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by MadRat
23 Sep 2012, 23:27
Forum: General Discussion
Topic: Pathing
Replies: 49
Views: 10050

Re: Pathing

TA always sent units at a 45° angle until they reached the proper x or y axial line with their destination. It really never flanked a defense like a human would. The demo of the pathing out on YouTube seems to imply spring does try to flank. It just seems like some units would be best attacking dire...
by MadRat
18 Sep 2012, 22:46
Forum: Engine
Topic: Is classic pathfinder going to be fixed?
Replies: 15
Views: 2466

Re: Is classic pathfinder going to be fixed?

Is the classic pathfinder broken because spring is more granular versus OTA?
by MadRat
25 Apr 2010, 04:29
Forum: Feature Requests
Topic: Horizontal takeoff
Replies: 30
Views: 7545

Re: Horizontal takeoff

isn't the real problem how the altitude is handled in the engine? Instead of altitude being relative to a fixed plane it is relative to sea level and land above sea level.
by MadRat
26 Mar 2009, 05:59
Forum: Feature Requests
Topic: Forgetful targeting
Replies: 9
Views: 1922

Re: Forgetful targeting

Conversely wouldn't it make just as much sense for a tag for the targeted unit to have so that anytime it wasn't in a shooter's LOS it couldn't be aimed at. At the least using a spotter should be akin to the varying levels of accuracy from radar. If you want unerring accuracy then you best move with...
by MadRat
13 Jul 2008, 18:30
Forum: Feature Requests
Topic: Support for multicore in pathfinding?
Replies: 31
Views: 4900

Re: Support for multicore in pathfinding?

Would it be easier to delay/prevent spring from launching until its completed the pathing?
by MadRat
13 Jul 2008, 18:26
Forum: Feature Requests
Topic: Pathing the map while waiting on the battleroom?
Replies: 21
Views: 2493

Re: Pathing the map while waiting on the battleroom?

Sheesh, the guy is just asking for an option to compute pathing in the battleroom. There is probably a way to integrate the existing code in the battleroom AND to do this without affecting people whom do not want it. A simple button click for people that do want it would save slow loading players he...
by MadRat
08 Jul 2008, 08:51
Forum: Feature Requests
Topic: Working factory-leaving units
Replies: 22
Views: 2966

Re: Working factory-leaving units

A rotating build plate should have a fixed direction that it releases the unit at so that it avoids dropping the completed unit at dorky angles to begin with. How hard is it to predict the direction the unit needs to begin at in order to finish in the right direction? And how hard is it to enforce t...
by MadRat
10 Jun 2008, 05:58
Forum: Feature Requests
Topic: Radar Type?
Replies: 4
Views: 1235

Re: Radar Type?

It would probably be easier to add in a new sensor type and simply call them by "sensor#" in the unit fbi. I fear the more the number of sensors in the mod the more it really would kill overall response from the gui. I've always wanted a setting for relative radar, stealth, and jammer powe...
by MadRat
03 Jun 2008, 01:47
Forum: Game Development
Topic: Sticking a CEG on a hit target
Replies: 11
Views: 2110

Re: Sticking a CEG on a hit target

More curious than anything. When I do a project I tend to gather pieces over time then compile them together in a few long weekends. I'm not one to just sit down and just plug away every day until its done because the wife suffers. It lets the creativity flow a little bit in between developing each ...
by MadRat
02 Jun 2008, 13:36
Forum: Game Development
Topic: Sticking a CEG on a hit target
Replies: 11
Views: 2110

Re: Sticking a CEG on a hit target

Yeah, smoth, you got the idea. Ever see that old arcade game Tron? I want some penetrator/anti-tank weapons to cause burning like in that game. Burns 3-5 seconds, then smokes for about the same amount of time in a heavy black, then gradually turns gray and fades out of the smoke until its just a fad...
by MadRat
02 Jun 2008, 07:04
Forum: Game Development
Topic: Sticking a CEG on a hit target
Replies: 11
Views: 2110

Sticking a CEG on a hit target

Is there any non-LUA way to get a CEG to be emitted from a target after its been hit? I'd like something to show its burning for some variable duration. It works fine for immobile structures, but how do I do it to moving units? It would be nice in a tank battle for the weapons to basically spawn a l...
by MadRat
01 Jun 2008, 05:01
Forum: NOTA
Topic: NOTA 1.82
Replies: 1422
Views: 424782

Re: NOTA 1.44

You're a busy beaver, Thor. KUTGW
by MadRat
27 May 2008, 04:37
Forum: Feature Requests
Topic: Submarines should be able to go under ships?
Replies: 23
Views: 3819

Re: Submarines should be able to go under ships?

Maybe we should just allow mods to "distort" the notion of underwater depths to give submarines more clearance. Suddenly shallows become deep and the deep becomes the abyss...
by MadRat
24 May 2008, 04:46
Forum: Feature Requests
Topic: Make plane flight height static
Replies: 49
Views: 5513

Re: Make plane flight height static

Any time an aircraft in the real world interacts with the ground it is generally considered low level flight. There could be a couple of modes for low level flight; nap-of-the-earth and contour. The first mode, nap-of-the-earth, is a highly aggressive hugging of the ground and any objects in the way...
by MadRat
17 May 2008, 20:58
Forum: Feature Requests
Topic: Spherical worlds weeeeeeeeee
Replies: 77
Views: 9465

Re: Spherical worlds weeeeeeeeee

I'd think you are accomplishing little more than what you get from a curved 2D plane distorted into a keyhole view, but you method would take a lot more work because you'd have to come up with whole new methods. Really, Argh, it would look identical when you think about it. The only difference is th...
by MadRat
17 May 2008, 05:19
Forum: Feature Requests
Topic: Spherical worlds weeeeeeeeee
Replies: 77
Views: 9465

Re: Spherical worlds weeeeeeeeee

How do you skin over a sphere... with tiles?
by MadRat
16 May 2008, 04:47
Forum: Feature Requests
Topic: Spherical worlds weeeeeeeeee
Replies: 77
Views: 9465

Re: Spherical worlds weeeeeeeeee

Keyhole views; the field of view is warped into a circle to give the impression of a sphere. If each world map is shown in its own keyhole then it looks like you have planets.
by MadRat
16 May 2008, 02:44
Forum: Feature Requests
Topic: Spherical worlds weeeeeeeeee
Replies: 77
Views: 9465

Re: Spherical worlds weeeeeeeeee

AF wrote:Madrat, your explanation falls apart into mushy goo as soon as I try to zoom out to see the whole planet at once, nevermind adding multiple planetary bodies.
You can always zoom out to a flat map.
by MadRat
14 May 2008, 06:12
Forum: Feature Requests
Topic: Spherical worlds weeeeeeeeee
Replies: 77
Views: 9465

Re: Spherical worlds weeeeeeeeee

AF- You still hold the data the same way as now. You just need to use rule-based exceptions for the different possible circumstances. Let's say your map is 1000x1000 and you shoot a cannon that goes 1001 spaces. Well, the projectile will orbit once because it travels a distance of 1001 spaces the re...
by MadRat
09 May 2008, 15:12
Forum: General Discussion
Topic: Can anyone make sense of how to translate this to Spring?
Replies: 5
Views: 1159

Can anyone make sense of how to translate this to Spring?

http://stinet.dtic.mil/cgi-bin/GetTRDoc ... tTRDoc.pdf This is a PDF file on Rule-Based Air Combat Manuevering, a subject NASA apparently spent a little time on figuring out. Seems like some of the basic principles would translate over to Spring although the more complicated stuff would probably not...

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