Author Topic: What is Vehicle quadrant??  (Read 22018 times)

Offline TDeacon

  • Silver Member
  • ****
  • Posts: 1553
Re: What is Vehicle quadrant??
« Reply #30 on: November 15, 2017, 09:58:43 AM »
BTW the range of the vehicle radar is adjustable for observer,vehicle,plane and flack independently.

Also the quadrant is my first attempt at displaying some type of info that vehicles are in the area. I've wanted to add some type of display since AH3 was released, the reason is because of the increased tree density making if difficult to even know if a vehicle is in the area.

I'm convinced that more info was needed simply showing that a vehicle is some where to be found to fight in visible range. So any suggestion how to display that a vehicle is in the area(3 - 5 mile radius), with out giving a precise location will be considered.

HiTech

HiTech, we already have this capability. 

(1) From the GV's perspective, the "end sortie" color (red/green) basically tells us if a GV is in the area, even if it's stationary. 
(2) If our engine is off, the "sound location" capability tells us the bearing of moving GVs out to a long distance (typically 6K?). 
(3) if we set our own engine sound level to a very low value (like 1 or 2) and other engine sounds to 100, we can detect the bearing of moving GVs within 1000 yards even if we're moving.  This latter method I used to follow a GV heading towards our radar factory to shoot it in the rear from close range.  By making minor direction changes as I drove, and by noting minor engine volume changes, I was able to dynamically maintain a direct heading towards his location even when he changed directions. 
(4) From the aircraft's perspective, I have had great success in detecting enemy GVs by flying a fast fighter at treetop level.  I usually start from their spawn, and fly to the town or base, and that's usually sufficient.  If not, I quarter the area.  The low alt allows me to see under most trees.  Once I find one, I can vector others to its location.  Remember that AC have speed, but GVs have indetectability.  If you remove either, that platform is screwed.  The balance was perfect before this patch. 
(5) IMHO we *want* stationary GVs to be harder to detect (pretend they've got a camouflage net thrown over them).  Even so, it can still be done.  Also, remember in most cases a stationary GV is relatively impotent, especially during base capture.  In other cases, who cares? 

I get the impression there are other existing techniques, but I haven't discovered them yet.  Note all of the above require experience for best results, but isn't AH supposed to reward skill and initiative??

Respectfully yours,
MH
« Last Edit: November 15, 2017, 10:06:52 AM by TDeacon »

Offline 100Coogn

  • Gold Member
  • *****
  • Posts: 3925
Re: What is Vehicle quadrant??
« Reply #31 on: November 15, 2017, 10:00:15 AM »
Reduce tree density.  Might help frame-rate too.
Win-win...

Coogan
Quote
From Wiley: If you're hitting them after they drop, that's not defense, that is revenge.
Game Id's:
AHIII: Coogan
RDR2: Coogan_Bear
MSFS-2020: Coogan Bear

Offline waystin2

  • Plutonium Member
  • *******
  • Posts: 10166
Re: What is Vehicle quadrant??
« Reply #32 on: November 15, 2017, 11:03:58 AM »
Reduce tree density.  Might help frame-rate too.
Win-win...

Coogan
This. :aok  Hurricane IID Likes.  :D
CO for the Pigs On The Wing
& The nicest guy in Aces High!

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: What is Vehicle quadrant??
« Reply #33 on: November 15, 2017, 12:21:09 PM »
Taking lessons from the successes for tank combat on BowlMA and tree density, I applied those to Oceania. If none of you have realized on Oceania, GV spawns have a density of trees and bushes only in the random spawn circle of 3000ft dia. Then leaving that area towards the town\field or heading to cut off the other spawn, I used grass to thin the tree density of the farm land tiles so you have sight vistas to shoot or run fast. And you still have tree clumps to duck into or shut down and go invisible.

There is not a tree density problem in AH3, there is a terrain builder problem with not testing spawns and adjusting them for tank combat like I do on my terrains. The hardest part of terrain building for the MA is the few square miles at every spawn point around a field tanks will fight in. Air combat is simple if this was 100% air combat only, slap something onto the ground that looks like a world, some nice trees and bushes 1000yds around every field and you are done because all pilots will ever see is a macro world. Ground combat dictates a micro world with needs based on the smallest width of terrain brush while creating those environments. Even if the only vehicle that will drive to a town is an LVT from the water, that still dictates creating tank combat terrain on a micro scale. A single LVT4 is just as dangerous sitting behind your fighter spawn as a T34, or de-acking the field just out of auto ack range.   

On the AH2-->AH3 converted maps, the original AH2 tree and clutter tiles had a much lower density of trees with long vistas to see other tanks. AH3 clutter and tree tiles were auto painted during the conversion process. I spent a lot of time offline looking at the spawns on those converted terrains to understand the tank combat problems so I wouldn't carry them over into my terrains. One terrain builder with the smallest brush and a grass tile could eliminate many of those evils on the old AH2 converted terrains. More trees and trees right up the the airfield\town is not better, it turned tanks into cloaked death machines and allowed them to dictate unbalanced outcomes at airfields. That's why I put a ring of grass around airfields and towns to balance game play. 

Open up my new terrain Oceania off line, either setup CM Eye mode and wander around the spawns slowly from the air, or fly slowly above them by about 3000ft and you will see how I used a grass tile with a small brush to open up the farm land for tank combat. The only thing that was being complained about at the mega spawn battle on A61's clover leaf island last night was how well lunatic and a few others were getting around behind the large rook tank force at the spawns. They were making use of the opened up farm land and tree clumps to flank and pick off the entrenched tanks who were hoping to pick off the in spawning knight tanks from the mainland. For a few hours they had up to 12 tanks on each side between the two spawns. And a good sized furball above it. 
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Easyscor

  • Plutonium Member
  • *******
  • Posts: 10899
Re: What is Vehicle quadrant??
« Reply #34 on: November 15, 2017, 12:30:13 PM »
Reduce tree density.  Might help frame-rate too.
Win-win...

Coogan

Fi! No! LOL
Easy in-game again.
Since Tour 19 - 2001

Offline bozon

  • Platinum Member
  • ******
  • Posts: 6037
Re: What is Vehicle quadrant??
« Reply #35 on: November 15, 2017, 12:59:08 PM »
BTW the range of the vehicle radar is adjustable for observer,vehicle,plane and flack independently.

Also the quadrant is my first attempt at displaying some type of info that vehicles are in the area. I've wanted to add some type of display since AH3 was released, the reason is because of the increased tree density making if difficult to even know if a vehicle is in the area.

I'm convinced that more info was needed simply showing that a vehicle is some where to be found to fight in visible range. So any suggestion how to display that a vehicle is in the area(3 - 5 mile radius), with out giving a precise location will be considered.

HiTech
What we need is tue equivalent of dar bar for vehicles. Indication of the size of the enemy force with no exact loction, except which base they are attacking.

It needs to  be on scales much smaller than a sector. Could be a bar that indicates the rough number of enemy GV inside X miles radius from the flag.

Place this bar in the field name tag, or above the town. If this clutters things then you may make it appear only in the mouse-over popup window (the one that shows base status).

This will tell the defender if they are dealing with a single GV, a mass raid, or that there are no GV at all and the base is flashing because of air threats. That is it - the defenders still need to scout and find the attackers, but at least they know that there is one/many.
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline BuckShot

  • Silver Member
  • ****
  • Posts: 1721
Re: What is Vehicle quadrant??
« Reply #36 on: November 15, 2017, 01:56:11 PM »
Drop the vehicle quadrant and bring back the old gv icon range!

A flashing base and enemy spawn arrows is enough to figure out the general area.
Game handle: HellBuck

Offline 100Coogn

  • Gold Member
  • *****
  • Posts: 3925
Re: What is Vehicle quadrant??
« Reply #37 on: November 15, 2017, 02:34:31 PM »
Fi! No! LOL

Just saying.  HiTech  trying to add to the game, but it might make a little sense to take a little away.
I think a lot of folks issues are with these trees.  (too damn many)

Coogan
Quote
From Wiley: If you're hitting them after they drop, that's not defense, that is revenge.
Game Id's:
AHIII: Coogan
RDR2: Coogan_Bear
MSFS-2020: Coogan Bear

Offline Dundee

  • Persona Non Grata
  • Nickel Member
  • ***
  • Posts: 566
Re: What is Vehicle quadrant??
« Reply #38 on: November 15, 2017, 02:44:38 PM »
This. :aok  Hurricane IID Likes.  :D

We have been complaining about the number of trees ever since AH 3 launched. It took only 1 day to implement this radar junk when 1 player spent almost an hour looking for me in some dense trees..........the solution is obvious ..........too many trees, and where are the roads........I mean they had roads in WW II why the heck do we not have them here.   

Offline Dundee

  • Persona Non Grata
  • Nickel Member
  • ***
  • Posts: 566
Re: What is Vehicle quadrant??
« Reply #39 on: November 15, 2017, 02:46:00 PM »
Just saying.  HiTech  trying to add to the game, but it might make a little sense to take a little away.
I think a lot of folks issues are with these trees.  (too damn many)

Coogan

Add you say? .....not a chance it's all been how to restrict GV movement in this game.
« Last Edit: November 15, 2017, 03:07:01 PM by Dundee »

Offline Wiley

  • Plutonium Member
  • *******
  • Posts: 8081
Re: What is Vehicle quadrant??
« Reply #40 on: November 15, 2017, 03:04:09 PM »
It took only 1 day to implement this radar junk when 1 player spent almost an hour looking for me in some dense trees

 :rofl

http://bbs.hitechcreations.com/smf/index.php/topic,390150.msg5183949.html#msg5183949

http://bbs.hitechcreations.com/smf/index.php/topic,390339.msg5185428.html#msg5185428

Now look at the date stamps on those two posts.  That's a quality persecution complex you've got going there.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline Dundee

  • Persona Non Grata
  • Nickel Member
  • ***
  • Posts: 566
Re: What is Vehicle quadrant??
« Reply #41 on: November 15, 2017, 03:08:44 PM »
:rofl

http://bbs.hitechcreations.com/smf/index.php/topic,390150.msg5183949.html#msg5183949

http://bbs.hitechcreations.com/smf/index.php/topic,390339.msg5185428.html#msg5185428

Now look at the date stamps on those two posts.  That's a quality persecution complex you've got going there.

Wiley.

No this incident happened this past Sunday, the one I'm talking about

Offline Wiley

  • Plutonium Member
  • *******
  • Posts: 8081
Re: What is Vehicle quadrant??
« Reply #42 on: November 15, 2017, 03:10:41 PM »
No this incident happened this past Sunday, the one I'm talking about

Which... is still 5 days after HT posted about it being WIP.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: What is Vehicle quadrant??
« Reply #43 on: November 15, 2017, 03:19:08 PM »
If Hitech was restricting GV combat he wouldn't allow me to modify the clutter tiles to open up vistas for tank combat like in the screen shots below. And that is what I did to my new terrain Oceania. What I am not going to do is open up a 25 mile easy drive for a squad to drive cross country to get at a strat that has no GV spawn at it. Or the same for a strat up a mountain side I didn't place a GV spawn at.

How GV's are being impacted by terrain is the terrain builders choice of design of the micro terrain between the GV spawn and the location that spawn supports. This mean's it's how the terrain builder feels about the GV game or how much detail the person was wiling to put into checking the terrain after the conversion from AH2 to AH3. Hitech cannot personally visit every spawn and pass judgement on it. I doubt he even had a clue how much I thinned the trees on the agricultural tiles I used around feilds and towns on Oceania. From watching the spawns and listening to the spawn battle chatter, players are make good use of the opened up vistas to have tank battles.

Here are examples from my test terrain.


The agricultural tile used on Oceania before I thinned it with grass, and it was claustrophobic from the ground driving on it.




Thinned with grass and you will see every field on Oceania with this agrarian tile around it was thinned to enhance GV combat.

bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12398
      • http://www.hitechcreations.com
Re: What is Vehicle quadrant??
« Reply #44 on: November 15, 2017, 03:22:57 PM »
2.5 mile sector boxes that turn color if a vehicle is in the square, and you are within 25 miles or so of the area is  currently appealing to me.

This way you still know some one is around, but you have a lot less information where except when they cross a sector line.

HiTech