War Thunder gaming - leden RSS

pátek 13. listopadu 2015

End of flight & parachutist improvements

When aircraft is destroyed we have no time to watch the scenery of destruction. Often we would like to create screenshots. For example when I hit warship or when I am shot down near warship. This could be a opportunity to watch the scenery which I normally have no time to watch because I am involved in fight. When I am shot I cannot move the cam and I am forced to go to the aircrafts menu:

http://oi64.tinypic.com/2lxjext.jpg

No delay. Why Gaijin makes all these details of the map when we cannot watch them after dead? You think like 0,5s is enough to watch the scenery? I'd like to feast my eyes on the details.

My suggestion is to give a possibility to watch around the scenery where I crashed or was shot down. Until watching and rotating the game cannot force me to go to menu. When I stop watching around, there will happen the count down 4 seconds.

Another solution would be to add a choice to leave (press "e" key to go to aircrafts menu). This also could be voluntary and settable in settings.

Second suggestion is to give a camera on the parachute so we can watch around the parachute because I want to mean the location where I crashed. Also add a choice if I want to leave, or wait until it falls down. Sometimes it could be possible to watch the air battle.


http://oi65.tinypic.com/2jb8nmf.jpg

pondělí 9. listopadu 2015

Special Replay mode for training [game records]

I know there was a lot of requests to improve training / learning system for newbies.

Newbies e.g. request to have some AI aircrafts in the map to test aircraft. I was inspired by the last suggestion #277090.

So here is my idea.

WT has a mode where you can watch your saved flight/battle (I call it Replay mode). Gaijin could change this mode a bit to start the game from the replay mode. Let's call it training mode. For example. I know where I did mistake and I would like to correct the mistake. Just to try to correct it if I would manage to train it. There should be button "Jump to next crash". If I press the button I will see my next crash. Then there would be next button, which would send me 10s back. I could press this button e.g. 2x. Then there would be another button to enter the Training mode. I would press the Training mode button and I would start to play inside the Replay screen so I could train the situation again. There would be an "AI" checkbox control inside the Replay mode. If I would change the view to another player I could check the AI checkbox for this player. So for example, I could switch to the player who shot me down. Then I would check the AI checkbox. Then I would switch back to my aircraft view. I would click on the Training mode button and the enemy aircraft who attacked me would start to play as enemy AI. If the AI wouldn't be checked the enemy plane would just copy the original trajectory! But if you would check the AI button, he would start to play as in normal game so he would try to shoot on you according your new trajectory in training mode! So you could check as many aircrafts playing AI as you wish. In training mode you could change speed, and fly different way, and the opponent will copy your actions and maneuvers. He would use the same settings as the original player (visibility, G-force tolerance etc.) but he would play on his own. In the case that I would set some friendly aircraft to AI, the friendly aircraft could come to help. So we have now 2 AI airplanes in the game. If he comes to me nobody shoots on him except the enemy AI. So we would be two and I could train to fly and try to defeat the enemy AI airplane.

Now when I have explained how the Training mode would work inside the Replay mode, I come to the original idea:

Some players have a bad day and manage to crash 3 times during one game. There could be monitoring which would count e.g. last 3 games. If you would crashed 3 times or maybe 4 times during 3 games, then after end of the game a choice would be opened (dialog window), which would suggest you to train flying of the situations in which you failed. For this purpose, Gaijin would save each game of these 3 games in which I crashed. It would remember the time when the crash happened.

After I would submit the "OK" button (meaning I want to train), the Replay mode would be opened with the time set to the last crash -20 seconds. You could change to different crash or different time in game, set your AI aircraft to enemy, and go to Training mode. Or you would not use AI at all, but you would try to manage the situation. For example when I fly with fully loaded bomber and I do low altitude airstrike on bunker, I can correct my speed, reduce it and turn flaps on to make sure that I will not crash into ground.

Another great suggestion is to add Realistic mode option. Where my game would behave like in realistic mode. So if I fly too fast the flaps with tear off!

Next choice would be the Simulator mode, which could serve for the Simulator fans!

Another  interesting choice in Replay mode would be the possibility to change the ammo type which the enemy or friendly aircraft used to tracing ammo. So if I couldn't see where he was shooting now I would see it. This could make it a bit easier for newbies.

Yet another option would be the possibility to open small window with dimensions 150x200px.Where you would see the enemy after you. It would be rear view mirror and you would see maneuvers of the enemy, with possibility to zoom his aircraft in or out. The window size should be possible to change and the window could be movable. So when you fly forward you see the enemy in your back without the need to change view to back. This last opinion is not high priority.


The Forerunner paradox*

I realized, there exists problem for programmers which would lead to game crashing. Simply explained:
- If I destroy object which should be destroyed by non AI player, what happens? The non AI players has order to shoot on non existing object. The order or command will fail, which will crash the game.
- If the non AI enemy plane called "red #1" shoot me down in the game and I want to replay it. I will change him to AI enemy, still called "red #1". I will change the past and I will not let him kill, but I will kill him. In the original game, red #1 demaged or kill another aircrafts after my dead. The aircrafts which were planned to be damaged expect that the non existing enemy aircraft red #1 should damage them. How will these aircrafts fly, at different speed and different flying characteristics when they are not damaged?

Notes:
* - The Forerunner paradox, is similar to Grandfather paradox.

Ghosting: solution for developers

I think "simple" solution is to run the game so, that all original objects which can be damaged or destroyed could be duplicated as ghost. Ghost would be virtual object, visible but not real. The objects which should change their behavior dependently on the original game would be real and would not be depended on the objects from the original game and the objects from original game would not be depended on the real objects.

Duplicating

1) When I will start the Training mode my aircraft would be created as copy of the original. It should contain my crews abilities and my aircraft modifications.

2) Any AI aircrafts in the Training mode would be created as copy of the original aircraft. It should contain the players crews abilities and their aircraft modifications.

3) Any objects which is possible to damage should be loaded to memory as real copies of the original objects.

Rules for preventing crashes:

The combat between me and AI aircrafts will not effect the original game play. When I will shot on some object, the real (duplicated) object will be destroyed and the virtual object called ghost will be changed to ghost: it will not die, but it will be invisible for me and AI aircrafts. The invisible ghost aircrafts will shoot invisible bullets. Any children objects from invisible ghosts should be invisible. Hence any explosion made by them, should be made invisible. It won't be removed. Hence if invisible aircraft will destroy house by bomb, no bomb, no explosion will be visible, but the house will be destroyed. The invisible airplane can suffer damage as in the original game, no matter if the one who made the damage action is visible or not.

sobota 7. listopadu 2015

Creation of realistic map

I would like to build realistic map if it were possible, but I don't have 32bit version of CDK program to build such things. If I there would be version for Windows XP,

I would like to take some topological map with contour lines, e.g. something like this:

https://thejungleisneutral.files.wordpress.com/2013/11/1-inch-map-section-aust-ww2.jpg

And change the terrain of WT map according the image.


When the terrain would be ready, then some objects would be needed to place and drawn them into game map. I would like that Gaijin to add topological maps into game, without contour lines like this:



https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1HKNqtNzzWRkQ2jxHbouEPXOdEJnm9y7Uh5aaLSFftIEolxOBO4u0rD_7uDRBchFyLcFjssQne4iwEUbweT-KZA_QIV7bmkZ0khDkicFyGPF44aVvjrDIcZFSs4RyaX9W2BlXs-31JoL0/s1600/Kowloon1941.jpg

Which is very clear. The icons of objects should be generated automatically once the map is ready

Another map could be created for the game which would have descriptions of the locations (I guess these descriptions would be in database and should have it's sound file (vocalization) so WT could use the names of towns, rivers, lakes, and similar things to tell us what location on the map we are interested. This is something what we don't have now, because if you click on a map you hear only "Attention on the map" and then you see the area bliking for short moment, but if you are in fight, you have no time to check map or radar where it blinks, so you want to hear it. It would be also interesting because you could know the geographical area where you fly.

You know the maps were important part of mission planning. So this is reason why we need more maps, which are clear and give us more information.


http://www.wired.com/wp-content/uploads/2015/07/maps_hero1.jpg


http://sliderulemuseum.com/Ephemera/RAF_liaison_officers_at_US_8th_Air_Force_Bomber_Command_1942.jpg

Mortars

Here you can find animations of mortars (explosions and special effects).

Shock wave after the round was fired has moved the branches of trees. First the person with mortar shakes (not visible on the record) and then the trees. Then explosion happens and then you still see the branch movements. This runs on kinda slower speed:



Yet check the branches detail with the normal speed:



I have done this animation for Mortars suggestion & poll

See later

pátek 6. listopadu 2015

Attention on the map - vocalized locations [sounds]

I would like to express my opinion on the current "Attention on the map" report. You click on the map on square D4 and then you hear "Attention on the map. [D4]"

The problem is that I never remember what is D4 because every map is deferent. I do not have time to press M to open map (it takes some time too). So in most cases when somebody calls for help in this sector I cannot check it. The precious time when I open map could mean I would overlook enemy who is going to attack me.

My suggestion is to add some sounds and notes which will tell you nod the character and number but rather what is in the square.

For instance if I click in the location where the red cross is:

http://oi66.tinypic.com/2yvnor5.jpg

The voice would say: "Attention on the map near enemy tank convoy." Because the tank convoy is near to the location where I clicked.

If I would click near blue airfield, the voice would say: "Attention on the map near our airfield."

In domination, If I would click near runway A, then the voice would said: "Attention on the map near runway A."

If I click near USS warship name , then the voice would said: "Attention on the map near USS warship name."

If I click near cargo ship, then the voice would said: "Attention on the map near cargo ship."

Yet more advanced and more specified reports could be added in the cases that there are more convoys. "Attention on the map near enemy east tank convoy."

In the case that there is no object which would have a sound assigned in area where I clicked, there could be this: "Attention on the north-east corner of the map" or "Attention on the middle of the map"

Possibly, you could name area like town: "Attention on the map near Lentini town.", "Attention on the map near Casarano town.",  to water surface: "Attention on the map near Lentini lake." or "Attention on the Prokhorovka village.", or "Attention on the map near mountain"

The suggestion is to type the text: "Attention on the map, D6" but to say "Attention on the map near Lentini lake."

Now depends on you how much details would you like. This could mean to record few towns for every Air Battle map or to record more areas in the mountains (check the topological map for example). So in case of this map there are: Mountain Scott (South), Scott Bluffs, Cloudcap, Cascade Spring, Anderson bluffs, Redcloud cliff etc to specify the are. Maybe this is too much detailed, but it could be used in the future in the game. For example if Gaijin would add more targets, more vehicles, trains and roads, etc. so it would be possible to locate the target easily. I know there is a lot of places like that, but I think this shouldn't take much time to record the files of one map.  Even if you would not know the map just if you hear "Grouse Hill" you know, somebody call for help near some hill.

Possibly add one more feature to locate where you have crashed. If you hit Grouse Hill, the dead player would here "You crashed into Grouse Hill". This would be good because you would learn something about the map which you fly or play. You would know that Lentini Lake is in Sicily and how are called the mountains. It would be another bit to the realism. Because pilots when they go to mission they learn the map to know where they fly. This way it would help you to orient in the map and navigation.

The main point of the suggestion is to add some basic orientation points which would be pronounced in the "Attention on the map" report.

The secondary point would be possibility to create more detailed audio database for places where you fly. These places should be drawn into the map, so you could find them.

Also think about possibility to distinguish if the location is exact location or near. If you click on Lentini town, the voice could say "Attention on the map at Lentini" or "Attention on the map above Lentini". Whilst if the click was not on Lentini, but Lentini is the closest location, you say "Attention on the map near Lentini"

Also think about possibility to add the location into help call. If you call for help, it could be "Help me above Lentini" or "Help me near Lentini", possibly "Help me, South-Easth of Lentini"

středa 4. listopadu 2015

Winter weather

I'm suggesting improvements to winter maps.

1) add dynamical weather changing at time
This means that game could start with very bad visibility conditions when snow is falling, strong wind (aircrafts cannot be used in the meanwhile).

This would have advantage - (AI) AT Artillery could be used because they would have very bad visibility during bad conditions. They could be kinda blind during the hard snow and low visibility. The task in such map would be to destroy AT artillery. After a time, the winter would start to calm so the AT Artillery would have better visibility. If you did not manage to destroy them you would have it hard. Finally the weather would be calm and the AT artillery should be already destroyed otherwise you would have it very hard against them. Both teams could have artillery. Advantage with artillery - players could see it from near how it looks or see how it works in action. It could be interesting support for tanks. 


You also could add change of light conditions so for example you would start at night, then the game would continue with dawn and finally there would be morning. If combined with the bad weather scenario, you could start with good weather in night, less visibility. (AI) AT artillery could be used with limited visibility/sight. Then the dawn would be coming but the weather would change, clouds, snow, strong wind. So the visibility would be still bad. Then the weather would calm, the clouds would scatter and you would start to see the sun at early morning. Now AT guns would have better visibility and could damage tanks with better success but likely only few of them would be needed to destroy.

2) Some terrain changes to simulate heaps of snow, deep show or snowdrifts would make the map look better (TB)




3) The textures of the tanks (TB) would be changed in the map. The vehicles would be harder visible because the texture would be more white-gray than green.



Stalingrad:


Now let's add a snow:

neděle 1. listopadu 2015

WW Mode - Team Points

My suggestion to World War mode speculation - discussion.

I suggested not to use SL. Instead SL you would use Team Points (TP).

The Team Points will motivate players to play in groups. If you are grouped you will get better rewards for killing enemies than if you are not grouped. But better rewards will be for you if your groups will correspond to enemy group. So ideal combination is 2 vs 2, 3v3,4v4,5v5 or 6v6. The bigger you are the more points you have. If there will be 6 planes versus 6 planes fighting against each other they will get more TP the is you were 3v3.

The BR system should not affect TP beacuse I think it is not important. BR could play a role in SL but not here in team playing. Team Playing should be alpha and omega, something what in AV doesn't happen or rarely happens.

Animation is divided to three parts.

Start with the begin:
To start from begin update your page (key F2).

This is the middle, main part explaining how to calculate TP for player.

To start from begin update your page (key F2).


This is the end, extending the rule to more distances / classes: