Aces High Bulletin Board

General Forums => Wishlist => Topic started by: lunatic1 on November 19, 2016, 05:26:02 PM

Title: GV viewing-range change
Post by: lunatic1 on November 19, 2016, 05:26:02 PM
now that there are soo many more trees for a gv to hide in. my wish is to change the possiabilty of seeing a gv from a plane from 600 to 800- I gv and fly so I know what this means to the gv'er--but it's also hard for a pilot to see warble and ostwind tracers coming after him. thankyou :joystick: :airplane:
Title: Re: GV viewing-range change
Post by: caldera on November 19, 2016, 07:45:05 PM
Since the Storch has magical powers of observation that no other plane has, there is no reason why flaks can't have different icon ranges than other creepy crawlies. 
Title: Re: GV viewing-range change
Post by: bozon on November 19, 2016, 09:35:48 PM
The GVs can keep their shorter range icons vs planes if they lose the range finder they have on plane icons.
There is no reason that wirbles and 88 puffy should have a perfect range displayed on enemy plane icons.
Title: Re: GV viewing-range change
Post by: Chalenge on November 20, 2016, 11:14:16 AM
No, this is the wrong way round to thinking, I believe. Each one of the vehicles and 88 emplacements should be tied to a range finding/director. These guns were effective for a reason and that is why.

Vehicles already have enough problems to deal with when anyone can up a bomb and drop it from out of the blue.
Title: Re: GV viewing-range change
Post by: Scca on December 01, 2016, 11:09:36 AM
Vehicles already have enough problems to deal with when anyone can up a bomb and drop it from out of the blue.
And this is why we kill ords....
Title: Re: GV viewing-range change
Post by: JunkyII on December 01, 2016, 12:11:54 PM
+1 on upping the distance on GV icons from plane but keep the icon range low when engine is off...moving tanks kick up dust which should make them easier to spot....right now the trees do make it hard to see them even when they are moving.
Title: Re: GV viewing-range change
Post by: waystin2 on December 01, 2016, 02:35:08 PM
Ranges need to be just a little longer.  +1
Title: Re: GV viewing-range change
Post by: popeye on December 01, 2016, 02:58:26 PM
What is the range now?

Does engine on/off change the range?
Title: Re: GV viewing-range change
Post by: JunkyII on December 02, 2016, 01:18:10 AM
What is the range now?

Does engine on/off change the range?
I'm pretty sure it does at least with M3s.
Title: Re: GV viewing-range change
Post by: lunatic1 on December 02, 2016, 01:20:51 AM

What is the range now?

Does engine on/off change the range?




yes-engine off 600 feet engine on running across the ground 1000ft
m-16 firing range 1000ft-wirble firing range 1500k basic 2000k with a lot of lead as in leed- ostwind 4.5k
Title: Re: GV viewing-range change
Post by: lunatic1 on December 02, 2016, 01:31:24 AM
even though this last update cleared some of the garbage trees out, there are still twice as many trees now as there were on any map in AH2..and you can't hardly see the tracers coming at you until its too late, or until you see them firing at another friendly. the tracers firing at you are barley visiable.
I'm only asking for a 200ft visual range increase on stopped gv's. and like I said I know what this means because I usally gv half of the time.
HTC please take this into consideration
Title: Re: GV viewing-range change
Post by: Tilt on December 02, 2016, 07:24:33 AM
Why is a Storch able to spot at longer range of other ac?

I would prefer the spotting range to be a function of aircraft speed.............

GV icon range = 150000/IAS

IAS 75 = 2k
IAS 100= 1.5K
IAS 150= 1k
IAS 200= 0.75K

Multiply the range product by 1.5 if the vehicle is moving.

Then folk who become skilled at low speed GV hunting gain a reward............ the Storch is still a good gv spotter because it flies so slow anyway.

Title: Re: GV viewing-range change
Post by: Scca on December 02, 2016, 01:14:48 PM
Why is a Storch able to spot at longer range of other ac?
Cause that's what HTC wanted...  It's a spotting AC, with little defensive armament.  It would be useless if it didn't have this spotting capability. 
Title: Re: GV viewing-range change
Post by: bustr on December 02, 2016, 02:00:23 PM
even though this last update cleared some of the garbage trees out, there are still twice as many trees now as there were on any map in AH2..and you can't hardly see the tracers coming at you until its too late, or until you see them firing at another friendly. the tracers firing at you are barley visiable.
I'm only asking for a 200ft visual range increase on stopped gv's. and like I said I know what this means because I usally gv half of the time.
HTC please take this into consideration

lunatic,

Clearing trees or changing visual range is not as much of the problem as what tiles and clutter the terrain designer chooses to populate the roughly 12 square miles of terrain constituting the combat zone. That includes the airfield, town, spawn points and GV transit areas to the town and field from the spawn and from the field. Ports and GV bases not having a town associated to them are about 4 square miles of combat zone.

Waffle provided a well thought out pallet of village and clutter tiles that are not being used as well as they could for the GV game. In many cases it looks like the person doing the touchup to the converted terrains for AH3 is trying to hinder the speed at which GV's can access the town along with a general ongoing meaningless confusion of dense trees to get nowhere very slowly. Your current frustration about trees.

I'm about 2\3 finished with a terrain in which I believe I'm using the village tiles provided by Waffle in a GV friendly manner as he may well have intended. They have been constructed to give you rapid and logical transit to and from the town or targeted area. While giving you a realistic village with open farm fields with site vistas to do long range open country shooting like AH2 while including the village itself for semi urban GV combat. Using a village as the center for your GV spawn entry point also cuts down on the unfairness of the old camped spawn point group gang bang.

I'm including screen captures from one of my fields to illustrate how the new tiles can be used to eliminate your tree frustration. I've been doing speed trials with a panther from the spawn point and from the GV hanger to the town. Best average time through the villages from both ends is 4 minutes. I'm beginning to think after this round of taking screen captures, I need to push my GV to town spawns back to 2 miles instead of 1.7 miles. An M8 could be in the town tearing it up before a plane could find him. You will note my personal bias about having trees all the way up to the edge of the airfield and the 1\8 mile or so grass buffer strip around the feild. I looked at many ETO theater airfield photos and some of them cleared a buffer zone back from the airfield, or the airfield was out in the middle of large open fields.

Lunatic, here are the screen captures illustrating how I think Waffle wanted us to use the village tiles to address the tree issue and being able to see other GVs. The village tiles are constructed to favor GV needs.


From the airfield GV hanger looking to the town.

(https://s20.postimg.org/h7dia6ky5/twnclut01.jpg)

(https://s20.postimg.org/ioyylqpot/twnclut03.jpgpg)


From the spawn village looking to the town. You can see why I think the range should be 2miles now.

(https://s20.postimg.org/7bcfajf65/twnclut02.jpg)


From the air to show the villages and how open they make the terrain for GV combat. YOu can see the buffer zone and why I may need to move the GV spawn back almost another mile.

(https://s20.postimg.org/mzdmhburx/twnclut04.jpg)

(https://s20.postimg.org/rmjoj3i4t/twnclut05.jpg)
Title: Re: GV viewing-range change
Post by: bustr on December 02, 2016, 02:01:56 PM
Here is that field in the terrain editor showing the village tiles and why I think they were given to use to make GV combat possible without the dense trees and confusion of poorly blended clutter tiles.


(https://s20.postimg.org/t2zsezafh/twnclut06.jpg)
Title: Re: GV viewing-range change
Post by: lunatic1 on December 04, 2016, 02:04:25 PM
Why is a Storch able to spot at longer range of other ac?

I would prefer the spotting range to be a function of aircraft speed.............

GV icon range = 150000/IAS

IAS 75 = 2k
IAS 100= 1.5K
IAS 150= 1k
IAS 200= 0.75K

Multiply the range product by 1.5 if the vehicle is moving.

Then folk who become skilled at low speed GV hunting gain a reward............ the Storch is still a good gv spotter because it flies so slow anyway.
the storch was built for spying and searching-that's what it's role is historically I think-therefore ingame that's what it does-storch has  pilot and a spotter/gunne, prob with binoculers to see gv's
Title: Re: GV viewing-range change
Post by: lunatic1 on December 04, 2016, 02:19:38 PM
bustr I have no idea what your trying to say--gv's used to be seen 800 sitting still engine off--1200 engine on and moving
now it's 600 engine off 1000 engine running and moving
all im asking is with the thicker canopy to raise the stopped view to 800ft keep the moving gv view at 1k.

they changed it when gv'ers were complaining about being bomb****ed.
all I'm asking for is a 200ft view distance on stopped gv's.
in AH2 it wasen't a problem-in AH3 with more trees it is a problem-ok I will concede to a 100ft increase.
would also be nice to be able to see the tracers better. ok thankyou for reading
Title: Re: GV viewing-range change
Post by: bustr on December 04, 2016, 02:47:20 PM
Lunatic, I've listened to you in the arena for some time now telling everyone how you really feel about the new trees. I'm building a new terrain using tiles that eliminate the tree problem getting to the town and field. The visual distance for the icon is irrelevant if you can actually see the other tank at longer range long enough to line up a shot. Those tiles I've mention accomplish that.

Waffle talked about the actual combat zone three years ago being a 4x4 mile area. For GVs it is the spawn and then the one or two 1x1 mile tiles around the town and field. Waffle made tiles to address GV combat with the village tiles, once you build a terrain and get down to the grass level and really look at what he created. So far most of the people doing the hand updates after the map conversion to AH3 are not using them, instead creating those tree nightmares you complain about when I see you in a GV.

From the last picture posted you can see that there is an 1\8 mile open farm land space at the 1x1mile edges of the 4 village tiles. Even with the spawn point at 2.5 miles, it takes a panther 5 minutes to get next to the map room from the spawn. And what do most GVers do when they spawn to get at a town? Drive in a direct line based on the map which ends up with you driving along that 1\8 mile open boarder between village tiles. So, an enterprising defender can get up on one of the village hills and pick off all the GV's trying to get to the town in a hurry.

What do you do on many of the converted maps, take forever trying to see spaces between the trees that won't eat your GV. That is not fair to the GVer who is also a paying customer.

In the first screen shot I used red lines to show the long open area with nothing to shield the GVs from the spawn. In the second screen capture my solution was to use an 1\8 mile brush and paint a tiny bit of hedge row I red boxed in the screen capture the surrounding farm land is created with. This gives GVs some cover while all the bushes between the trees can be driven through allow for high speed transit and still reach the map room in 5 minutes with a panther.

Because the terrain is a giant collection of 1x1mile squares, the terrain tiles paint onto them in 1x1mile repetitions or 4x4mile repetitions of a single tile. Much of the open terrain that you fly over and never drive through is a hand blended kludge of several tiles mixed and matched. That is the same rational around the town in many cases trying to look realistic. In AH2 it looked very necessary due to the tile offerings, in AH3 Waffle made purpose built tiles to address the small areas we really drive GVs on and fight over.


The transit lane open to a sniper from the spawn.

(https://s20.postimg.org/pfpjpephp/twnclut08.jpg)


The transit lane with a tiny bit of cover for attacking GV. The village at the very bottom of the screen capture has the spawn entry point set in the center. I've set all spawn entry points like that on my new terrain.

(https://s20.postimg.org/6onmf8ux9/twnclut09.jpg)


You can see those 1\8 mile open lanes from this screen capture out of the terrain editor. That is why I added a 1\8mile strip of hedge row to protect GVs attacking the town.

(https://s20.postimg.org/t2zsezafh/twnclut06.jpg)
Title: Re: GV viewing-range change
Post by: Randy1 on December 05, 2016, 07:36:48 AM
Seems right to me.  I have hidden in GVs under trees and have dropped a bomb on hidden GVs.
Title: Re: GV viewing-range change
Post by: bustr on December 05, 2016, 04:41:04 PM
In AH2 we got used to closer icons for GV to GV because we could see out to 4k in many cases. In AH3 the thick trees are a terrain editor operator choice when he paints.

Below is a screen capture of an un-zoomed T34 out on one of the village\farm tiles with long open vistas. At 3k center of the commander ring the object stands out. The second screen capture is from a tank gunnery range showing two tanks at 4k through the commander ring on zoom. Both screen captures were taken with the graphics settings at default. It's not icons, it's the choice of tree and clutter tiles making the GV game unfun.


(https://s20.postimg.org/6l2zqh47h/t343k.jpg)

(https://s20.postimg.org/lfrl4ndsd/4kfovGV.jpg)
Title: Re: GV viewing-range change
Post by: lunatic1 on December 06, 2016, 02:19:12 AM
I'm not talking about gv to gv, I'm talking about plane to gv. I have no problem tracking a gv in a gv, I just listen for the tracks and engine. a couple of weeks ago myself and 2 other players spent 2 hours looking for a tank hiding close to our town. and only found him when he decided to move. base defense is part of the game is it not?
maybe I should have said gv viewing from a plane-my bad
Title: Re: GV viewing-range change
Post by: lunatic1 on December 13, 2016, 02:35:18 PM
yep I'm back with another fact-just remembered last night while trying to bomb gv's

a bomb has to travel 1000ft to hit and kill a gv-but you can't see said gv until your at 600ft from it and with the extra trees a lot of times you can't find it again or hard to remember where you saw it. maybe decreasing to bomb travel distance to 800 feet will help. don't know..but I do know,but I do know my bomb****ing kills have decreased in AH3
Title: Re: GV viewing-range change
Post by: Wiley on December 13, 2016, 02:50:08 PM
yep I'm back with another fact-just remembered last night while trying to bomb gv's

a bomb has to travel 1000ft to hit and kill a gv-but you can't see said gv until your at 600ft from it and with the extra trees a lot of times you can't find it again or hard to remember where you saw it. maybe decreasing to bomb travel distance to 800 feet will help. don't know..but I do know,but I do know my bomb****ing kills have decreased in AH3

Not exactly a fact as the 600 range is in yards.  IE-~1800 feet.

Wiley.
Title: Re: GV viewing-range change
Post by: popeye on December 13, 2016, 02:50:24 PM
yep I'm back with another fact-just remembered last night while trying to bomb gv's

a bomb has to travel 1000ft to hit and kill a gv-but you can't see said gv until your at 600ft from it and with the extra trees a lot of times you can't find it again or hard to remember where you saw it. maybe decreasing to bomb travel distance to 800 feet will help. don't know..but I do know,but I do know my bomb****ing kills have decreased in AH3

As I understand it, icon distance is YARDS -- not feet.  So, a GV icon at "600" is 1800 feet.  So, it is a bit longer than the 1000 feet necessary to arm the bomb.

On a related subject, I would like to see longer icon range for the Storch.  I was hunting a Wirb last night in a Storch and couldn't see his icon until I was 1000 out, which put me in range of his guns.  Also, is the "Storch icon range" affected by the GV moving or stopped, or having motor on or off?
Title: Re: GV viewing-range change
Post by: save on December 17, 2016, 07:59:41 AM
Human eye is very sensitive to movements, even when looking out from a moving platform, at 2-3X range would be appropriate.

I did quite a lot of helicopter observation and navigation during my service. "If you shoot, you must scoot" is very true for the survival of a tank, shots fired can be seen mikes away in clear weather.

If a plane is passing over your tank when stationary, let's say over a road in the wood, they are likely not to see you, that is  until the Radar/FLIR pesky stuff showed up late in the cold war.


Why is a Storch able to spot at longer range of other ac?

I would prefer the spotting range to be a function of aircraft speed.............

GV icon range = 150000/IAS

IAS 75 = 2k
IAS 100= 1.5K
IAS 150= 1k
IAS 200= 0.75K

Multiply the range product by 1.5 if the vehicle is moving.

Then folk who become skilled at low speed GV hunting gain a reward............ the Storch is still a good gv spotter because it flies so slow anyway.