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Feature Request: CGM normal mode with proximity feature

Posted: Sat 22 Sep 2007 9:28 am
by EJGr.Ost_Chamel
This is a questions to the developers.
We are preparing a campaign on the Murmansk map and did a first test. Before that we didn't really understand, how the CGM models work and tested in normal mode. The generator built roues like shown in the following picture:
Image

The marked halftrack should go directly from the starting point to the endpoiint. But instead it first travelled to the closest point on a road, just to leave this road again immediately and travel backwards to its destination.
I know (now, after reading the PDF about CGM ;) ), that we could avoid that by choosing the relaxed mode of CGM. But I generally like the idea of keeping units on roads wherever possible and so I had the idea, that a fifth CGM mode "Normal mode + proximity feature" would make sense.
I am not a coder, but as I understand the problem, all neccessary components are ready and would "only" have to be combined in a new way.

I am curious, what you think about that!

Greetings

Chamel

Posted: Sat 22 Sep 2007 10:43 am
by IV/JG7_4Shades
Hello Chamel,

I am not sure what the difference is between (a) what you want, and (b) "relaxed CGM". Relaxed CGM always tries to follow roads if it can, but will not go to the road if it is shorter to go straight to the next waypoint.

Maybe you could define exactly the behaviour you want in your "normal + proximity" method.

Cheers,
4Shades

Posted: Sat 22 Sep 2007 12:15 pm
by EJGr.Ost_Chamel
IV/JG7_4Shades wrote: I am not sure what the difference is between (a) what you want, and (b) "relaxed CGM". Relaxed CGM always tries to follow roads if it can, but will not go to the road if it is shorter to go straight to the next waypoint.
If I understand the current modes correctly, then relaxed mode makes the units leave the road, each time they come close to an offroad waypoint. So if you plan on a large map, all your waypoints will be more or less off the road (because you can't hit the road exactly in the scale of the MP-maps) and so the units will make a lot of short excursions into the landscape (see the following picture from the file http://seow.sourceforge.net/SEOW_Comple ... t_v1.0.pdf )
Image
For every partial route from one waypoint to the next one, the algorithm makes a proximity check whether travelling the direct way offroad is shorter than the offroad way to the next road point.

The normal mode makes the units travel offroad only at the beginning of their route (to reach the closest road point) and at its end (to come from the closest road point to their desired destination (see the following picture from the file http://seow.sourceforge.net/SEOW_Comple ... t_v1.0.pdf ).
Image
This is perfect, but I would like to have the proximity check in this case too so that I can force the units to stay offroad by placing close waypoints thus avoiding the behaviour described in my first posting.

I hope, that I expressed myself more clearly this time! Not easy to write about this, if english is not your native language. :? :wink:

Greetings

Chamel

Posted: Sat 22 Sep 2007 9:07 pm
by IV/JG7_4Shades
Ah, I get it. You want the Normal mode to allow off-road movement if the waypoints are closely spaced (the proximity check). I'll think about it.

And, by the way, your English is excellent. Much better than my German!

Cheers,
4Shades

Posted: Sun 23 Sep 2007 8:31 am
by EJGr.Ost_Chamel
IV/JG7_4Shades wrote:I'll think about it.
Thanks for that! 8)

But ... ahem ... I don't want you to think: "Man, give him an inch and he will take a mile ..." ... but the best solution would be to have different waypoints on MP-level so that planners could decide for every single waypoint, whether the unit should go there offroad, onroad or in normal/mixed mode. But I'm afraid that this would require some major changes in the SEOW-system. :oops:

Greetings

Chamel