Modeling maritime unit interaction (e.g., VBSS)?

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wheecarm
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Joined: Tue Jan 06, 2015 10:53 pm

Modeling maritime unit interaction (e.g., VBSS)?

Post by wheecarm »

Any long-term plans to incorporate a deeper modeling of maritime unit interaction? I'm thinking of maritime interdiction operations, like coast guard/naval vessels or helicopters hailing, stopping, and searching vessels (visit, board, search, and seizure) or things like oil platforms? Maybe piracy or anti-piracy situations where vessels could be boarded and captured, too. I suppose this would go along with a deeper re-modeling of the infantry/ground unit simulation.
Dimitris
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RE: Modeling maritime unit interaction (e.g., VBSS)?

Post by Dimitris »

Yes, there are plans for such operations.

Switching a unit's side, which is essential for "capture" actions, has been added to the latest internal beta.
kaburke61
Posts: 225
Joined: Wed Sep 25, 2013 12:34 pm

RE: Modeling maritime unit interaction (e.g., VBSS)?

Post by kaburke61 »

ORIGINAL: Sunburn

Yes, there are plans for such operations.

Switching a unit's side, which is essential for "capture" actions, has been added to the latest internal beta.

Sweet! Off topic for a sec, 'cause I couldn't find it spelled out in the fix list, did the random number
seed/generation problem with LUA get resolved? I was just starting to dip my toe in the water for scenario
creating, and I'm a big fan of "randomness".
ckfinite
Posts: 208
Joined: Fri Jul 19, 2013 10:33 pm

RE: Modeling maritime unit interaction (e.g., VBSS)?

Post by ckfinite »

There's still something wonky with it, but for most purposes it's fine as it is.

You will always need to seed your RNG - unless you happen to have a physical randomness generator, which is really quite overkill for this purpose. Just put in the line

math.seedrandom(os.time())

in an initialization event, and all will be well. You only need to call it once per scene load.

I have noticed issues with math.random producing weirdly repetitive results (but it's not consistent and only happens in events, go figure), but if you run into that writing a linear congruential generator is really very easy.
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