poppi
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Quite normal, nothing to worry about. Â
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Mow it. Â No, honest, flip back a few sides and read the regarding topics or use the search function.
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AFAIK Thunderbird removed the fire and smoke effects due to performance reasons. His statement should be found somewhere in this thread.
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Are you sure? At REFORGER 87 two A-10's "attacked" a position near our house (quite a fierce tank battle going on on the farmlands nearby - lucky us that it was only a manoeuvre). If I remember correctly, these Warthogs were grey as the sky above. BTW: Some pictures of REFORGER 87. More REFORGER. Ah, those were the days...
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Well, I finally found some time to post a picture: 1) This is the error I mentioned before. Don't know exactly why it happens. This is from Red Hammer, mission Alamo. It doesn't appear when I create a random mission with this soldier in the editor. 2) This american tank soldier behaves somewhat mega-heroic. After having fired at me for about 20 seconds (without having hit me from a 10 metres distance), he starts dragging his fellow in the middle of a severe firefight. I knew that american soldiers are quite brave, but this is really weird...
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You're right, of course. But, if I remember my military service correctly, we were taught not to empty all [!] our magazines on one target, which we couldn't even consider to be still at it's position. I cannot remember anyone who ever fired a whole MG-belt at a hidden or disappeared target. At least, and this is what I meant, one should consider to stop firing at a remote position if the assumed target appears right beside him. And, as far as tank combat is concerned, I was taugth to aim, fire, control. Everything else would be senseless, as it would reveal one's position or cover, which is quite self-destructive.
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Very nice work, TB. Great mod as usual. Nevertheless I found two minor bugs. 1) During some missions I seem to get a scripting error, something to do with "wind" (this is at least the word I recognize). Next time I'll try to make a screenshot, but it appears quite seldom and randomly, so it isn't easy to reproduce. And it doesn't affect gameplay. 2) In "Steal the Car" some of the enemies just empty their magazines. They fire whole loads of ammo at the direction I used to be moments before. So they behave quite stupid and can be spotted very easily.
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Ah, good old "Panzerlied". I had to learn it during my military service. It's still being sung today, though in a "denazified" version, of course. Anyway: A great mod, like it very much, especially because of it's sound and effects.
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Calm down, guy. It's ready when it's released. I will stick to the good old OFP/FFUR as long as possible. AA is lacking something. Can't tell exactly what. OFP just "feels" better.
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Full ACK, FACK - full acknowledge. I agree with your postion.
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Oh. Three answers. In a row. Thanks. I'd better read the readme next time... (if it only wasn't that long...) EDIT: But you have to admit that it looks like a bug, if you are not informed...
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Outstanding mod. Many thanks, TB (and all you other guys involved). You made OFP greater fun than ever... Nevertheless, I'm experiencing a minor bug. The ammo display is somewhat out of position. Like that: Suggestions, anyone? Note: I don't think that it is caused by the dxdll fps-display, as it appears with that switched off, too. And BTW: I too have the impression that the AI is somewhat weaker than before. But haven't played much yet, so my impression may be wrong. Anyway, a great mod that will prevent me from buying ArmA for quite a while... EDIT: Resized the image a bit...
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I can confirm this issue. These "things" (apparently meant to be plants or trees) appear after the installation of the Extra Pack. Nevertheless: A fantastic mod!
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I tried out the ArmA demo and fully agree. It runs extremly slow on my new Core 2 Duo 6300, 1 GB DDR2 system. O.k., I've got only a Geforce 5600, but I really don't want to invest a few hundred Euros more just to get a game running. FFUR 2007 will keep me busy for quite a while. It's such a great mod.