IVI has started sales on cheap old style artillery pieces. Towed artillery pieces have long been faced out of militaries; More so in modern warfare where mobility is paramount. However, the "Punisher", lacking shielding lattices, reforming ceramic carapace, auto-tracking gears, NBC, and HUD-controlled actuator electronics supplied to all IVI tanks makes it very very cheap. The Punisher can be transported to the battlefield via an armored truck which deploys to let the punisher out.
The Punisher can accurately project 155mm shells of various ordinances to a distance of 28km and inaccurately up to a distance of 45km. Overcharging the 'Punisher' stresses out the mass driver though, so using it for maximum long-range bombardment should be seldom.
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Mar 07, 2007 6:07 pm Post subject:
this would be cool. On maps you can even use the train logic to have it actually be "towed"
of course, you'd have to make the hva facing backwardsto be appropriate..
To disconnect, you could probably just make it deploy
this would be cool. On maps you can even use the train logic to have it actually be "towed"
of course, you'd have to make the hva facing backwardsto be appropriate..
To disconnect, you could probably just make it deploy
Just an idea. Very nice work AVI
it's IVI, as in Isserel.
but thanks for the suggestion... I might use that for another artillery piece I'm making
@ Daz, it deploys into an SHP with a voxel turret.... the SHP part is the parked transport truck, the voxel turret is the artillery piece itself.
@ gufu, in concept yes.... in-game no. 'powered externally' in this sense means that it's not a Self Propelled Artillery nor is it a vehicle.
in C&C TS: Ascending from Ashes lore, this means that this artillery piece comes with a mini micro-fusion cell reactor that provides its power. as opposed to IVI MRP tanks which carries on-board higher grade micro-fusion cell reactors and IVI SPAFV tanks which carry cold-fusion reactors.
--- I'm working on the coding.... to post ingames soon
:EDIT:
here's the proto on how it looks when towed.
P.S. sorry for the mega-boxy driver... it's the closest approximation I can do of a human being in VXSLE III.
How is it going to look deploying, is the truck going to stay parked beside the artillery or will it disappear?
read his earlier post
"@ Daz, it deploys into an SHP with a voxel turret.... the SHP part is the parked transport truck, the voxel turret is the artillery piece itself. " _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Thu Mar 08, 2007 3:23 pm Post subject:
yeh I don't know where the "AVI" came from, lol sorry about that.
Now I see what you mean; both the truck and the trailer are the same voxel. That might work even better than using the traincar logic, as that (AFAIK) only really works with units already on the map, not with units that are buildable. It makes sense, because that logic is made for trains anyways...
@ Jeeves, thanks for the tip... now there are ammo boxes and crates in.
@ Dupl3xxx, Aro, as you wish
notes: the only problem I can see is that the whole Gun+truck model looks very very rigid when it turns. I can't see a way to solve this aside from coding it as train=yes as suggested. but that's not an option, sadly, as this unit supposed to be able to be produced by players.
btw, wont there be the slope bug? I mean, when it crosses a slope, it will tilt only when the center part of the voxel crosses the slope. I think that looks dumb, and that's one reason why avoiding too large voxels makes sense. _________________
yeah, that comes with the 'rigid'-ness of the whole thing. I've thought out a solution for this and that's making a broader truck in which it carries the artillery ON it instead of dragging the latter behind it. this will effectively half the length of the model and will solve the absurdity of turning and tilting.
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