Hedgehog Posted October 3, 2017 Share Posted October 3, 2017 16 hours ago, MAJ_Fubar said: I think you mean Rooikat; the Rooivalk is a scout/attack helicopter. Yeah, dat one 0 Quote Link to comment Share on other sites More sharing options...
Eisenschwein Posted October 3, 2017 Share Posted October 3, 2017 Make the Woods look like Woods, Please.... 0 Quote Link to comment Share on other sites More sharing options...
thewood Posted October 3, 2017 Share Posted October 3, 2017 I resent that 0 Quote Link to comment Share on other sites More sharing options...
MAJ_Fubar Posted October 3, 2017 Share Posted October 3, 2017 (edited) 45 minutes ago, thewood said: I resemble that Fixed. Edited October 4, 2017 by MAJ_Fubar 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 4, 2017 Share Posted October 4, 2017 9 hours ago, Eisenschwein said: Make the Woods look like Woods, Please.... +1 A good step would be a scaleable tree density. So one could vary wood from "slows tanks down" to tank-obstacle 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted October 4, 2017 Share Posted October 4, 2017 (edited) Well you can intermingle terrain types using different themes - have two sorts of tree in a forest theme as well as dial up the density. Or stick with one type of tree and pick sizeable undergrowth (as opposed to the small stones that seem to be often used). This is very rough and ready but: Default: Messed around with: Edited October 4, 2017 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
Eisenschwein Posted October 4, 2017 Share Posted October 4, 2017 Yes Sir, I know all this. I work with this Simulation since 2002... Also I know it´s nearly impossible to explain an Aussie a Europian Wood ;-) (sorry can´t resist) Believe me in 90% you can NOT: - See anything deeper 200 Meters - Lase trough it - Fire your Gun trough it - Use TIS trough it - Drive trough it with normal Speed and without loosing Tracks or Equipment from outside your Tank 0 Quote Link to comment Share on other sites More sharing options...
Eisenschwein Posted October 4, 2017 Share Posted October 4, 2017 8 hours ago, Grenny said: +1 A good step would be a scaleable tree density. So one could vary wood from "slows tanks down" to tank-obstacle It´s not to block movement, this can be done in the Map Editor. It´s more the LOS trough Woods. With the Editor that now is in use, you only can choose between "Big Trees" or "Small Trees" for one Pixel of Map. All the Bushes, Gras and other Foiliage is to small to Block LOS and TIS. So I think we need a new Concept of Woods in SB. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted October 4, 2017 Share Posted October 4, 2017 3 minutes ago, Eisenschwein said: It´s not to block movement, this can be done in the Map Editor. It´s more the LOS trough Woods. With the Editor that now is in use, you only can choose between "Big Trees" or "Small Trees" for one Pixel of Map. All the Bushes, Gras and other Foiliage is to small to Block LOS and TIS. So I think we need a new Concept of Woods in SB. The 2 go hand in hand. What I meant is, that the forest also should look different depending on its obstacle value: diameter and densety of trees should be different to indicate to the tank-commanders if its GO or no-go. The same factors (+more undergrowth) will also restrict line of sight. 0 Quote Link to comment Share on other sites More sharing options...
Kingtiger Posted October 4, 2017 Share Posted October 4, 2017 "Set Owner - Computer if" Right now we have Player, Computer and player if to govern when players can (or can not) control a unit. what I would like is the ability to take a unit back from human control to AI control. Right now I can use a "destroy if" but it feels wrong in the scenario to destroy something just because the player shouldnt have control of it anymore, a "computer if" would be much nicer solution. /KT 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted October 5, 2017 Share Posted October 5, 2017 8 hours ago, Kingtiger said: "Set Owner - Computer if" Right now we have Player, Computer and player if to govern when players can (or can not) control a unit. what I would like is the ability to take a unit back from human control to AI control. Right now I can use a "destroy if" but it feels wrong in the scenario to destroy something just because the player shouldnt have control of it anymore, a "computer if" would be much nicer solution. I like it. Also - how about a "Switch Side If" to compliment the Surrender If feature that we have. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted October 5, 2017 Share Posted October 5, 2017 1 hour ago, Apocalypse 31 said: Also - how about a "Switch Side If" to compliment the Surrender If feature that we have. The 'Allied If' option (configure party in editor) may be what youre after 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted October 5, 2017 Share Posted October 5, 2017 1 hour ago, Bond_Villian said: The 'Allied If' option (configure party in editor) may be what youre after Looking at switching over individual units, not entire sides. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 7, 2017 Share Posted October 7, 2017 On 04/10/2017 at 4:04 PM, Eisenschwein said: It´s not to block movement, this can be done in the Map Editor. It´s more the LOS trough Woods. With the Editor that now is in use, you only can choose between "Big Trees" or "Small Trees" for one Pixel of Map. All the Bushes, Gras and other Foiliage is to small to Block LOS and TIS. So I think we need a new Concept of Woods in SB. I asked for this and it was discussed in some depth a while back. The problem (paraphrasing an offline discussion with Ssnake), essentially is there are only one tree and two randomly placed terrain objects allowed per terrain hex (the terrain objects the AI can see through, but human players can't). They could make the hexes smaller but that would result in lots more trees and every tree needs imposes an LOS calculation burden for all units - this would grow immensely with thicker, tank-stopping forests. I am sure this problem will be overcome somehow at some point in the future. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted October 7, 2017 Members Share Posted October 7, 2017 I'm currently thinking along the line of tree cluster objects (still a single object, but contains more trees). Not a top priority at the moment, but it might be a medium-term workaround. Long-term, we need an entirely different approach. The other variable to work with is the spotting rules of computer-controlled units. If they spot "something" but wouldn't actually identify it as hostile the problem would be reduced to one of mere aesthetics. 0 Quote Link to comment Share on other sites More sharing options...
Steel_Hamster Posted October 7, 2017 Share Posted October 7, 2017 4 hours ago, Ssnake said: I'm currently thinking along the line of tree cluster objects (still a single object, but contains more trees). Not a top priority at the moment, but it might be a medium-term workaround. Long-term, we need an entirely different approach. The other variable to work with is the spotting rules of computer-controlled units. If they spot "something" but wouldn't actually identify it as hostile the problem would be reduced to one of mere aesthetics. I like that idea. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 7, 2017 Share Posted October 7, 2017 3 hours ago, Steel_Hamster said: I like that idea. +1 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted October 7, 2017 Members Share Posted October 7, 2017 Tree clusters have certain disadvantages too. Once that we add them, I'm sure there will be people hating it because of those disadvantages. Tweaking the perception and engagement threshold of computer-controlled units may be a by far more effective step to take that helps to reduce the number of CPY cycles per frame in general - which would be a good thing. Real-time 3D games are exercises in high performance computing. We need to maintain a balance between feature-richness and performance. A Steel Beasts running at 20 fps or less would be next to useless. Needless to say, perception modifications are more delicate to work with. 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted October 8, 2017 Share Posted October 8, 2017 Elevation reference points. Just a reference point (or some other similar point marker) that has the elevation at that point automatically entered into the text for the marker. 0 Quote Link to comment Share on other sites More sharing options...
Major duck Posted October 9, 2017 Share Posted October 9, 2017 Could we have the possibility to decide how the plt s formation is setup in as far as where the PLT CO and PLT SG is placed and where the wingmen go in line and wedge and colum formations fx. Especially when 1 guy is controlling a whole plt. MD 0 Quote Link to comment Share on other sites More sharing options...
Boner Posted October 16, 2017 Share Posted October 16, 2017 i would also like to see the new AJAX fined its way here 0 Quote Link to comment Share on other sites More sharing options...
Zaphod Posted October 18, 2017 Share Posted October 18, 2017 AI wish list or suggestion. Seeming the AI can be a pain in the ass with targets it would be nice as a CO of a platoon to designate target priorities... also as a gunner instead of the ignore option give a target a lower priority, as in 'no I have a tank over here and those infantry can wait till i am done with this threat'. Also , if immobilized , next target... if combat in effective , next target. Traffic clusterfucks when two or more groups or tanks create a traffic jam like crossing a bridge and such or even turning your platoon unit around down the same road then sort it out by call sign priorities... depending on the mission certain platoon or platoon types be given priorities Internal damage needs to be tweaked down when hitting trees from a stop position to a 5 and 10 meter bump into a tree. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 20, 2017 Share Posted October 20, 2017 (edited) On 16/10/2017 at 1:37 PM, Boner said: i would also like to see the new AJAX fined its way here +1 to this + variants. More GTK Boxer variants too please. (That vehicle is wonderfully modelled externally in SB and a lot of fun to play as well as really useful for the "what if" scenarios) Edited October 20, 2017 by ChrisWerb 0 Quote Link to comment Share on other sites More sharing options...
Rad Posted October 20, 2017 Share Posted October 20, 2017 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted October 21, 2017 Share Posted October 21, 2017 I'm not sure if this request should be made here or the support forum. I often have my infantry get into situations in urban terrain where they can only see part of an armoured vehicle - typically the nose of a BMP or the rear quarter of a T-72. When they acquire the target, the anti tank gunner gets up onto his knee to take the shot, then gets down again over and over. I am guessing this is because the centre of the vehicle has to be visible for the AI to let him take the shot. One workaround is to take a rifle grenade shot instead, which sometimes results in the vehicle moving and realigning slightly, but with the absence of HEAT or HEDP rifle grenades, it does nothing else but alert the vehicle to the gunner's presence and it would still be a suboptimal solution compared to the Pzf-3 or similar. Would it be possible to code so you could override normal visibility rules and have the gunner shoot the centre of what he could see of the enemy vehicle? Alternatively, could AT weapons please be given a "shoot here" capability like the rifle grenade. This would also be useful in a lot of other circumstances (and yes, it's been discussed here before a few times now). Another request would be for a veriety of death and prone poses so it is not instantly possible to tell if an enemy is dead simply by his pose from a very great distance. 0 Quote Link to comment Share on other sites More sharing options...
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