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Dschugaschwili

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Posts posted by Dschugaschwili

  1. Ok, after reading this thread and some of the previous ones covering the same topic, there's still one thing that isn't really clear to me.

    > Possibly the only way to fix this would be to calculate

    > trajectories dynamically when the shell is in flight.

    Correct, but only part of the solution. There would also need to be a huge amount of TacAI work to simulate compensating for leading, wind, dropage, etc. Not only does the coding for this require a lot of time, but the CPU cycles necessary to carry it out as well. Too much to ask of us or the computer at this time.

    As I see it, you're already doing something similar now. The player can see a trajectory of the shell on the screen. For this, you have to calculate some parameters (even if it's only for a parabolic flight path) to get the shell starting at the shooter and finally arriving at the target location (hit or not hit doesn't play a role here). Now, you could take this trajectory and calculate possible intersections with objects (actually, that or something similar is already done for misses). There's no need to change/calculate the trajectory in-flight (except for ricochets). Of course, checking for collisions with objects needs CPU time during the calculation of the turn, but probably not all that much (more if collisions with units are also considered, but as I understand it that's not the case right now). Especially since the collision calculation is already done for misses (so the code exists already), I really can't see the reason why this can't be done for hits too (so pre-calculated "hits" could impact earlier, thus not really hitting), and even using a simplified trajectory would be better than nothing. There may be reasons for this not being feasible right now, but of course I can't take a look at the source code to see why.

    Any comments would be appreciated.

    Dschugaschwili

  2. The racing car has huge, ventilated disk brakes. What about the Tiger?

    The maximum deceleration of the racing car is limited by how much friction the tires can produce with the road. In the case of a tank, as it is much heavier, this limit plays a much smaller role. As far as I know, a tank braking with full power will most likely destroy the road (or whatever else it's driving on), using up a good portion of its energy for the deformation of the ground. I've heard that tank drivers only do this in emergencies because it's too dangerous for the crew itself. But all in all right now I don't know of any vehicles that will come to a halt faster than a tank. Or does somebody know this better?

    Dschugaschwili

    ------------------

    Erst hat man kein Glück, und dann kommt auch noch Pech dazu.

  3. Originally posted by sluggo:

    I believe the AI would still be able to target it as it always does.

    Of course. And even if your opponent won't see your invisible tanks, he will see the muzzle flash of their main guns, the tracers from the MGs, targeting lines, unit bases, those "last contact" markers, and he can even select the invisible tank by clicking on it (not that hard once you see the targeting lines). So it really wouldn't help you all that much. Nice try though. tongue.gif

    Dschugaschwili

  4. You can only see through bocage (more than a few meters) if you're standing very close to it. If your distance to the bocage is more than a few meters, you can only see the area immediately behing it, but not further. I don't think the wheat field is the problem here.

    Dschugaschwili

    ------------------

    Erst hat man kein Glück, und dann kommt auch noch Pech dazu.

  5. Mine is quite easy: Dschugaschwili is the "real" name of Stalin (spelled the way German speakers would translate the name from the cyrillic character set). Not that I was a big fan of Stalin, I just thought "sounds cool" when I first read it in one of my history books, and I've used it for computer games ever since. It's quite funny to hear people try to speak this name when they first read it. biggrin.gif

    Dschugaschwili

  6. Originally posted by Olle Petersson:

    Isn't it common knowledge that by definition bug-free software is obsolete.

    (Note that in spite of this software with bugs not necessarily is up to date...)

    Well, the theorem goes as follows:

    Every piece of software is buggy and can be optimized.

    This leads to the conclusion:

    The best program possible is zero bytes long and still faulty. biggrin.gif

    Dschugaschwili

  7. Originally posted by Pak40:

    I see. But I wonder how the government would ever know if anyone bought a copy? I guess they would look for the package with BTS stamped on it :}

    No, the government won't try to track down the copies of CM shipped to Germany. At least as long as it isn't forbidden. But I know a case of a German computer gaming magazine where one issue was seized because it contained an ad for an indexed game.

    On the other hand, I don't really see a problem with the German jurisdiction here. Of course I don't have any numbers here (probably even BTS doesn't) about how much of an impact the indexation of CM would have. I haven't seen any ads for CM in Germany yet, so that's not a problem. CM isn't sold in stores at all, so no problems here too. And how many people who bought CM are younger than 18? Don't know, but I guess the majority of them is older.

    One thing is sure though: The use of nazi symbols being allowed for documentaion purposes will not help a computer game in any way. The use of the term "Waffen-SS" alone probably won't get it indexed though (just my uneducated guess).

    Dschugaschwili

  8. As far as I know small arms fire in CM only has an effect in a small area around the target, but not on the way there. So you can shoot through friendly units without hurting them as long as they are not standing too close to the target.

    On the other hand, on a few occasions I had a friendly SMG squad firing at an enemy squad that had just entered its house eliminate the platoon HQ trailing behind the squad before the squad itself without actually seeing it. So you shouldn't underestimate the area effect of small arms fire.

    Dschugaschwili

  9. Originally posted by Jagdcarcajou:

    But that is exactly what I am talking about. A game is not just a game if it is a sim. A simulation is used for many purposes: to have fun, to test "what-if" theories, to re-enact historic events, and to learn.

    1. Have fun. That's what computer games are for.

    2. Test what-if theories. Should you be able to create ahistorical what-if scenarios in a realistic simulation? Perhaps. In a game? Sure.

    3. Re-enact historic events. Can be done in a simulation and in a game.

    4. Learn. Can you learn something from playing CM? That is, aside from pure military things? Different people will disagree.

    The thing is: the BPjS won't look that closely at a game to determine if it can be called a simulation or not. If it's going to be sold in Germany, they check it. Why does the average Hans buy a computer game? Because it's a game and he wants to have fun.

    By the way, I'm not saying that trying to sell CM to Germany will not work as long as there are terms like "Waffen-SS" in it. I don't know enough about this to comment on this topic. But I'm sure that labeling it a simulation won't make any difference. You can't trick the famous german bureaucracy that easily.

    Dschugaschwili

  10. Originally posted by Jagdcarcajou:

    I am bringing this up because I am wondering if anyone has challenged the law with a simulation product as opposed to the gun-glorifying shooters or RTSs. If the law is respectful of the museum's depiction of history, why not extend that to an acurate sim?

    Because the "Bundesprüfstelle für jugendgefährdende Schriften" won't care about whether CM is a realistic simulation. CM is a computer game, period. You won't get anywhere with your arguments.

    Dschugaschwili

  11. Originally posted by Scipio:

    BUT : it's a question how you want to sell the product. If you sell like now, direct order in the USA, our Goverment can't handle it. If you want sell it in retail-biz, you better avoid all kind of runes and Hakenkreuzsymbols. In Germany is censorship a good old tradition that survived Third Reich.

    I don't think that's right. The import of symbols of forbidden organisations (this should include the Hakenkreuz, SS-Rune and such) to Germany is illegal. I'm sure this also applies to the import of such pictures on a computer game CD. I don't think anybody would notice this, but I guess I'd still get cold feet if I had to export this kind of stuff to Germany from somewhere else.

    Dschugaschwili

  12. CM doesn't prevent my troops from spotting an AP mine field in scattered trees 700m away either. I guess this is a one in a million chance.

    Back to the topic. A game just can't factor in every single sound source to determine what can be heard and what can't. Doing so would mean calculating for every unit the volume of every single incoming sound (including sounds from friendly units and the unit itself) and do something similar to a mp3 encoding thus dropping all the sounds that can't be heard because they are masked by other, louder sounds. I can already feel my CPU glow if I think about implementing that.

    Dschugaschwili

    [This message has been edited by Dschugaschwili (edited 02-08-2001).]

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