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rip31st

31st Normandy mod -WW2

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Just some small questions about the future:

Will there be an introduction of Japanese soldiers, Italian soldiers, and French Resistance? If you want to keep it a surprise or a secret as to what your doing, thats fine.

Also, will there be new skins? Like airborne skins for the U.S. and British, and desert skins for the british, and german, ect....

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Yup, as this mod wasn't large scale enough as it is tounge2.gif

.....

Its just a question. not a demand.

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Big fat edit. I'm not pleased with the state of the aircraft, but it's a decent job for a beta release. I'm sure with time some parts will be reworked, what's important is that they are operational.

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what about the aircraft are you not pleased with?

if we all could be specific with bugs and suggestions it would help drawing up a fix plan in the future.

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Well, I'll focus on the Messerschmitt 109. There's no interior, the textures don't seem to be finished and the firing the machineguns triggers all of them, rather than firing the nose/wing mounted MGs separately.

I can't say I am totally disappointed though, because the scripts work (on the bombers for example) and again, these addons are functional in game.

Will you concentrate more on detail for the next release?

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i think there is a texture waiting f or a Bf109 i did a while ago.

i'm not sure if it's been applied just yet.

interiors are in progress and will be added in the next stage.

As for fire points i've not looked into the bf109 yet.

i'll take your word for it if you say the fire points all fire the same then that is a bit strange.

the cannon should as i recall fire from the nose(or some models from wing mounted pods) and the machine guns from the wings.

i would think this will be sorted in the next stage.

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Remember that this mod has be created in super fast time and released relativly on time, sure there are problems and issues but I'm sure theses will be sorted in due time. All I can say is great work, maybe focus on the texture and quality of the addons, It's great having lots of toys to play with, just take some more time maybe on existing models to perfect them before starting new ones. notworthy.gif

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Congratz to your release!

Impressive pack. smile_o.gif

Do you intend to release some / all of them as single addons as well.

I would love to make some replacement configs (for OAC).

200 MB is not that much of a download, so it might be worth the

hassle. Just curious.

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Big fat edit. I'm not pleased with the state of the aircraft, but it's a decent job for a beta release. I'm sure with time some parts will be reworked, what's important is that they are operational.

I know the vehicles are lackluster.  I stated that from the beginning.  As things progress, things will improve.  It's been less then 90 days since we started this project and work continues to improve it.

Quote[/b] ]Well, I'll focus on the Messerschmitt 109. There's no interior, the textures don't seem to be finished and the firing the machineguns triggers all of them, rather than firing the nose/wing mounted MGs separately.

I can't say I am totally disappointed though, because the scripts work (on the bombers for example) and again, these addons are functional in game.

Will you concentrate more on detail for the next release?

Arma's game limitation is applied when you fire a weapon. The "fired" action is passed from the game engine to a script in the case of the fixed winged aircraft in this mod. The script cannot decipher between one or another weapon. All it knows is something got "fired". That is why I elected to animate or show all weapons firing at the same time. It's a lot better then Arma's default of firing from only one point.

I'm no expert at code or claim to be one, but that was the best I could do to achieve a somewhat desireable effect over the less desirable default. IF someone out there knows better, then they can PM me and we can make the cannons and mg's work right on the planes. But for now they still work well.

AS for the planes interiors, we mentioned a while ago there wasn't any. They are all in work at the moment. As soon as they are ready to go in we will update that equipment. We had several people online tonight ingame on our test server that are pilots from various games and in real life and they commented on the same issues you did. One of the key things they mentioned was to atleast add a horizontal situtation indicator ( horizon indicator ) to help them fly. Some of them got vertigo and crashed into the English channel while trying to cross it under limited vis. conditions.

I posted some update info at Armaholic in the thead there.

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Great mod! Really impressive and goodlooking array of units! I noticed a few bugs though: I can't use any of the two west tanks, the Sherman and the Pershing. Arma keep crashing every time I load a mission with me as commander of any of those tanks. The german tanks work fine though. Theres also one texture missing: vilww2\man\brithelmet.paa which seems to be the helmet of the US Gunner BAR - unit...

Keep up the good work!

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Love the MOd I'm glad you released it like this not 100% perfect theres so many other mod makers that hold on so long by the time they release a new game is out :-(

Keep up the good work.

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That's absolutely great! biggrin_o.gif

Thanks alot for releasing, and also thanks a lot for all future work on this mod!

A.

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I think the armor and hit value should tweak a little; I find out Tiger I is even more powerful than Abrams or Leopard II

Flak36 is almost impossible to defeat from the air or by infantry.

some large airplanes are also too strong, even 20mm guns can not effectively damage them...

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This mod is very still random. I made my WW2 addons so that damage and armor values are in line with the modern stuff. WW2 armor and damage values vary between 90 and 400. T-34 variants have armor value of about 200.

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I apologize if I did sound rude. My 'big fat edit' comment had more to do with something someone else wrote rather than anything critical of the mod itself. I felt I ought to correct myself instead.

I am pleased with the mod for its efforts. You've accomplished a lot since you've started but I see room for improvement in parts of the models.

I'm thrilled to see so many new planes, especially the Heinkel He111 but when you look at the model itself it looks as if it could use some tweaking in regards of the textures and even parts of the model, such as the nose portion.

When I wrote about "firing" the Bf-109E I meant that even in OFP you could choose (speaking of Trenchfeet's addon in particular) which weapon to fire on the plane itself. I'm sure there is a way to correct that.

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This mod is very still random. I made my WW2 addons so that damage and armor values are in line with the modern stuff. WW2 armor and damage values vary between 90 and 400. T-34 variants have armor value of about 200.

Armour values will always be a sore point and VERY hard to get 100% correct.

the deflection percentage of some tanks(t-34 and panther for example)were quite high for some type of incoming rounds.

this is hard to simulate in Arma,raising the hit points to simulate the amount of fire it might take to destroy one raises the damage for all rounds obviously.so some weaker tanks become stronger due to this.

as rip has said in the past,Values will be tweaked after beta comments and suggestions have been collected and the team has a short break.

personally i think the first stage was more about adding content to the game then balancing everything perfectly.

I would think Stage 2 will be more about adding more content and balancing the content to each other for balanced "rock,paper,scissor" game play.

EDIT

Also as regards to textures,

many do need tweaking i can admit to that.

also i've added no normal maps as of yet so it might not look the best it can.

hopefully i'll get the time to fix all this in the next stage

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Closing since this has been released. Please continue discussion in the A&M:C forum.

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