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  #211  
Old 03-20-2016, 11:53 PM
Pursuivant Pursuivant is offline
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Current Train AI has it ignoring any object placed on a railroad track and passing right through obstacles which should derail or destroy it.

Obviously, this isn't an issue for a well-designed mission, since who's going to put obstacles on a railroad? But, it could be an issue if an aircraft lands on a railroad track or if the mission builder deliberately places an object on the tracks to make a train destroy itself.

There could be very simple AI that makes trains slow and stop if there is any object on the rails ahead of them out to some distance (perhaps 2 km during the day under clear conditions, less for rain/snow and/or night).

Trains and ground vehicles also ignore bomb craters from bombs which hit roads or railroads. Realistically, a big enough crater should stop or derail a train, or make a vehicle crash if it can't avoid it. The simplest solution to deal with this problem would be to make bombs spawn bomb crater objects when they explode on a railroad track or road section. Bombs that land elsewhere would still spawn the current bomb crater texture.

Currently, the bomb crater object makes ground vehicles do the "bump, back up and turn" collision avoidance routine. Adding simple AI for trains, as described above, would make the bomb crater object into an effective roadblock for railroads as well.

or if bomb behavior was altered so that bombs on roads and railroads spawn bomb crater objects.

Last edited by Pursuivant; 03-21-2016 at 12:32 AM.
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  #212  
Old 03-21-2016, 12:05 AM
Pursuivant Pursuivant is offline
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No so much a bug report as requests for 4.14 or a later patch.

Currently, it is extremely time-consuming to add "linear" objects to the map in the FMB.

For example, if you want to place a line of telephone poles or fence or pontoon bridge sections, you have to click to place each item on the map and then carefully align them. Even the option of copying a section of fence, etc. is somewhat time consuming.

There are two ways that this problem could be addressed. The simple way is to create a number of "preset" objects, similar to vehicle columns, for certain objects. For example, "500 m line of telephone poles" or "100 m trench section"

The more complex, but more elegant way, would be to give mission builders a "brush" which would allow them to automatically select and place certain objects.

Click on the object, click the magic "repeat and automatically place object" button, set the "spacing between objects" button to 0 m.

Click ctrl-enter to place the first object in the sequence, move the mouse and click ctrl-enter again at the end point for the object sequence.

The FMB will automagically place a line of the desired objects from Point A to Point B, spaced so that they just touch each other (because you set spacing between objects at 0 m).

Suddenly, it becomes a breeze to quickly generate things like tree lines, pontoon bridges, trenches, and military bases made up of uniformly spaced tents or buildings.
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  #213  
Old 03-21-2016, 12:21 AM
Pursuivant Pursuivant is offline
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Three more FMB requests:

1) Ability to set spawn delay for ground vehicles and objects.

2) Ability to set speed of ground vehicles within broad historical parameters (i.e., up to ~50 kph for trucks, ~100 kph for cars and motorcycles, ~30 kph for armored vehicles, ~120 kph for unarmored trains). This would make for more challenging ground attack missions, and also more realistic ground vehicle behavior that can take weather, road and lighting conditions into account.

3) Ability to apply "destruction brush" to bridges, roads and railroads. Applying the brush to a bridge destroys it. Applying the brush to a road or railroad section makes it vanish.

Last edited by Pursuivant; 03-21-2016 at 12:33 AM.
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  #214  
Old 03-21-2016, 03:01 AM
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Spudkopf Spudkopf is offline
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Quote:
Originally Posted by Pursuivant View Post
~120 kph for unarmored trains)
120kph..... as far as German trains go that might be a bit of a stretch for anything other than the largest passenger class loco's like the Br 01.

Even a largest freight loco's like the Br 44s, 50s, etc could only manage around 80 kph, while the BR55 that is currently modeled is more likely not be able to push more than about 45kph (correction if it is a later class "Prussian G 8.1" then 55kph).
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Last edited by Spudkopf; 03-22-2016 at 09:43 AM.
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  #215  
Old 03-22-2016, 10:36 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Spudkopf View Post
120kph..... as far as German trains go that might be a bit of a stretch for anything other than the largest passenger class loco's like the Br 01.
The numbers I gave are very generalized. The ~120 kph speed would only apply to an express passenger train traveling on very good, straight, tracks in good weather conditions. This would be representative of "high balling" speeds for a US passenger locomotive of the period, or for the fastest UK express trains.

Realistically, local trains and goods/freight trains traveled much slower, especially if there was risk of enemy attack or sabotage, if the roadbed was in poor shape, or if the tracks were on an incline or curved. So, the speeds you gave are far more representative.

But, my idea of letting mission builders set speeds for vehicles at some level less than maximum still holds.

Last edited by Pursuivant; 03-22-2016 at 10:45 AM.
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  #216  
Old 03-22-2016, 05:27 PM
RPS69 RPS69 is offline
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Trains travel at maximum speeds on straight lines, and have a safety speed when taking turns.
They also have issues with slight climbs nad slgiht descents.

So, asking for that may be better than setting speeds by mission builders.
Still, I'm enormously happy with the vissual differences, I love ground objects that comes to life again. This heartfelt improvement on trains, shows a lot of love from the makers.

Also, tracks implemented in the game, doesn't have turns. They turn at 45°.
So, there is a hell of a job to get this beautys to their true value.

It seems that they have been designed, as all ground vehicles, as a minor decoration set, and there behavior was simplified so as not to tax the system with more calculations. They were like that since 2001.

Putting them to something real, will imply building a whole game on itself.

What you are asking, is that they got more than 2WP, and the possibility to choose speeds in between.
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  #217  
Old 03-23-2016, 01:37 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by RPS69 View Post
Still, I'm enormously happy with the vissual differences, I love ground objects that comes to life again. This heartfelt improvement on trains, shows a lot of love from the makers.
Agreed! No complaints with the new ground objects.

Quote:
Originally Posted by RPS69 View Post
Also, tracks implemented in the game, doesn't have turns. They turn at 45°.
Yeah. That's just weird. It would still be nice to have smooth curves for roads and railroads. I wonder if 45* bends are due to limits to IL2's maps, or due to vehicle AI?

Quote:
Originally Posted by RPS69 View Post
It seems that they have been designed, as all ground vehicles, as a minor decoration set, and there behavior was simplified so as not to tax the system with more calculations.
But, many calculations, like base speed, cornering speed, braking and acceleration rates, and travel path, can be made when the mission loads. Once "locked in" they shouldn't tax system resources that much during the mission.

Quote:
Originally Posted by RPS69 View Post
Putting them to something real, will imply building a whole game on itself.
Unfortunately. It's not a matter of improving what's already there, it's a matter of adding an entirely new element to the game. Actual AI programming for ground vehicles would probably be fairly simple if it was already there.

Quote:
Originally Posted by RPS69 View Post
What you are asking, is that they got more than 2WP, and the possibility to choose speeds in between.
No. Specifying more than two Waypoints isn't necessary, although it would be nice to have. I'm just asking for the ability to set speed to some level less than maximum for the entire run.

For realistic cornering behavior, mission builders could set maximum speed to maximum cornering speed.

No need to mess with the physics of actual ground vehicle movement - like acceleration and deceleration rates, traction, inclines, or centripetal forces during turns.
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  #218  
Old 03-27-2016, 07:07 PM
stovak stovak is offline
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A couple of bugs:

In Hurricanes, when you lower the landing flaps the sound effect doesn't stop when the flaps are down. It does stop when your speed falls below 80mph, but will start again if you increase speed above 80mph. It works correctly for the other flap settings.


In the P40C/Tomahawk IIb, when pressing the brake pedal - instead of the pedal moving, the cable attached to it rotates up like a fishing rod. I guess the wrong object was selected when setting the rotation axis. It works correctly in the P40B/Tomahawk IIa models.
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  #219  
Old 03-28-2016, 03:01 PM
stugumby stugumby is offline
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He 111h6 responds with on screen message when using open/close Bombay key.
Il4 ,Pe 2 also have bomb doors opening while carrying only fab 250 under fuselage.
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  #220  
Old 04-07-2016, 06:50 PM
Tolwyn Tolwyn is offline
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Default 4.13.1 de-bugging

This bug affects all the HE-111 aircraft (old and new).
All other planes work fine as in 4.13m RC4

My guess is when you made the new cockpit models, you forgot to lock/change the new camera positions for the bombardier positions in your modelling program. :) Oops!

This bug discovered by Dolphin.

REGARDLESS OF WHICH PLAYER IS HOSTING

COOP MODE
Same Plane
Player 1 is the pilot
Player 2 is the bombadier
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Same Plane
Player 2 is the pilot
Player 1 is the bombadier
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Different Planes
Player 1 spawns as the bombadier
NO OTHER PLAYERS in PLANE
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Different Planes
Player 1 spawns as a GUNNER and THEN switches to bombardier
The bombsight is all messed up when changing Bombsight Elevation

COOP MODE
Different Planes
Player 1 spawns as the PILOT and THEN switches to bombardier
Bombsight works correctly.

COOP MODE
Same Plane
Player 1 is the pilot
Player 2 is any gunner or CO-PILOT
Player 1 switches to bombsight
Bombsight works correctly.

Issue:

The bombsight will be messed up for anyone that doesn't spawn in as the pilot.








Last edited by daidalos.team; 04-07-2016 at 10:34 PM.
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