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Old 07-23-2017, 07:33 AM   #151
adm
 
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Join Date: Aug 2004
Location: MO, U.S.A.
Default Re: Combat Garage Update

For what it's worth, it loads for me, now.
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Old 07-24-2017, 12:42 AM   #152
Racer
 
Join Date: Jan 2006
Location: London, UK
Default Re: Combat Garage Update

Yes I can access it again to . It's very slow but it is working again :-)
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Old 07-24-2017, 08:14 PM   #153
josephrey
 
Join Date: Oct 2004
Location: on the road!! check out www.chingchingwong.com to see where we currently are. :)
Default Re: Combat Garage Update

ammulder, could you please add a donate button so that we can support all the hard work you put into the site with cold, hard cash?
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Old 07-25-2017, 04:27 PM   #154
Magesmiley
 
Join Date: Aug 2011
Location: Snohomish, WA
Default Re: Combat Garage Update

More of a feature fleshing out request...

Rocket boosters and jump jets.

1. It would be nice to be able to create more than just one in the same vehicle. Fixing this I think would solve several issues (multiple boosters/jump jets, linking, different thrust amounts, enforce chassis limitations).
2. Be able to specify duration for the boosters (in 1 second intervals).
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Old 07-26-2017, 09:49 AM   #155
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Location: Philadelphia Area
Default Re: Combat Garage Update

josephrey: thanks... I'm working on something that would give me a little more time to improve the site. I'll let you know.

Racer: I ditched the previous hosting provider because it was not a fit for the technology behind the site, which caused functional issues. The current provider supports the technology, but the performance can be pretty atrocious. If the above works out, one of the things on my list will be to migrate the back end into the Amazon cloud, which will take a fair bit of work but has yielded better results for me on a similar project. The only limitation there is that the stock car sorting and filtering might be more limited; I'll have to see.

Magesmiley: is there any difference in cost/weight between one large booster/jet and several smaller ones that add up to the same thrust? If you split them up you're right that it would be able to better enforce the chassis limit, and spell out the specific effects on the vehicle summary. I guess I'd have to think about how to manage selecting the amount, direction, and duration for each individual booster.
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Old 07-26-2017, 12:42 PM   #156
Racer
 
Join Date: Jan 2006
Location: London, UK
Default Re: Combat Garage Update

Ah thanks mate . I wasn't too worried about it for myself , was wondering if it had been hit by a virus ? Both Offtopica & TV Tropes websites showed similar problems at same time . Glad it was something else :-)
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Old 07-26-2017, 04:39 PM   #157
Magesmiley
 
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Default Re: Combat Garage Update

Quote:
Originally Posted by ammulder View Post

Magesmiley: is there any difference in cost/weight between one large booster/jet and several smaller ones that add up to the same thrust? If you split them up you're right that it would be able to better enforce the chassis limit, and spell out the specific effects on the vehicle summary. I guess I'd have to think about how to manage selecting the amount, direction, and duration for each individual booster.
After rescanning the UACFH entry... I'm going to spin this discussion off into another thread with my thoughts. :)

http://forums.sjgames.com/showthread.php?p=2112909
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Last edited by Magesmiley; 07-26-2017 at 05:08 PM. Reason: Adding link to spinoff thread
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Old 07-28-2017, 02:45 PM   #158
oscar1-1
 
Join Date: Feb 2011
Location: London
Default Re: Combat Garage Update

Could you post a link to the latest Combat Garage please?
The one I keep pulling up doesn't allow me to change ammo ...

Thanks muchly!
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Old 07-28-2017, 03:55 PM   #159
Magesmiley
 
Join Date: Aug 2011
Location: Snohomish, WA
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Quote:
Originally Posted by oscar1-1 View Post
Could you post a link to the latest Combat Garage please?
The one I keep pulling up doesn't allow me to change ammo ...

Thanks muchly!
I just did a quick check and it looks like it is working. You might have it set to Classic (which is the default rules set) - you'll need to set it to CWC or UACFH to be able to load the different ammo types.
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Old 08-02-2017, 04:40 PM   #160
Racer
 
Join Date: Jan 2006
Location: London, UK
Default Re: Combat Garage Update

Slight problem with Sidecars : Sidecars should be able to have Sloped Armor SEPARATELY from the Cycle ?

Also I'm not sure if the Rule is still enforced , but a Cycle Turret Sidecar used to REQUIRED to mount at least 1pt of Armour on all 6 Facings & not place it all on Top position ? It was a bit silly - we played it so that a Point was needed on EXPOSED Facings , F, B & Side - and would have almost no impact on the Game if dropped ...

Sidecars ( and some aspects if Cycles in general ... ) are extremely ineffective in the modern Game , and really could do with a huge revamp ... :-\
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