.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old October 16th, 2018, 10:15 AM
DRG's Avatar

DRG DRG is offline
Shrapnel Fanatic
 
Join Date: Mar 2005
Location: GWN
Posts: 12,678
Thanks: 4,116
Thanked 5,900 Times in 2,905 Posts
DRG will become famous soon enough
Default Re: Feature requests for 2019

...we are discussing ( discussing....not committing to ) adding further damage affects to targeting and RF subsystems along with bringing back running gear ( tracks, wheels ) damage . "Track" hits were allowed in the original game but the code for it created odd situations and if ( IF ! ) we do summon the enthusiasm required to make this work it will in the next update...and if not...not. The first focus would be arty effects..if that works out maybe it might be expanded. If your billion dollar hi tech tank catches a full burst of 30mm autocannon there should be a chance that million dollar RF might be shredded... but as I said this is only at the " to discuss" phase for Andy and I when we work up the interest to start code work again.
__________________


"You are never to old to rock and roll if you are too young to die".--- What do you expect to be doing when you are 80?


https://www.youtube.com/watch?v=8kWt8ELuDOc
Reply With Quote
The Following 2 Users Say Thank You to DRG For This Useful Post:
  #2  
Old October 17th, 2018, 01:17 AM

jp10 jp10 is offline
Corporal
 
Join Date: Jul 2016
Location: Nashville, TN, USA
Posts: 177
Thanks: 21
Thanked 69 Times in 48 Posts
jp10 is on a distinguished road
Default Re: Feature requests for 2019

Quote:
Originally Posted by DRG View Post
...we are discussing ( discussing....not committing to ) adding further damage affects to targeting and RF subsystems...
Is this supposing direct hits only or to simulate near hit because the tests quoted in the article seems to envision a caliber and rounds per fire mission count that only a few game units would qualify for...


"The first test was conducted in 1988... An M109 155-mm howitzer battery...The test was fired three times using 56 HE rounds..."

"...The third test was against a simulated US mechanized infantry team in defensive positions. The target area consisted of a forward defense area with a tank ditch 250 meters long...For this test, a 24-gun 155-mm battalion ...achieve the Soviet criteria of 50 percent destruction...three iterations of the test required 2,600 HE rounds ..."

Such levels of fire concentration require a target not leaving the beaten zone. Armor's traditional reaction to arty is to move, a reaction the AI does not seem to emulate well when in a defense game. Defensive tank positions are usually open in the rear so a unit can simply pull back a few 100 meters before returning to their firing positions when the barrage ends.

Several of the pics in the article seem to be from the tests, not actual on the battlefield occurrence.
Also, in my humble opinion articles published in Branch orientated journals are written my mid-grade officers to get academic credit for their career development and usually envision their chosen specialty as the primary force upon the battlefield.
Reply With Quote
  #3  
Old October 17th, 2018, 07:38 AM

PantherCub PantherCub is offline
Corporal
 
Join Date: Nov 2015
Location: Sweden
Posts: 75
Thanks: 4
Thanked 13 Times in 11 Posts
PantherCub is on a distinguished road
Default Re: Feature requests for 2019

Quote:
Originally Posted by DRG View Post
...we are discussing ( discussing....not committing to ) adding further damage affects to targeting and RF subsystems along with bringing back running gear ( tracks, wheels ) damage . "Track" hits were allowed in the original game but the code for it created odd situations and if ( IF ! ) we do summon the enthusiasm required to make this work it will in the next update...and if not...not. The first focus would be arty effects..if that works out maybe it might be expanded. If your billion dollar hi tech tank catches a full burst of 30mm autocannon there should be a chance that million dollar RF might be shredded... but as I said this is only at the " to discuss" phase for Andy and I when we work up the interest to start code work again.
This sounds like a great addition. Thanks for the info!

Maybe a stupid question. Tanks can already be immobilized by artillery. What will the difference be?
Reply With Quote
  #4  
Old October 26th, 2018, 09:04 PM

jivemi jivemi is offline
Second Lieutenant
 
Join Date: May 2012
Location: Philippines
Posts: 505
Thanks: 432
Thanked 149 Times in 104 Posts
jivemi is on a distinguished road
Default Re: Feature requests for 2019

Quote:
Originally Posted by DRG View Post
...we are discussing ( discussing....not committing to ) adding further damage affects to targeting and RF subsystems along with bringing back running gear ( tracks, wheels ) damage . "Track" hits were allowed in the original game but the code for it created odd situations and if ( IF ! ) we do summon the enthusiasm required to make this work it will in the next update...and if not...not. The first focus would be arty effects..if that works out maybe it might be expanded. If your billion dollar hi tech tank catches a full burst of 30mm autocannon there should be a chance that million dollar RF might be shredded... but as I said this is only at the " to discuss" phase for Andy and I when we work up the interest to start code work again.
Dunno about targeting and RF subsystems but IMHO the frequency of mobility kills is fine as it is, especially when considering the possibility of "odd situations" when coding for running gear damage. Just my two centavos. Thanks.
Reply With Quote
The Following User Says Thank You to jivemi For This Useful Post:
  #5  
Old October 29th, 2018, 07:33 AM

PantherCub PantherCub is offline
Corporal
 
Join Date: Nov 2015
Location: Sweden
Posts: 75
Thanks: 4
Thanked 13 Times in 11 Posts
PantherCub is on a distinguished road
Default Re: Feature requests for 2019

Quote:
Originally Posted by DRG View Post
...we are discussing ( discussing....not committing to ) adding further damage affects to targeting and RF subsystems along with bringing back running gear ( tracks, wheels ) damage . "Track" hits were allowed in the original game but the code for it created odd situations and if ( IF ! ) we do summon the enthusiasm required to make this work it will in the next update...and if not...not. The first focus would be arty effects..if that works out maybe it might be expanded. If your billion dollar hi tech tank catches a full burst of 30mm autocannon there should be a chance that million dollar RF might be shredded... but as I said this is only at the " to discuss" phase for Andy and I when we work up the interest to start code work again.
Just came to think of this. We had spare prisms for the main sight and for the observation ports when I was in tanks (Centurions). So even if the optics are damaged by splinters, they are easily repairable. Replacing the prism can be done from inside the tank. Just slide the old one down and insert the replacement. Of course there is not an endless supply of prisms, but still, there is redundancy against splinter effects.
Reply With Quote
The Following User Says Thank You to PantherCub For This Useful Post:
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:39 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.