Originally posted by NUTTZ
The problem was with the Clutter tiles, I had the one water to land transitional clutter set to palm trees, this CANNOT work, once you crossed over one you crashed. ( no matter how high above them you were) I believe you had stated this, so i did some testing and THAT was causing the problems.
Coming into your conversation halfway through but I can concurr that clutter does effect the stability of bridges as does the postion you put them.
even passing over water clutter as a bridge merges with the ground can cause your vehicle to "fall thru"
I have done three things to over come this...
1) I use the same off set in the tile as is used by roads..(you do this too I see) but will off set to either side of centre.
2) I use water clutter for grass as well as all grass/ water transitionals. (Its wet grass or silver sand?) (I have an approach avenue [on the adjacent tile]which I do not want a tree in the middle of)
3) Bridges are either close to air fields or are depots in their own right. This removes all clutter from the area of the bridge and eliminates clutter problems. For depot bridges I use a conventional maproom set up under the bridge and a "no tower" adjacent to it. ("No tower" is using a tilted hanger view point to allow the player to feel as if he is standing in the open when "in" the tower")
This depot bridge is now an easily capturable objective. Further roads can be spawned from either side of it. In its basic form it has no "town" objects but if you wish to build a village around it which must be destroyed prior capture or even add a GV hanger and some AI gguns................
From my perspective making the bridge into a depot served many purposes.
Foot note
The out put from depots is ratio'd somehow to its damage. I presume this is a function of a % of town buildings destroyed. I have yet to test fully the effect of a depot having no town objects.
Worst case is that I have to add a few to each depot bridge.
Re objects on the ground.......
None of my bridges are on the ground and I have noted the following.........They cannot be bombed but they can be destroyed by tank artillery. Changing them from runway to bombable to void makes no discernable difference (except as a runway vehicles can "land successfully") I initially raised them all by 6 inches to ensure I was free of any object/ground interface problems. I may drop them again since making them depots to test if that problem has "gone away".
I note that Guns ontop of the HQ buildings can be killed by artillery and bombs however the Ggun object comes complete with a small ground graphic, also objects defined as gguns become endowed with all sorts of strange powers
Tilt