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#2849471 - 08/27/09 08:05 PM Panzer elite querie
453Raafspitty Offline
Senior Member

Registered: 04/18/04
Posts: 2792
Loc: Australia,Toowoomba
Playing this one a fair bit lately and having a lot of frustration getting stuck on telegraph poles,trees and shrubs.I can vaguely remember an ini edit somewhere..Anyone got the fix?
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#2849500 - 08/27/09 08:54 PM Re: Panzer elite querie [Re: 453Raafspitty]
Brit44 'Aldo' Offline
Every Human is Unique
Member

Registered: 01/26/06
Posts: 601
I assume you are playing some mod that is using the pex engine.

The real fix is to adjust the object attributes. There is now a differance between a tree,stone and tree,soft object (there are multiple physics modeling possabilities). Unfortunatly, the modders of the mod most want to play seem to expect me to make all the changes for them an that will never happen.

pex takes into account the mass and speed of your vehicle when you collide with an object. PE did not, so the modders used very strong attributes for every thing. The smallest tree is the next to strongest object in Ostpak for PESE. When playing Bob's pe3, try hitting the smallest tree at 10 KPH vs full speed in a TigerI. The speed vs mass fromula is one I am still willing to work on, same goes for the drift of the shell.

The pex 16.5 beta was released to show the modders how we had change the logic and physics engine from PE 1.2. Unfortunatly the only thing some modders cared to notice was how we broke the gameplay flow of PE.

pex was never ready for release as more then a beta for modders. The last publicly released version of the engine, 16.10e, addressed almost all playability issues not associated with the need to change object attributes needed for physics and AI pathfinding. You can find that by applying the last Goptics4 mod over Bob's pe3 (the file dll properties show version 16.10f). wink there is a lot more to vent, but you don't want to hear it.

Back to your question!!!

In AISettings.ini is the entry Platooncollision=1 will prevent AI platoons from moving through lower numbered platoons during most move orders. Helpfull in properly scripting an advance. brings movement to a halt when the superior platoon become stuck.

UnitCollision=0 means the AI will move through another unit and ignore unit/unit collision.

Those are the ones you think you remember as ini entries.

Object collision is hard coded into the engine as a ratio of /unitdata/HitTable.csv entries. If your playing the 16.5 mod I am happy to discuss and change things if we agree it is more realisitic. The unreleased, current version even compares tree impact for height of impact vs AP and HE round. If your talking about pe3, good luck. I will not make for them, I will only help them understand how the data is used by PE, PESE, PEX.
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#2849698 - 08/28/09 06:27 AM Re: Panzer elite querie [Re: Brit44 'Aldo']
TerribleTwo Offline
Senior Member

Registered: 09/05/01
Posts: 4863
I'm getting back into PE myself and amazed at the amount of work that has gone into it. This is a great sim with great atmosphere. Definitely still enjoyable after all these years.


Edit: Wow, just added the OSTpack and PE3 mods! Lots of new features in PE3 especially like the fact that the shells now have time of flight. New tank models and the details are wonderful. Visibility set to max really makes those Russian steppes look creepy and dangerous. And also forgot that it can handle antialiasing and aniso filtering, got everything on max at 1280x960 and runs great!
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#2850166 - 08/28/09 07:16 PM Re: Panzer elite querie [Re: TerribleTwo]
Eugene Offline
Senior Member

Registered: 09/15/04
Posts: 4333
Loc: Oregon
Absolutely! I keep mine installed and "tuned" with the great work of you creative modders. It's still a great sim that runs well, looks fine, and has tons of good missions.
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CoreDuo E6850
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#2851242 - 08/31/09 02:55 AM Re: Panzer elite querie [Re: Eugene]
453Raafspitty Offline
Senior Member

Registered: 04/18/04
Posts: 2792
Loc: Australia,Toowoomba
Hi Brit.Here,s what I,m running..
_________________________
IF THE CO ASK,S YOU TO BE TAIL END CHARLIE,JUST SHOOT HIM...A Piece of Cake.
http://spitfireprojecta58-27.blogspot.com/

http://3dspitfires.blogspot.com/

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#2851881 - 08/31/09 09:33 PM Re: Panzer elite querie [Re: 453Raafspitty]
Brit44 'Aldo' Offline
Every Human is Unique
Member

Registered: 01/26/06
Posts: 601
Spitty,
The core of the simulation side of the engine is DesertAI.dll, RRHal.dll, MyMenu.exe, and Direct3D.dll.

The last version of optics is newer then scenerios2009.

I never looked at the MvR version for pe3.

You will probably find the fiewest mod inconsistencies if you enable optics mod last. EXCEPT that optics mod contains unit and gun files that are specific to pe3 and Ostpak.

Making Torch work properly would consist of using the latest core files, along with modifying the MvR csv files to include any new data added to the csv files. ie compare the same named files in Optics with those in MvRTorchPE3. If Bob did it correctly, there will be little or nothing to fix except to add the latest core files and cockpit optics files.
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#2851958 - 09/01/09 03:17 AM Re: Panzer elite querie [Re: Brit44 'Aldo']
TerribleTwo Offline
Senior Member

Registered: 09/05/01
Posts: 4863
I recently added Optics4 and started getting rrhal.dll errors just after I left the HQ screen.

I too have Ostpack, PE3, Scenarios2009, then Optics4 in that order.

The reason I loaded Optics4 was because some German tanks didn't have any numbers on the optical view.
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#2852328 - 09/01/09 12:27 PM Re: Panzer elite querie [Re: TerribleTwo]
Brit44 'Aldo' Offline
Every Human is Unique
Member

Registered: 01/26/06
Posts: 601
Most people have to run panzer_elite.exe in windows 98 compatability mode.

re download the optics4 mod.
http://pex.panzerelitemods.com/beta/GopticsV4.exe
I fixed an number of things for Henny after Bob and I split again.
You can tell if you have the later version as the installer has the 30th Corps icon and not the 2ndss icon.

Scenerios2009 has newer files then the 2ss iconed one, and older files then the 30th iconed one.
The later was made for a few individuals after support for pe3 was dropped.

If your still having problems PM me and we will try the current alpha.
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#2852562 - 09/01/09 06:54 PM Re: Panzer elite querie [Re: Brit44 'Aldo']
Eugene Offline
Senior Member

Registered: 09/15/04
Posts: 4333
Loc: Oregon
Hi Aldo - I am hoping you can clear up something confusing me about PE-X and PE 3. I realize that you call PE-X more of an aid for modders, but that the 16.2beta version is still available to the public. Also, PE3 uses (some?) of PE-X's improvements. But PE-X appears to be much larger than the PE 3 file. So - is there any advantage or reason for using an install modified with PE-X, rather than PE3? Are there significant differences?

Regardless, thanks for all your dedication and work in keeping PE alive and well.
_________________________
Eugene

CoreDuo E6850
MSI P6N 680i Diamond
BFG N460 GTX Cyclone 1GD5 OC
Forceware 285.58
X-Fi Xtreme Gamer
WinXP Pro
2 gig RAM
Saitek X52 PRO.

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#2852993 - 09/02/09 09:48 AM Re: Panzer elite querie [Re: Eugene]
Brit44 'Aldo' Offline
Every Human is Unique
Member

Registered: 01/26/06
Posts: 601
PE-X is a continuing effort to update and improve the Panzer Elite game engine. The project was started by members of the Brit44 mod. PE-X version 5.0 would have been the same as Brit44 version 1.05, had we continued to release it as the Brit44 mod. Infact, we did not remane it to PE-X until version 10.0. With version 16.2 we thought it was stabel enough for a public beta (boy were we wrong). Because of the new features, some data files from PE need bits added to them (caliber of the gun to the guns csv for example). This means a mod had to be addapted to use the new engine. PE-X is the complete Brit44 Mod and not just the necessary upates for a mod, thus it's size. Major Magee updated all of his mods, so all that is necessary to play them with the 16.10 version of the game engine is to replace the game engine files.

Even though there was a project to update Ostpack to PE-X standards, BobR decided to mash all of the mods (including PE-X) into one package and call it PE3 (3 mods in one). The engine simply was not ready for that, but "You can't stop me" was the reply I got when I told him not to do it.

The 16.10af version of the game engine addresses most of the problems not caused by the need for updated data files.

A few examples of files that need updating are the landscape and object attributes. The Ostpak trees are all boucage attributes so the AI finds it overly difficult to find a valid path. Ostpak used lake tiles to make some rivers. The PE-X AI will not drive into a lake, even if the sinking and breaking attributes are not high enough to disable the unit. I did make it so that when the players platoon is in column formation and in column position, path finding will ignore everything except object collision.

PE-X development has gone back to a private forum. The latest code includes support for 3D tracks (early proof of concept image http://images.yuku.com/image/pjpeg/ae315e37e15a83f4363b571293f44622f454c46.jpg). The current project is adding functional 3D bridges. The AI pathfinder crossed the bridge for the first time last night. The next step is to determine the best way for the landscape artist to be able to position the bridge above the surface of the water. Once I have a screen of the AI crossing an elevated bridge, I will post it, but the airport starts sound improvements to my home next week frown

I hope that clears up a few things for you. It is a USA holiday this weekend and I have a number of PWCs, ATVs and motorcycles to repair before then, so I'm not sure how much time I will have for posting the rest of this week.
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