Author Topic: Tank simulation improvements/suggestions  (Read 383 times)

Offline Yeager

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Tank simulation improvements/suggestions
« on: April 16, 2000, 05:55:00 PM »
As an admitted WW2 treadhead sim enthusiast, I have hundreds of hours in PanzerCommander and PanzerElite.  As such, I would like to see the following additions/improvements to the AcesHigh tank modeling:
*ability to have commanders hatch buttoned open/closed with sight view in closed position
*ability to sit at radio op and fire bow MG accurately
*ability to drive with drivers hatch opened
*ability to fire a single MG from commanders hatch open position
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*Additions made to terrain allowing for usefull *hull-down* firing positions at likely areas of combat.
*turret traverse be seen by other players in other vehicles
*at least have main bogies rotate like front wheels on M16 (treads not a requirement as long as the impression is made that movement is taking place)

Many other things as well that I can not imagine  

For a first time foray into ground vehicels, HT and crew have my commendation on an excellent start!  Salutations ->

Yeager

[This message has been edited by Yeager (edited 04-16-2000).]
"If someone flips you the bird and you don't know it, does it still count?" - SLIMpkns

Offline Ghosth

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Tank simulation improvements/suggestions
« Reply #1 on: April 16, 2000, 06:24:00 PM »
Hopefully all of these things and more are in the works!    

Myself I wonder if recoil is modeled enough.

If all guns are able to be "slaved" together
in a bomber to shoot at a plane, why can't all MG's on a tank do the same? (or do they & I just don't know how?)

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Maj Ghosth
XO 332nd Flying Mongrels

[This message has been edited by Ghosth (edited 04-16-2000).]

[This message has been edited by Ghosth (edited 04-17-2000).]

funked

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Tank simulation improvements/suggestions
« Reply #2 on: April 16, 2000, 06:33:00 PM »
Ghost, given the field of view available to the hull and turret gunners in the Panzer IV (in real life), having any of the guns target an airplane is pretty unlikely.

HaHa

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Tank simulation improvements/suggestions
« Reply #3 on: April 16, 2000, 07:15:00 PM »
Somethings kind of messed up with "close" tank shooting. Sure I can hit tanks from 2k away but when you're like 500yards away I can't even touch them. The shells "appear" to hit them but no hit sprite. Me and another guy lobbed about 10 shells at each other from 500 away and were unable to kill each other.

Offline Ghosth

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Tank simulation improvements/suggestions
« Reply #4 on: April 17, 2000, 12:36:00 AM »
Funked

You are no doubt correct.

The fact remains that with the turret MG if aimed at a plane comeing straight at you or away you can score some hits. Enough to kill the plane? Maybe, maybe not, depends on how low the plane is & how good a shot you are.

If typhoon's or F4u's come in low & steady I can take them out with the main gun.  (wait to d300 center crosshairs BOOM)

Just wishing I had the same advantage that the bombers are getting. Better yet, finish that top tank commander spot & let me fire em from there.

For one it would traverse faster in both directions than the main gun.

For another it would shoot at higher angles.

Just my .02$

ps funked, last night 2 sorties in panzer 5 planes downed. 4 of em direct hits with big bertha. If you can hit with that you should be able to hit with MG's, all of em that bear anyway.


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Maj Ghosth
XO 332nd Flying Mongrels
 

[This message has been edited by Ghosth (edited 04-17-2000).]

Offline Pyro

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Tank simulation improvements/suggestions
« Reply #5 on: April 17, 2000, 08:15:00 AM »
Vehicles will always be an ancillary part of AH, so we're not looking for a tremendous amount of detail in them.

*ability to have commanders hatch buttoned open/closed with sight view in closed position

I doubt we'll model hatches but you'll be able to sit up and man the pintle mounted machine guns on top of the turret.

*ability to sit at radio op and fire bow MG accurately

We made the hull gun driver operated because it makes it a lot more useable in general.  Having a manual controlled hull gun would be a real pain if you have no way to sight it.

*ability to drive with drivers hatch opened

An ersatz method of doing this is to move your driver's head position.

*Additions made to terrain allowing for usefull *hull-down* firing positions at likely areas of combat.

Once the terrain editor is released, I'm sure somebody will come up with a cool terrain for tank duels within the limits of the engine.

*turret traverse be seen by other players in other vehicles

This will be done.

*at least have main bogies rotate like front wheels on M16 (treads not a requirement as long as the impression is made that movement is taking place)

Haha- I've noticed the same thing.  Something does seem to be amiss that I'll look into.



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Doug "Pyro" Balmos
HiTech Creations

Perfect plans, aren't.

Rojo

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Tank simulation improvements/suggestions
« Reply #6 on: April 17, 2000, 05:39:00 PM »
Good list, yeager (and a fun exchange we had last night; just goes to show that if you pour enough 20 mm rounds from your M16 into a panzer, you can indeed kill it).  I'd also like to add the following:

1) Wind effects on maingun rounds (wind in the works, I understand).
2) Dust trails from moving vehicles.
3) Flying tank parts when main gun round hits and penetrates, i.e. turret flying into the air and landing in a big cloud of dust, with smoke pouring from wreck for a few seconds, followed by the final cataclysmic explosion (then the wreck can disappear). This seems do-able, as when a plane losses a wing or wings, it can persist for a short period...looks cool as it streaks across the sky  .  The delay between initial hit and explosion might give the player a few seconds to try to bail out of the burning tank.

I'm still a prop-head versus a tread-head, but the vehicles add a great new aspect to an already great sim.  Thanks and keep up the good work.

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Sabre, a.k.a. Rojo
(S-2, The Buccaneers)

Offline Wardog

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Tank simulation improvements/suggestions
« Reply #7 on: April 17, 2000, 08:05:00 PM »
Pyro...

Trains to carry armor? As the Typhoons bust the rails, Tanks can offload and continue on to there intended target.

Just a thought to get Tanks around quiker & give JABO guys more work. Also a few Falk cars on trains might help.

A rail system would be unique and work well  

Doggies out

-towd_

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Tank simulation improvements/suggestions
« Reply #8 on: April 18, 2000, 12:37:00 AM »
the most glaring prob to me is the lack of a range finder , they did have optical convergence rangers didnt they? i have a hard time ranging in alot of targets that should be easy . i also observed the prob with hits not scoring but at d 3.0 to 2.4 hit a guy ( in front of his tank ) 15 times with h.e. and nothin ( had hit him with ap and knocked out treads at start)

Offline bloom25

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Tank simulation improvements/suggestions
« Reply #9 on: April 18, 2000, 01:00:00 AM »
I noticed as well that if you knock off a tanks treads, additional hits seem impossible.  Two times I have locked my sight in on a disabled tank.  I will usually land another hit or two, then all of the sudden I can't hit no matter what I do.  Usually I end up getting killed about 20 seconds later because the other guy hits me.  After I talk to the guy on 1, he says that his tracks were gone and was waiting for me to finish him.



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bloom25
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