SgtMuhammed Posted January 13, 2003 Author Share Posted January 13, 2003 Ok, I have just noticed this for the first time with a non-fast order. Stug ordered to hunt. Got to last waypoint and proceeded to begin a slow turn to the right. when turn ended he had turned through about 135 degrees. :mad: I think I still have the file if anyone wants it. {I'm so proud of my little thread. Only a little while ago it was just a 0 reply baby now it is over 20. Soon it will be off to college and not phoning home. } [ January 13, 2003, 03:30 AM: Message edited by: Sgtgoody ] 0 Quote Link to comment Share on other sites More sharing options...
Straif Posted January 13, 2003 Share Posted January 13, 2003 Originally posted by Joques: AH! I just had this happen to me. A Stug, orders were fast move ahead followed by a 90 degree turn right. It turned the 90 degrees, and then 90 degrees more! Very unnerving, esp. since there is a Russian heavy lurking just beyond LOS, and my Stug just turned its flank towards it! In fact, I'll send the relevant PBEM files to Battlefront. Which mailadress should I use?So, the conclusion is - "Don't make 90 degree turns driving tanks full speed" what is "nutty" about it? It is an object of mass about 25000kg moving with speed 35km/h. Driver can lose controle in this situation and make tank spinning. This fellow Newton probably predicted something like it in his obscure book: "Principia : Vol. 1 The Motion of Bodies". For me it sounds like realistic behavior. best Straif 0 Quote Link to comment Share on other sites More sharing options...
SgtMuhammed Posted January 13, 2003 Author Share Posted January 13, 2003 The problem is not that they make wide turns or even slide (is that modled?) but that they get to their end point and keep moving in little circles. I have also found that this doesn't happen only in fast or after a turn. 0 Quote Link to comment Share on other sites More sharing options...
SgtMuhammed Posted January 13, 2003 Author Share Posted January 13, 2003 OK, just did a test. 5 Stugs, all given 90 turn with final point ten meters or less from point of turn. Each Stug given different movement order (fast, hunt, move, contact, reverse). All reached final point and continued to turn an extra 45 degrees. Results duplicated 4 times. James 0 Quote Link to comment Share on other sites More sharing options...
Lt Bull Posted January 13, 2003 Share Posted January 13, 2003 Straif, As I have mentioned, when taking a turn, the tanks slow down to well below their maximum speed they do when going in a straight line so to say they are doing a 35km/h 90deg turn is an exaggeration and the apparently larger turn radius penalty imposed in CMBB seems too extreme, resulting in this "nutty" behaviour. Have a look at the way in which CMBO tanks take a similar turn in CMBO in the GIF I posted. I will do one better. Download and open the actual saved game test files (no passwords, press OK): CMBB turn test CMBO turn test Load the Look at them and then, based on the original movemnet orders that have been assigned to the tanks, tell me which ones execute the orders in a manner you would expect/want them to. Have a close look at the way the CMBO tanks take the turn and then tell me if it looks like they are breaking any of Newtons laws or if it makes you think "Oh that's totally so unacceptable BTS! It would be more realistic (or "I would prefer") for the tanks to behave like they do in CMBB". It is obvious something has changed between CMBO and CMBB regarding how tank movement orders are calculated based on waypoints given (for FAST speeds at least). Why and for what gain I have no clue. I am waiting on BTS to shed some light on this. What appeared to be OK in CMBO has been changed for some reason. I can't see what has been gained out of this change from something that didn't seem broke in the first place. Originally posted by Sgtgoody: {I'm so proud of my little thread. Only a little while ago it was just a 0 reply baby now it is over 20. Soon it will be off to college and not phoning home. }LOL! Lt Bull 0 Quote Link to comment Share on other sites More sharing options...
SuperSulo Posted January 13, 2003 Share Posted January 13, 2003 I sure hope someone from BFC soon sees this thread, this really should be fixed in the next patch. Sure, it CAN be worked around (longer "end line", more movement points (= longer delays)), but it's just so plain obvious (to me at least, until someone gives a plausible reason for the tank to behave this way) that someone is wrong here. 0 Quote Link to comment Share on other sites More sharing options...
Ubertracker Posted January 13, 2003 Share Posted January 13, 2003 Just another odd behaviour - I'm designing a combined arms assault and the AI sends the infantry in properly, but holds the tanks back and uses them to shell the enemy without advancing - at least until too late in the game. Is there any way to get them to move ahead rather than sit and shell? 0 Quote Link to comment Share on other sites More sharing options...
SgtMuhammed Posted January 13, 2003 Author Share Posted January 13, 2003 Have the human control them. The AI will tend to engage with his tanks at max range (actually with any unit). One methode is to add some terrain to break up the LOS at long range and force the AI to close in for a shot. 0 Quote Link to comment Share on other sites More sharing options...
SgtMuhammed Posted January 15, 2003 Author Share Posted January 15, 2003 Bump, because none of the big guys have commented yet. 0 Quote Link to comment Share on other sites More sharing options...
Panzer76 Posted January 15, 2003 Share Posted January 15, 2003 I would just like to add that I experience that flaw also. 0 Quote Link to comment Share on other sites More sharing options...
Gpig Posted January 15, 2003 Share Posted January 15, 2003 I'd suggest opening a new thread about the turning issue, or emailing Madmatt with this one directly (with a link to this thread). That'll get thier attention. They may have stopped reading this thread for the moment. Gpig 0 Quote Link to comment Share on other sites More sharing options...
Ken Talley Posted January 15, 2003 Share Posted January 15, 2003 Wow! I just had it happen to me in a PBEM game. I had three T-34/85's move at fast and then go into hunt to attack a Hetzer. Two of the three performed the hunt. The third one, rather than hunt, rotated until broadside to the Hetzer. I ended up with 2:1 odds instead of 3:1. I lost one of the two. So I now have 1:1 and I suspect, a regular against a vet. Not good. 0 Quote Link to comment Share on other sites More sharing options...
Guest Sgt. Emren Posted January 15, 2003 Share Posted January 15, 2003 *Bump* 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted January 16, 2003 Share Posted January 16, 2003 Lt. Bull gets my vote for the best posting o'the year. Excellent use of graphics and test methodology. Now, even I understand the issue. BFC? Ken 0 Quote Link to comment Share on other sites More sharing options...
joeski Posted January 16, 2003 Share Posted January 16, 2003 ^top^ 0 Quote Link to comment Share on other sites More sharing options...
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