Update: M1A2 MBT

Nice looking tank... It seems a little small compared to the other tanks in the game, though (T90, for example). Any way to make it bigger, or is there another M1 mod out there?
 
I love this one !! Details are very well done !

As jjkrogs suggested a size problem I compared by myself with the T90 and few others, and it seems he's right. It's maybe a little small. That's fully playable, but I get some time to increase the size, it would be even better !

Thanks !
 
Very nicely done. The detail is captivating. :goodjob:
I do have a question though... During a game, when the tank (the latest M1A2 animation) is engaged in battle, the turret keeps on swinging left and right from the engagement vector to the enemy unit (for the duration of the hit points' consumption). If the cannon did fire while in the offset position that would give the effect of the tank unit targeting an enemy formation but that's not the case though. Has anyone else seen this? Is this effect intentional and in the case it's not then can it be easily corrected? (either by suppresing the swinging during the battle or making the cannon fire while in the offset position - I would personally prefer the first approach). The previous versions of the M1A1/2 do not have the swinging effect but they are admittebly about 20% smaller than the default "Modern Armor" size.
 
...but I've always been told size doesn't matter....

seriously, I can look at making it a bit larger, in truth I thought I had compared it in game to the Modern armour but may have forgotten to.

As far as the movement is concerned, that may be the default->fortify->attacka transition causing the prob. default was the turret slewing back and forth, fortify is supposed to be the gun covering the right flank (only real thing I could think of for a tank fortify), then the attack was the turret slewing from the fortify position onto a target. It was one of my earlier attempts so I may have to look at it again when I get a bit of time.
 
ripptide:
The current size of the M1A2 upgrade is I believe perfect. Putting a modern armor next to it shows the M1A2 slightly bigger but I think that's part of the beauty of the design.
As far as the attack mode is concerned, it seems that the unit does more or less what you intented to do: Swing the turret to the right as a sign of fortification (indeed when you explicitly fortify the unit it does that ... and that's a good idea). But it appears to be happening also during the actual attack sequence. Between the instances of firing of the gun in the forward direction, the turret swings to the right or left like a pendulum as if it is attempting to go into fortification mode while it's attacking.

In the end it doesn't really matter. It's all in the perception of the user anyway and I was only wondering if someone else that have tried the unit has seen the same thing.
:smoke:
 
k that proves I should never rely on my memory. default is the tank pretty well static (just a little vibration) and the fidget is the turret slewing back and forth. and that sounds like what its doing for you ModestX, tho not sure why it would run a fidget right after an attack. Guess I'll have to actually load it in ma game and try it )
 
ok... I examined the sequences one by one and the fidgeting has nothing to do with what I'm seeing. In fact the issue lies in the M1A2AttackA.flc sequence and only there. The effect is the direct result of units with multiple hit points battling other multiple hit point units. In the animation, the firing of the gun sequence begins with the turret swinging from -30 deg to 0 deg and then fires. Now, if multiple shots have to be fired in the direction of a single enemy unit (while the fight is being resolved) then every shot is followed by the turret returning back to initial -30 deg position (which is an illusion - the turrent doesn't swing back, it's just that the animation is restarting) and then rotation to 0 deg and then firing the gun again. You can see that if two powerful units sit and start exchanging fire for several rounds (while their hit points get depleted) you get this "apparent" pendulum effect for the M1A2 unit that looks like fidgeting. This, I think resolves my question why it's happening. Whenever you have time in the future and you care to address this it would be great. In the meantime I am looking forward to more of your desings.:) And for people that want to use an M1A2 unit in their mods, it would be realistic to ask for Uranium as an additional stategic resource for building it. (M1A2 uses depleted uranium for armor - most or all of the M1A1 in service don't)
 
coo thx Kal, I can do that up pretty easilly. Thanks for figuring it out for me ModestX, hopefully should be a fix soon
 
Cool very good unit.
 
Originally posted by ModestX
ok... I examined the sequences one by one and the fidgeting has nothing to do with what I'm seeing. In fact the issue lies in the M1A2AttackA.flc sequence and only there. The effect is the direct result of units with multiple hit points battling other multiple hit point units. In the animation, the firing of the gun sequence begins with the turret swinging from -30 deg to 0 deg and then fires. Now, if multiple shots have to be fired in the direction of a single enemy unit (while the fight is being resolved) then every shot is followed by the turret returning back to initial -30 deg position (which is an illusion - the turrent doesn't swing back, it's just that the animation is restarting) and then rotation to 0 deg and then firing the gun again. You can see that if two powerful units sit and start exchanging fire for several rounds (while their hit points get depleted) you get this "apparent" pendulum effect for the M1A2 unit that looks like fidgeting. This, I think resolves my question why it's happening. Whenever you have time in the future and you care to address this it would be great. In the meantime I am looking forward to more of your desings.:) And for people that want to use an M1A2 unit in their mods, it would be realistic to ask for Uranium as an additional stategic resource for building it. (M1A2 uses depleted uranium for armor - most or all of the M1A1 in service don't)

@ripptide: Is there a chance that you fix this problem. That would be great, because your tanks, Bebros planes and Balous foot units are playing the main role in my mod.
 
Yep, the M1A2, along with all the older units, were on the list to be redone now that I have the lighting/camera angles worked out better. I should be able to have the desert version of it done this weekend
 
Back
Top Bottom