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[Common Initiative] Movement / Chassis / Weather

Posted: Tue Dec 08, 2020 7:37 pm
by Admiral_Horthy
Fellow modders, editors!

I replied in response to the movement bug post within the tech section.
It seems to me, that Track and Light Track are ignoring roads by factory default, while Wheel for example not. See in the chassis.csv, why track have separate Road factor fields, while Wheel has none entered - but they care with road tiles.
Halftrack however, seems to ignore road AND have no road reduction at all. I can say it is flawed because it does not move faster on road. (I have an SdKfz 3 Maultier modded).

Can you guys confirm as well?
I have started this topic to discuss this topic in detail, without offing the bugs section.

Let me know what you think.

My part: I'm currently testing exotic, alternative transports (horse, bicycles sled, etc)

Re: [Common Initiative] Movement / Chassis / Weather

Posted: Fri Dec 11, 2020 5:30 am
by GabeKnight
Sorry, don't know what else to say besides what I've written in the tech thread.

Perhaps something changed between OoB versions, dunno. And possibly I wasn't paying attention to every detail, of course, but last time I checked it seem to work okay. My tests involved changing the movement of track and track_light through dense forests and rough desert IIRC.

Do you have some screenshots (from your mod, I assume) showing the issue?

Re: [Common Initiative] Movement / Chassis / Weather

Posted: Fri Dec 11, 2020 10:30 am
by Admiral_Horthy
I'm also doing tests... I did that all evening yesterday..

Well, there is no bug / code malfuntion - so far. But the chassis csv files have huge anomalies.


mov.jpg
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1. Light Tracked - absolute overshoot of movement in all three terrain types. Full speed through woods even in winter or mud must be a serious mistake
2. Half-track movement worse than wheel in soft sand and/or snow?
3. Half-track movement worse than wheel on typically muddy terrains... values must have been vice versa in favor of halftracked. Even if frozen, why halftrack is worse than everything else, even tracked?
4. Wheel performing the same like track on desert sand? Should be worse, such as on mud
5. Halftrack performing the same in woods like wheel even in mud and snow. Not sure this is correct
6. Again Halftrack, performing no better than wheel on soft mud, while light track is far better?
7. Why does ski (mountain) infantry have better movement in forest in summer?
8. Ski infantry moves better on ash and rubble (scorched) which is not plain snow indeed

+ the most incomprehensible stuff..
Track_Light;4;2;2;6;4;2;/;4;/;4;4;2;2;2;2;2;2;2;2;2;2;/;2;/;;;;;;;0, 0.6;1, 0.6;
road_factor

That means, a Tank with 8 speed moves 8 hexes on a paved road even in winter - while the Light tank with speed 8 moves 6 hexes. Why? It makes no sense to me. If the light tank is too fast, give it less speed. Actually I dont understand why Pz I and II are faster than a PzIII - in reality there weren't. On the contrary, soviet BT (literally Fast Tank) series, especially on road were faster than anything else on the world. (as they were designed to attack Western Europe, obviously in the USSR there were no such road system)

Re: [Common Initiative] Movement / Chassis / Weather

Posted: Fri Dec 11, 2020 5:34 pm
by Admiral_Horthy
GabeKnight wrote: Fri Dec 11, 2020 5:30 am Do you have some screenshots (from your mod, I assume) showing the issue?
replied in detail

Re: [Common Initiative] Movement / Chassis / Weather

Posted: Sat Dec 12, 2020 3:38 am
by GabeKnight
Admiral_Horthy wrote: Fri Dec 11, 2020 5:34 pm replied in detail
I see now, I misunderstood your post, it seems. While reading I had the impression like something was broken or not working alright in the game, but essentially you're "just" unhappy with the values that have been chosen for some unit classes by the devs. Yeah, well, welcome to the club. Why do you think I started my own mod?
Also I've already changed some of the issues you've mentioned, esp. the one with track_light and forests.

And thanks for some interesting observations, I'll save them for the next update of my mod. :)