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View Full Version : A few questions..


Retro
03-04-2006, 04:45 PM
I did not know if to place them into the scenario or this forum, this one won

1) My commander was damaged (:D) by an IED, however I could still access his position.. and switch to the gunners position without delay.. fired the cannon and someone reloaded ASAP.. so who replaced him? I know that the crew assumes new positions in that case, could someone spell out who goes where exaclty?

2) I then tried to play around with the medic vehicle and the supply (repair) vehicle, so I set my tank's tracks and commander to 'damaged' status in the mission editor - however in-game it said 'Commander - XX' which I guess means that he cannot be 'repaired' if damaged by the scenario designer? The same goes for the tank's damage..

3) If a crewman is injured in the game (not by the designer's decision), it says (for example) 'Commander - 15:00', however the time does not count down.. does this mean it will take 15 minutes once the medic track has arrived?

4) Is there a way to spawn obstacles governed by triggers/variables etc? Right now it seems I can only place them in the mission editor..

5) I seem to be unable to manage to place a bridge (using a bridgelayer) correctly.. the rivers I pick are always too wide, is there a quick way to determine if the bridge is long enough to span a river? Yes I could use the AI (which will not lay down a bridge if it's too wide) but sometimes I think it's because of other reasons that they do not lay the bridge, try it myself and promptly sink myself..

Thanks

Ssnake
03-04-2006, 05:40 PM
You're addressing a number of valid and interesting points. Well, there's an unrealistic high-speed crew rotation in place. If the TC's out of action, you can be in his place (but have no gunner). Or you can be in the gunner's place and have no commander. If the loader was disabled, the TC would send the gunner to that position and gun himself. Or move over to the loader's place and load the gun. But in any case you will see serious degradation in performance once that two crew members are out of action (at which point it might make sense to call it a day, actually.
Well, in real life even the first crew casualty essentially means that the tank is out of action for quite a while. But to implement that would be extremely disruptive, so we skipped it for the moment. Maybe, as an option, one day...? That's right, a scenario designer specified damage will remain permanent. Interesting question. Maybe so, but I'd have to test it myself - so maybe you can test it just as well and report the results here - thanks! No, there isn't. The Biber's bridge can span 20m of water. In SB, rivers can only be increments of 12.5m width. This means that they're typically shallow enough to pass through, or a tad too wide for the bridge. This is unfortunate and illustrates a limitation of the engine, actually.
We hope to develop a solution in future upgrades to make it more useful.

Retro
03-04-2006, 06:22 PM
Interesting question. Maybe so, but I'd have to test it myself - so maybe you can test it just as well and report the results here - thanks!

Right, I placed my 2A5DK betwen two infantry platoons without ATGM or RPGs and unbuttoned.. they did not shoot at first, when i popped one pour encourages les autres they started firing but seemed to aim squarely on the hull.. the TC remained unharmed. After a while I called a HE strike on my position, this did the job. And yes, the timer counts down once you get near the medic track (and remain stationary a bit) :) I then shot the medic track to see if the timer stopped, which it did :twisted:

No, there isn't.
I guess it's on the list? Would make for some nice scenarios, where the user does not know if a road is blocked or not.. then again, obstacles without overwatch are kinda pointless I guess (if they are not placed on a bridge or such) so maybe the vehicles who do the overwatch (or mines around the obstacle) can be spawned instead..

The Biber's bridge can span 20m of water. In SB, rivers can only be increments of 12.5m width. This means that they're typically shallow enough to pass through, or a tad too wide for the bridge.

Hmm I thought PRO PE decoupled river width from depth? Or does this only work with the heightmap tools not included in PRO PE? What about tank ditches, can these be done in our version?

Thanks

Ssnake
03-04-2006, 07:37 PM
Tank ditches are giving us a bit of a headache since they have some unwelcome consequences as far as performance is concerned, so we haven't implemented them yet.
The river depth is indeed independent from its width as far as game rules are concerned, but still connected to the terrain mesh width. With 12.5m meshes this means that the smallest river that uses terrain tiles and not "roads with water textures" inevitably has a width of 12.5m, or multiples of it. To change that we need to increase the mesh resolution, at least in the vicinity of rivers, which creates an additional CPU load for line of sight calculations which are the major load to the CPU anyway.