current record. :: SELECT * FROM Bridges WHERE Map = 'Central Med' AND Obj_Name = 19
Error : 3021
Description : Either BOF or EOF is True, or the current record has been deleted. Requested operation requires a current record.
Due to road bridge in the road network which was being used in mission that was not in bridges table. No impact to campaign. Updated Cent Med DB at HQ with the extra bridge.
1 message during analyze
SEDCS::basMissionBuilder.isBridgeDestroyed: 3021 Either BOF or EOF is True, or the current record has been deleted. Requested operation requires a current record. :: SELECT * FROM Bridges WHERE Map = 'Central Med' AND Obj_Name = 19
Error : 3021
Description : Either BOF or EOF is True, or the current record has been deleted. Requested operation requires a current record.
Due to road bridge in the road network which was being used in mission that was not in bridges table. No impact to campaign. Updated Cent Med DB at HQ with the extra bridge.
II/JG77Hawk 5
SEOW fanboy of dubious repute
SEOW fanboy of dubious repute