|
Not sure about the docked issue, though I suppose it could be related to this, but have you had a look at update_ets() in hudets.cpp? It's called for every ship each frame and updates current_max_speed for each ship. The time-to related stuff appears to get it's figures based at least in part on this. But current_max_speed doesn't appear to take a speed cap (be it via sexp or docking) into account after it's figured. I don't have a test case to try this out on, but you could probably just try making sure that current_max_speed is never higher than the speed cap (if there is one) and see if it makes a difference in the cap-waypoint-speed case at least. |
|
|
I fixed the waypoint issue, but the docked issue is something else entirely and I'm not sure how to fix it. I'm inclined to just ignore it and mark this resolved, unless you have any ideas. |
|
|
current_max_speed is set updated_ets() for all ships though. All you should have to do is cap it there and it will apply to everything that uses current_max_speed. Then it shouldn't matter if it's a waypoint goal or docking. This change would affect other things as well, but it would likely affect them positively since the math would be all wrong, or you would have to manually do the cap test all over the place. |
|
|
I'm not sure I want to set it there, though, since as you say the math is all wrong. It looks like the ets function determines not only speed but acceleration, etc. I'd rather cap it during the HUD computation (which is merely a display thing) rather than risk something going wrong internally. |
|
|
Meh. I'll just ignore the second issue. :) |
|