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Cabron66
04 Oct 04, 02:43
OK, so after a few days I have learned to move my hierarchies around with a minimum of fuss in fairly tight terrain, to use the contours and LOS tool together, to set max ranges and fields of fire and to generally stumble about in any serious firefight. In all, I'm pretty solid up until the lead flies.

At this point I have a few points/questions. I'll just toss them out and see where they land.

Questions (Raging Tiger)

1. In the weapon specs dialogue, what does "Rounds to Reload" refer to? Does it mean the number of rounds normally held by the weapon? In the case of the TOW-2B, does this weapon hold 2 fireable missiles at any given time?

2. Where can I find information concerning the optimum ranges of weapons systems? It is difficult to determine where to set the max range circle as the optimum ranges for each weapon system will vary widely depending on the type of weapon. A guided missile, for example, versus an unguided projectile such as a tank round.

3. Why do waypoints shift? What causes all of the waypoints of a particular path to be shifted in unison with the movement of the unit or heirarchy to which they were assigned. In general, I find that orders are still followed but that, at least graphically, waypoints appear to move about.

4. Why can't you set a field of fire or a max range for a hierarchy as well as for an individual unit? Does this always have to be done with cut and paste?

And a few points...

1. Colour of minimum range text: Minimum range text can only be seen when highlighted.

2. Due to the placement of the map in the upper left corner of the window (in the tutorial), some labels displaying the weapon types associated with range circles are hidden by the menu bar. The weapon types are always displayed at the apex of the range circle. Does the map have to be placed in the top right-hand corner? Could it not be centered or at least removed slightly so as to have a border area on all sides? This would allow for information displayed off the edge of the map to remain visible.

CPangracs
04 Oct 04, 08:41
1. In the weapon specs dialogue, what does "Rounds to Reload" refer to? Does it mean the number of rounds normally held by the weapon? In the case of the TOW-2B, does this weapon hold 2 fireable missiles at any given time? This refer's to the number of rounds a weapon system can reload with a specific reload time included. The TOW-2B on the HMMWV chassis has one missile in the launcher and another is normally prepared and ready to reload, with a total of 6 rounds on board. Weapons such as a the nose gun on an A10 will NOT have a reload time because all rounds are loaded and the weapon cannot be reloaded until it is uploaded from an ammo source.

In the case of the TOW-2B launcher on the ROK MD-500, the launcher contains 2 missiles, though only one can be fired at a time. The "Time to Fire" attribute comes into play to represent the time to acquire, identify, and fire the weapon, in this case 25 seconds. I DID however, make a mistake in by giving this weapon a reload time and an extra round, as the weapon is given 2 rounds when it is placed on the vehicle. I will fix this in the upcoming patch!



2. Where can I find information concerning the optimum ranges of weapons systems? It is difficult to determine where to set the max range circle as the optimum ranges for each weapon system will vary widely depending on the type of weapon. A guided missile, for example, versus an unguided projectile such as a tank round. In-game, right click on any vehicle and select "Vehicle Info". A window will pop-up showing a picture and the many specs for that vehicle. Scroll down to "Weapons", and select the weapon you want to look at, left-click on it, and all of the vitals for that weapon will be displayed, to include max ranges. There is no "max effective" range. The weapon will be effective throughout the distance of its range. There also is no "minimum range" number displayed, just that the weapon has a minimum range, and that is identified in the LOS fan.

You can also look at other weapons systems by clicking on "Go to Index" at the bottom of the Specification Page for the weapon - this will give you a complete list of all direct fire weapons used in Raging Tiger with access to their pertinent statistics.

You can also get more in-depth info on weapons of all sorts at Globalsecurity.org (http://www.globalsecurity.org/) and FAS.org (http://www.fas.org/)


3. Why do waypoints shift? What causes all of the waypoints of a particular path to be shifted in unison with the movement of the unit or heirarchy to which they were assigned. In general, I find that orders are still followed but that, at least graphically, waypoints appear to move about. Hierarchy waypoint shift is dependent on the formation used, IIRC. You will also see waypoints shift as units or hierarchies encounter difficult terrain or obstacles, and the AI attempts to either bypass it or find a new route around the problem area.

4. Why can't you set a field of fire or a max range for a hierarchy as well as for an individual unit? Does this always have to be done with cut and paste? Cut and paste is the only way to do this for a hierarchy. Personally, I rarely use these settings except when I'm in a defensive scenario to create kill sacks and to deny the enemy a certain area or cover an obstacle.

And a few points...

1. Colour of minimum range text: Minimum range text can only be seen when highlighted.

2. Due to the placement of the map in the upper left corner of the window (in the tutorial), some labels displaying the weapon types associated with range circles are hidden by the menu bar. The weapon types are always displayed at the apex of the range circle. Does the map have to be placed in the top right-hand corner? Could it not be centered or at least removed slightly so as to have a border area on all sides? This would allow for information displayed off the edge of the map to remain visible. The overview map window location is completely customizable - just left-click in the top bar labeled "Overview", and drag wherever you desire it to reside for the duration of the game. HOWEVER, if you turn the overview map off, or start a saved game, the map returns to its default position

Let me know if I haven't fully or satsfactorily answered your questions.

Curt

Cabron66
04 Oct 04, 09:21
Up early this morning? I didn't expect any kind of answer until at least noon. I'm impressed. I thought video game designers and their ilk wouldn't even know what the morning sun looked like.

OK, let me run through this in some kind of order.

1. There is no effective range: So, range does not matter? The game must take range into account when firing unguided unassisted ammunition at least in terms of penetration and/or accuracy.

2. I wasn't referring to the overview map, but the actual battlefield map. At least in the tutorial, the map seems to be placed in the upper left corner of the window (i.e. placed at the upper left extremity of the max possible size of the battlefield. I wanted to suggest that it would be better to place the map away from the corner, if possible, to avoid having the tool bar obscure any info (in this case, range circle weapon labels). Maybe I can come up with a screenie to show you what I mean. Let me see if I can come up with something today.

Besides that, all good. Mucho thanks.

Cheers

Paul

CPangracs
04 Oct 04, 09:39
Up early this morning? I didn't expect any kind of answer until at least noon. I'm impressed. I thought video game designers and their ilk wouldn't even know what the morning sun looked like.

OK, let me run through this in some kind of order.

1. There is no effective range: So, range does not matter? The game must take range into account when firing unguided unassisted ammunition at least in terms of penetration and/or accuracy.

2. I wasn't referring to the overview map, but the actual battlefield map. At least in the tutorial, the map seems to be placed in the upper left corner of the window (i.e. placed at the upper left extremity of the max possible size of the battlefield. I wanted to suggest that it would be better to place the map away from the corner, if possible, to avoid having the tool bar obscure any info (in this case, range circle weapon labels). Maybe I can come up with a screenie to show you what I mean. Let me see if I can come up with something today.

Besides that, all good. Mucho thanks.

Cheers

Paul Well, I do this kind of thing for a living for the military as a contractor, so I work a 7-4 job and do this (commercial wargame design) in my spare time, and often, things "overlap".;)

I guess I misspoke. The maximum range IS the max effextive range to obtain a kill on the target. Range matters only in whether or not you can hit the target from the platform. The percent-Kill (pK) number is no different at 1m than at 2000m for, say, a round from an M1 Abrams, the place on the vehicle it by that round DOES have an effect, as far as front-back-side-and top, on pK. The percent-Hit (pH) number DOES decrease as the max range is reached, and nothing can be hit beyond it.

In other words, a round from an M1 is NOT going to kill a target any MORE at 1 meter than a hit at 2000m,...in fact, it would probably do MORE damage at range! If the weapon CAN hit a target, and the target can be killed by the weapon, and the "die rolls" signify a hit and a kill, the vehicle will be destroyed. This is oversimplification, but it works for me and my limited ability to comprehend certain things!:nuts:

As for the map, I understand what you are saying now - when you zoom out so that the entire map is visible, why isn't it centered in the black "extra" area on the screen instead of anchored to the UL corner, right? I think it may be tied to how the map creates and maintains it grid reference system, but maybe Pat can answer that when he sees a screenshot?

Pat Proctor
04 Oct 04, 09:39
1. There is no effective range: So, range does not matter? The game must take range into account when firing unguided unassisted ammunition at least in terms of penetration and/or accuracy.

I think there is some confusion here. The max range is the "max effective range". Show the LOS fan for a unit, and you see circles representing this range. The unit will not fire beyond that range.

Selecting "Vehicle Specs" from the "Help" menu will also bring up a list of weapons and vehicles. The weapons show this range.

While the pH goes down as the target gets further away, the pK stays the same. It is an abstraction. We pick up some of that slack by reducing slightly the max effective range.

There IS NO minimum range for weapons in ATF/RT. (It isn't implemented yet). There IS only a maximum range.

2. I wasn't referring to the overview map, but the actual battlefield map. At least in the tutorial, the map seems to be placed in the upper left corner of the window (i.e. placed at the upper left extremity of the max possible size of the battlefield. I wanted to suggest that it would be better to place the map away from the corner, if possible, to avoid having the tool bar obscure any info (in this case, range circle weapon labels). Maybe I can come up with a screenie to show you what I mean. Let me see if I can come up with something today.
I will have to see a screen shot to know what you are talking about.

KG_Norad
04 Oct 04, 09:40
1. There is no effective range: So, range does not matter? The game must take range into account when firing unguided unassisted ammunition at least in terms of penetration and/or accuracy.

Range only matters in terms of max range. Kills are based on percent to hit and percent to kill figures only, and therefore slightly arbitrary. Armor effectiveness and penetration are not specifically modeled...at least to my knowledge.

CPangracs
04 Oct 04, 09:40
Morning, Pat - check your email!

Cabron66
04 Oct 04, 11:27
OK, got it. Man, you guys are by far the most responsive team I have seen (and I play a lot of wargames). Good on you.

Anyways, I'll see if I can figure out how to do a screenshot and show you what I'm talking about in reference to the map. How would I go about sending you a screenie? Can I post it here on this forum or should I email it to somebody?

Also, the minimum range feature may not be implemented, but the text is there nonetheless. The text is black and cannot be seen unless highlighted. I guess that means that someday you will implement the feature and change it from black to orange? Anyways, not important. I just thought I'd point it out.

Cheers

Paul

CPangracs
04 Oct 04, 11:51
OK, got it. Man, you guys are by far the most responsive team I have seen (and I play a lot of wargames). Good on you.

Anyways, I'll see if I can ficure out how to do a screenshot and show you what I'm talking about in reference to the map. How would I go about sending you a screenie? Can I post it here on this forum or should I email it to somebody?

Also, the minimum range feature may not be implemented, but the text is there nonetheless. The text is black and cannot be seen unless highlighted. I guess that means that someday you will implement the feature and change it from black to orange? Anyways, not important. I just thought I'd point it out.

Cheers

Paul
Thanks for the compliment, Cabron - we try to do what we can, especially for those new to the series.

If you can't host the file somewhere and link to it here, you can send it to me and I'll host it for you, at least until we explain things to your satisfaction! Ensure that it's not zipped and is under 8 mb in size, send it here: Curt's email (curt.pangracs@leavenworth.army.mil)

Hope to see the SS soon. Some ways to do this are to use a free program called Wingrab or you can even hit the Print Screen button and then open Word or Powerpoint and paste it there from the clipboard. Let me know if you need help.

Curt

CPangracs
04 Oct 04, 13:55
Okay, you can now see Cabron's screenshot.
http://www.pangracs.com/RagingTiger/Range_Circles_1.jpg
Essentially, when a vehicle is near the top edge of the map, and a weapon system range circle extends beyond the edge of the map, the labels are hot displayed, which forces a player to check the vehicle weapon types to see what weapons reach the ranges displayed, provided they do not know what they are already.

Thanks for your question, Cabron, and the screenshot! Unfortunately, the ATF engine anchors the map to the upper-left corner, and there is really no way around the issue unless Pat changes the code to maybe include a duplicate label at the bottom of the ring in addition to the top.

However, Cabron, i think that the more you play these games, you will quickly know what systems are on each vehicle and that you will already know which systems have the farthest reach.

I'll leave it to Pat as to whether or not that change is too difficult to code for a patch/update to the full game.

Thanks again, Cabron, and never feel that any question isn't worth our attention!

Curt

Cabron66
04 Oct 04, 14:42
I doubt that this would be an issue on the vast majority of maps. Only units within a couple of kilometres would be effected and in those cases, like you said, you can just check the vehicle specs if there are any doubts. Thanks.

Cheers

Paul

Pat Proctor
04 Oct 04, 19:58
AHHH!

I understand. I will look into a patch, perhaps a duplicate bottom label.

Cabron66
05 Oct 04, 02:44
Good morning. A few more little things I noticed. Here goes.

5. What exactly are the green and gray boxes that pop up here and there? I understand that they are obstacles, but I am confused as to what they actually are (i.e. tank ditch, crater,
barrier, etc.). Are they generic obstacle markers or are they more clearly defined? I am also a little confused by the manual which says that they are spotting reports.

6. Will the mouse ever be able to display a tool tip over an obstacle or display a message telling the player what they are dealing with? Just an idea.

And these...

3. The Spot Report Log dialogue displays the spot history starting at the earliest spotting. In order to see the most recent report the player must scroll down to the bottom of the list every time. Having the bottom of the list (the most recent spottings) appear first would be more efficient.

4. The vehicle specs dialogue, when accessed through the help menu, is difficult to sort through. In what order are these units organized? What is the best way to find info on a unit, ammo or weapon system that does not appear on the map? Is there a search mechanism of some kind?

CPangracs
05 Oct 04, 08:26
Good morning. A few more little things I noticed. Here goes.

5. What exactly are the green and gray boxes that pop up here and there? I understand that they are obstacles, but I am confused as to what they actually are (i.e. tank ditch, crater,
barrier, etc.). Are they generic obstacle markers or are they more clearly defined? I am also a little confused by the manual which says that they are spotting reports. The gray and green "boxes" are indeed obstacles,...FRIENDLY obstacles - The manual identifies these in Chapter 1: Obstacles. Enemy obstacles are red. not sure where you get "spot reports".

6. Will the mouse ever be able to display a tool tip over an obstacle or display a message telling the player what they are dealing with? Just an idea. I doubt it - just like in real life, the obvious above-ground obstacles and the tank ditches don't require any more info, and we are only concerned with the fact that they are mines and we need to breach the minefield, not that they may be RAAMS or some other mine type - that's for the engineers to decide and is at a lower level than we are representing here. This is only a personal opinion, and Pat may have other ideas here.

3. The Spot Report Log dialogue displays the spot history starting at the earliest spotting. In order to see the most recent report the player must scroll down to the bottom of the list every time. Having the bottom of the list (the most recent spottings) appear first would be more efficient. I agree with you, Cabron. Pat may well take this into consideration if the coding is relatively simple (you'd think it would be, but you'd be surprised!).

4. The vehicle specs dialogue, when accessed through the help menu, is difficult to sort through. In what order are these units organized? What is the best way to find info on a unit, ammo or weapon system that does not appear on the map? Is there a search mechanism of some kind? No search mechanism beyond finding a vehicle with the weapon system you want to look at on the map and drilling down. You can also access all weapons when you access a vehicle by looking at the index. Unfortunately, I believe the index is ordered by the order the weapon was created in the database, but I could be mistaken!

Curt

Pat Proctor
05 Oct 04, 09:32
5. What exactly are the green and gray boxes that pop up here and there? I understand that they are obstacles, but I am confused as to what they actually are (i.e. tank ditch, crater,
barrier, etc.). Are they generic obstacle markers or are they more clearly defined? I am also a little confused by the manual which says that they are spotting reports.

I think Curt misunderstood your question. You are talking about the very small boxes that popup when your vehicles HIT an obstacle, correct. Green circles are minefields, green squares are tank ditches, grey circles are wire obstacles, and grey squares are road craters. This is in the manual, in chapter one, I think.

6. Will the mouse ever be able to display a tool tip over an obstacle or display a message telling the player what they are dealing with? Just an idea.

Good idea. Obviously, we can't give a tip for EVERYTHING on the map. What things do you think should yield fly-over tips?

3. The Spot Report Log dialogue displays the spot history starting at the earliest spotting. In order to see the most recent report the player must scroll down to the bottom of the list every time. Having the bottom of the list (the most recent spottings) appear first would be more efficient.

Good idea!

4. The vehicle specs dialogue, when accessed through the help menu, is difficult to sort through. In what order are these units organized? What is the best way to find info on a unit, ammo or weapon system that does not appear on the map? Is there a search mechanism of some kind?

If you are running RT, it should be opening in your default browser. You can use "Find" from the "Edit" menu to find the topic you are looking for. But I do take your point, that alphabetical order makes more sense.

KG_Norad
05 Oct 04, 09:38
A few more thoughts...the green "obstacles" may be restricted terrain. If you plot a path over impassable terrain you will see green triangles??(I think) in places where the path gets blocked. You will have to move the path or the ai will go nuts trying to move your units around it.

Second I find the spot report box to be something of an annoyance myself, but I have found that in ATF if you pause the game, scroll all the way to the bottom of the box and then un-pause the game, it should stay there. New reports will come in and filter up words with each new report. Give that a shot and let me know it it works with RT as well.

Hope this helps.

kbluck
05 Oct 04, 11:46
3. The Spot Report Log dialogue displays the spot history starting at the earliest spotting. In order to see the most recent report the player must scroll down to the bottom of the list every time. Having the bottom of the list (the most recent spottings) appear first would be more efficient.

It would also make the spot report log much more useful if it wasn't most often flooded with redundant spotting reports of the same enemy unit over and over.

Some more elaborate ideas, probably not implementable until AATF, to make it considerably more user-friendly and generally useful:

1. Resizable.
2. Filters - time, type, heirarchy.
3. Multiple columns, click header to sort.
4. Color-coding different report types.
5. Double-click on report line centers and zooms map on location, selects reporting unit if applicable.
6. Customizable sound plays when certain report types appear.
7. "Pin" toggle to keep scroller on "last" report, whatever that might be under the current sort. Turn pin off to allow browsing without the game constantly flipping you back to the end.
8. Save log to text file.

--- Kevin

Cabron66
05 Oct 04, 18:47
Hey guys,

Fair enough, I agree with you concerning the obstacles. Specific information regarding their makeup is not necessary. Generic types of obstacles are good enough (i.e. craters, ditches, wire, mines, etc.). My question had to do with how these types of obstacles are represented, but I now see how the system works.

As far as tool tips are concerned, I really haven't seen any place where the addition of more of them would make a great difference. Possibly on obstacles, but only so that a player can more quickly identify their nature and decide whether or not to breach them.

Will artillery shells leave craters and if so how are they represented?

Also, do DPICM shells suffer from the high dud rates that were so troublesome in Iraq or is that problem assumed to have been resolved by the year 2010?

Cabron66
05 Oct 04, 18:58
As an afterthought, I recently read an article by a guy who compared TacOps 4 with Combat Mission (both excellent games in my opinion). In general he was trying to show how he found making the leap between WWII era and modern era warfare to be a simple one to make. His argument was that, essentially, modern warfare was a longer range, higher speed version of WWII.

I do not wish to be critical of any designer because I very much respect what they do, but if one were to only play TacOps I can see how they might believe modern warfare to be a short hop from 1942. However, there are many games on the market. After playing a few of them (including RT and POA2) I can now say that modern warfare is as far removed from WWII as WWI was from the conflicts of the mid 19th century. Possibly more so.

Pat Proctor
05 Oct 04, 19:54
5. Double-click on report line centers and zooms map on location, selects reporting unit if applicable.

This SHOULD already be implemented. If it is not working for you, let me know; it is a bug.

Will artillery shells leave craters and if so how are they represented?

No. In real life, depending on the type of ground, a 155mm shell leaves a crater about 6 inches deep and about a foot around. Even 3 vollies from a battalion would leave a mark that, at the scale of the ATF Engine, is tactically un-important (unless the shells land on you :) ).

Also, do DPICM shells suffer from the high dud rates that were so troublesome in Iraq or is that problem assumed to have been resolved by the year 2010?

A lot of the high dud rate from OIF is a result of how the rounds were fired. Units seldom had meteorological data, never received survey, and frequently shot off of PLGR data. As a result, altitude and fuze time settings were frequently inaccurate, resulting in ground bursts.

I guess what I am getting at is that the problem is not easily replicatible in a wargame of this scale and, if you assume your electronic troops are doing all the right things, the problem should be negligible.

Also, tactically, the problem is kind of negligible anyway. DPICM bomblets suck as land mines. They are sitting right on the surface of the ground, are pretty spread out, concentrated in a small area, and easily avoided by personnel. Sitting on the ground, they will only disable the thinnest skinned vehicles. Again, I think the effect is tactically negligible (again, unless you are the guy that gets his foot blown off by one).

Cabron66
05 Oct 04, 22:17
Hmmm, ok, well I'll need to go back and figure out where those gray squares came from. Anyways, not a big deal.

NORAD, no dice. Can't get the spot report dialogue to reverse itself. In any case, thanks for the advice.

I must say that I have to agree with kbluck on one point he made about the spot report dialogue. It would benefit greatly from a bit of a cleaning. The multiple spot reports of the same unit are hard to get through.

Has anyone considered colouring the text so that certain, more important, messages stand out from the rest? Destroyed units in red, for example, spot reports in grey and firing reports in yellow (or somesuch) might be an idea.

The game might also benefit from an "old sighting" symbol which would remain after the spotted unit was no longer visible and reported only what information was known at the time and how old the report is.

Is there anything special that must be done to get an A-10 to engage with its GAU cannon? Today I spent around ten minutes plotting any number of routes around a Type 54-1 SP artillery vehicle and could not destroy it. The same A-10 had cleaned up a pair of the same vehicles with its Mavericks in seconds, but then simply refused to do anything about the straggler. Frustrating.

When mounting infantry, the player selects vehicles with the left mouse button (producing a blue circle around the vehicle). Once the selected, can the vehicle be deselected with the mouse? I cannot find a way to do this. Instead, I must use the mount button in the toolbar to restart the mounting process.

Actually, right in the middle of the whole mounting madness that I got locked into, the game up and crashed right to the desktop. That hurt. Let me tell you.

Cheers

Paul

Cabron66
05 Oct 04, 22:20
Also, tactically, the problem is kind of negligible anyway. DPICM bomblets suck as land mines. They are sitting right on the surface of the ground, are pretty spread out, concentrated in a small area, and easily avoided by personnel. Sitting on the ground, they will only disable the thinnest skinned vehicles. Again, I think the effect is tactically negligible (again, unless you are the guy that gets his foot blown off by one).

OK, that sounds more reasonable than the stuff that I read. Good points.

Cheers

Paul

Pat Proctor
05 Oct 04, 22:58
Is there anything special that must be done to get an A-10 to engage with its GAU cannon? Today I spent around ten minutes plotting any number of routes around a Type 54-1 SP artillery vehicle and could not destroy it. The same A-10 had cleaned up a pair of the same vehicles with its Mavericks in seconds, but then simply refused to do anything about the straggler. Frustrating.

The GAU 8 cannon only fires straight ahead. You have to line the A-10 up (plus or minus 15 degrees or so) on the target in order to engage. You also have to be pretty close (around 1500m, I think).

When mounting infantry, the player selects vehicles with the left mouse button (producing a blue circle around the vehicle). Once the selected, can the vehicle be deselected with the mouse? I cannot find a way to do this. Instead, I must use the mount button in the toolbar to restart the mounting process.

You should be able to right-click away from the unit, or hit the "escape" key. Also, you do not have to mount individual units. Just as with other orders, you can mount whole hierarchies by selecting them. If you do so after the clock has started, the individual vehicles will even drive around and pick up all of the passengers.

Actually, right in the middle of the whole mounting madness that I got locked into, the game up and crashed right to the desktop. That hurt. Let me tell you.

Aargh! Do you have a savegame? If so, mail it to:

techsupport@prosimco.com

and I will check it out.

WMurray
06 Oct 04, 00:21
I can now say that modern warfare is as far removed from WWII as WWI was from the conflicts of the mid 19th century. Possibly more so.

I would agree as I came from WWII games myself, in particular Panzer General II and the Close Combat series. Many of the weapons of WWII games show up in WWII movies but in modern combat there are estoric weapons that don't often appear in the media, such as the combat engineering vehicles and FIST-V. And then trying to get a handle on all those OPFOR vehicles with very mneumonic names such as ACRV (MT-LBu 1V13) is a new challenge. Plus all the new concepts, for example, that you can fire a minefield out of an artillery gun (ludicrous, isn't it? :cheeky:).

Not to mention the rather excessive number of missiles on the modern battlefield. Here you have Dragons, Javelins, AT-5s, AT-11s, etc. And good luck if you don't know their ranges. At least in WWII games you pretty much only had panzerfausts and bazookas.

Cabron66
06 Oct 04, 00:51
The GAU 8 cannon only fires straight ahead. You have to line the A-10 up (plus or minus 15 degrees or so) on the target in order to engage. You also have to be pretty close (around 1500m, I think).

I lined that sucker up from quite a few different directions and had it doing passes over the target like it was an airshow. I'll run the scenario again and see what happens. Actually, now that I think of it, there was no range circle for the cannon. Hmmmm. Odd.

You should be able to right-click away from the unit, or hit the "escape" key. Also, you do not have to mount individual units. Just as with other orders, you can mount whole hierarchies by selecting them. If you do so after the clock has started, the individual vehicles will even drive around and pick up all of the passengers.

Right. Silly me.

Aargh! Do you have a savegame? If so, mail it to:

techsupport@prosimco.com

and I will check it out.

Nope, but I think I will be saving much more often over the next while. I will try to make it happen again and let you know if I find anything.

Cheers

Paul

CPangracs
06 Oct 04, 08:19
I lined that sucker up from quite a few different directions and had it doing passes over the target like it was an airshow. I'll run the scenario again and see what happens. Actually, now that I think of it, there was no range circle for the cannon. Hmmmm. Odd.
Not really,...I set the left and right limits at 1 mil by mistake, it should be about 100 mils each way. I will ensure it gets fixed in first update for Raging Tiger


Thanks

Curt

kbluck
06 Oct 04, 12:06
This SHOULD already be implemented. If it is not working for you, let me know; it is a bug.

You're right; I forgot the auto-center function, since I rarely use the spot report in its current form. However, it doesn't do the auto-select part, which makes it difficult to see exactly who is provoking the report. This is especially true at lower zoom levels, when the map frequently can't scroll to center properly.

I think highlighting the reporting unit would be more useful than centering on the enemy unit. You can't do anything with the enemy except look at it, and you already know the enemy exists from the report itself. I can (and often need to) do something positive with the friendly unit immediately, but right now it can be difficult to locate who is generating the report. At the moment, you have to mouse over "likely suspects" until you find the unit with the matching ID. You can pause the game while you figure it out, true enough, but its still extra work for the player and the engine already knows (or should know) the answer.

Of course, the ideal situation would be to have *both* parties to the report highlighted in some way, where applicable.

Again, these are "wish list" suggestions. I don't seriously expect to have them implemented in RT patches, and who knows, they might be bad ideas anyway when all the implications are worked out.

The one thing I would seriously think about for a patch to RT, or perhaps for T&L, is finding some way to eliminate the redundant spotting reports of the same enemy unit over and over every second of the game. That really clogs the report, making it difficult to see when something *important* happens. I'd guess that for most players who don't find the spot report log useful, that is the main reason why.

--- Kevin

Cabron66
06 Oct 04, 12:44
Not really,...I set the left and right limits at 1 mil by mistake, it should be about 100 mils each way. I will ensure it gets fixed in first update for Raging Tiger

I tried adjusting it myself (after reading this post) but was unable to edit the Raging_Tiger.veh file. Is there some way to correct the error manually? That patch might be a while yet.

Cheers

Paul

CPangracs
06 Oct 04, 15:53
I tried adjusting it myself (after reading this post) but was unable to edit the Raging_Tiger.veh file. Is there some way to correct the error manually? That patch might be a while yet.

Cheers

Paul
Actually, I made the correction to 100mils x -100mils, so approximately 6 degrees left and right of center for a 12 degree spread. That should do it,...oh, and Pat has the update ready to add to an installer, so it should be out within a few days!

Curt

Cabron66
06 Oct 04, 22:38
Actually, I made the correction to 100mils x -100mils, so approximately 6 degrees left and right of center for a 12 degree spread. That should do it,...oh, and Pat has the update ready to add to an installer, so it should be out within a few days!

Curt

Really! Well, that is very cool indeed. By the way, I downloaded that fix for the ATI cards and it improved the graphics considerably. However, the crash that I mentioned the other day happened again under almost the same circumstances. Once again I was attempting to remount a squad of infantry. I selected an APC, the blue circle appeared and I attempted to right click to clear the circle. The game was gone in less than two seconds. This cannot be a coincidence. I'll see if I can narrow down the cause a bit before I send you the saved game.

On the flip side, I'm loving the game. Watching a wing of OA-10s tear into a platoon of self propelled guns and battle tanks made it all worthwile.

Cheers

Paul

Cabron66
07 Oct 04, 03:34
A few more little things you've probably already noticed...

The Hydra Rockets on the AH-64D and are also set to 1/-1 mils and the AV-8B Harrier has two of its weapons similarily set. And, while I was checking I came across a broken link in the weapon specs. The link "Gun; GAU/12 25mm Gatling" cannot be displayed.

Cheers

Paul

CPangracs
07 Oct 04, 08:24
A few more little things you've probably already noticed...

The Hydra Rockets on the AH-64D and are also set to 1/-1 mils and the AV-8B Harrier has two of its weapons similarily set. And, while I was checking I came across a broken link in the weapon specs. The link "Gun; GAU/12 25mm Gatling" cannot be displayed.

Cheers

Paul

All fixed and the database has been sent to Pat for inclusion in the update!

Thanks Cabron! Could have used you in the beta process. To be sure, I will be personally inviting you to beta my next project!

Curt

Cabron66
07 Oct 04, 14:45
All fixed and the database has been sent to Pat for inclusion in the update!

Thanks Cabron! Could have used you in the beta process. To be sure, I will be personally inviting you to beta my next project!

Curt

I've got a lot of free time on my hands right now. :p Two words. Job sharing.

Cheers

Paul

CPangracs
07 Oct 04, 15:36
I've got a lot of free time on my hands right now. :p Two words. Job sharing.

Cheers

Paul

Is that a good or a bad thing?

Cabron66
07 Oct 04, 22:50
Is that a good or a bad thing?

A good thing, for the most part. Sometimes I get a bit bored, but hey, I work half as much for almost the same cash. How does that sound?

Cheers

Paul

CPangracs
08 Oct 04, 08:27
A good thing, for the most part. Sometimes I get a bit bored, but hey, I work half as much for almost the same cash. How does that sound?

Cheers

Paul

Wow! Almost as good as a job that allows you to play wargames all day! ;) :laugh:

Cougar_DK
08 Oct 04, 14:43
Wow! Almost as good as a job that allows you to play wargames all day! ;) :laugh:

Now where would one get a job like that.... ;)

Cabron66
08 Oct 04, 18:03
Now where would one get a job like that.... ;)

Come to Canada, my friend, and get a job with the Federal Government. You'll be lounging around in your housecoat and slippers in no time.

Cheers

Paul

Cabron66
15 Oct 04, 12:29
I've been doing a bit of reading here and I found a few references to the ability to install RT "over" ATF. How does this work? I actually did it in reverse, but both games now occupy separate folders. Is there a way to combine them?

Cheers

Paul

Pat Proctor
15 Oct 04, 17:04
You should install ATF first, and THEN RT. That way you are running using the RT engine, and all of the newer, RT files. If you do it in the reverse, it might still work right in XP, but other versions of Windows will revert to the older, ATF files.

After doing this, to start ATF scenarios, start RT using the RT icons, and select "Begin an Imported Mission". The ATF scenarios will appear in the list of scenarios.

Cabron66
15 Oct 04, 17:32
You should install ATF first, and THEN RT. That way you are running using the RT engine, and all of the newer, RT files. If you do it in the reverse, it might still work right in XP, but other versions of Windows will revert to the older, ATF files.

After doing this, to start ATF scenarios, start RT using the RT icons, and select "Begin an Imported Mission". The ATF scenarios will appear in the list of scenarios.

Right, that's what I thought. Groovy. I just wanted to check before I did anything crazy.

Cheers

Paul