makeing the collision box pentagonal should make it come back to its wheels in theory ... but thats not what he complained about - it wouldnt solve the problem that you can get the NF CV stuck on so many things ...
I don't think Kane knows escort 9-mining. Flipping wasn't the problem with 9 mining, that was the best bit The problem was setting traps for people with defusal, but hell, that was awesome.
Even without adding 9mining back the weight/horsepower ratio of all vehicles should be changed to reflect some more realistic values.. Problem with this is that all slopes in all maps should be redone because tanks might crawl up on top of hills where they shouldnt be able to go
Yes, I know, But in a game like empires its not doable.. Also if you might recall that little experiment krenzo did with the weight system, that basically enabled you to get an LT and get up on top of the hills in slaughtered by sheer momentum force? If you keep balancing stuff by adding more to weight and more to horsepower you end up with a juggernauth that can punch holes in mountains by just sheer momentum. Also tanks slide away on slightly angled surfaces at the moment something that shouldnt happen because of the traction you mentioned. I'm not sure what the realistic values would do though but I do know that something feels wrong now with the handling of the tanks so it might be worth exploring in a branched empires?
The only real solution is to rework vehicle behaviour from scratch. Otherwise we just gotta be happy with what we got.
Vehicle physics shouldn't be balanced around prevent tanks from getting to exploity places, thats what mapping is for. If a mapper doesn't want tanks getting on some hill, then either it shouldn't be shaped like a half pipe or there should be something at the top blocking it (I know invisible walls suck but this is what they are for...) Between mines, 3 phase, engi walls, parashoots and climbable buildings, people can get on top of most any reasonable map feature anyway.
True, BUT the hills we're shaped for an earlier version of settings. And when all maps have been created for those settings, then vehicle physics should be balanced around preventing tanks to get there. Because if you don't do that, you will end up with even more work to do than it would take you to take into account the prevention of.... blahblahblah you get the point
Nice picture and sad that this problem is still not solved. Is there no modeler who can change the NF CV physbox so that it can drive over turrets? I tried it by myself but because I have no modeling experiences I failed at compiling the model. http://forums.empiresmod.com/showthread.php?t=11818&page=4
Nice. I tried to raise the physbox of the NF CV and also to add simple boxes for the wheels. Result should be that the NF CV can drive directly forward over turrets but also block bullets from turrets at the sides.
I always liked being able to trap NF CV with turrets, because it's so easy to run people over with, but being able to use the CV wheels for cover seems like a nice tradeoff. But are you sure it isn't like it is (with the wheels) for a reason? Maybe it'll get stuck on tonnes of stuff if you change it.
I never could test it. But if someone changes the physbox the testing should be the easiest thing. And the boxes for the wheels are not that important. It would just be nice (and logical) if the visual model of the CV fits to its physical behavior. And at least I was also thinking about passenger transport for the NF CV. When you are on top of the CV and you are in a small hole or a part of the physbox is behind you, you should be pushed with the CV. Testing would be fun but the don't know if it fits to gameplay