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-   -   Tank discussion (https://www.subsim.com/radioroom/showthread.php?t=161153)

Ravenheart 02-01-10 05:34 PM

Tank discussion
 
Hello everyone, I am developing a browser based tank sim. If any of you have played BiteFight you will understand how it will play, for those that do not know it:

The idea is that users will start out with a WW2+ era tank(say T-34,or a sherman) each user will have a link which when opened by other people will give him some renown/fuel which he can then use to either upgrade his tank, or fight someone else.

Now I wish to make the tank representation as real as possible, leaving out unnecessary details, for example the type of metal the engine block is made of. But I don't wish to dumb it down to simple "Damage" "Defense" "Health" properties.

So any way I need some expert information as to what to include in the base design of the tank representation, here is my current setup:

Tank
+Turret
+Engine
+DriveTrain
+Gearbox
*Ammo
*Armor

The turret and engine I'm considering complete but if you have any suggestions for them go ahead.
The DriveTrain I haven't even started because I really have no idea what to include for it(maybe make a Suspension class?).
Gearbox is sort of complete I just don't know if its worth adding more detail to it without making it overkill.
Ammo is not complete as I was wondering whether I should include whether it is HE or AR or any other type of ammo, again your suggestions will be great.
Armor I also think is complete, but want to replace the "Defense" property with protection against different types of ammo, so I'm at a stalemate because of the Ammo class.

Now keep in mind none of the components will determine the final stats of the tank, they will just add to the tank's base stats.

Thank you for reading :)

Onkel Neal 02-02-10 09:07 AM

Welcome aboard, Raven. :salute:

Sledgehammer427 02-02-10 04:52 PM

I second Neal in saying Welcome:salute:

I had a thought about drivetrains.
The drivetrain usually includes the gearboxes AS WELL AS the suspension and tracks. an idea is to make different kinds of tracks (for instance, smoother tracks work better in urban areas and not as well in other locations) or certain improvements to the gearbox, better suspension to improve stability (which means a lot when you are trying to aim the gun)

I'm not a tank expert (Not entirely anyways) but I know that you really can't improve a tank in the field, but you can keep it running smoothly and that is the best you can hope for. So perhaps an idea would be to add in a maintenance option to keep everything running in top shape.

But about ammo, I have read stories from german tank commanders who were greeted with nothing more than a loud BANG when a high explosive round hit their tank. I don't know much about Armor Piercing rounds but the way to go would be to "destroy" or "kill" (if said round lands near a crewmember) whatever the round hits.

Just a few thoughts:88)

ShotgunReed 02-21-10 10:17 AM

do you need any help with the game? i can help with 3d models if you need any

tomkiNov 03-05-10 07:07 AM

wow, programer
 
hi ravenheart, so you make your own program?

I'm still dreaming about Panzer Front (PzF) development game, do you know that game?

I have an idea, how about your game includes the amaizing features in PzF like tank damage (track, engine, turret, or gearbox separately, but the player is still "alive" with annoying limitation effect)

may i can help you for this algorithm :ping:


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