"Seas of War" simulator

Started by Nobody, May 30, 2010, 05:19:16 PM

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Nobody

I know this is far from being compete or bug-free, but I would like to present you my first reasonably working and "user-friendly"* version of my "Seas of War"-Simulator, before the outbreak of a new war.
If you have the time, I would like to ask you to look for bugs, grammatical and spelling errors and anything else that comes to your mind should you use it.

What does it do?
  • plot ship courses from a players perspective
  • ship movement ac- and deceleration, turning
  • some kind of variable sighting (I'm not sure whether it works the way I want it)

    What does it not?
  • combat
  • torpedos
  • collisions/ramming
  • radar, sonar

    So, what do you think? Worth improving?




    *) that means it can be used without having to edit the savegame-files.

TexanCowboy

#1
Sorry for not checking this out earlier....just downloaded, working on setting up a scenario. Question: Does Course Selection go from 0 to 360?

EDIT: Orderes misspelled on combat screen. Should be Orders.

Nobody

Quote from: TexanCowboy on May 31, 2010, 01:17:35 PM
Sorry for not checking this out earlier....just downloaded, working on setting up a scenario.
No need to apologize, I'm just happy to get any response at all. ;)

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Question: Does Course Selection go from 0 to 360?
That is standard practice in navigation to do so (so I have heard). The program itself does not care though. If you want to go course 2371.4° or -593° you can do that. ;D
Changing course is done incrementally. Positive values are turns to starboard/right, and negative to backboard/left.

A note on the grid. The direction of the axis is "computer-style" meaning positive x-values are on the right, and the positive y-axis points downwards.

Quote
EDIT: Orderes misspelled on combat screen. Should be Orders.
Thanks. I would also be interested in incorrect capitalization, if anyone sees something, tell me.

Oh, one more question: which resolution does the program use on your machine?

TexanCowboy

*Checks*

I have a Vista Home laptop, and it runs on a .....1280x750 grid....combat would be nice to have, but that would be near impossible. BTW, whats the range that a ship can be detected at, and how fast are each of the *turns* in minutes.

Desertfox

After asking for color, the program exits itself. Am I doing something wrong?
"We don't run from the end of the world. We CHARGE!" Schlock

http://www.schlockmercenary.com/d/20090102.html

TexanCowboy

Use numbers for colors...AKA, 1=Red, 2=Blue, etc.

Nobody

Quote from: TexanCowboy on May 31, 2010, 02:53:20 PM
*Checks*

I have a Vista Home laptop, and it runs on a .....1280x750 grid....combat would be nice to have, but that would be near impossible. BTW, whats the range that a ship can be detected at, and how fast are each of the *turns* in minutes.
As for Range, consult the Seas of War rules and tables, "variable sighting" and depends on the size of both ships. I made some modification to it, so that it becomes increasingly difficult to detect far away ships. The maximum (two size 8 ships) is 420 hm/42 km.
How fast your ship turns depends on your speed and the selected turning radius. The rules give a minimum radius of 6.5 hm for small ships and 8.5 for larger ones. "My" normal radius is 1 nm (actually >=18.5 hm) because it reduces some negative effects of turning (speed loss, bad for gunnery, they might even have to seas fire).
One turn is 150 seconds, or 2.5 minutes.

Quote from: Desertfox on May 31, 2010, 03:55:41 PM
After asking for color, the program exits itself. Am I doing something wrong?
Probably. ^^
The Program runs in 256 color mode. But I would advice you only to use the first 16 (actually 1 to 15).
Did you by any chance try to input a color NAME?


Did someone look at the two example games?