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Re: precise coordinates
Posted: 2010-08-29 11:06
by *NwA* deadly22sniper
I would prefer if we used a proper grid reference system as I often get confused as to which kp I'm meant to be referring to. That would also make referring to a more precise location easier.
Re: precise coordinates
Posted: 2010-08-29 12:48
by AquaticPenguin
*NwA* deadly22sniper wrote:I would prefer if we used a proper grid reference system as I often get confused as to which kp I'm meant to be referring to. That would also make referring to a more precise location easier.
I've always found the opposite myself, Keypad are pretty quick for me. Although I find when I, or other people, use sub-keypads it can get confusing.
As it is the grid is constant, with an 8x8 grid fitting over any map-size. I think it would be better if each grid square was a fixed area. So a 1024x1024 map would be 4x4 grid, a 2048x2048 8x8 and a 4096x4096 would be 16x16. Each grid square would be 256m, and each keypad square would be around 85m. That should be precise enough that you wouldn't need to use sub-grids. You keep the simplicity of key-pads, and you can guess distances much faster.
Re: precise coordinates
Posted: 2010-08-29 13:16
by Cossack
I think for up coming mortar, we will need some sub keypads for more direct and more accurate strikes.
Re: precise coordinates
Posted: 2010-08-29 15:10
by lucky.BOY
AquaticPenguin wrote:I've always found the opposite myself, Keypad are pretty quick for me. Although I find when I, or other people, use sub-keypads it can get confusing.
As it is the grid is constant, with an 8x8 grid fitting over any map-size. I think it would be better if each grid square was a fixed area. So a 1024x1024 map would be 4x4 grid, a 2048x2048 8x8 and a 4096x4096 would be 16x16. Each grid square would be 256m, and each keypad square would be around 85m. That should be precise enough that you wouldn't need to use sub-grids. You keep the simplicity of key-pads, and you can guess distances much faster.
+1 on this, better for estimating distances.
About the topographical maps, i have never used them, but they would add more atmosphere to PR, and the biggest advantage, aou could know how the terrain goes, which is nearly impossible with status quo.
-lucky
Re: precise coordinates
Posted: 2010-08-29 21:42
by BloodBane611
AquaticPenguin wrote:I've always found the opposite myself, Keypad are pretty quick for me. Although I find when I, or other people, use sub-keypads it can get confusing.
As it is the grid is constant, with an 8x8 grid fitting over any map-size. I think it would be better if each grid square was a fixed area. So a 1024x1024 map would be 4x4 grid, a 2048x2048 8x8 and a 4096x4096 would be 16x16. Each grid square would be 256m, and each keypad square would be around 85m. That should be precise enough that you wouldn't need to use sub-grids. You keep the simplicity of key-pads, and you can guess distances much faster.
Unfortunately, the overlay that creates the map grid can't be customized by default, and no one has come up with code-fu that will allow it to be changed on a mapsize basis.
lucky.BOY wrote:+1 on this, better for estimating distances.
About the topographical maps, i have never used them, but they would add more atmosphere to PR, and the biggest advantage, aou could know how the terrain goes, which is nearly impossible with status quo.
-lucky
As I understand it, topo maps were shot down for use in PR because soldiers are much morel likely to use aerial photographs than a topo map on ops.
Re: precise coordinates
Posted: 2010-08-30 04:54
by Spartan0189
I agree with [R-DEV]Rudd to some extent, but then there are maps like Kashan that have no landmarks for most of the map.
Re: precise coordinates
Posted: 2010-08-30 07:46
by calstifer
Maybe you could make it to presing the TAB or capslock map is the one we have now, but if we press the M map it comes up with a more precise reading?
Re: precise coordinates
Posted: 2010-08-30 08:10
by TheAssProtectors.Nr1
What about making the grid follow the map upon a zoom-in? That I'd like to see!
Re: precise coordinates
Posted: 2010-08-30 09:41
by lucky.BOY
[R-MOD]BloodBane611 wrote:
As I understand it, topo maps were shot down for use in PR because soldiers are much morel likely to use aerial photographs than a topo map on ops.
I understand using photos in areas like fajullah and ramiel or like, beirut but on maps like silent eagle or fools road there would be more useful to have a topo map.
But I must say that is better to have only one type of minimap, not these two.
calstifer asked somewhat similar, but can we make it so that CAPS map and M map are different?
Re: precise coordinates
Posted: 2010-08-30 17:43
by Bringerof_D
no it would make it too easy to pinpoint an enemy. it's fine the way it is now. just imagine the grids yourself. to get such an accurate plot on the map IRL requires lots of time. just wouldnt be fair if you could do it in game with a glance.
lol if i had it my way i'd turn PR into a full on sim and require you to plot with a 6 or 8 figure grid XD ok well maybe not.
Re: precise coordinates
Posted: 2010-08-30 21:17
by Dev1200
Epipen wrote:I've searched for Coordinates, grid, keypad, map, precise, etc... and didn't found this suggestion, if it is somehow a re-suggestion, i'm sorry...
So here's my suggestion:
Make 'sub keypads', keypads inside keypads, well... ms paint will explain it:
it would help on giving precise coordinates for mortar strikes, or tell to your team where the enemy cache is... tell an a10 to attack a certain area of the map when you can't laze it... etc
If this idea is stupid, please let me know...
Our squad uses this anyway, just without the grid. +1 for this suggestion, would add so much to PR.
Re: precise coordinates
Posted: 2010-08-31 11:04
by calstifer
EvilWaffles wrote:What about a simple division of 4 inside of every kp?
Capital idea. 1+
Re: precise coordinates
Posted: 2010-08-31 11:13
by killonsight95
guys is it really that hard for you to do this without grid drawn on the map for you? its called a brain and imagination for a reason.
Re: precise coordinates
Posted: 2010-08-31 12:16
by Epipen
killonsight95 wrote:guys is it really that hard for you to do this without grid drawn on the map for you? its called a brain and imagination for a reason.
The reason why i've suggested this is because theres many people who doesn't use this kind of coordinates, and some of them don't even understand what we're saying, maybe an example in the corner of the map would help them as i said before, so everyone would be aware of the 'sub kp' or 'micro kp'
http://img833.imageshack.us/img833/9481/45633592.png
.......
Re: precise coordinates
Posted: 2010-08-31 21:38
by Cassius
They are working on mortars, so depending on mapsize the subk will be needed. But I agree that you dont need extra lines to find sub 9 on a square. The challenge will be more to put your marker on it XD.
I just whish I could say Need fiering mission at G 356 instead of G3 Keypad 5 Subkeypad oh nvm XD.
Re: precise coordinates
Posted: 2010-09-05 01:35
by Operator009
Cassius wrote:They are working on mortars, so depending on mapsize the subk will be needed. But I agree that you dont need extra lines to find sub 9 on a square. The challenge will be more to put your marker on it XD.
I just whish I could say Need fiering mission at G 356 instead of G3 Keypad 5 Subkeypad oh nvm XD.
+1 internetz for you.
I am now officially changing my format for coords to this more simple, easily understandable format.
...I love you...
Re: precise coordinates
Posted: 2010-09-05 14:10
by NoobSentinel
It would also help, if the grids won't disappear when zoomed in. But the placement of the number and letter codes would be hard work for dear devs.