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Technical demo: Operation Tam Kung

 
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Technical demo: Operation Tam Kung - 3/5/2015 3:12:12 AM   
ckfinite

 

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Joined: 7/20/2013
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This is mostly a test to see if all of my scripting works - there's no actual gameplay as of yet, and there are still some elements missing (fishing boats and biologicals in particular).

In any case, this is the base civil traffic engine for my next scene, Operation Tam Kung, set in one of the busiest shipping areas in the world. What's not working well right now is the ship selection (not every ship in the world is a 4000TEU feedermax, for some reason) and the ship sources/destinations, which I'm still working out.

I'm interested in two major things:
a) Does it work on your computer (and what kind of performance do you get)?
b) What do you think of the idea (loads and loads of civil shipping)

Feel free to adapt the scripts - if you want to do so, take a careful look at the initialization event first, as there are a number of utilities in it that are needed for the rest to work.

Note: It's really really strongly recommended to turn event messages off - if only so that your message log isn't clogged with the same event. Also, to avoid utter boredom, time acceleration 30m (1800x) is suggested - these are quite slow ships.

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< Message edited by ckfinite -- 3/5/2015 4:12:51 AM >
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RE: Technical demo: Operation Tam Kung - 3/5/2015 2:07:22 PM   
ThunderCBR


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From: Chantilly, VA
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a) It worked pretty well on my machine and ran relatively smoothly even at 30min time compression (AMD 1090T x6 core @ 3400mhz). It did get a little bogged down though after a few game time hours when the traffic started filling up the map. I decreased the ship generation timeframe from 5 to 10 minutes. I didn't see any technical issues why it wouldn't work, except maybe on an older slower machine that doesn't have enough horsepower. I would have to try a scenario running something like this after missiles start flying and there is a lot of extra calculations going on.

b) I love the idea and think this is absolutely brilliant. One of the more tedious tasks is to generate civil commercial traffic and give plotted routes to all of them. This is an absolutely wonderful solution. Would it be possible for you to write up some documentation on this code so others can easily incorporate into scenarios?

(in reply to ckfinite)
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RE: Technical demo: Operation Tam Kung - 3/5/2015 6:49:02 PM   
magi

 

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Anything that adds realism to command is greatly appreciated by me…

(in reply to ThunderCBR)
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RE: Technical demo: Operation Tam Kung - 4/4/2015 1:07:29 AM   
AaronWallace

 

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Joined: 1/5/2015
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I got very smooth pulsed 1min compression on my i3 with 16gb of ram.

So I am quite infatuated with this tech demo, and I wish I knew anything about lua and could use something similar to have a continuous stream of air traffic. of course I would like it to send out twin engine turbo props, single engine prop planes, jets, shuttling around the various airports. Giving lots of contacts for the elint, and radar planes.

I am wondering if I might be able to convince you to comment this out enough that a totally untrained, imbecilic, ex-history major, current wine educator, wannabe lua programmer, might be able to make something like this.

(in reply to magi)
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RE: Technical demo: Operation Tam Kung - 4/4/2015 11:45:34 AM   
Lpmikeboy

 

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a) Ran smoothly at all compression levels for me

b)I think the idea is brilliant and would also be interesting if applied to civillian air traffic

(in reply to AaronWallace)
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RE: Technical demo: Operation Tam Kung - 4/5/2015 4:49:53 PM   
ckfinite

 

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Sure, though I'm currently refactoring it a bit to take into account some of the data sources that are avaliable. I plan to use IRL traffic data to seed the traffic in-game, so fun ahead :).

(in reply to AaronWallace)
Post #: 6
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