Author Topic: Eliminate illogical UI inconsistencies between new TDs and tanks  (Read 1131 times)

Offline TDeacon

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #15 on: July 22, 2013, 01:07:13 PM »
If that is the case, there is no reason for the TDs, including the M3 with the 76mm, to not have the same capability. It may be harder to implement since the forward view in the TC position is not necessarily looking the same way the gun is pointing like it is in a tank, though.

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Hammer

I would think that HTC would just (in code) treat the turret-facing portion of the circle UI as pertaining to the side-to-side main gun traverse, thus treating it as a limited traverse turret.  So you pan rapidly off to the side, the gun slowly follows, but stops at the angular traverse limit.  Otherwise, behavior would seem to be the same as in a tank.    The main player benefit is consistency with the tank UI, and quick joystick scanning of the terrain, along with status information derived from the "circle". 

MH
« Last Edit: July 22, 2013, 01:09:23 PM by TDeacon »

Offline TDeacon

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #16 on: July 22, 2013, 01:18:21 PM »
Actually its not a work around.............. turning the turret (what it seems you've become used to) is the "work around"  ...panning/snap/instant is the viewing system. As would be TIR if you had it.
It is the viewing system for all GV's that do not have a TC position.........it can be used to give 360 views.............on my system I can pan so fast the trees turn to a blurr so I cannot see how speeding it up assists SA................... if the TC (the link between this position and the turret)is disabled what is left is perfectly adequate for SA by the very measure that it is the standard method of viewing.


Tilt,

Your suggestion is a *work around* because it does not deliver the SA performance for TDs which is already available for tanks.  It is a logical error on your part to assume that just because something is labeled as being part of the game’s “view” system, that only those things contribute to SA.  If you were a more experienced GVer, you would know this (your stats show you don’t GV much; no offense, but that’s what they show).  Finally, TIR is irrelevant to this discussion, as most people don’t have it. 

We are not talking about “turning the turret” here.  We are talking about, when in the TC position, using the standard tank UI ability to rapidly (more so than with F8) pan laterally, if necessary up to 360 degrees , in order to detect opponents.  Yes the turret follows slowly, but that is secondary.  Go offline in a regular tank, and you will see what I am talking about.  You know that SA is the most important thing in air-to-air play; take my word for it that this applies to many common GV situations as well.  Take my word for it.  :-)

Here’s an example.  You are rapidly advancing.  At various points, there is the possibility of ambush from the right and left.  You want to as quickly as possibly switch to point your TC *magnified* view in those directions, as the opportunity can be fleeting.  Seconds matter.  Once pointed, again, blurring is not a factor. 

And again (!!!), the key point is UI *consistency* between TDs and tanks.  In historical reality, both tanks and TDs had TC positions, which in general, were equivalently functional between the 2 types.  This should be reflected in game.  Simple logic. 

MH
« Last Edit: July 22, 2013, 01:59:36 PM by TDeacon »

Offline Lusche

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #17 on: July 22, 2013, 01:19:31 PM »
I would think that HTC would just (in code) treat the turret-facing portion of the circle UI as pertaining to the side-to-side main gun traverse, thus treating it as a limited traverse turret.  So you pan rapidly off to the side, the gun slowly follows, but stops at the angular traverse limit.


That's already implemented in tanks. In most tanks you can elevate the commander view higher than the gun can follow. It simply stops at max elevation, but that doesn't stop the commander's view from going up a few more degrees.
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Offline TDeacon

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #18 on: July 22, 2013, 01:45:45 PM »

That's already implemented in tanks. In most tanks you can elevate the commander view higher than the gun can follow. It simply stops at max elevation, but that doesn't stop the commander's view from going up a few more degrees.

True; so it's even easier to implement.

MH

Offline hitech

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #19 on: July 22, 2013, 02:42:30 PM »
Point 2 agreed....infact i thought it was a bug.


It is, and has been fixed for the next patch

Offline TDeacon

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #20 on: July 22, 2013, 05:33:43 PM »
It is, and has been fixed for the next patch

What are your current thoughts on my "point 1"? 

MH

Offline EskimoJoe

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #21 on: July 24, 2013, 03:55:53 PM »
What are your current thoughts on my "point 1"? 

MH

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Offline whiteman

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #22 on: July 24, 2013, 04:12:25 PM »
I'd say he doesn't agree by looking at the patch notes

Offline EskimoJoe

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #23 on: July 24, 2013, 04:14:31 PM »
Perhaps. I wonder what his reasoning behind that decision is, though.
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Offline TDeacon

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Re: Eliminate illogical UI inconsistencies between new TDs and tanks
« Reply #24 on: July 25, 2013, 10:19:08 AM »
I'd say he doesn't agree by looking at the patch notes

Possibly, although it could be that they just wanted to get the easy fixes out quickly, and will consider doing the work to make the UI consistent later.  Point 1 isn't really a bug, but more a requirements/design oversight. 

MH