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Showing results for tags 'grid'.
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The grids used to be red (and the distance) and it was super easy to see regardless of the map or lighting. Now it's a real pain in the ass trying to discern distance among similar shades of black/gray. Please revert it to the old colours, navigation and target marking was a breeze.
Squad Mortar Calculator As promised here is an mortar calculator script. Use grid-referencing to input position of mortar and target to get elevation (Milliradians) and Azimuth (Angle in °). The link provided works on your smartphone as well. Please provide feedback and ideas for further improvement. Web-Version Python-Version Features: Calculate Azimuth, Elevation and Distance based on mortar and target position. Infinite sub-setting like A1K7K7K8K9 for cruise-missile precision Interpolation for elevation-steps Description: Refer to grids like this: C2-KP5-7 = C2K5K7 A1-KP5-5 = A1K5 or A1K5K5 D12-KP3-9 = D12K3K9 1. Input Mortar-Position 2. Input Target-Position 3. Dial "Elevation" and "Azimuth" into mortar interface 4. Enjoy! Visual Guide: Changelog: Credits: XXPX1, loff Other versions: By XXPX1 By bravo2zero By loff You can find a version for the insurgent artillery here:
Lutz_Persn posted a topic in ImagesSince I've found few visual resources to learn a bit more about the maps and areas, I'm sharing my own set of map-images which I've been using with a free (but awesome) program called GTactix, for learning and making strategies and tactics and so on. And for getting to know the map-layout, the names of areas and also in using the grid more efficiently. (Have added a "notes" section on the map-images for accessibility and ease-of-use in GTactix - or otherwise, if you will). Note that the program isn't needed to use the images - they're just .jpg's. You can use them with any picture-viewer. These are all the maps in AAS and Skirmish mode as of v5.1, haven't bothered yet with ITC or Insurgency since those are the modes I've played and play the least. Though I reckon I'll get to that later on (as well as correcting a few typos and trying to get better quality overall to make viewing and micro-strategizing easier). The images are taken in 1920x1080 and with the map zoomed all the way out. They will get grainy when zoomed in and I've not bothered to adjust brightness or contrast or colour. Grid locations for flags have been judged based on which area the flag rests on the most, but in future revisions I'll make sure to add more keypad-numbers to pinpoint. For GTactix, I hope to be able to compile all the maps from all the modes into one whole pack along with placeable icons (the ones used in-game) and higher-quality images (when I find the time to research that some more). Suggestions are welcome. Download Satellite Map Image-Pack Here Examples Chora AAS 1 OP First Light
First off to the team: kudos on the Pre-Alpha. As someone who has never played PR, I was very much impressed by what I have seen so far, and it is easy to see why everyone has such high hopes for this title. Much has already been covered on what elements could be improved upon by the alpha so I won't repeat them, but one area that I don't think has been mentioned yet is the grid references on the in-game map. Specifically though, the grid numbering. During my time on the pre-alpha I have become very aware on how every second counts, but one place where time always seemed to be lost was when trying to communicate a grid reference to the team. While communicating to various squad members in many matches, it was apparent that I wasn't the only one having trouble. I believe this is for two reasons: 1 - the grid lines themselves are very thin, and when looking at the map at its greatest size (zoomed out), it is not difficult to become confused, especially when in the middle of a firefight. Yes, zooming on the map can make it easier, but zooming in on a grid should be for providing greater detail on enemy indications, etc., rather than because of the need to identify a grid. Zooming in also limits you to either some or even one grid, not useful if you are trying to reference a point across the map. Slightly thicker definition is one aspect that could be improved, and just throwing it out there, what about the colour of the grid lines themselves? Most maps I have worked with tend to favour the colour blue (I have seen some with red, too). These colours do tend to provide a more solid contrast. 2 - the second reason, and the one that is more glaring for me, is that the grid numbers, being small and again not defined enough, also run outside of the box. On a nice flat black background (like when you are dead, or on a night map) they are fine, but they too often disappeared in the colour rich textures in the ever changing environment (ever changing because we all like to run around with our map open). My suggestion here would be to slightly increase the size of the font and the definition of the grid references (say use the colour white with a bold font and run black around it for contrast). Also, what I think what would really help, would be to put the grid references on the outskirts of the map, so near the edges, but not out of the map like in the pre-alpha. The reasoning behind this is that the map does not have a great variation of colour, so the visibility of the grid references would be very consistent. Because the grid references in the pre-alpha were on the outside, the textures from the level would interfere with the clarity of them, thus making them more difficult to see at times. Any who, those were my thoughts, but it would be good to hear everyone else's views on the above. It has just occurred to me that perhaps the visuals for the in-game map have not yet been finished, and the map is the way it is at this stage because it was a pre-alpha. I hope not, otherwise insert face palm emoticon here!!