Hi Charles,

Good timing with this discussion.

Development of VSQL version 4.0 is well under way and one of the last items on 
the list is:

------------------------------------------------------------------------------------
18) AFV presentation fixes
AFV presentation fixes (all for COI?): (AY)
  * there should be a way for all markers (malfunction, etc) to automatically 
travel with the vehicle, perhaps by putting these into the vehicle menu?
  * the (GI) method of using a turret image for CE was not an improvement and 
should not be used.  Instead, use either the COI "CE" counter or the one now 
used on SL vehicles.  [Keep it separate from the turret.]
  * When a tank is fliped to become a wreck, remove all extra characteristics 
(turret, CE, malfunctions, abandoned ...)
------------------------------------------------------------------------------------

So any and all thoughts relating to the display of AFV status appreciated at 
this time.

I think we have no choice but to keep with the current method of displaying the 
turret status with layers as part of the main piece. Otherwise, therie is too 
much risk of the turret becoming detached from the tank. This is the problem 
with the current plethora of status counters that can potentially be loaded up 
on top of an AFV:

 - CE/Buttoned Up
 - Immobilized
 - Stunned / +1 To Hit/Withdraw
 - MA malfunction/disabled
 - MG malfunction/disabled for SL
 - BMG malfunction/disabled for COI
 - CMG malfunction/disabled for COI
 - AAMG malfunction/disabled for COI
 - SA malfunction/disabled (what is that?)

Is that the lot?

Here are some ideas.

In other modules I have worked on, status information like this is not added to 
counters by piling mountains of separate counters on top of them (which results 
in stacking, display and movement problems), but by adding small marker layer 
images onto, or around the base counter.

The top edge of the counter is reserved for User labeling.

The right edge of the counter is currently reserver for the large 'Moved' 
marker. 

That leaves the left and lower edges to carry additional markers. Perhaps 
Armament malfunction/disabled markers could be strung along the bottom (squares 
with M, MG, B, C, A or S in them, with colors or marks to indicate whether 
dmalfunctioned or disabled)?

Not all of these need to be done in this way. Perhaps something like the 
Stunned/+1/Withdraw is better left like it is?

Talking about turrets, my feeling is we remove the CE/BU status as Alan 
suggests, and make the turret smaller and consisting of just the turret shape 
with a white border as a transparent gif. Then it can be left in full view on 
top of the counter at all times.

Perhaps the BU/CE can be indicated by a symbol on the turret? Or in the top 
left hand corner of the counter which is unused in vehicle counters?

Keep the ideas coming,

Brent.


 





*********** REPLY SEPARATOR ***********

On 17/06/2006 at 7:16 PM The Sutherlands wrote:
Hello all,

Just curious if anyone has a better way of doing tank turrets that can rotate 
indepently of the tank hull but stay with the hull when it moves. Using layers 
is the obvious solution but creating 12 images of the turret is very wastefull 
size wise.

I tried having the turret as a seperate counter and then 'stacking' it on top 
of the hull. If the hull and turret are both selected and the turret is on top 
the hull commands [move etc] are suppressed. IF they are in seperate layers 
they wont stack.

Thanks

Charles

[Non-text portions of this message have been removed]


 
____________________________________________________________
Brent Easton                       
Analyst/Programmer                               
University of Western Sydney                                   
Email: [EMAIL PROTECTED]



[Non-text portions of this message have been removed]



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