371
edits
Line 47: | Line 47: | ||
Some of the AI code has been revisited and tidied up, in a somewhat vain attempt to reduce the impact on frame rate. The facilities in Slaved Ballistic Objects, Wingmen, Ground Vehicles, and Escorts have been generalized. Now, any of these types can be subordinated, or parented, on any AI object which has a <name> tag. Thus, a wingman can be formated on a an AI Tanker, and can have a slaved droptank. | Some of the AI code has been revisited and tidied up, in a somewhat vain attempt to reduce the impact on frame rate. The facilities in Slaved Ballistic Objects, Wingmen, Ground Vehicles, and Escorts have been generalized. Now, any of these types can be subordinated, or parented, on any AI object which has a <name> tag. Thus, a wingman can be formated on a an AI Tanker, and can have a slaved droptank. | ||
A Wingman can be formated on a Wingman to build larger formations | A Wingman can be formated on a Wingman to build larger formations. | ||
[http://www.youtube.com/v/YaBghBIZZWI?fs=1&hl=en_GB[B29 12 Ship Formation]] | [http://www.youtube.com/v/YaBghBIZZWI?fs=1&hl=en_GB[B29 12 Ship Formation]] | ||
With careful choice of options and locations frame rates can be kept at a reasonable level. Analysis has shown that the tall pole in the tent is the code which measures Altitude Above Ground Level. This is known to be code that is heavy on framerate and which is used extensively in the AI code. It might be possible to get a cheaper, simpler version of this function which would improve the impact on framerate. Hopefully, this will be the next stage of development. | |||
== Nasal for newbies == | == Nasal for newbies == |
edits