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 Post subject: Innovative tank tactics!
PostPosted: Thu May 23, 2013 2:44 am 
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This gif demonstrates how to properly execute the Ian Curtis Maneuver.
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Since the last update this does not break the tank anymore. :mrgreen:
This is a great improvement over our pretty flimsy Mk. I tanks which usually got their trunks twisted trough their arse when this was attempted.

Send my congratulations to our engineers!


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PostPosted: Thu May 23, 2013 3:59 am 
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What...


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PostPosted: Thu May 23, 2013 6:02 am 
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Matt_S wrote:
What...

Drive into this rock right here from the north with the tank and all will explain itself. :mrgreen:
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You'll find it if you drive south along the west side of north trench and continue south for a short distance.


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PostPosted: Thu May 23, 2013 7:30 am 
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haha. Ohhh you got the pepperdust, give me! :p


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PostPosted: Thu May 23, 2013 9:25 am 
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Haha perfect execution :lol: The forests create such great places for the flipper moments and I personally can't stop laughing when it happens -- I hope it won't be fixed too soon at least :lol:


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PostPosted: Fri May 24, 2013 9:42 pm 
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pasik wrote:
Haha perfect execution :lol: The forests create such great places for the flipper moments and I personally can't stop laughing when it happens -- I hope it won't be fixed too soon at least :lol:

This usually happens only with certain rocks anyway. :)
Normally you would need some leverage to get on top of them, like another nearby tree/rock/wall, but these special rocks of pure panzer crack tends to work wonders each time.

There is one in Stalemate too, just off the north east edge of Town(E). But the flight is usually shorter as there are not as many trees around. I wonder if I could park the tank on top of one of the buildings there though... ;)


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PostPosted: Fri May 24, 2013 9:56 pm 
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I believe it happens because there are some spatial shortcuts taken with physics collision checks which make large vehicles have greater chance of being in one world block but having their front bumper intersecting with a static obstacle in another world block at the same time, allowing the vehicle to go partially inside the obstacle for quite a bit, until the vehicle moves enough to change its logical world block (detected only from its center point) and the collision becomes properly detected, thus getting a huge collision response for having penetrated the obstacle so far.

Obviously this is by far not robust enough for the action RWR has these day, while it might have been enough when vehicles didn't exist. It just still works well or usable enough so that I haven't considered it something to intervene with. Would help if maps would avoid placing objects near world block boundaries, but this will become fixed eventually anyway.

For now, let's just enjoy the ride :lol:


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PostPosted: Sat May 25, 2013 9:32 am 
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in the same register:

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PostPosted: Sat May 25, 2013 12:35 pm 
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JackMayol wrote:
in the same register:

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Oh lol overload at that one :D

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PostPosted: Sun May 26, 2013 3:13 am 
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I really wish I had a clip of this, but I remember a couple of versions ago, I was playing on Aeolian Coast (I think) when something hilarious happened. Things were relatively peaceful where I was, then suddenly I saw the shadow of a truck quickly go by. "What the hell was that...?" Then a truck came out of the sky and fell on top of me.

Edit: there was a lot of lovely shenanigans in the multiplayer session, upside-down truck being my favorite.


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