UncleKeith 10 Posted August 19, 2010 i'm with this guy, the tank rounds are underwhelming. Share this post Link to post Share on other sites
l mandrake 9 Posted August 19, 2010 any sign of a server key for this mod? Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted August 19, 2010 I been testing alot of things, but it depends on what you hit, most rounds look fairly decent when you hit like a building or a tank, but when you hit like normal terrain, or rocks or all depends then the He rds look rather weak to a degree. Share this post Link to post Share on other sites
Jonn 10 Posted August 19, 2010 Does this mod work with Arma2:CO ? Thanks Share this post Link to post Share on other sites
kremator 1065 Posted August 19, 2010 Yes Jonn, although you need the 'unofficial' fix. Share this post Link to post Share on other sites
Jonn 10 Posted August 19, 2010 Yes Jonn, although you need the 'unofficial' fix. Ok thanks, Hope he updates this mod soon :D Share this post Link to post Share on other sites
konrad1 10 Posted August 20, 2010 (edited) yeah i hope there will be soon a 1.5 version and pls make less sparks Edited August 20, 2010 by Konrad1 Share this post Link to post Share on other sites
kremator 1065 Posted August 20, 2010 Nothing wrong with sparks. Share this post Link to post Share on other sites
TBuck 10 Posted August 20, 2010 Hi, Sometimes the clouds of smoke from a destroyed tank / vehicle are away and starts again immediately. Can someone confirm this for the version 1.41? Mods: JTD Fire and Smoke, GL4 Tino Share this post Link to post Share on other sites
das attorney 858 Posted August 20, 2010 Yes - it's an issue inherent in that version where WarFX generates more particle effects than Arma can sustain, so the old ones are culled as the new ones are generated. Share this post Link to post Share on other sites
Opticalsnare 12 Posted August 20, 2010 (edited) This mod will and never shall be designed for large battles with many units being engaged and being destoryed all at the same time, this is what causes the particle limit restrictions and excessive slowdowns. Edited August 20, 2010 by Opticalsnare Share this post Link to post Share on other sites
das attorney 858 Posted August 21, 2010 Right on. I like this for small engagements - large battles are difficult enough anyway, with the CPU bottoming out on the amount of AI Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted August 21, 2010 I just noticed that the dust from vehicles that kick up in the first version is disabled in the latest patch, that killed the immersion, is there some way to return it, or does it reduce to much performance? Share this post Link to post Share on other sites
-=anders=- 0 Posted August 21, 2010 This mod will and never shall be designed for large battles with many units being engaged and being destoryed all at the same time, this is what causes the particle limit restrictions and excessive slowdowns.Hell yeah! Since when did the world have such a large battle with 100 vs 100 tanks and 1000 infantry shooting like the wild west?!! Maybe in WW2?I'm with those that likes coops-sessions like in the real world by disarm talibans and destroying caches, then go back to the base and report, DONE.... I've never liked big battles in Arma2/OA cause they've never fitted in even if my comp can run them smoothly. I rather watch the effects of a well placed satchel-charge or bomb-drop after a long time of planning. But I'm still keen on the muzzleflashes that imo will change the game's feel some levels. Even if they're not gonna be released in the first version of "Blastcore". Share this post Link to post Share on other sites
AnimalMother92 10 Posted August 21, 2010 @anders Couldn't agree more Eagerly awaiting Blastcore! Share this post Link to post Share on other sites
TBuck 10 Posted August 21, 2010 We talk about 5-7 burning tanks, not more ;-) via gunners sight (tank). Doe's it depends on JTD fire and smoke? Like Günter wrote, I also miss the dust so I activated JTD FS to get the dust. Sometimes your smoke has gone out and the wrecks were yet burning. Tino Share this post Link to post Share on other sites
megagoth1702 252 Posted August 21, 2010 Snare, I hope you will reduce the ball-sparks to an asymmetric shape and make em less... Thanks in advance! Share this post Link to post Share on other sites
Opticalsnare 12 Posted August 21, 2010 They have been redesigned yeh. Alot of things have changed since the last version so its best to wait and find out. Share this post Link to post Share on other sites
stephsen 79 Posted August 21, 2010 hey OS i remember me which you wrote 2 or 3 versions do want one with more dirt and mud is this actual ? just looks lively from mud and dirt comes up when you are shot in a wood,field or meadow ground.the actual version 1.41 is more for dry or desert grounds. Share this post Link to post Share on other sites
Opticalsnare 12 Posted August 21, 2010 Yea the next version will again be mostly focased on desert as its mostly designed for OA but hopfully i can quickly port them to differnt styles like winter and muddy as its only means reducing the dust and changing the colors etc. Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted August 21, 2010 I'm wondering when you shoot a vehicle like a truck with an mg on it, its like it dont blow up, it like starts on fire and goes from a truck to a raging fire bigger then the truck, and huge black clouds, and theres no sound. I'm using JTD mod with this but I tried warfx and jtd seperately to see the difference. Heres a video I made in July for my WarMod for Arma, I just wanted to point out in the first 20 secs when i shoot a UAZ with a m203 HEDP grenade that explosions should be something like that for vehicles, well the general idea anyways: http://www.youtube.com/watch?v=-CyDz6lwOoM better yet heres some cool vids i found of explosions: car exploding slow motion http://www.youtube.com/watch?v=p0sOGbMh3n0 you all have seen this one all depends on what makes a vehicle, or tank, or even if something crashes it will blow up different. I wanted to add, are you going to add back blast effects, smoke, dust ect., to the at weapons? Share this post Link to post Share on other sites
SPC.Spets 21 Posted August 21, 2010 This is a great mod, waiting for the new release Share this post Link to post Share on other sites
Navvar 10 Posted August 21, 2010 (edited) I'm wondering when you shoot a vehicle like a truck with an mg on it, its like it dont blow up, it like starts on fire and goes from a truck to a raging fire bigger then the truck, and huge black clouds, and theres no sound. I'm using JTD mod with this but I tried warfx and jtd seperately to see the difference. In real life it's very rare for a car to explode when engaging it..and if anything does, it's most likely the armament being fired and not the car, it just deforms and catches fire most of the time. ;) Edited August 21, 2010 by Navvarone Share this post Link to post Share on other sites
Gunter Severloh 4062 Posted August 21, 2010 Ya I agree, seems weird though how a vehicle just dont explode though, I mean i hit a truck with a m230, and all it didn't explode with no sound, it just started on fire then started smoking like crazy, i guess thats fairly realistic. I guess i was expecting a 60's car where they barly hit a tree and blow up, :D only in the movies. But wouldn't a t72 hit by a javilen explode, like in the vid, cuz every javilen missile i shoot at a t72, it dont blow up, only like after a 2 sec pause it does. tugunska, and bmp3 blow up on contact with javilen. Share this post Link to post Share on other sites
Opticalsnare 12 Posted August 25, 2010 (edited) Well thats just being picky. I already disabled explosions for cars and even wanted them to NOT catch on fire only unless complete and utter destuction and still have less fire and smoke than a burning tank or fuel truck for example, but maybe i can look into that in the future. Anyway in terms of the the mod aka "WarFX Blastcore" things have been going well. At this current stage only a few things need finishing off for the final grand slam release, which all iam going to say is very very soon. :cool: Edited August 25, 2010 by Opticalsnare Share this post Link to post Share on other sites