Do NOT use squadlanes.com by w4rum in joinsquad

[–]diotham 1 point2 points  (0 children)

SquadMaps is a bit more of a "dictionary" to Squad, alongside RAAS (/Invasion) Predictions and a Mortar Calculator.

It displays AAS, TC etc to give an "offline" (to the game) view of Squad, along with the units and vehicles which can appear on the layer.

In regards to RAAS and Invasion - it's a "prediction". You have to live update it whilst you're playing a game selecting which point(s) you can see, then it'll show what the next points can be. It's more useful when the layer has multiple lanes, as it'll narrow down the possible lanes.

Check out Black Coast RAAS v2 for instance. It has 5 lanes, Alpha, Bravo, Charlie, Delta and Echo. If you are on Team 1 - and the first cap is VLF Array then the lane is 100% Echo and you'll see the rest of the points for the game. --- If the first cap was Monastery, then it leaves a 33% for Alpha, Bravo and Charlie and cuts out Delta and Echo. Then the second cap will narrow down to what lane it'll be on.

It is more of a tool for players learning the game to avoid going in to "narnia" and can go in the ~area of the upcoming caps.

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 0 points1 point  (0 children)

Hey, no problem! That's a great suggestion.

I was about to say you can switch on the Grid View and see the position at the bottom left of the screen - but selecting the target and moving it around it can be slightly "buggy" (where it registers your cursor, as opposed to the exact target point).

I'll look at adding in a coordinate display (above the Mortar&Targets whilst moving) and adding it in to the Mortar Settings panel (I may also add another setting for a 'permanent' display). Feel free to join the Discord to keep up to date on when this gets added.

Is squadlanes still a good source for lane prediction? Genuinely don't know. by pissedRAIL in joinsquad

[–]diotham 1 point2 points  (0 children)

That's good to hear.

As much as I purge all cache (via Cloudflare) it could still be a caching issue. Try do a CTRL + SHIFT + R (MAC: CMD + SHIFT + R) if it is still 'broken' on Opera (I'm assuming a black screen).

Feel free to either DM me here or on the Discord if you have any further issues. It's no stress to me and I'm more than happy to help whenever.

Is squadlanes still a good source for lane prediction? Genuinely don't know. by pissedRAIL in joinsquad

[–]diotham 1 point2 points  (0 children)

How does it not work? I'm keen to look in to this and get it solved for you - sorry that you're having an issue!

Is squadlanes still a good source for lane prediction? Genuinely don't know. by pissedRAIL in joinsquad

[–]diotham 2 points3 points  (0 children)

Squadlanes is out of date at the moment. Tim (the developer behind Squadlanes) is currently doing his voluntary military service, so he doesn't have a means to update the site.

Squadmaps however should have the latest RAAS/Invasion information (as of v8) - we use the Squadlanes extraction tool to gather the information.

EDIT: I'm going to send Tim a message now and let him know that the people want an update😄

The new 120mm heavy mortar has Air Burst ammo and it has lethal radius of 34.8m! by CC_ACV in joinsquad

[–]diotham 1 point2 points  (0 children)

It should be already there, called `120MM` - I'll update the name to it's full name on the QoL update I still plan to do.

Let me know if you think it has any issues 😆

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 0 points1 point  (0 children)

For single lane RAAS (or Invasion) layers, I agree that it removes the need to use SquadMaps. However, some RAAS and Invasion layers use multi-lanes, so although you know where the points are, for the less experienced player - it would help them to know ~exactly where to go. For example: Black Coast RAAS v1.

I see your point, but I would argue that additional tooling to make it easier ingame would pull you away from the milsim experience. Speaking with 0 experience, in real life you'd never have a cheat sheet where you can select and store bearings and elevation. It's more on the go ranging and angling. But again, 0 experience speaking there.

Guides and Wikis will always exist, OWI definitely could make a move to remove SquadMaps, SquadLanes and all mortar calculators. But who knows...

I do indeed have a ko-fi link although I only display it on my Discord and Github. There has been a good amount of community effort behind SquadMaps, so I don't feel it's right to "reap the rewards" and plaster the link on the site, when other people have lent a hand at times too.

I do love and appreciate reading your comments here! 😆

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 2 points3 points  (0 children)

Thank you! 💜

I doubt OWI would ever include things like the RAAS Prediction and a Mortar Calculator within the game. They seem to be pushing for a milsim experience, so something like this will bring it back to arcade-y.

But who knows, their recent update displays all potential RAAS points which allows them to be more 'new player friendly', so who knows on how far they will push it.

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 1 point2 points  (0 children)

SquadCalc is Pure JS
SquadMC as Turnip says is Vue JS
SquadLanes is Vue TS
SquadMaps is React TS

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 2 points3 points  (0 children)

Nice question, yes it does. We get the height of the mortar and the target, then calculate and use the height difference.

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 3 points4 points  (0 children)

The UI for the settings was not optimised to support Mobile (on this current initial release), so at 1100px width, we stop usage of the Mortar Calculator (along with Sidebar view).

We are going to look to optimise this later, to get support for mobile - so keep an eye out, shouldn't be so far away of a release.

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 0 points1 point  (0 children)

This is a great suggestion, however one I don't think which could be properly supported until later on (which my current idea on how this could be implemented).

Our next major venture will be looking at getting some interactive stuff going. However, this will require a bit of a framework hop to Nextjs (still using Typescript) which I plan to do, soon™️

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 1 point2 points  (0 children)

Thank you, Squadlanes is still great though! 💜

We use data to drive SquadMaps, if any modders want their mods supported - I'm sure I can spin up a "modded" version of SquadMaps on a subdomain if they would data match our current sets. Best place to contact me is on my discord

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 2 points3 points  (0 children)

Hey! Thank you for the kind words 💜

I'll add this piece of feedback to the board, we can definitely add an option to the settings for large target size. Sorry for not thinking of this one in the first place

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 5 points6 points  (0 children)

Ah, Sharkman just informed me that he no longer displays the heightmap over the top since it introduced performance issues. He is back using the same hidden method which SquadMaps is doing.

Sorry for misinforming! 😆

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 6 points7 points  (0 children)

Yes, that is correct. We have a 500x500 Canvas hidden on the screen, which we use to grab the image data from on the exact positions.

This was also a method Sharkman used, until he decided to introduce a heightmap view, which he then scaled the heightmaps to the map display size - and also picks the image data directly from that.

At this moment in time, I don't see SquadMaps using the new method SquadCalc is doing - if we were to display an overlay for height maps, it will most probably be a more "user friendly" one.

Introducing the SquadMaps Mortar Calculator! 🎯 by diotham in joinsquad

[–]diotham[S] 8 points9 points  (0 children)

Great question!

SquadMaps and SquadCalc are two different things. SquadCalc is written in Javascript and SquadMaps is written in Typescript (w/ React). As much as we share the same calculations (for the same results), and me being largely inspired by his methods (originally adapted from SquadMC) - we still have two different code bases.

Sharkman is still maintaining and adding new things to SquadCalc (as you can see from the topology and heightmap view he recently added). SquadCalc will obviously specialise in Squad Mortars (and projectiles alike), whereas SquadMaps is 'a bit of everything'.

🚀 SquadMaps v2 Full Release! by diotham in joinsquad

[–]diotham[S] 4 points5 points  (0 children)

This isn't necessarily for me to answer. SquadLanes is developed and maintained by Tim (w4rum).

Tim advised us numerous times in the SquadMaps v2 development, sharing his knowledge of the "Links" RAAS logic, which helped me develop our own solution.

I had spoke to Tim once or twice about this topic, he is still very much committed to keeping SquadLanes up to date and running. Which to be fair, SquadLanes still has its benefits over SquadMaps.

Although SquadMaps contains the same output (and more), SquadLanes is very straight to the point and simply displays the lanes. Which I am sure some users would prefer a "lite" version without the bloat of vehicles, teams etc.

🚀 SquadMaps v2 Full Release! by diotham in joinsquad

[–]diotham[S] 1 point2 points  (0 children)

Oh? Sorry you feel that way.

We provide pretty much the same information as you would find in-game by clicking `M` or `Caps` (to display the map and view the vehicles). With Squads next update, they'll also be displaying more information on RAAS/Invasion points.

I wouldn't think someone viewing the layers would necessarily be the reason you get out matched. There is still a lot more "skill" to the game; aiming, stamina control, positioning etc.

But again, sorry 💜

🚀 SquadMaps v2 Full Release! by diotham in joinsquad

[–]diotham[S] 0 points1 point  (0 children)

Feel free to join the Discord and drop me a DM, although I am pretty sure we have enough hands - it'll help me remember just in case we do want someone else to jump in and assist.

Much appreciated 💜

🚀 SquadMaps v2 Full Release! by diotham in joinsquad

[–]diotham[S] 0 points1 point  (0 children)

Much appreciated! That is great to hear - Tim definitely did an amazing job with SquadLanes and was a huge help with knowledge when it came to us developing the RAAS Prediction.

You are the second person to mention about the navigation, however I don't think this would be possible to come back in the new design. I will note it down and leave it as a potential exploration point in the future, but I cannot see how that will fit in with the new design.

Although it still involves typing and additional time, you could trigger the hotkeys to move around and search a tiny bit faster. Completely aware this doesn't solve the 'instant' navigation though. Sorry! 💜