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Add tracking of mortar/artillery fire? #20
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The RPGs are easy as there is an EH dedicated for it, there isn't for mortars. However I have done some early work in the refactor branch for tracking grenade and smoke throws, and I'll be sure experiment with tracking artillery. Again slightly more complex since we need to track their movement over time unlike thrown items where we only care about the explosion. |
Realistically, we would love to be able to track every
round/shell/grenade/etc that's fired/thrown from start to end, so that we
can track how effective fire was and if there were issues with contact
reaction which is why we put in this ticket. However I'm guessing that is
too intensive
…On Sun, 26 Mar 2017, 23:00 Alex Crooks, ***@***.***> wrote:
The RPGs are easy as there is an EH dedicated for it, there isn't for
mortars. However I have done some early work in the refactor branch for
tracking grenade and smoke throws, and I'll be sure experiment with
tracking artillery. Again slightly more complex since we need to track
their movement over time unlike thrown items which we only care about the
explosion.
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It's been discussed in the past and while it's too intensive in its current format, when I'm finished with this big rewrite I do want to revisit it. Ive got a few ideas for better ways to group up the fired data to send, finding a balance between server performance and playback size. |
What about using a module to configure the addon? Have defaults that work for most cases and allow enabling of more intensive options. |
Our operations often include some form of enemy mortar fire, so it'd be really useful if we could track the mortar fire that was taken akin to how the RPG launches are currently tracked. (with a toggle for instances where the fire is too heavy to track unit movements, like the map waypoints system currently)
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