#Ship Steering

60 messages · Page 1 of 1 (latest)

crystal wolf
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Have ships turn very slightly to one side, then go strait for a while, and then turn slightly back to where it was, then go strait for a while. Have them always repeat that pattern automatically.
This will enable players to put their ship on a course that will follow the shift between two ...slide-tracks...? - I don't know what you call the paths that ships want to travel despite how you point them.
Anyway, having the ships automatically meander slightly back and forth will effectively add another track for the ships between each of the whatever you call the sliding paths that make ship go where they are not pointing.
Also, make the TRK reading tell you where you are really tracking instead of just repeating the HDG value.

dim pagoda
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?floatingpoint

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What was the

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This is a floating point issue

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But

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Honestly if Hyperant can figure out how to do this, your suggestion might be a good workaround to the issue

crisp oar
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the only solution to floating point ive seen thus far is dividing the areas of the map into separate sub-games, or having the map move underneath the player instead of the player move across the map

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both of which too hard to code

dim pagoda
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It's intentionally correcting for the error, instead of preventing the error

heavy juniper
crisp oar
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because the part thats being screwed up is the physics

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you cant correct the physics engine

exotic island
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This is gonna be a problem until we get 64bit Roblox

waxen vortex
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whar

dim pagoda
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whar never changes

stable trailBOT
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If you are experiencing drifting or sliding around while taxiing, this is called floating point error. It is an issue that is hard-built into ROBLOX's engine so there is nothing we can do to help it.

Floating point error happens the further away you are from the center of the map. This is why you will see no drifting at Clarence but find a lot at Valois.

ionic fern
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Seems like a lot of work when you can just set your route accounting for the sliding

wintry osprey
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so it becomes extremely hard to predict

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basically the only workaround is always taking the same route, and after half a dozen jobs, you'll get the hang of which angle to sail at

ionic fern
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What I mean is you can just aim a bit further away from islands to avoid running aground

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No need to know exact numbers

wintry osprey
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a degree or two can cost you an hour on cross-map boat jobs Dunno

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then again, there isn't much we can do to fix it

crystal wolf
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I'm not suggesting a change to the game's physics. I'm simply suggesting that the boats automatically turn the boat slightly from one side to the other over and over again. That will enable us to aim our ships to go back and forth across the border between two floating point 'slides'. So, instead of having to choose only one 'slide' or the other, we can choose to ride the fence between them.

crystal wolf
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It can't be that hard to code a brief left turn, then a brief right turn five minutes later, and then a bief left turn five minutes later, then a...

crisp oar
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so coding this accurately would be nearly impossible

exotic island
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It would be easier to code an autopilot that just goes to nav points for ships than to code this. And autopilot is already a rejected suggestion

crystal wolf
# crisp oar <:pooo:1179212628501991475>

No accuracy needed. The ship would just slowly wiggle along any direction you point it. If you are not on the border between two slides, then the wiggle has no effect. If you carefully take a heading that follows the border between two slides, which is where if you turn very slightly to the left the boat slides to the left, and if you then turn very slightly to the right then the boat slides to the right, then the wiggle will cause the boat to slide equally to the left and to the right over time. A little bit of time would be needed to get your ship on that heading, so it isn't a completely 'free' feature. The wiggle would only provide functional benefit along that narrow line.

crystal wolf
crisp oar
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It’s not possible afaik

exotic island
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It's quite a lot to compute, especially since it's gonna be guessing exactly which heading a player wants

crystal wolf
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But we can already maintain a slide without autopilot. We simply aim along the length of one. If your preferred course doesn't follow a slide's direction, then you won't bother doing that. Neither would this suggestion help in that case. *spelling

exotic island
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To do that you'd still have to have a target, even if that target is a beam from start point.

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You'd also need the physics system to forcibly move the ship off it's current course, which will cause issues near land

exotic island
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Yeah, the way to implement this would be to treat the ship as a beamrider, and have a target beam to stay within.
Then the ship only needs to know:
Where it last changed heading
Where it currently is
How far it is from where it should be (distance to centre of beam)

heavy juniper
ionic fern
shell ocean
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one issue i could see with that is that it could lead you into a landmass if you dont quite pay attention

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would be a better solution though

sacred flax
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i want this

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but i know its impossible

sacred flax
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I love waking up to see that my boat has been off track

shell ocean
ionic fern
shell ocean