<quote>
---------------------------------------------- Originally posted by TheEngineer:
guess VB is a pretty good thing for stuff like
this ... and offers some feelings of success
even for beginners
----------------------------------------------
<shudder>
Represses all knowledge of months of programming network-service-aware code for client-server
Point-of-Sale and Central Retail Management... in VB and VB.Net...
<shakes.... drools....>
</qoute>
Well, the choice of tool is a very basic engineering question...
For myself I use whatever programming environment which is appropriate for the actual task.
Since VB 5.0 I have experienced only minor problems even in larger projects.
On the other hand I notice quite a few java project running against the wall, because
of badly distributed knowledge about the J2EE stuff and missing "experienced" programmers.
Then talking about "experienced" I mean 10 years or more....
At the moment I do my consulting job for the financial governnment. Here we take care
(configuration/test management) for a large VB project (3-tier architecture
mainframe-unix-workstation, about 1500 files, 50 projects, about 32000 users).
This works surprisingly well...so don´t give up....!
<quote>
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Regarding the actual MT version, I still have
some questions regarding some details of space
combat rules. I´ve already posted some stuff
to the TML but it seems like nobody is
practicing those rules..?
---------------------------------------------
Sorry, I've been dozing.
</quote>
WAKE UP !
<quote>
----------------------------------------------
So, anybody around here with some good
interpretations of the "visual range" rule
effects (critical, effect of armor, pen
check required)?
----------------------------------------------
That's a tough one. Care to be a bit more specific?
Visual range is also a bit of a problem as visual range with good optical
telescopes can be rather stupidly far....
</quote>
The MT Referee´s Guide describes the possiblity to do a pinpoint shot when at visual range
(You and Your traget occupying same hex).
If exceptional success +2 is achieved, this hit is also a critical.
Here there is no further information about if still penetration rolls have to be made, and in
which way armor effects this critical.
E.g., the number of criticals inflicted by a spinal mount weapon hit is decreased by higher
armor values.
So, take a visual range hit of a TL 15 fighter: Could this one knock out a major battleship,
because of a critical running thru all defenses, or is it stopped by anything ?
<quote>
----------------------------------------------
Another one:
A ship may perform sensor scans at any point of
movement (should be the nearest..). Could it
fire at this range, too ?
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To my mind (not addressing the rules particularly), one should be able to fire at any point during one's movement or
during the movement of the enemy.... maybe one could apply a small range-based hesitation/delay, but computers of the
day should allow such shooting. Heck, even manually you should be able to.
</quote>
That would be my thought too, but at least it seems not to be stated in the rules
Nevertheless its quite important for the results of simulated combat.
<quote>
-----------------------------------------------
And another one:
Is anybody here willing to discuss movement
algorithms ? I´m still looking to improve
the computer movement decision path, so perhaps
there are some ideas around...
-----------------------------------------------
Care to tell me what method you're using now?
Are you trying to make the ship's truly artifically intelligent
(probably not, the work load is grotesque) or just to make some
moderately sane rules for course selection?
</quote>
Will try....
- calculate perfect thrust vector =
theoretical thrust vector to reach enemy
- adapt thrust vector to maneuver drive limit,
hold heading
- random pilot errors resulting in minor, major
heading changes (adds a bit life)
- modify move mode
"attack" : standard movement mode -
approach target
change to "breakout"
if enemy close behind
"breakout" : major heading change in order
to get a bit away from enemy
change to "attack" if distance
great enough
"flee" : get away from enemy
- if breakout mode apply breakout movement
set heading about 90 degrees away from enemy
heading
- if flee mode apply flee movement
set heading about 90 degrees away from enemy
heading if close to enemy
- brake : if not fleeing, reduce speed if too
fast -> further heading changes too difficult
Well, as I mentioned I could provide source code.
Thanks for any help in advance
Regards,
Mert