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Timeskip
Posted: Thu Jul 15, 2004 7:24 pm
by TheDeadlyShoe
Timeskip ought to dump you 50km from enemy fighters and 100km from enemy ships, IMHO. It's gettin silly. That should be enough even on 4x. [;)]
RE: Timeskip
Posted: Thu Jul 15, 2004 7:29 pm
by Veloxi
Rowan's flight sims had this feature, and it was fabulous. It would dump you out of time acceleration when you got within a certain distance from the enemy or your IP to line up the target. If it could be done, why not?

RE: Timeskip
Posted: Thu Jul 15, 2004 7:44 pm
by John DiCamillo
It's already been implemented for the 4.0.1 patch.
RE: Timeskip
Posted: Thu Jul 15, 2004 7:56 pm
by TexMurphy
Has "Auto" been made into time accelleration as well?
Tex
RE: Timeskip
Posted: Thu Jul 15, 2004 8:23 pm
by John DiCamillo
Yes and no. The AUTO/Timeskip function has always been a drastic form of time compression. The game calculates how long it should take to reach your next navpoint, and then loops the simulation through that time period in ten second intervals. Certain things are simplified in the interest of sanity - there is no real combat during these ten second chunks, for example. All I did for the patch was add a couple of lines of code to check the distance between the player's ship and the nearest hostile unit. If it falls below the safe-auto ranges listed above, the game simply exits the timeskip routine and puts you back in control of your ship.
RE: Timeskip
Posted: Thu Jul 15, 2004 9:15 pm
by TexMurphy
While that is a very apriciated improvement I still see the fact that there is no combat while Im on auto as a problem.
Say that you are out on a patrol, you see on the nav map a incomming fleet on your carrier that is very far away, you just set an intercept point and auto to that location. If I understand you right the ships will get to where they should have been (in range of the carrier) but they do not fire until you pop out near them. This is maybe a bad example and maybe the example of me beeing in a destroyer and another destroyer on my side runs into a enemy, you can be there to create a 2v1 situation in time to save it when it really should have been dead.
Tex
RE: Timeskip
Posted: Thu Jul 15, 2004 11:31 pm
by LonghornXtreme
Thats a good point Tex,
You know what would make everything much simpler? Just increasing the degrees of time shift. If we had all the way up to 32x or something of that sort then there would be little to no need of the "auto" function....