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Plucky Brits
Moderators: Mig Eater
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Nov 10, 2011 11:30 pm    Post subject:  Plucky Brits Reply with quote  Mark this post and the followings unread

I should really be working on the American buildings but I was getting a bit board with the yanks... So instead I'm working to fill in the last few gaps in the British todo list. There is only two voxels & two buildings left now.

With these new units the British are now also the first side since the change from NPatch to Ares too have all their superweapons fully working again, which required all the code to be redone & some of them changed all together.

I have also implemented a new system for the British heavy tanks, after you build the tech center you can build the standard heavy tank or if you chose, upgrade it into a specialist vehicle. For example you can now upgrade the normal A12 Matilda into the A12 Scorpion (seen below) or the A12 "Canal Defence Light", but you can only pick one!

The randomness of the shape/sizes of the unit pics was getting on my nerves a bit so I thought I'd try out a new standardised screenshot layout, the Jeep looks tiny but the Airhorse fits well IMO. Any way tell me what you think?

























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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Nov 10, 2011 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what does that make 1000 units and counting Razz

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 11, 2011 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh yer I forgot to mention that I've gone past the 500 units mark #Tongue I remember the old days when 300 was the estimate for the whole mod... It's probably gona be over double that now! I just can't help my self ^_^

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Nov 11, 2011 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Jesus Christ, 500?



....Jesus Christ, 500?!

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Nov 11, 2011 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Even in war, variety is always a good thing. I like to be able to destroy my enemies with more than 500 unique units.

Question, are you more than half way done as far as unit count is concerned or are there going to be 1000+ units? I'm going to go out on a limb here and assume that you're more than half way done since I can't fathom the idea of 1000 different units.

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Fri Nov 11, 2011 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, seven factions and 3 time spans for each? But 1000 that is ALOT of voxels.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 11, 2011 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I went past the the half way mark years ago... A quick count on the todo list shows ruffly 80 units left to make, throw in another 20-30ish for fun too. At an average build time of one unit every two days, plus various distractions equals about a years work IMO.

Of course there is still tons of buildings, terrain, & other shp work to do after that. Alot of the code also needs to be redone & refined...

PS: There are five time frames BTW #Tongue

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Nov 11, 2011 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I feel like that airhorse is asking for blade collision... o.O

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 11, 2011 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know what you mean, the blades are at different heights tho so they go under & over each other #Tongue

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Fri Nov 11, 2011 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
20-30ish for fun


Can I come up with suggestions for the lulz? #Tongue

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Fri Nov 11, 2011 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Oh yer I forgot to mention that I've gone past the 500 units mark #Tongue

how do the engine handle all these units? Longer loading time? More lag? etc

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 11, 2011 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Having over 500 units available doesn't effect the engine at all, building 500 units will tho! But then the same will happen if you build that many Grizzly tanks in the normal game etc #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Nov 11, 2011 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

But won't a massively large rulesmd.ini increase the loading time for maps?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Nov 12, 2011 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it's doubled the loading time from 10 to 20 seconds! I don't know about you lot but I can easily live with that #Tongue

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Nov 14, 2011 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
I know what you mean, the blades are at different heights tho so they go under & over each other #Tongue


While I see your logic in that, kid sir, I must insist. That particular layout wouldn't work. Blades tend to droop when not spinning at full speed, and even doing so, buffeting winds tend to cause them to "bounce around" up and down, kid of like a pair of tits. The drive-train of a Chinook, who's blades also go under one another, causes them to spin opposite of each other, like cogs on gears, so that the blades can never physically touch each other, no matter how far vertically they bounce/droop.

Your version, however, seems to be prone to blade damage at the first sight of buffeting winds.

Don't get me wrong, I'm not bashing your design. It's quite unique and I like it... It's just I have been an avionics mechanic for 3 years working on helicopters and I notice these things #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Nov 14, 2011 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't design it, I just made it from the plans/pics I found #Tongue

They actually built a single engined version, which worked fine & was the biggest helicopter in the world for awhile.


I made the twin engined version tho, which only got as far as large scale models.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Mon Nov 14, 2011 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

whoah. It's hard to believe it worked. Well I stand corrected I guess.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 15, 2011 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I just remember about how a lot of early helicopters used thick wooden blades, maybe the extra rigidity from that helped (probably didn't help with the weight tho!).

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Nov 15, 2011 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I just looked it up, um the Cierva Air Horse didn't come about until 1948 - after WW2

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Nov 15, 2011 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

'Post-War' is an era (gamemode) in D-Day, afaik..

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Nov 15, 2011 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

As Orca said, D-day has a post-war gamemode where you can use late war prototypes & early cold war stuff.

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