Search found 532 matches
- 23 Sep 2012, 23:27
- Forum: General Discussion
- Topic: Pathing
- Replies: 49
- Views: 10083
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...
- 18 Sep 2012, 22:46
- Forum: Engine
- Topic: Is classic pathfinder going to be fixed?
- Replies: 15
- Views: 2467
Re: Is classic pathfinder going to be fixed?
Is the classic pathfinder broken because spring is more granular versus OTA?
- 25 Apr 2010, 04:29
- Forum: Feature Requests
- Topic: Horizontal takeoff
- Replies: 30
- Views: 7566
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.
- 26 Mar 2009, 05:59
- Forum: Feature Requests
- Topic: Forgetful targeting
- Replies: 9
- Views: 1924
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...
- 13 Jul 2008, 18:30
- Forum: Feature Requests
- Topic: Support for multicore in pathfinding?
- Replies: 31
- Views: 4916
Re: Support for multicore in pathfinding?
Would it be easier to delay/prevent spring from launching until its completed the pathing?
- 13 Jul 2008, 18:26
- Forum: Feature Requests
- Topic: Pathing the map while waiting on the battleroom?
- Replies: 21
- Views: 2495
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...
- 08 Jul 2008, 08:51
- Forum: Feature Requests
- Topic: Working factory-leaving units
- Replies: 22
- Views: 2969
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...
- 10 Jun 2008, 05:58
- Forum: Feature Requests
- Topic: Radar Type?
- Replies: 4
- Views: 1237
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...
- 03 Jun 2008, 01:47
- Forum: Game Development
- Topic: Sticking a CEG on a hit target
- Replies: 11
- Views: 2113
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 ...
- 02 Jun 2008, 13:36
- Forum: Game Development
- Topic: Sticking a CEG on a hit target
- Replies: 11
- Views: 2113
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...
- 02 Jun 2008, 07:04
- Forum: Game Development
- Topic: Sticking a CEG on a hit target
- Replies: 11
- Views: 2113
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...
Re: NOTA 1.44
You're a busy beaver, Thor. KUTGW
- 27 May 2008, 04:37
- Forum: Feature Requests
- Topic: Submarines should be able to go under ships?
- Replies: 23
- Views: 3844
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...
- 24 May 2008, 04:46
- Forum: Feature Requests
- Topic: Make plane flight height static
- Replies: 49
- Views: 5520
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...
- 17 May 2008, 20:58
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9496
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...
- 17 May 2008, 05:19
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9496
Re: Spherical worlds weeeeeeeeee
How do you skin over a sphere... with tiles?
- 16 May 2008, 04:47
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9496
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.
- 16 May 2008, 02:44
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9496
Re: Spherical worlds weeeeeeeeee
You can always zoom out to a flat map.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.
- 14 May 2008, 06:12
- Forum: Feature Requests
- Topic: Spherical worlds weeeeeeeeee
- Replies: 77
- Views: 9496
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...
- 09 May 2008, 15:12
- Forum: General Discussion
- Topic: Can anyone make sense of how to translate this to Spring?
- Replies: 5
- Views: 1164
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...