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Old 02-17-2016, 06:14 PM   #41
ammulder
 
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Default Re: Combat Garage Update

Aha, we seem to have found the ideal candidate to test the app in detail! :)

Again, I'm sorry to report that I won't be fixing these right away, but I do appreciate the reports and as I have time I will certainly circle back to them. I know I had some conceptual issue with how to handle dual-weapon magazines, but maybe we can review that when the time comes.

You can CA the driver and gunner with the option for Crew Compartment CA (assuming you have a driver and at least one gunner). I thought it was not legitimate to CA crew and passengers together. There probably should be a way to CA a passenger area, though random subsets of passengers on a bus or something may be harder to handle. A cargo area is less clear; I guess you'd have to designate the number of spaces you want to protect?
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Old 02-17-2016, 08:15 PM   #42
Racer
 
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Default Re: Combat Garage Update

Quote:
Originally Posted by ammulder View Post
Aha, we seem to have found the ideal candidate to test the app in detail! :)
Oh thank you ! :-D My almost unique way of seeing things & my attention minute detail does have it's uses at times . I've often been known to test vehicle design construction in games & computer games to breaking point !

Quote:
Originally Posted by ammulder View Post
You can CA the driver and gunner with the option for Crew Compartment CA (assuming you have a driver and at least one gunner). I thought it was not legitimate to CA crew and passengers together. There probably should be a way to CA a passenger area, though random subsets of passengers on a bus or something may be harder to handle. A cargo area is less clear; I guess you'd have to designate the number of spaces you want to protect?
Component Armouring Drivers & Gunners together has been no problem . As far a I know , CA for both Driver & Passenger is legal : The main character drives in Car Warriors comic drives a Gas Engined Camper , & that design has CA around both the Driver & Passenger/ 1 space Cargo IIRC ? I'll have to to dig my copies out to have a look . From ADQ&A it is certainly legal to CA Cargo Spaces - so long as it's not used as a damage sink in AADA events . As you said , implementing those options could be tricky though .

I'll get back to my designing on CG - only a backlog of about 830 vehicles to go ...
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Last edited by Racer; 02-17-2016 at 08:19 PM.
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Old 02-18-2016, 01:30 PM   #43
Racer
 
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Default Re: Combat Garage Update

Couple more things I've noticed : Dischargers seems to a Component Armour option , which I don't think is quite right ? ;-)

From some reason I cannot adjust the distribution of UF & UB locations on Vehicles with 10 facings - no matter what what browser I use . Possibly an artifact of my phone & will check on a PC at some point .
[Edit] Found a way around it by turning Metal Armour on , adding the UF & UB Plastic Armour you want , then turning off the Metal button afterwards .

Had a bit of trouble linking Dischargers in pairs , from front to back side locations ? Easiest way I've found to sort this is to leave them off the design & then mention discharger/link layouts in designer notes .
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Last edited by Racer; 02-20-2016 at 01:34 AM.
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Old 02-18-2016, 09:10 PM   #44
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The main character drives in Car Warriors comic drives a Gas Engined Camper , & that design has CA around both the Driver & Passenger
I don't think all of the designs in Car Warriors were rules legal.
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Old 02-18-2016, 09:28 PM   #45
Racer
 
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I don't think all of the designs in Car Warriors were rules legal.
Both that one & the Rolling Tiger's Car were I think - with some leeway given for Tiger's Cybernetics ? Not sure about the Soy-Boy Airship though ?
Various ADQ designs have had CA for Driver & Passenger together , and some vehicles on NOVA's pages as well . It isn't really a big stretch from having the Crew sharing CA to Crew & a Passenger sharing , surely ?
I'll have a look through my books to find example(s) .
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Old 02-19-2016, 12:54 AM   #46
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Default Re: Combat Garage Update

The rules for damage allocation specifically allow passengers to be in the crew compartment and/or in cargo. That would seem to allow them to be component armoured along with crew.

"Crew compartment is any driver, gunner and some passengers – any human being in the car, except passengers in the cargo area." P41 CWC 2.5
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Old 02-20-2016, 12:59 PM   #47
Racer
 
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Well for some reason Combat Garage REALLY doesn't like '40 Dumper Trailer designs !! I've tried to submit 2 variations on the same one , but not only do they fail to save but stats are unretrievable via my design list - names appear but lead to blank pages ?

Also the Metal Hubs & Guards problem has occurred again : first time I did manage to get 2pt Metal Hubs+Guards but second time design was stuck with plastic ones - no matter Metal/Composite Armour button settings . Extremely frustrating ...

Due to the 10 space only for weapons , system also tries to stop you adding dischargers ( 0 Space ! ) but happy to add unwanted Targeting Lasers ( again 0 Spaces ! ) ... :-/
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Old 02-20-2016, 06:07 PM   #48
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Default Re: Combat Garage Update

Don't get extremely frustrated... Sadly, it's a bit of a reality that when you exercise it in directions others haven't, you'll find bugs others haven't. I'm not that good a programmer that you should expect no bugs in places that aren't well tested. :)

If you post the description of the dumper here (either from memory, or still better draw one up in the garage and copy/paste the description before trying to save) then I can try to reproduce it and see what's wrong.
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Old 02-20-2016, 08:22 PM   #49
Racer
 
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Default Re: Combat Garage Update

Thanks . I can easily remember the basics & have stats for a previous versions in one of my note books , so I'll post in the morning ( 3.20am in the UK now ) . I was more confused than frustrated this time , as it seemed to be working okay .
And I do appreciate your efforts to :-)
I'll be back on at somepoint tomorrow .
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Old 02-21-2016, 05:38 AM   #50
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Default Re: Combat Garage Update

Okay built it via both pen , paper & calculators , plus CG to double check . It's very annoying that I'm unable to cut&paste the vehicle stats - from my phone at least ...

Outhauler Trailer: 40' Dumper Ture Trailer , 10 SB PR Tires , Quick Release Kingpin , 4 pairs of linked VMGs in Four 4-Space Sponson Turrets RF , RB , LF , LB , Oil Jet Corner Mounted Back Right , HD Shocks , HD Brakes , IFE , Link : All Right VMGs to OJ , Link : All Left VMGs to OJ , Smart Link : RF VMGs to RB VMGs , Smart Link : LF VMGs to LB VMGs , Metal Armour : F 5 , RF 25 , RB 25 , LF 25 , LB 25 , B 25 , UF 10 , UB 10 , 6-2pt Metal Wheel Guards 6-2pt Metal Wheel Hubs , Cargo [59 Spaces] , 26,205lbs, $76,000 .

Based on an Australian mining model , a very rugged workhorse Dumper designed to look after it's self . Few attack Dumpers anyway - and after an attack against this model , fewer will attack them again in the future !
Many are fitted with Off Road SB PR Tires ( as per the Road Construction Vehicle rules in ADQ 10/3 ) and/or a variety of Dischargers . Also good for secretly carrying items inside or under main Cargo : few will thourghly search a full load of rotting vegetables - or of manure for that matter ! Very useful for contraband or avoiding goods taxes ;-)
Use and enjoy .

Friends who have used this or similar designs have commented on how tough it is & at a very reasonable price . I've not really seen many other Dumper Trailer designs - the ones I have were almost unarmed or had mainly drop weapons .
Some Outhaulers were used during the African based Dictatorship/Rebels/Peacekeeping Military Campaign we played a few years back . Escorted by auxiliary Military vehicles & a Medium Armoured Car , they were well able to fend off multiple attacks from organised Bandit ambushes .
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Last edited by Racer; 02-21-2016 at 08:50 AM.
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