Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Kingpin on November 22, 2011, 06:22:01 PM

Title: Dynamic GV Icons
Post by: Kingpin on November 22, 2011, 06:22:01 PM

There's been lots of discussion about GV icons and spotting them on the ground from the air (it's both too hard or too easy depending on how you look at it).  Finding the correct balance for GV icons using a static distance setting is difficult.  So, this got me wondering (and maybe it's been suggested before):

Why couldn't GV icon distance vary based on whether the vehicle is moving or stationary (or engine off, perhaps)?

For example, a stopped GV might have an icon range of 1000 yards, whereas a moving GV might have an icon of 3K.

Taking this one step further, how about also basing the icon distance on the terrain the GV is occupying (to simulate cover)?

For example, trees could reduce the icon distance by 500 yards.  Being in a barn (or building) could drop it by 1000 yards (making a GV virtually invisible from the air if stopped in a structure).  Perhaps sitting on concrete (in the open) could add 1000 yards to the stopped icon range.  Again, these are just numbers to illustrate the idea.

I understand this would likely involve a good deal of coding to do this, but making GV icons dynamic based on the "state" of the GV, could add a good deal of realism for both those on the ground and those in the air.

<S>

Title: Re: Dynamic GV Icons
Post by: clerick on November 22, 2011, 06:26:06 PM
+1 on the concept.
Title: Re: Dynamic GV Icons
Post by: Tilt on November 22, 2011, 06:43:17 PM
I dont really know how an icon is hidden in the FE. But I always imagine that the GV / AC has an "origin" point which when hidden from view turns off the icon.

If a Gv had three origin points (only one of which locates the Gv  in game) such that all three are required not to be hidden before the icon pops up then hiding (from aircraft) may be more effective than currently the case.
Title: Re: Dynamic GV Icons
Post by: SmokinLoon on November 22, 2011, 06:57:47 PM
Bases on what the coding is demonstrating now, I think it is based on range only.  There is nothing in the game the shows that the coding can be changed to what is being suggested.  Unfortunately, pick and range and that is the absolute.

Currently, it is 1500 yards (1.5k).  I'd like to see that reduced to at least 1k and that will still give a huge boost to the eye in the sky since the human eye would have trouble seeing something even as big as a tank at 1000 yards, while it was camouflaged with the surroundings.
Title: Re: Dynamic GV Icons
Post by: MK-84 on November 22, 2011, 08:26:23 PM
There's been lots of discussion about GV icons and spotting them on the ground from the air (it's both too hard or too easy depending on how you look at it).  Finding the correct balance for GV icons using a static distance setting is difficult.  So, this got me wondering (and maybe it's been suggested before):

Why couldn't GV icon distance vary based on whether the vehicle is moving or stationary (or engine off, perhaps)?

For example, a stopped GV might have an icon range of 1000 yards, whereas a moving GV might have an icon of 3K.

Taking this one step further, how about also basing the icon distance on the terrain the GV is occupying (to simulate cover)?

For example, trees could reduce the icon distance by 500 yards.  Being in a barn (or building) could drop it by 1000 yards (making a GV virtually invisible from the air if stopped in a structure).  Perhaps sitting on concrete (in the open) could add 1000 yards to the stopped icon range.  Again, these are just numbers to illustrate the idea.

I understand this would likely involve a good deal of coding to do this, but making GV icons dynamic based on the "state" of the GV, could add a good deal of realism for both those on the ground and those in the air.

<S>



I'm not sure changing the icons is going to do what you want it to.  I can see a GV from the air long before I see the icon.  The appear as little dots that look totally different from the rest of the scenery.  Atleast with my crappy laptop, maybe its different with better computers.

On a side note, I've noticed that the new modeled tanks blend in much better to the terrain from a ground perspective.
Title: Re: Dynamic GV Icons
Post by: Tank-Ace on November 22, 2011, 08:54:53 PM
Its different with better computers. I occationally get that gray-black dot and can't help but think "hey look, a free kill  :)"
Title: Re: Dynamic GV Icons
Post by: Nathan60 on November 22, 2011, 11:42:52 PM
Wouldn't  a tank moving through most terrains at a decent clip still kick up a lot of  dust? Making a moving vehicle easier to spot?
Title: Re: Dynamic GV Icons
Post by: SmokinLoon on November 23, 2011, 07:34:24 AM
Wouldn't  a tank moving through most terrains at a decent clip still kick up a lot of  dust? Making a moving vehicle easier to spot?

Depends on terrain.  Moving through the forests of Europe would be a lot different than the deserts of North Africa.
Title: Re: Dynamic GV Icons
Post by: Nathan60 on November 23, 2011, 09:07:06 AM
Yeah  I figured there would  be  less moving  in between trees but I assumed  even in europe moving through open feilds would still produce  dust, unless the fields were wet. Even the red clay here in GA  will take to the air  when its dry and heavy equipment is  rolling over it.
Title: Re: Dynamic GV Icons
Post by: icepac on November 23, 2011, 11:22:50 AM
Its different with better computers. I occationally get that gray-black dot and can't help but think "hey look, a free kill  :)"

Exploiting your own system's video driver bug?
Title: Re: Dynamic GV Icons
Post by: Butcher on November 23, 2011, 02:38:26 PM
Exploiting your own system's video driver bug?

Its no exploit, I can spot a ground GV 3-4k away whether its moving or not, basically I see the same black/grey square - probably because all my graphics are turned off and have no choice in the matter.


Title: Re: Dynamic GV Icons
Post by: Tank-Ace on November 23, 2011, 04:20:24 PM
Exploiting your own system's video driver bug?

I get the black square only on occations, not like I'm trying to exploit something to get free kills or anything. But I'm not going to pass up a kill, especially if that black square is in possition thats threatening to me.
Title: Re: Dynamic GV Icons
Post by: Tilt on November 24, 2011, 06:30:52 AM
For my graphics settings (1024, full range, 2 x AA) I can see a dot from an ac at (when zoomed) 3k.

But I do not know if that dot is a vehicle or a bit of ground achitecture unless its moving. As I get closer the icon pops up.

For me this seems about right. What is not right (IMO) is when a stationary vehicle under cover of trees is lit up by an icon as I do a fly by. When quite clearly I would never else have known it was there.
Title: Re: Dynamic GV Icons
Post by: icepac on November 24, 2011, 08:11:01 PM
The black squares are allowing GV'ers to see tanks through trees.
Title: Re: Dynamic GV Icons
Post by: Tank-Ace on November 24, 2011, 09:29:22 PM
If you want to buy me a system upgrade so I don't get those black dots, then be my guest.
Title: Re: Dynamic GV Icons
Post by: Chalenge on November 25, 2011, 02:59:13 PM
I have to point out that pilot accounts of WWII indicate that they could see vehicles moving on the coral surfaces because of the dust they threw up and while the planes were at *20-30k!*

We are at a severe disadvantage because of computer displays that are already no where near as accurate as the Mark I eyeball.

-1
Title: Re: Dynamic GV Icons
Post by: SmokinLoon on November 25, 2011, 09:12:21 PM
The black squares are allowing GV'ers to see tanks through trees.

That irks me to no end.  It is quite annoying to have absolutely in no way shape or form a view on an enemy tank but yet someone he can see you through multiple trees.

It is an exploit, make no mistake.  There are many players that turn off their graphics just for that reason, I hear the conversations quite a bit during tank battles.
Title: Re: Dynamic GV Icons
Post by: Kingpin on December 13, 2011, 04:30:52 PM
I have to point out that pilot accounts of WWII indicate that they could see vehicles moving on the coral surfaces because of the dust they threw up and while the planes were at *20-30k!*

We are at a severe disadvantage because of computer displays that are already no where near as accurate as the Mark I eyeball.

-1

I think you've missed my point here.  The idea is to make MOVING GV's considerably easier to spot, while parked ones in terrain qualifying as "cover" would be considerably harder to spot.
Title: Re: Dynamic GV Icons
Post by: MK-84 on December 13, 2011, 06:54:47 PM
^ Wish granted, park under a grove of trees and you're quite a bit harder to spot.

GV icon ranges are also changing if you were not aware.

Also, At closer ranges the new tank models are significantly harder to spot as they blend in with the terrain much better (atleast on my pc)
Title: Re: Dynamic GV Icons
Post by: kvuo75 on December 13, 2011, 07:50:36 PM
That irks me to no end.  It is quite annoying to have absolutely in no way shape or form a view on an enemy tank but yet someone he can see you through multiple trees.

put your hand over your eyes. someone sitting across the room cant see you anymore!

MANY times, I can see someone's hull, but the turret is obscured behind a tree.

he cant see me, but I can certainly see him.  aint nothing but lines of sight.



Title: Re: Dynamic GV Icons
Post by: Tank-Ace on December 13, 2011, 07:59:51 PM
Same way with how they can shoot you, but you can't shoot them. You're further from the trees, and so your shells are higher in their arc when they reach the trees, but since hes closer, his rounds aren't as high as yours when they pass the same point, and therefore they can still pass under the trees.

The same basic principals let you fire over a bush to hit someone, while the bush simultaneously provides cover for you. You're further from the bush, and so can aim over the bush and have your rounds drop onto the target, while he is closer to the bush, and so can't aim low enough to target you without the bush obstucting his fire.


However, LOS has nothing to icon distance. Objects may obscure or even completly hide the icon, but its not linked to whether or not you can see the vehicle that the icon belongs to. Same thing lets very low aircraft hide their icon to a large extent. Since its underneath of them (from your point of view), if they get low enough, the icon will disapear under the ground, and be invisible. That doesn't mean the icon turns off if you go low enough, simply that it can be hidden from view.
Title: Re: Dynamic GV Icons
Post by: 1Nicolas on December 14, 2011, 06:37:52 AM
+1 When I try to hunt GV's with my<Pat-Pat> F6F and F4U-1D I always find the Icon at about 400 away from them. I believe we should have longer GV Icon range so I can set up a attack quicker
Title: Re: Dynamic GV Icons
Post by: waystin2 on December 14, 2011, 11:09:33 AM
I like the concept of movement/stationary vehicle and the terrain affecting icon range.  Has merit.
Title: Re: Dynamic GV Icons
Post by: Karnak on December 14, 2011, 11:57:41 AM
It is all moot until the effects of the coming changes are known.  Until then, just wait.
Title: Re: Dynamic GV Icons
Post by: clerick on December 14, 2011, 12:10:21 PM
can we get a new GV icon that puts a big pink arrow pointing to the poor noob who tumbles his tank down the side of a mountain?  That way all combatants can stop and watch, thus providing a much needed comedy break from the action?