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SCG_Neun

Latest Update...game changer?

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13 minutes ago, Voidhunger said:

look at the forum, there are guys who are satisfied and praise developers that the game is a blast.

 

What I am looking for is simply seeing responses sometimes. I am in no way asking for a fix that must happen today but simply some feedback on what is on their mind, what is being looked at, planned, etc. - this is a very big difference. 

 

A company that relies on a core product and adding modules and features to this somewhat relies on a symbiotic relationship with a core set of customers. We get updates and in return we (the community) make additions that enriches the game where possible (Skins, missions, etc) and report back issues and feedback for bugs. I would have expected in return some level of feedback on this - in particular when it comes to a product in EA. Many times EA is such that it is more open to communication going on between devs and users if you look around. 

 

As a comparison - DCS has moderators on the forums where there is often daily communication going on in the ED forums, on reddit and in Discord. The moderators or ED might overpromise sometimes but when they come out openly and admit this and explain what is going on, in the majority of cases, the community is extremely appreciative of their openness to communicating with them. 

 

Alright I don't want to milk this topic any further but just sit back and hope the devs will engage a little bit more with us. I hope it is clear that I wish to promote a healthy communication by nudging them and I am not trying to shoot down TC and the devs as I really hope TC will be the number one WW2 tank sim one day :) 

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unfortunately, no matter how transparent or engaged the devs attempt to be, for many, it will never be enough, or the wrong type of communication, or too much tech info, or too litte tech info, etc etc ad nauseum.

 

to be fair, the devs do communicate and are involved with the community to a decent level.

 

im also sure there's loads of upcoming plans theyd love to tell us but simply cant for a myriad of reasons.

 

on the whole, im happy with comms.

 

ymmv ;)

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I notice a 1 gig update coming out today......

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8 hours ago, SCG_Neun said:

I notice a 1 gig update coming out today......

 

 

Are you referring tot the 4.006c hotpatch ?

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I suppose our Radeon friends will be happy for sure...

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Has anybody else come across the issue that when you fire shells there isn't any sound but if you following click F2 for external view it will trigger the sound? 

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nope, but in one occasion I manage to show up a strange big menu on the left with only one order for the AI and the keyboard become stuck.

Only way to exit the game was forced restart.

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My understanding is that it is a separate team working on TC so hopefully this team is not only doing the modelling of the tanks but also AI behaviours, commands, etc... but who knows :) 

 

Not only for TC but in general an improvement to AI will enable better scenarios for any type of vehicles involved so ideally the changes would be global. 

 

I haven't tried making missions for TC yet, but is it possible to tell the AI to a) go from point A to point B that pass through a village and the tanks know how to navigate around the buildings or will they give up or drive straight through them? 

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Posted (edited)

Just had my first serious go on Finnish Virtual Pilots since the update, and, in my opinion, it's a serious game changer for multiplayer. No more tanks sitting outside the spawn and letting the AI do all the dirty work. No more magic AI spotting. You, as a player, have to do all the heavy lifting. Got a nice one shot kill at 300m simply because the other player's situational awareness was lacking...and that's the way it should be. 
 



With this I believe multi-crewed tanks are going to be extremely important going forward. 

Big improvements to handling as well. 

My big wish now is that they'd add height maps for us ground folk. 

Edited by =RainDogs=Quimbymouse
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1 hour ago, =RainDogs=Quimbymouse said:

Just had my first serious go on Finnish Virtual Pilots since the update, and, in my opinion, it's a serious game changer for multiplayer. No more tanks sitting outside the spawn and letting the AI do all the dirty work. No more magic AI spotting. You, as a player, have to do all the heavy lifting. Got a nice one shot kill at 300m simply because the other player's situational awareness was lacking...and that's the way it should be. 
 



With this I believe multi-crewed tanks are going to be extremely important going forward. 

Big improvements to handling as well. 

My big wish now is that they'd add height maps for us ground folk. 

 

I think TC is getting better and better all the time. The developers are listening to our comments and observations. I'm sure they want to create an outstanding tank simulation for us. :salute:

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Posted (edited)

with huge love and respect, the devs are *always* listening, even when we may think theyre not :)

 

it does *feel* like the entire series is really coming together as cohesive whole at this particular moment!

 

every flight/tank ride i take now, i see something that impresses/surprises me.

 

i cant wait to see what the future brings.

Edited by OrLoK
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I agree on all you said Quimbymouse - except with a M4A2 you can still let the AI do the heavy lifting - point an M2 at the target aim down sights and give the order to the gunner ;)

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Posted (edited)

My 2 cents:

The fact that the recent AI targeting 'feature' can now be disabled by the server admins basically repairs TC for online.

EFront have put the 'new' tanks back into the missions, which is great, and other tank servers are now playable again.

There seems to have been some subtle change with regards to HUDs, so now we can see on Finnish what ammo we have loaded, which to me now makes Finnish playable in a tank, yay!

Lots of issues remain, but this was a big step.

I just started a thread "Ping over limit from aircraft strafing" which is an old issue from many versions back which has now apparently come back, bad news.

An issue which has been status quo for a long time is getting kicked with bad ping when there are flames in the tank. I think the devs should look at how this plays online, when not in the internet location where they are, and how they are, i.e. I think they are on a very fast connection. Maybe they could use VPNs and such to experience and simulate the issues which people actually have, instead of viewing the online playing situation from some ivory tower.

But top of the list for me are:

* The invisible trees

* Excessive (engine and crew) damage when bumping into stuff

* Trees, collision wise, not being exactly where they are visually (which can cause you to bump into them, and be damaged)

* Balance problems with the available tanks. It's difficult for the server admins to create something balanced without savagely limiting Tigers.

* Excessive power of aircraft vs tanks, a) when compared with historical data, and b) with regards to: why tankers would want to play this, even if it was historically correct

* APCR is I believe still broken, I've tried it out the last couple of days...

* AI seeing and shooting through forest

 

 

Apart from these real issues, I have to say that, while the repair system helps with the invisible trees and the glass engine issue, I think it's silly with regards to what IL-2 wants to be. In a "sim" , having tracks repaired within a minute, or an engine repaired within a few minutes, just has no place. Even though it makes for exiting game play...

 

Edited by stupor-mundi
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Many of the raised requests seem to be mainly for MP. In Australia there aren't many servers and beyond this the ping is pretty low. So for me I hope there will be some SP improvements.

 

Not sure TC is worth getting for the SP experience today, what do you think? 

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11 hours ago, inexus said:

Many of the raised requests seem to be mainly for MP. In Australia there aren't many servers and beyond this the ping is pretty low. So for me I hope there will be some SP improvements.

 

Not sure TC is worth getting for the SP experience today, what do you think? 

 

I have to admit I just use SP for checking settings and such.

The 'AI's in TC, just like IL-2 Great Battles, I don't even know why we call them that, they are basically vehicles which drive on some preordained path, occasionally stop, and shoot at you very accurately. The AIs in Quake, 1995-ish were smarter than this.

Consequently, an SP mission, if it's exciting and difficult, has to achieve that by using large amounts of them, or place them very well.

I get nothing out of fighting enemies of this kind, but that's different for everyone.

 

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On 6/1/2020 at 6:44 PM, inexus said:

Not sure TC is worth getting for the SP experience today, what do you think? 

 

TC is basically in a rather weird spot, I think. In terms of SP content, it's close to what you have in DCS - QMB is available with template-like missions, a scripted campaign is available, and for replayability you either have to pull custom missions from the user base or make one yourself via the shipped-in mission editor. It's highly unlike the air counterpart of the sim where career is present, and I suspect it may remain in that state for a whole while.

 

What makes the situation even more complex for me is that the underlying mission generation process is seemingly hostile to automation: As other mission makers have pointed out, pathfinding for the AI needs to be controlled closely in the mission editor, eschewing instant auto generation. Where in the air, we can have waypoints and triggers pretty much anywhere, on land we'd need to be careful where those articles are so that the ground AI can work properly. The notion that the mission editor itself is rather complex to begin with makes the concept of having autogenerated content streams a significant challenge, and one that I am having a difficult time having hopes for. 

 

If you compare armored warfare-centric sims and wargames (Steel Armor, GTOS series, Armored Brigade comes to mind), you will notice that the way they generate missions are far more organic compared to Il-2. Where for the latter we must control for variables and the AI specifically manually in an external software, the former's content and replayability can be had natively due to the fact that they were designed to put emphasis on letting the player simply pick and choose where they want the fight to happen and what units with; while the game's AI takes over completely for the enemy side in deciding what to attack and how without the need for advanced scripting and editing. Steel Armor in particular (in the exact same genre as TC as a tank sim), achieves these same things - plop units down on a selected grid in-game, settle for objective location, play it and the AI will decide for the enemy what needs to be done to counter your efforts, and this allows to capture the experience of having to adapt to situations in-game as they emerge. Our AI meanwhile needs to be scripted to do certain things with waypoints and triggers. 

 

Il-2 is just not geared to achieve that kind of state and it remains my biggest concern for TC. At this point, missions just really need to be made manually and that affects my opinions on the future of SP significantly.  There needs to be a way for the process of mission generation to be amenable to more dynamic automation for us to have an SP content stream that delivers on variety. 

 

As it stands, it seems like TC is more at home with scripted on rails experiences than the more fluid, more tactically and operationally dynamic nature of ground warfare. And this requires careful curation of content - one that seemingly precludes diverse, on-demand SP content streams.

 

I hope someday this will change.

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What he said basically ^


....altho there is hope SYN_Vander's Easy Mission Generator for air portion of the game, hopefully will be ported to Tank Crew reality. 

 

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I play only SP, not interested in MP in IL2.

Maybe if a good Tank only server (probably with password) will show up, without planes and with normal people, I would be interested.

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19 hours ago, Voidhunger said:

I play only SP, not interested in MP in IL2.

Maybe if a good Tank only server (probably with password) will show up, without planes and with normal people, I would be interested.

 

Yes, I may be also. I haven't played since the last update so maybe it's better now but I found it frustrating at best before and just shelved it..

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not sure if the latest patch did something to the AI. 

 

I did the same test again with QMB and went behind a small forrest. The tank points towards me all the time so that still hasn't been fixed. 

 

But now the tank didn't stop at edge of the forrest but it drove through the forrest and when it got close to me it started firing. I moved away and the tank returned and went out of the forrest again. Previously I didn't see the AI would do this so maybe some new changes... keen to hear if anybody else observe any changes :) 

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