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Hedgehog

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Question:

How many fuel tanks does a leopard 2 have?

Is it 6?

A playable TOC vehcile with a proper clickable mapscreen, radios etc.

For our valient VU leaders.

Whatever happened to that M4 TOC that was in M1TP2?

Is it service or was it cancelled?

Edited by Hedgehog
TOC
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Yes, in real life it's a self-sealing, explosion-suppressive tank.

No, in SB Pro the model only has the two major fuel tanks in them. Self-sealing or not, the request was to get some damage (for training purposes) that would limit the vehicle to 15min of maneuver. That's what it does. You're expecting a bit much from our damage model. It is detailed, but not necessarily accurate, and in any case we're making simplifications and eventually a tweak here and there to make a point for a certain training lesson. One of the consequences is that we may overstate the component failures. But that's intentional insofar as crews must be trained to operate their vehicles effectively even under adverse consitions like certain functions failing.

Likewise, even in the role of a constructive simulation SB Pro's mission is not to predict a future battle's outcome with high fidelity but to generate events, friction, and information overload so that officers get accustomed to these elements and learn to filter important information from unimportant ones. To read a tactical situation with only partial situational awareness. To realize the importance, and effect of friction.

It's important to realize this primary role of SB Pro as a training tool. Sure, it also is supposed to be reasonably accurate, and we apply this wherever we can (=where data or at least educated guesses are available, and where it doesn't stand in the way of good training). But just because we can assign four different armor values for different ammunition types to each triangle of a LOD3 model, associated with data sets for about 30 component damages, it doesn't mean that SB Pro is totally realistic when it comes to calculating battle damage results.

We must assume certain abstractions, we must simplify to keep the hardware requirements at a manageable level (as well as to support the computer controlled crews in assessing the situation), and more often than not we must fall back to guesswork. If the resulting action is at least plausible where it can be made to, I'm happy.

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Yes, in real life it's a self-sealing, explosion-suppressive tank.

No, in SB Pro the model only has the two major fuel tanks in them. Self-sealing or not, the request was to get some damage (for training purposes) that would limit the vehicle to 15min of maneuver. That's what it does. You're expecting a bit much from our damage model.

Ah, so that be why the tank bleeds dry after someone puts hole in the fuel tank.

But i reckon when it gets punctured you only get 100 secs of manouvering left (loses 1% of fuel per second.)

So is the 15mins manouver attached to the Coolent system?

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Yeh cheers Deja, always first to pickup, i know that, we dont all use xbox's, SBPRO is pc based right, someday it will be pc standard, as technology moves ever onward the future looks pretty good for pc based games and software, fine if you use one of the many games consoles out there, just waiting for the pc to catch up and companys to reflect the numbsers of pc's used in the modern home.

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call of duty 4: also available for PC.

anyways, there's a bunch of little elitist graphics whores who claims that even that kind of graphics already looks dated.

i guess thats somewhat understandable when with a monolithic supercomputer from the future,

you can spawn graphics like this:

http://blog.loaz.com/media/blogs/timwang/Crysis-real-photo-in-game-screen.jpg

Edited by dejawolf
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In all things immersion, graphics are important but not the only factor. Physics will play a bigger role in the future - but it only makes sense if computer-controlled units can use the options of such a physics-based environment to their advantage as well in a sort-of creative manner. No solutions are known in this area yet. I mean, just look at Half-life 2. You get to kill the baddies with swinging iron bars or by switching on the electricity of a fence if they are trying to climb over. What you'd want to see is computer-controlled units playing the very same bad tricks on you on their own initiative, without the need for scripting.

If you let the player climb trees, so should computer-controlled agents be able to do that when it makes sense in a given situation. If the player can press a car wreck into some narrow alley with a bulldozer to block that alley, I want computer-controlled agents to grab a bulldozer and do a similar thing if they want to canalize the player's movement. This requires an overall understanding of the tactical situation, an understanding of the utility value of a bulldozer and a (deformable) car, ...

All these things look nice in a movie/when scripted or played out by human players. Maybe that's enough to convince people that they have to get such a game. For me, it's of equal importance whether the computer can exploit the laws of the synthetic environment about as good as the player can. If he can't, it may be the overall better game design decision to restrict the player's freedom degrees even if it would be quite feasible to allow him to do a lot more. The only way around this is to create massive multiplayer environments. But that creates a bunch of new issues.

So, all in all I'm more concerned about behavior than about visual richness. Unfortunately the former is much harder to improve than the latter.

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