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Post by hungaryblitz on Aug 25, 2014 21:31:06 GMT 1
This is not good because the horses instead of the gunners, the firing position. Unless it is not possible to replace the two separate units, the two different animation. One is the movement of the other: firing. But if possible, to add towing command infantry unit? Sorry my bad English....
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Post by Quintaxel on Aug 25, 2014 21:45:46 GMT 1
.... Is it possible models running animation? (To move the horses' feet and the wheels or tracks rotate .) ... Some units of BK already have rotating wheels if the gamett.dll is updated so rotating wheels should be standard for new models I guess. This beauty (Jagdpanther SdKfz173) is a fine example.
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Post by Mascarenhas2 on Aug 25, 2014 21:57:35 GMT 1
Dear Major,
First of all, let me say that I'm amazed about the extension and depth of your research. You really mastered this game in all its aspects, and we should be grateful to you for the huge amount of data, units, advice and so that you've been providing us ever since.
Some of us are much more capable and have time to help in developing this huge revamping you're preparing,some others like me, could do very little beyond standing in awe and gratitude, but you never know if one can start from a guidance so, if I may, I'd like to suggest you to add another chapter in your "How to"tutorial.
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Post by Quintaxel on Aug 25, 2014 21:58:10 GMT 1
Major, see the appropriate files in the "Coyotes law of the desert" (if you do not know - this add-on engine Blitzkrieg). In this add-on, the vehicle has crews that can be planted, or to disembark. Maybe something useful for yourself you will find there. In the Demo of "Fall Weiss" it is possible for crews to enter/leave an armoured vehicle but the vehicle can still be controlled by the player after the crew exits.
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Post by Major Pain on Aug 25, 2014 22:20:46 GMT 1
One thing about the crew code change: This change will make the crew vulnerable when under attack. This is consistent with artillery crews. If the crew is eliminated, the vehicle can be captured. So really not a huge leap for us.
FW I believe uses the existing code, I don't think it is not a code change. I'll need to check with Martin on that.
Now think about how this works. In your map you only have infantry and need transportation. Just find a truck, kill the crew and go for a ride.
Need something a with bit more protection and firepower. Find a PzIV or Panther. Shouldn't be hard to do.
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Post by Scyooff on Aug 25, 2014 22:37:13 GMT 1
In the Demo of "Fall Weiss" it is possible for crews to enter/leave an armoured vehicle but the vehicle can still be controlled by the player after the crew exits. I think it's because it missed the .dds file for mounted infantry (the 1p_h.dds file).
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Post by Kevin on Aug 25, 2014 22:55:35 GMT 1
One thing about the crew code change: This change will make the crew vulnerable when under attack. This is consistent with artillery crews. If the crew is eliminated, the vehicle can be captured. So really not a huge leap for us. FW I believe uses the existing code, I don't think it is not a code change. I'll need to check with Martin on that. Now think about how this works. In your map you only have infantry and need transportation. Just find a truck, kill the crew and go for a ride. Need something a with bit more protection and firepower. Find a PzIV or Panther. Shouldn't be hard to do. Yes and no. CSLA 2.0 IFV and APC vehicles that carry infantry inside of them protect it from the external fire are "trn_carrier" units. That doesn't allow them to move their turret meanwhile but neither can so so the tanks that carry it in the outside. That could be a beginning...
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Post by Kevin on Aug 25, 2014 22:57:18 GMT 1
In the Demo of "Fall Weiss" it is possible for crews to enter/leave an armoured vehicle but the vehicle can still be controlled by the player after the crew exits. I think it's because it missed the .dds file for mounted infantry (the 1p_h.dds file). That's right. Well, the files missed are the Xp.mod (X goes from 1 to 6) ones... Maybe they're not but were not created properly and that's why you can't see them (they are inside or under the vehicle).
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Post by Deleted on Aug 25, 2014 23:51:53 GMT 1
Really are missing mods infantry, therefore are such little lines above the tank.
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Post by Major Pain on Aug 26, 2014 1:39:15 GMT 1
Kevin
I don't know why a TRN vehicle with a turret could not turn the turret if the turret and locators were created correctly.
The trn vehicle can still attack and defend like other armor units... it just cannot entrench. They also can swarm and guard. If you give them their primary command, like supply or repair... they will not use their guns... there mission is to carry out their primary role.
Infantry riding on any vehicle is not going to benefit from armor values. They are the first to be killed off by a primary directive in the AI. So test this and you will see HMG or tank MGs will fire at infantry before attacking the vehicle itself with the main gun. Now there is a code that the AI uses to calculate the danger or threat to itself as to a unit it commands. If the threat is high enough, it will always go after the most dangerous threat first. But there is another code that controls the AI's short memory as to what its mission is.
It will continue to attack and follow an enemy unit until it is destroyed or has outrun it to the point it cannot detect it any longer. It continues for another minute before it changes to find a new target, as it is returning to its last position where it started a chase. This is a weakness in the code and I hope to change this behavior a little. The AI should track all opposing targets and always attack the most dangerous when encountered.
More later...
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Post by Kevin on Aug 26, 2014 1:43:31 GMT 1
Kevin I don't know why a TRN vehicle with a turret could not turn the turret if the turret and locators were created correctly. The trn vehicle can still attack and defend like other armor units... it just cannot entrench. They also can swarm and guard. If you give them their primary command, like supply or repair... they will not use their guns... there mission is to carry out their primary role. Infantry riding on any vehicle is not going to benefit from armor values. They are the first to be killed off by a primary directive in the AI. So test this and you will see HMG or tank MGs will fire at infantry before attacking the vehicle itself with the main gun. Now there is a code that the AI uses to calculate the danger or threat to itself as to a unit it commands. If the threat is high enough, it will always go after the most dangerous threat first. But there is another code that controls the AI's short memory as to what its mission is. It will continue to attack and follow an enemy unit until it is destroyed or has outrun it to the point it cannot detect it any longer. It continues for another minute before it changes to find a new target, as it is returning to its last position where it started a chase. This is a weakness in the code and I hope to change this behavior a little. The AI should track all opposing targets and always attack the most dangerous when encountered. More later... The "trn_carrier" units behave like tanks when they carry infantry inside of them and don't move the turret but they can fire. The main difference is that the infantry carried by the "trn_carrier" units is protected from the shots coming from the outside. Of course the infantry in the outside of the vehicle is not going to benefit from the armour values, but this is obvious (as well as realistic). That's the difference between "trn_carrier" units and "arm_x" units when carrying infantry. I bet you've experienced the vanilla T-34 not being able to move their turrets when the infantry is on it. Edit: If I am not wrong, the TRN vehicles can SWARM but that won't work and they won't move.
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Post by Nephilim on Aug 26, 2014 1:56:10 GMT 1
The issue with trn_carrier was worked around by having in the Defense of the Homeland map empty BVP-1's in addition to loaded BVP-1's. To actually fire upon the enemy combatants the unit would require the entire chassis to turn in the required direction when loaded.
Unfortunately this is not a realistic depiction as we have seen numerous examples where infantry aboard an IFV or MBT can still be present when it is firing and not hinder the turret. There are examples of the BTR-80 where a small squad or interior forces special force group can board a vehicle and have the turret operate as supression for the fireteam.
The only danger that could be present for infantry is when ERA is employed. This is alleviated by using NERA armor.
I would like to point out however Major Pain that my findings echo that the turret cannot turn once infantry is aboard the unit. It requires changing direction to fire in the required direction. Once the infantry is dismounted the turret operates.
Regards,
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Post by Deleted on Aug 26, 2014 1:57:26 GMT 1
I have a suggestion "Major Pain". It is as follows the tanks have limited vision, and it would be very useful. For example: Upon entering the tripilacion within these binoculars option is activated in the tank. Another eg There is the option to rotate vehicles, but you can not rotate the infantry. If you go to create a new game; it may take into account all these little details that would make it more real. What do you think? I know, that do not lack imagination right?
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Post by Kevin on Aug 26, 2014 2:05:20 GMT 1
The issue with trn_carrier was worked around by having in the Defense of the Homeland map empty BVP-1's in addition to loaded BVP-1's. To actually fire upon the enemy combatants the unit would require the entire chassis to turn in the required direction when loaded. Unfortunately this is not a realistic depiction as we have seen numerous examples where infantry aboard an IFV or MBT can still be present when it is firing and not hinder the turret. There are examples of the BTR-80 where a small squad or interior forces special force group can board a vehicle and have the turret operate as supression for the fireteam.
The original CSLA 1.0 BVP-1 was an arm_light unit which could carry infantry inside of it, but it wans't protected from the external shots, that's why now the BVP-1 is considered a trn_carrier unit (the only disadvantage of trn_carrier is their inability to rush even if the command is activated). I agree with you when you point that's unrealistic, but it works in the same way for both trn_carrier units and arm_light, arm_medium, arm_heavy units so... I think the rotation of turrets was disabled because the original vanilla peoples would hinder the turret rotating.
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Post by Nephilim on Aug 26, 2014 2:29:00 GMT 1
The issue with trn_carrier was worked around by having in the Defense of the Homeland map empty BVP-1's in addition to loaded BVP-1's. To actually fire upon the enemy combatants the unit would require the entire chassis to turn in the required direction when loaded. Unfortunately this is not a realistic depiction as we have seen numerous examples where infantry aboard an IFV or MBT can still be present when it is firing and not hinder the turret. There are examples of the BTR-80 where a small squad or interior forces special force group can board a vehicle and have the turret operate as supression for the fireteam.
The original CSLA 1.0 BVP-1 was an arm_light unit which could carry infantry inside of it, but it wans't protected from the external shots, that's why now the BVP-1 is considered a trn_carrier unit (the only disadvantage of trn_carrier is their inability to rush even if the command is activated). I agree with you when you point that's unrealistic, but it works in the same way for both trn_carrier units and arm_light, arm_medium, arm_heavy units so... I think the rotation of turrets was disabled because the original vanilla peoples would hinder the turret rotating. I understand and am aware that it works the same way. The infantry on the BVP-1 was not 3d and this issue would only occur once the Infantry sprites were mounted inside the unit in this case the BVP-1. Ice Bear presented a workaround by having certain BVP-1's loaded with infantry and others empty. However this is only a temporary workaround and did not resolve the issue.
Regards,
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