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RE: PC: Ostfront Vs CM: Normandy

 
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RE: PC: Ostfront Vs CM: Normandy - 4/19/2011 2:36:02 PM   
Mobius


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quote:

ORIGINAL: dieseltaylor
I do have concerns that in a drive for really accurate maps the limitations of the game system become more obvious. Absolute accuracy really must be secondary to player enjoyment.
It's accurate to a degree. The Eastern Europe DEMS is an average of 30m x 30m area, depending on latitude. So small steep grades like river banks and road/RR embankments will be averaged with the rest of a block of area. Plus those may have changed since WWII.

(in reply to dieseltaylor)
Post #: 61
RE: PC: Ostfront Vs CM: Normandy - 4/19/2011 3:35:01 PM   
Mad Russian


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quote:

ORIGINAL: dieseltaylor

Tsk tsk lads. As though I am not familiar with power to weight! I feel insulted : )


ROFL!!!! I had to stop reading your post for a second when I saw that.....

It's not that we don't think that you're not familiar with P/W ratios, it's that we wanted to let you know that the game mechanics are concerned with the very same thing you are bringing up.

quote:


Power to weight is way too simplistic to reflect terrain performance. Track pressure - that is psi. is also highly important. But not totally as most of us will know the MkIV lang was terribly nose heavy. Its average weight was irrelevant as was BHP given the very high ground pressure at the nose. Incidentally the cannon length is also a problem though I doubt that has been yet modelled for any game!.


The biggest offender was Guderian's Duck.

There are several things that go into the maneuverability of a vehicle. Power to weight is important, but so are ground pressure, weight distribution and the terrain slope itself. A little known fact for stopping tanks is a simple 90 degree obstacle that is 2/3 of the track height. A tank can't go over it. What most do is crush that obstacle down. Or hit it hard enough that the tank get more of it's track on the obstacle and pulls itself over. The reason for mentioning that is that tanks are fairly restricted in how they move and where they go. Put a tank on a slope and make it turn. If you can do that there is a good chance you can make it throw a track the further back in time we go the more fragile tanks are at movement through terrain. (WWI, WWII, Cold War, Current.)

As an example; the verticle obstacle height clearance for a Sherman was 24 inches, for a Churchill it was 30 inches.

quote:


The Churchill was good because it was as long as a Tiger and the tracks were equally long as the tank. Designed for crossing trenches and going over embankments. I cannot recall another tank with those attributes. Also it had a very large number of rollers to keep the tracks to the ground - which did also mean it could have several shot away and still be mobile.


Which also makes it the modder's worst case nightmare.....

"The Churchill heavy tank of WWII as a bit of a throwback to WWI tactical thinking (and looked it). It was a long, slow tank designed to cross very rough, uneven ground and trenches. For higher speeds, such as those required for "breakout" operations (cruiser tanks in British speak) something rather different was required.

The independent suspension developed by J Walter Christie in the 1920's had conspicuous success on cruiser type tanks in the 1930's and throughout WWII, though it was largely dispensed with post-war. The large, independently coil sprung road wheels offered a relatively smooth ride over rough terrain and low ground pressure for good mobility at high speed. This system was most famously employed on the Soviet T-34 and the British cruisers up to and including the Centuar, Cromwell and Comet.

By 1941 the Soviets had discovered that an independent torsion bar suspension offered advantages over the Christie type and were ready to produce a new T-34 derivative, the T-34M incorporating this type of suspension when the German invasion of June 1941 killed those plans.

During 1942 the U.S. developed the T-20 series of medium tanks as replacements for the M4 Sherman. Numerous prototypes were trialed using various suspension types from the Sherman's proven Vertical Volute Suspension double-bogie type with three pairs of wheels on each side sprung together to an improved Horizontal Volute Suspension with wider track to a fully independent torsion bar suspension. The torsion bar system proved to offer a much better ride and more importantly, 20% lower ground pressure and better weight distribution.

Torsion bar suspensions appeared late in the war on the extremely fast M18 Hellcat tank destroyer, the M24 Chaffee light tank and the M26 Heavy tank. It has been used on every American tank since and is pretty much the standard still used on most tanks today.

Bogie wheel size is connected to gear ratio, just as overall tire diameter is connected to gear ratio on a car. You can't make blanket statements about it without considering the entire drive train. "


Put that all together and you have the Churchill being a tank that is very much the exception to the rule. It was designed to fight the Last War, with a 10 foot trench crossing capability. That in turn produced a tank that was stable in most environments. Breakthrough tanks were designed more for speed. The agility of the Churchill ensured it would get there. The 8mph ensured when it did get there it would in most instances be last.


Good Hunting.

MR


< Message edited by Mad Russian -- 4/19/2011 3:39:13 PM >


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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to dieseltaylor)
Post #: 62
RE: PC: Ostfront Vs CM: Normandy - 4/20/2011 11:33:50 PM   
HintJ


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quote:

ORIGINAL: diablo1

quote:

Want random maps? Pick what other element of the game you don't want. And yes, that is what it comes down to, because development resources are finite.


Ok I will the "waste of time creating grasses for the game". This whole patch/update has been delayed because of "grass" which is really ridicuous and unwarranted. Grass could be modded in by the players if any were so inclined or cared. So, I'll take my random battle maps created by the computer any day over silly grass modifications.


I just watched the tutorials on the map maker. Maybe before looking at the videos I agreed w/diablo wanting random maps (I have no problem w/grass), but that map maker looks like a pretty powerful tool.

If I understand the tutorials correctly, after I combine the base ground textures for the whole map into a single file, I can then edit it to however I want? I'm thinking I should get a great full color sat view and paste that over it? Of course I'll have to add structures over the images and stuff.

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(in reply to diablo1)
Post #: 63
RE: PC: Ostfront Vs CM: Normandy - 4/21/2011 12:50:23 AM   
rickier65

 

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quote:

ORIGINAL: HintJ


quote:

ORIGINAL: diablo1

quote:

Want random maps? Pick what other element of the game you don't want. And yes, that is what it comes down to, because development resources are finite.


Ok I will the "waste of time creating grasses for the game". This whole patch/update has been delayed because of "grass" which is really ridicuous and unwarranted. Grass could be modded in by the players if any were so inclined or cared. So, I'll take my random battle maps created by the computer any day over silly grass modifications.


I just watched the tutorials on the map maker. Maybe before looking at the videos I agreed w/diablo wanting random maps (I have no problem w/grass), but that map maker looks like a pretty powerful tool.

If I understand the tutorials correctly, after I combine the base ground textures for the whole map into a single file, I can then edit it to however I want? I'm thinking I should get a great full color sat view and paste that over it? Of course I'll have to add structures over the images and stuff.


One of the final steps in MM is to create a "megatexture" . Map Maker creates both a dds version for display in the game, and a PNG version for hand editing (which you then save as a dds for the game to use.). So yes, make your map, then you can hand draw/edit the megatexture that you see.

Thanks
rick

(in reply to HintJ)
Post #: 64
RE: PC: Ostfront Vs CM: Normandy - 4/21/2011 1:04:50 AM   
HintJ


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That sounds great Rick! I'm going to have the Russians invade my neighborhood! I think I read somewhere on the forums (maybe posted by MR) that on the map basically 1 meter=1 pixel, so a 1000Mx1000M texture is a 1000 pixel by 1000 pixel resolution?

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"Tactics is knowing what to do when there is something to do. Strategy is knowing what to do when there is nothing to do."
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(in reply to rickier65)
Post #: 65
RE: PC: Ostfront Vs CM: Normandy - 4/21/2011 3:53:37 AM   
rickier65

 

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quote:

ORIGINAL: HintJ

That sounds great Rick! I'm going to have the Russians invade my neighborhood! I think I read somewhere on the forums (maybe posted by MR) that on the map basically 1 meter=1 pixel, so a 1000Mx1000M texture is a 1000 pixel by 1000 pixel resolution?


Yep, 1 meter = 1pixel ! Also, there is an option in MM to import the Google Earth image without any processing by MM, just the straight Sattelite image. You might find that handy. that's what I've done a couple of times, and then used that to hand draw the terrain map.

Thanks
rick

(in reply to HintJ)
Post #: 66
RE: PC: Ostfront Vs CM: Normandy - 4/21/2011 9:55:55 PM   
freeboy

 

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ok.. one difference that is as the map size. pre releae notesat BFG list the size at 16 sq kilometers or 4k by 4k... that is a plus for me, although in the Hedges that is kinda silly
I remember playing lots of re-runs of villers bocage in CM.. lets see how this works out..

(in reply to rickier65)
Post #: 67
RE: PC: Ostfront Vs CM: Normandy - 4/21/2011 11:47:05 PM   
Mad Russian


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A 2km or 4 sq kilometer map should prove to be large enough for most fights. I've never understood a 16 sq kilometer map for a 1:1 representation where a platoon is the primary unit in RT.

Good Hunting.

MR


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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 68
RE: PC: Ostfront Vs CM: Normandy - 4/22/2011 1:19:01 AM   
thewood1

 

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Be very careful with CM's claim of 4x4.  Take a look through the history of the support boards for CMSF.  There are a lot of crashes once you are above 2x2 and 1/3 to 1/2 through a game.  It seems to me to be dependent on number units and buildings as well as map size.

I can get a large map to load, but it always crashes half way throug the game.

(in reply to Mad Russian)
Post #: 69
RE: PC: Ostfront Vs CM: Normandy - 4/22/2011 2:00:03 AM   
Mobius


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While generating a map with just rolling farm land probably takes about the same for a 1 x 1 km maps as a 4 x 4 km map there is other time considerations.
There a bit of work adding houses, fences, telephone poles and railroad tracks on a map. If it is 2 x 2 km it is more work than a 1 x 1 km map. You could make several 2 x 2 or 1 x 1 km maps in what it would to make a 4 x 4 km map. Say you only play a map a few times. That's a lot of work for less playing reward.

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Post #: 70
RE: PC: Ostfront Vs CM: Normandy - 4/22/2011 2:11:19 AM   
Mad Russian


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Where I see bigger maps being a bonus is if there is a campaign or operation that uses only that map for multiple stages of the battle. Like the CMx1 campaigns did. We are only talking the map and the battles put on them now, not how well their system worked in other regards.

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mobius)
Post #: 71
RE: PC: Ostfront Vs CM: Normandy - 4/22/2011 3:28:30 AM   
Prince of Eckmühl


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quote:

ORIGINAL: thewood1

Be very careful with CM's claim of 4x4.  Take a look through the history of the support boards for CMSF.  There are a lot of crashes once you are above 2x2 and 1/3 to 1/2 through a game.  It seems to me to be dependent on number units and buildings as well as map size.

I can get a large map to load, but it always crashes half way throug the game.


Based on my research for a completely different game, I decided to make a really big map in CMAK for a Beda Fomm operation that focuses on "The Pimple" and "Mosque Ridge." In setting the parameters for the map, I took into account the limitations that BF cited as their spec. Even in the desert, with relatively flat terrain, its not an easy thing to do. I'll see the deal through because I want to game the situation, but it's gonna be tougher than most of you may realize.


< Message edited by Prince of Eckmühl -- 4/22/2011 3:29:39 AM >


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RE: PC: Ostfront Vs CM: Normandy - 4/25/2011 7:55:25 PM   
Jacko


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I like big maps. You don't have to use all of it, but it looks great and it adds an extra dimension to the battle. 

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Post #: 73
RE: PC: Ostfront Vs CM: Normandy - 4/25/2011 8:16:10 PM   
Mad Russian


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I like little maps. Done right they are the most intense ride you can ever have. I like medium maps for those battles that require a bit more room. I like big maps for those battles where a lot of maneuver is possible.

I just like maps.....

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Jacko)
Post #: 74
RE: PC: Ostfront Vs CM: Normandy - 4/25/2011 8:28:12 PM   
Jacko


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Well, can't argue with that...

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Post #: 75
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