Aces High Bulletin Board
General Forums => Wishlist => Topic started by: oneway on June 29, 2009, 11:54:20 PM
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Give me a break...
The way point does not touch land...its 10 miles off the nearest land...
One more wish in the dustbin of wishes is that this lame bug is fixed...
Sigh
Oneway
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its not 10 miles its about a mile, any closer and they would run aground. task groups in AH can come way further inshore than they would IRL, you want to beach them?
what is annoying is that the waypoint is set, then it says you cant use it, so you have to start all over again :furious
if the waypoint "touches land", it shouldnt add that waypoint, so you can put it somewhere else.
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The way point does not touch land...its 10 miles off the nearest land...
Not all beaches are deep water accessible. Does this "feature" mimic RL?
Terrain Masters, is there a water depth attribute that controls this behavior?
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what is annoying is that the waypoint is set, then it says you cant use it, so you have to start all over again :furious
if the waypoint "touches land", it shouldnt add that waypoint, so you can put it somewhere else.
YES!~ This gets to the heart of the issue, IMO.
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if the waypoint "touches land", it shouldnt add that waypoint, so you can put it somewhere else.
Actually, I'd like to see the waypoint snap to the nearest point that doesn't touch land.
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that would be a bonus, although a little more coding than my suggestion (which would be trivial to implement)
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that would be a bonus, although a little more coding than my suggestion (which would be trivial to implement)
I agree. Would be brilliant to see this. Sucks when you're trying to weave it in and out of those little ''islands'' and *boop* hit one...
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Even if they could shade the water a little differently on the map where the shallow water is.
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I agree. Would be brilliant to see this. Sucks when you're trying to weave it in and out of those little ''islands'' and *boop* hit one...
No what sucks is you can even go there in the first place.....
CVs should be 25 miles out or farther and in real life it would have been several times farther than that.
Strip
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I like it how it is, keeps idiots from easily driving the CV right off the shore to get pummeled by a hoard of suicide units.
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I like it how it is, keeps idiots from easily driving the CV right off the shore to get pummeled by a hoard of suicide units.
:huh I have seen CV's so close to shore that tanks can hit them....
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Unfortunately, and implementing this would only make it easier. If anything I'd like to see it that you have to keep it at least 15 - 20 miles out. If they did that then by all means, allow the way-point system to be a bit smarter in aiding you lay a CV course.
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:huh I have seen CV's so close to shore that tanks can hit them....
Yep..
The threshold for how close you can get to land is directly related to how successful you were in the last iteration of task group plotting....
In other words the system lets you "nibble" closer if your last attempt was good...
SNAP TO NEAREST is the obvious solution and so logical I am sure we can dismiss it at as a fix....
</sarcasm>
Oneway
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its not 10 miles its about a mile, any closer and they would run aground. task groups in AH can come way further inshore than they would IRL, you want to beach them?
what is annoying is that the waypoint is set, then it says you cant use it, so you have to start all over again :furious
if the waypoint "touches land", it shouldnt add that waypoint, so you can put it somewhere else.
Its not a mile by a long shot...I am CO of Coral Sea Team Alpha right now and I have to keep trying patrol tracks over an over again when clearly the track is well off shore....
The game balks and says "yada yada...waypoint touches land"
Its a flaw in the machine language and its pixel/virtual world translation and the backing code...
Oneway
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Sorry sir, we did not realise we was dealing with a genuine CO of an Alpha Team.
That changes everything.
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Sorry sir, we did not realise we was dealing with a genuine CO of an Alpha Team.
That changes everything.
:rofl
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Terrain Masters, is there a water depth attribute that controls this behavior?
I'm not aware of such a feature.