Open Fervidusletum opened 11 years ago
It's my fault so few people use acf. Making tutorials for tanks is an incredibly arduous task..but you're right. I'll write another wiki. The first one was deleted.
I am in the process of making tutorials, so I can just make some that cover these things explicitly since I have been planning something similar. However, the barrier to entry is already way too high. We can't add new features really unless they're optional side ones, like we did by adding new ammo types. We cannot, absolutely cannot, break existing features and add to complexity. If anything we need to start going the opposite direction, and finding ways to optionally consolidate features.
I've started to flesh out the wiki pages, any help would be appreciated. :)
I wrote out the basic armour page in a kind of "simple wiki" style. It might be good to keep the basic tutorials in this easy-to-access writing style, so total newbies can still get a foothold in ACF.
I'm going to need some help with the intermediate and advanced pages - I do know some tricks, but I'm sure I don't know the full set. Karb and red, our tank experts? :p
That looks excellent, thanks. :) We might want to stick layered armor (or armor concepts as a whole?) on an advanced page, if there's sufficient material to make a new page for it. Intermediate page should at least cover the basic idea of eRHA and sloping, though.
On an unrelated note, I read the armor basics page to myself in the voice of the ms text to speech, and it was hilarious.
Added some more. I'm done for now. I'll add more if other people do too. We can probably borrow some content from WoT (http://wiki.worldoftanks.com/Battle_Mechanics)
I'm adding here and there to things. We shouldn't give away too much or be too specific, though, on some of the armor concepts.
On the advanced page, I can see where you're coming from. Without going into detail we should at least touch on the idea that ACF has some quirks that can be exploited - because finding and using these quirks leads to some really goddamn tough tanks. On the other hand, being vague about standard armour concepts (spaced, composite etc) defeats the purpose of having a wiki page at all. I think the point of the wiki is to equip people for the competitive scene, don't want people to be confused about why they're being swissed by a seemingly identically armoured tank built by a total pro. It might put them off.
How about we drop the ACF quirks section, replace it at least with an acknowledgement that ACF has quirks, then we flesh out the armour concepts so people can put those on their tanks?
ACF is already fairly hard to break into for new users, and with the introduction of #35 and #36, it's just going to get that much worse. We need a way to ease new players into the basics of acf.
I propose we add a button to the top of the acf tool gui that pops up a browser window, which takes them to the wiki page here on github. The wiki should have:
External links Could have links to various YT tutorials / combat videos / etc
Installation tutorial Covers what svn link to use, or using the download zip button. People who don't know how to svn can be referred to the wiremod svn tutorial.
E2 Functions Lists all ACF related E2 functions, with a description, expected inputs, and expected outputs.
The very basics mobility walkthrough. Covers linking and orientation, wiring and expected input values. It should also use specific examples for the user to follow along with.
Intermediate article on mobility nuances. Covers power vs torque, engine torque vs clutch rating, gear ratios and how it affects torque/speed, effect of wheel size, clutching techniques, effect of vehicle power:weight, explanation/usage/pros/cons of cvt
Mobility FAQ. Covers common problems such as no acceleration, stuttery acceleration, overtorqued gearboxes, backwards clutching inputs, braking spaz, engine not functioning due to changed weight, etc.
The very basics weapon walkthrough. Covers basic ammo creation, linking, wiring, activation of ammo. It should also use specific examples for the user to follow along with.
Intermediate article on weapons. Covers pros/cons/differences/roles for weapon types and ammo types, tracers, colored tracers, ballistics (drop, drag, dead-on vs angled impacts, ricochets), refilling
The very basics of armor walkthough. Covers RHA, HP, weight, basic acf armor tool usage.
Intermediate article on armoring. Covers ductility pros/cons/usage, tank armor (common relative armor distributions, angled armor), effectiveness of AP and HE vs RHA and HP
Weapon/Armor FAQ. Covers weapon not firing, brittle armor, refill not working
Combat Guidelines Covers common building etiquette such as non-intersecting internals, weight classes, no auto-aimers, etc. Stress that these are just guidelines for fair and balanced play.
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Any thoughts or other topics that should be covered? Radiators/fuel can be added to mobility topics later on.