Author Topic: Stop vehicle in-field repair.  (Read 2449 times)

Offline JimmyD3

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Re: Stop vehicle in-field repair.
« Reply #45 on: March 05, 2014, 11:27:28 AM »
-1

Just a bunch of whining :cry Someone must be dying at the spawn alot! :rofl
Kenai77
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USAF 1971-76

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Re: Stop vehicle in-field repair.
« Reply #46 on: March 07, 2014, 01:16:45 PM »
Guess how many times we had to dig them out when the snow where 1,5 meters deep.

My ammo last for 6 Lancasters, or one Yak3.
"And the Yak 3 ,aka the "flying Yamato"..."
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Offline Blinder

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Re: Stop vehicle in-field repair.
« Reply #47 on: March 07, 2014, 06:53:39 PM »
Guess how many times we had to dig them out when the snow where 1,5 meters deep.

(Image removed from quote.)

You sure coulda used a few of our M88A2 Hercs back then, eh?



Fighter pilots win glory .... Bomber pilots win wars.



17th Guards Air Assault Regiment (VVS) "Badenov's Red Raiders"

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Re: Stop vehicle in-field repair.
« Reply #48 on: March 08, 2014, 04:33:30 AM »
nah  :)

Since IKv 91 is a light tank destroyer, we normal "float" ontop of snow, due to low ground pressure and relatively wide tracks. The darn thing can even swim.

But in some snow conditions snow can build up under the belly, and the tracks wont reach down. We normally have a tow wire at each tank attached in such conditions, and one of the other tanks in the platoon quickly get you out of the mess you will be blamed for  :cool:

My ammo last for 6 Lancasters, or one Yak3.
"And the Yak 3 ,aka the "flying Yamato"..."
-Caldera

Offline Blinder

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Re: Stop vehicle in-field repair.
« Reply #49 on: March 08, 2014, 06:51:23 AM »
Yeah but the 88 could pick you straight up and carry you to level ground.  :lol
Fighter pilots win glory .... Bomber pilots win wars.



17th Guards Air Assault Regiment (VVS) "Badenov's Red Raiders"

Offline BnZs

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Re: Stop vehicle in-field repair.
« Reply #50 on: March 08, 2014, 06:53:22 AM »
I tend to agree with the OP here. A spawn camper who gets their turret busted should have to go home to get a new tank. I think it would be better.
"Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals."

Offline BnZs

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Re: Stop vehicle in-field repair.
« Reply #51 on: March 08, 2014, 06:55:39 AM »
Also, some bushes are already insubstantial-you drive right through them. They could do that with all the bushes, hedges, and trees AFAIC.
"Crikey, sir. I'm looking forward to today. Up diddly up, down diddly down, whoops, poop, twiddly dee - decent scrap with the fiendish Red Baron - bit of a jolly old crash landing behind enemy lines - capture, torture, escape, and then back home in time for tea and medals."

Offline -ammo-

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Re: Stop vehicle in-field repair.
« Reply #52 on: March 08, 2014, 07:15:29 AM »
Never mind :)
« Last Edit: March 08, 2014, 07:32:50 AM by -ammo- »
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Offline Blinder

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Re: Stop vehicle in-field repair.
« Reply #53 on: March 08, 2014, 07:32:29 AM »
I watched a couple minutes of it.  That game looks really cool, reminds me of Red Orchestra.  But does it also have hundreds of people in the arena in a hundred different aircraft that the server has to keep track of bullet hits/damage on?  I'm asking because I don't know, never played it.  I'd rather have the trees we have now than give up bullet holes a' plenty on my plane.

Check out this page for more info and images of WWII Battle Tanks: T-34 vs. Tiger. I play this game quite a bit and I wish it would be molded into a MMOG. The performance and damage modeling is spot on. The terrain is excellent as is how the trees and shrubs react to tracked vehicles. The maps are huge and no server monitored this action. The game play is P2P and I have hosted several sessions in the past that include BOT tanks and live players. Granted the amount of players is on a much smaller scale but it proves it can be done. I would love to see this modeling come to AH or see this game developed further. Sadly I feel there is not enough interest worldwide but I think it would make for a fantastic MMOG. Especially if someone took the time to add more playable vehicles to it.

https://www.facebook.com/pages/WWII-Battle-Tanks-T-34-vs-Tiger/258954727514161
Fighter pilots win glory .... Bomber pilots win wars.



17th Guards Air Assault Regiment (VVS) "Badenov's Red Raiders"

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Re: Stop vehicle in-field repair.
« Reply #54 on: March 10, 2014, 01:01:41 PM »
This is what i expect of a tank-sim,
not  a load of tank parts that magically bolt itself to a damaged tank.

Check out this page for more info and images of WWII Battle Tanks: T-34 vs. Tiger. I play this game quite a bit and I wish it would be molded into a MMOG. The performance and damage modeling is spot on. The terrain is excellent as is how the trees and shrubs react to tracked vehicles. The maps are huge and no server monitored this action. The game play is P2P and I have hosted several sessions in the past that include BOT tanks and live players. Granted the amount of players is on a much smaller scale but it proves it can be done. I would love to see this modeling come to AH or see this game developed further. Sadly I feel there is not enough interest worldwide but I think it would make for a fantastic MMOG. Especially if someone took the time to add more playable vehicles to it.

https://www.facebook.com/pages/WWII-Battle-Tanks-T-34-vs-Tiger/258954727514161
My ammo last for 6 Lancasters, or one Yak3.
"And the Yak 3 ,aka the "flying Yamato"..."
-Caldera

Offline ink

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Re: Stop vehicle in-field repair.
« Reply #55 on: March 10, 2014, 04:42:03 PM »
To be precise trees and bushes are not objects. They are like clutter.......  If they were objects they would be individually capable of being set hard or soft, destructible, non destructible.

Clutter can also be set hard or soft. But only as a generic type.

We have hard trees and soft grass and small bushes. Indeed parts of the trees are soft and other parts hard.

The next trick IMO would be to make clutter react to "masks".

One type of mask maybe defined as a shell crater where by all clutter within the crater is switched off.

Another mask may be defined by vehicle tracks whereby all clutter within a set of vehicle tracks is switched off.

Having established this principle then we have to make clutter react to a form of "damage". This does not have to be the same as object damage in game.

We could imagine various damage thresholds..... Let's assume 3 for this purpose.

No damage> light damage> medium damage> heavy damage.

Craters due to bombs or shells  or the area between and just infront of  a Tiger2 tracks would impart heavy damage..... Removing all clutter within this mask.

A jeep would only impart light damage capable of removing light bushes just infront of and between its tracks.

A T34 might only impart medium damage capable of removing small trees in front of and between the tracks.

To the player a jeep driver would hit and bounce off small and large trees as it does now. A Tiger 2 would seem to drive through all trees masking off and removing the tree as it fell between its tracks. The T34 would still bounce off the large tree but drive through the small tree.

The next question is how and when this clutter would re appear. Obviously if a jeep parks over a clutter mask path made by a Tiger the risk is that a tree suddenly grows under it flipping it over.

There are a number of solutions here. The clutter could transition thru soft to hard as it re appears from the mask. Indeed if it transitioned from fully soft > light> medium> heavy then even a jeep would mask it locally as it went thru the light stage.



I like reading stuff like this.... :aok

thanx for taking the time....


a couple thoughts/questions....

wouldn't it be better to have the destroyed clutter just be "destroyed" for the duration of the map?

or possibly once the clutter has been destroyed,if there is collision between an object and terrain the clutter could not "regrow"?



at this point I envy the guys that can script.....

Offline Slade

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Re: Stop vehicle in-field repair.
« Reply #56 on: March 10, 2014, 04:45:10 PM »
[Silliness]
Planes should just need to fly over a rearm pad.  No need to land to use them as it is not considered a new sortie.  

Most planes in WWII had the easy ability to land 4-12 kills per sortie.  If they didn't they must have been slackers or something.
[/Silliness]
« Last Edit: March 10, 2014, 04:57:37 PM by Slade »
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Offline bustr

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Re: Stop vehicle in-field repair.
« Reply #57 on: March 10, 2014, 05:21:49 PM »
In Waffles post about the new Large Field object. My impression was a smaller area like 4mile x 4mile would become a focus inside of which a higher degree of detail would be programmed.

We don't tank battle across many more miles than 4x4 at any given spawn or field with our GV. Is it possible then the plan is to introduce destructible ground clutter into a smaller area knowing there is a very high probability no one is going to drive out from the area another few miles to fight?

I've had an encounter with a tank that after we finally killed it, we found it had about 20 boxes of supplies sitting around the area it was hiding and killing every aircraft spawning on a small field. This was back when the 88 was first introduced. I nailed it about 12 times and watched the smoke come out each time then disappear. Some one on range kept calling out M3 they were killing but, some M3 were getting through because I nailed one trying to reach the tank. Eventually our ord came up and the tank was bombed. That's when the 20 boxes of supplies were found.

If Hitech is bent on having Mario Bros power ups for our tanks. At least have ord and fuel that work instantaneously while the repair power up takes some time. I hear too many stories like mine from above and watch them in TT on the new map. An indestructible battle station being resupplied every few minutes with lines of supplies next to him. I took part with a dozen guys shooting at the same tigerII hitting him at last count about 10 rounds per tank while he slowly killed all of us. One of our bomb****s finished him reporting back he had a regimental supply depot laying around his position.

That is lame even for our game that prides itself on being better than the other gamey games.

bustr - POTW 1st Wing


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Offline RotBaron

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Re: Stop vehicle in-field repair.
« Reply #58 on: March 11, 2014, 03:33:45 AM »
Bustr: Maybe resupply only once per 30seconds?
They're casting their bait over there, see?

Offline save

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Re: Stop vehicle in-field repair.
« Reply #59 on: March 12, 2014, 02:05:19 PM »
[Silliness]
Planes should just need to fly over a rearm pad.  No need to land to use them as it is not considered a new sortie.  



Most planes in WWII had the easy ability to land 4-12 kills per sortie.  If they didn't they must have been slackers or something.
[/Silliness]


In ww2 gunnery was much harder than in a computer range finder, and kills where done 300 yards and below.
If AH meet that conditions, we would see less kills. estimate 3-5% of all kills where friendy kills, since the icons are harder to spot IRL.  :cool:
My ammo last for 6 Lancasters, or one Yak3.
"And the Yak 3 ,aka the "flying Yamato"..."
-Caldera