Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik > Daidalos Team discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 02-22-2016, 10:47 PM
idefix44's Avatar
idefix44 idefix44 is offline
Approved Member
 
Join Date: Dec 2010
Location: France
Posts: 139
Default

"Vehicles" section: vehicles are moving objects.
Stationary Objects - Artillery: vehicles are statics objects, but can shoot.

Some vehicles are in the 2 sections...
Reply With Quote
  #2  
Old 02-23-2016, 12:44 PM
shelby shelby is offline
Approved Member
 
Join Date: Apr 2012
Posts: 350
Default

here is a bug in tb3

Reply With Quote
  #3  
Old 02-25-2016, 09:34 AM
shelby shelby is offline
Approved Member
 
Join Date: Apr 2012
Posts: 350
Default

in all ki-45 altimeters a cursor is missing
Reply With Quote
  #4  
Old 03-20-2016, 11:48 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by shelby View Post
here is a bug in tb3
That bug is actually a misplaced part, which also makes the DM for that portion of the TB3 incredibly weird.
Reply With Quote
  #5  
Old 03-20-2016, 11:53 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

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.
Reply With Quote
  #6  
Old 03-21-2016, 12:05 AM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

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.
Reply With Quote
  #7  
Old 03-21-2016, 12:21 AM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

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.
Reply With Quote
  #8  
Old 03-21-2016, 03:01 AM
Spudkopf's Avatar
Spudkopf Spudkopf is offline
Approved Member
 
Join Date: Nov 2007
Location: Australia
Posts: 248
Default

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).
__________________
Spud


Last edited by Spudkopf; 03-22-2016 at 09:43 AM.
Reply With Quote
Reply

Thread Tools
Display Modes

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 Off

Forum Jump


All times are GMT. The time now is 12:52 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.