Members Ssnake Posted October 28, 2011 Members Share Posted October 28, 2011 I agree. They are a welcome resource, which is why I also added them as a playlist to the eSim Games YouTube channel. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted October 29, 2011 Share Posted October 29, 2011 (edited) Good idea, but we need to add "Episode 5" (currently not there).Thanks for adding it. Edited October 29, 2011 by Gibsonm Episode 5 added. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted November 14, 2011 Author Share Posted November 14, 2011 Part 8 is now up at http://youtu.be/WLCa0arOitU 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted November 14, 2011 Share Posted November 14, 2011 (edited) Thanks. Keep it up. Note to Ssnake or whoever looks after the YouTube site - Another one to add to the playlist. Edited November 14, 2011 by Gibsonm 0 Quote Link to comment Share on other sites More sharing options...
DarkAngel Posted November 14, 2011 Share Posted November 14, 2011 Good work again Dave.A couple of notes for you.In the circumstances that you are using its perfectly acceptable to use the new random variable. New creates a new number every time a unit reaches the waypoint. As you are using just a single unit and not coordinating a move then this is fine. The new is especially useful if you are routing a number of different units to a waypoint and then want them to branch off in a random direction. The X* are most useful for coordinated random branching. Say for example you had 2 units heading to 2 waypoints, each waypoint has 2 routes from it, a left and a right. Using the X* randoms means you can get both units to make the same move either right or left. If the 2 routes for each waypoint used new then their branching would be random.In the second conditional route for the single tank the second condition is unnecessary. I think I mentioned in a previous point that if you have a conditional route and a non conditional route heading from a single waypoint. If the conditions on the conditional route are true the unit will take the conditional route regardless of the non conditioned route. Conversely if the conditioned route is false it will take the non conditioned route. By the same token a unit will comply to the lowest true condition. So for the first route you are correct ( This unit is unit 4/6/A AND 0<= X1 <50). For the second route you only need the first logic ( This unit is unit 4/6/A). If the unit reaches the branch and X1 < 50 it will take the first route. If not it will take the second route.For the retreat if you don't need the (this unit is under direct fire). This behavior is inherent to Defend and guard battle positions. I don't remember the exact conditions for departing these types of battle positions but I'm sure its in the wiki. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted November 14, 2011 Share Posted November 14, 2011 Toyguy,Wondering if you can attach a copy of the scenario (with map embedded) as at Episode 8?I have some trainees who have just started to watch these and it would be good if I could give them a copy so they could follow along with you. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted November 15, 2011 Author Share Posted November 15, 2011 In the circumstances that you are using its perfectly acceptable to use the new random variable. New creates a new number every time a unit reaches the waypoint. As you are using just a single unit and not coordinating a move then this is fine. The new is especially useful if you are routing a number of different units to a waypoint and then want them to branch off in a random direction. The X* are most useful for coordinated random branching. Say for example you had 2 units heading to 2 waypoints, each waypoint has 2 routes from it, a left and a right. Using the X* randoms means you can get both units to make the same move either right or left. If the 2 routes for each waypoint used new then their branching would be random.In the second conditional route for the single tank the second condition is unnecessary. I think I mentioned in a previous point that if you have a conditional route and a non conditional route heading from a single waypoint. If the conditions on the conditional route are true the unit will take the conditional route regardless of the non conditioned route. Conversely if the conditioned route is false it will take the non conditioned route. By the same token a unit will comply to the lowest true condition. So for the first route you are correct ( This unit is unit 4/6/A AND 0<= X1 <50). For the second route you only need the first logic ( This unit is unit 4/6/A). If the unit reaches the branch and X1 < 50 it will take the first route. If not it will take the second route.For the retreat if you don't need the (this unit is under direct fire). This behavior is inherent to Defend and guard battle positions. I don't remember the exact conditions for departing these types of battle positions but I'm sure its in the wiki.Thanks man! I really had no idea that the word NEW actually acted to generate a value. I always took it as a reminder to click there and select a variable. That will be very useful.And you're right on the conditioned vs non-conditioned route. I did that mainly to keep things clear and simple and provide some reinforcement for multiple conditions. I'll definitely mention this in the next episode though.Also good call on the Defend and Guard tactics. I knew that but had forgotten about it. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted November 15, 2011 Author Share Posted November 15, 2011 Wondering if you can attach a copy of the scenario (with map embedded) as at Episode 8?I have some trainees who have just started to watch these and it would be good if I could give them a copy so they could follow along with you. Sure thing! In fact, it's a great idea so I'll try and remember to do so with each new episode announcement. Dave ME Tutorial Ep8.zip 0 Quote Link to comment Share on other sites More sharing options...
Tacbat Posted November 15, 2011 Share Posted November 15, 2011 Nice work Toyguy. This will make a terrific reference for future SB users, especially if ESim runs another scenario contest down the road. 0 Quote Link to comment Share on other sites More sharing options...
TankHunter Posted November 15, 2011 Share Posted November 15, 2011 Very nice tutorial toyguy. I wish this was around when I started out. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted November 23, 2011 Author Share Posted November 23, 2011 Part 9 is up at http://youtu.be/4ZWAOM_7nBo Just a brief one this time, as the holiday is keeping me busy ME Tutorial - EP9.zip 0 Quote Link to comment Share on other sites More sharing options...
DarkAngel Posted November 23, 2011 Share Posted November 23, 2011 Text underneath says part 8 0 Quote Link to comment Share on other sites More sharing options...
DarkAngel Posted November 23, 2011 Share Posted November 23, 2011 In regards to the briefing. Some handsome genius wrote a Briefing creation wizard, this is available on a case by case basis :sonic:. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted November 23, 2011 Share Posted November 23, 2011 Cheers,Looking forward to it.I’ve harvesting these from YouTube so I don’t have to stream them every time. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted November 23, 2011 Author Share Posted November 23, 2011 Text underneath says part 8Fixed! 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 23, 2011 Members Share Posted November 23, 2011 I guess it's time to open the debate again... "This is a classic meeting engagement. Secure the objective and eliminate the enemy." Isn't that rather conflicting? In a meeting engagement you're not supposed to seek a decision or to secure a certain objective, but to delay the commitment of forces until your next higher commander makes a decision how to deal with the situation. On the other hand, if you are to secure an area and to drive the enemy from it, it sounds more like a "capture" and "search & destroy" kind of mission. Just sayin... I'm harpring that point not to show how incredibly well I paid attention at officers' school, but because the mission objectives to a large degree will drive many design decisions for a scenario. Many scenarios that I played suffer from the problem that the scenario author himself apparently wasn't quite clear what kind of a mission he actually wanted to make. And I realize that sometimes these things aren't decided in advance, but emerge in the process of making a scenario. But in such a case I recommend - as an exercise of the mind - to re-evaluate all elements in a scenario, once that the decision was made about the kind of mission and objectives, to see if they all support the purpose of the exercise. Finally, it's okay to have a misleading mission briefing if you want to set up a scenario with a wrong or incomplete intelligence picture. I also noticed that you are using a railroad bridge as a possible alternate crossing. There's nothing fundamentally wrong with it (in 2.6 however there will be dedicated railroad bridges). It's just that railroad tracks are NOT roads, so you neither get a speed bonus nor will computer-controlled forces follow the tracks automatically as they do with roads. It's just something to keep in mind. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted November 23, 2011 Author Share Posted November 23, 2011 I see your point Ssnake. I thought of it as a meeting engagement simply because both forces are on the move to the objective, with neither necessarily knowing that the other is coming along as well. It does have elements of those other mission types, so perhaps we'll need to update the briefing and summary. It is probably a good opportunity to demonstrate that you can edit the text anyway. As for the railroad bridges, they are available to provide an alternative for Blue to get across the river, as a last resort, if he chooses, as well as provide some alternate routes for infantry to cross, etc. It will be up to Blue, as it always is, to make sure his units get safely across the bridge. I don't trust the AI to safely cross any type of bridge. Speed advantage really doesn't matter much over such a short distance. Now if Blue routes his tanks down the tracks from the deployment zone, well, he just had a teachable moment Your suggestion about re-evaluating the design against the mission type is an excellent one, and I may try to incorporate that into the tutorial. Thanks as always for all the suggestions and insights. 0 Quote Link to comment Share on other sites More sharing options...
kylania Posted December 20, 2011 Share Posted December 20, 2011 (edited) Just discovered this series and am very happy with it. I've learned a ton from it so far, thanks! Looking forward to part 10. Ah ha! Ask and you shall receive, part 10: PbE0v4npSxE Edited December 20, 2011 by kylania 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted December 20, 2011 Author Share Posted December 20, 2011 Yes, Episode 10 is now live at This is another simplified one due to the holiday crunch, taking the chance to fix a few errors in the existing design and cover a couple of the new 2.640 features. The series will be picking up in earnest after the New Year. Happy Holidays! Dave 0 Quote Link to comment Share on other sites More sharing options...
DarkAngel Posted December 21, 2011 Share Posted December 21, 2011 FYI in the free camera mode you can also use n and shift-n to zoom in and out. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted December 21, 2011 Members Share Posted December 21, 2011 03:45 - would have been sufficient to delete the waypoint. Any route leading to the waypoint will get deleted with it. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted December 21, 2011 Members Share Posted December 21, 2011 04:55"Cone of observation" actually is more like "focus of attention". Units will observe 360° all the time, but about 25% of all observation time is spent within those arcs. The black bubble is but a reference point to assume a hull-down or turret-down position in the absence of known enemy to which a line of sight has been established."Hull-down" or "turret down" defilade only works in relation to someone's location, or some place. As soon as enemy is spotted, their location becomes the new reference for position adjustments. 0 Quote Link to comment Share on other sites More sharing options...
Toyguy Posted December 21, 2011 Author Share Posted December 21, 2011 Thanks for the feedback DA and Ssnake. Good information there which I'll make sure to pass on. 0 Quote Link to comment Share on other sites More sharing options...
DrDevice Posted December 21, 2011 Share Posted December 21, 2011 Continued great work, Toyguy! It's an inspiration to get FRAPS and experiment. Thanks for the hard work. 0 Quote Link to comment Share on other sites More sharing options...
TankHunter Posted December 22, 2011 Share Posted December 22, 2011 As always great work TG 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.