Blake
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Everything posted by Blake
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ April 20 2002,08:53)</td></tr><tr><td id="QUOTE">There is no realism in that. LAW is weak and can't destroy an abrams with two rockets. It can damage it, but not destroy. I think that damage is pretty good in OFP. You're easily disabled or destroyed if there are two RPG soldier around even in abrams. You're not safe in abrams. Far from that. One sabot can disable its main gun and you can't do nothing. A few RPG soldiers around can destroy you without problems.<span id='postcolor'> M1 Abrams has less that 100mm of flat steel armor in the rear, there's no depleted uranium armor/chombah all over the place you know. LAW can penetrate approximately 300mm of flat steel armor with it's 66mm warhead, RPG Nh-75 can do perhaps even more. Location of the shot makes all the difference, no tank is evenly armored from all around it would simply weight too much. Don't believe the hype that Abrams is invincible. Just tested OFP default M1A1 - 6 shots, no matter rear, sides, front were required to knock it out. Dont tell me ofp damage model is realistc. And by the way, making rear of the tank vulnerable brings out and interesting tactical aspect - you have to maneuvre for good position to have a chance.
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If bis doesnt fix these these bugs, it's surprisingly easy to fix some of them yourself with the dePBO tools/text editor. I just made M1 tank always immobilize when it's hit by mine. I also fixed the gun depression bug, now M1 tank can shoot to -10 degrees 'till +20 like in real life. I also weakened the rear armor, so 2 LAWs in the rear will now knock out M1A1 instead of 6. Maybe this will turn out to be realism addon that my squad might use someday.
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Yes, they suffer damage. But I still would like to see just track(s) turn red disabling moving while retaining turning to just one direction. Rest of the tank could even remain rather intact and crew would stay in. The thing that t-72 is totally destroyed by single mine while other tanks are just damaged is strange too. IFVs and APCs should get knocked out but perhaps not the heavier armor.
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OK I'll put up group respawn version too where u can respawn to other group members. But I prefer no-respawn. UPDATE: OK, the Group Respawn version (You respawn to AI members of your team) is ready for download. Check the download link above.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpaceAlex @ April 19 2002,18:07)</td></tr><tr><td id="QUOTE">Tank mines are just fine. Two mines are enough to destroy a T80 and disable Abrams. Tracks become red when hit by mine and i think tank crews are disembarking because the tank is about to explode. You're not right here. All tanks take more damage when hit from behind. Â Â I actually heard that Bradley tank commander really can't turn his turret. Â <span id='postcolor'> 1. No tank mines are not fine. 11-kilogram AT-mine will at least blow off a track from ANY tank in the world. Including M1A1, Leopard, any. They're tracks will simply break, transmissions might also get damaged, crew gets knocked off etc. It's ridiculous when tank hits mine with it's tracks and just keeps going the same speed, just with a little darker color. AT-mines are just about best weapons to stop these modern era super tanks. 2. No. Just test it, was it T-80 tank that takes 4 hits to destroy from behind while it takes 3 from front. Hitting rear armor of M1A1 even with LAW can penetrate, it doesnt have Chombham/Depleted uranium armor rear, just less than 100mm of steel. 3. Well he can certainly look at other directions than just front!
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thx for the advice on Ash's mods, assault. downloading them now... But of course official fix would be nice, maybe by some armor enthusiast at BIS? Agreed on the machine guns also, MBTs are pretty stable and accurate platforms. Maybe BIS was making some kind of compromise.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Sheriff @ April 19 2002,09:48)</td></tr><tr><td id="QUOTE">Ah Nice fix list, For the 100th time already. All of these have been discussed over and over in numerous threads before and i'm sure BIS is fully aware. I'm not discouraging you from posting your thoughts about what needs to be fixed but personally i'm getting tired. So Imagine BIS and the pressure they are under but that's all part of the job i'd say. Â <span id='postcolor'> ...But most of the fix lists around contain suggestions from civilian clothes to helicopter throttle This is list list concentrated on tanks only, some of those bugs listed above are just text/data fixes, helping to make game more realistic. And that's purpose of BIS i presume.
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Here they are: --------------------------------------------------- Numero 1 --------------------------------------------------- Target calling blocks the vehicle radio, so the commander can't issue targets or command fire (or moves). Pure AI controlled tanks are not limited by this - they usually always gets the first shot in close quarters, because you can't issue any orders. There's even about 2 secs of silence after the target call before you can order anything! Modern tanks have targeting computers. Couldn't we just say that the computers called out the targets (silently) so you could get on with the game and not die? --------------------------------------------------- numero 2 --------------------------------------------------- AI drivers don't obey move commands properly. Combined with the issue above, this makes AI driving suicide. When I say "fast" I don't mean "halt" or "turn around in a 360 degree circle". I mean FAST! It's usually an order you give when the toilet's on fire! AI failing to respond results in horrible death. And when you say "left", why does he turn left and then right again?? Could atleast the turn keys not function a bit more like when you drive yourself? A little delay in response is fine - just not this returning-to-original-heading thing. --------------------------------------------------- numero 3 --------------------------------------------------- When you hop into a tank, your entire squad hits the dirt, because you are "turned in" by default. It's fine that behaviour is controlled by the in/out thing, but could it please be limited to those actually inside the tank? It's not a problem to manually tell the infantry to get down when they actually have to. Result is often that your tank crew is bellycrawling for bushes instead of getting inside the can (after been given the order to do so). --------------------------------------------------- numero 4 --------------------------------------------------- When an enemy tank is driving right in front of you, you still can't lock on to him in many cases, because the game has decided you can't see him. If I have clear visual range and he's even moving at top speed, should I not be able to spot him? --------------------------------------------------- Numero 5 --------------------------------------------------- Like Aaron Kane said - FIX the gun depression to more realistic. It's now quite impossible to fire downwards from good hull-down positions (meaning tank hull is hidden behind hill & turret is only visible to enemy). --------------------------------------------------- Numero 6 --------------------------------------------------- Commander should be able to turn around 360 degrees when they've turned out, just to get more view of the battlefield. (and add option to use binoculars as tank commander if possible). --------------------------------------------------- Numero 7 --------------------------------------------------- Gunner cant turn out while Tank Commander and Driver can in MP games - why? works fine in SP. --------------------------------------------------- Numero 8 --------------------------------------------------- Make tanks IMMOBILIZE when hit by mine. It cant be impossible even with current limited damage model - since even car tires can be shot flat preventing their movement. Make track sections in tank turn RED when hit by mine. But dont force crew to bail out when immobilized. --------------------------------------------------- Numero 9 --------------------------------------------------- Make turret/hull armor weaker in rear areas. Now some tanks are easier to destroy behind some aren't. Make ALL tanks take more damage when hit from behind. --------------------------------------------------- Numero 10 --------------------------------------------------- BMP-1 CAN'T fire Sabot ammo in real life - only HEAT. --------------------------------------------------- Numero 11 --------------------------------------------------- M2 Bradley CAN fire AP ammo like BMP-2. --------------------------------------------------- Numero 12 --------------------------------------------------- M2 Bradley Tank Commander can't with his view when inside the tank making him totally useless without unrealistic 3rd person view. --------------------------------------------------- Numero 13 --------------------------------------------------- Make BRDM more durable. Now it can be destroyed more easily than HUMVEE and BRDM is more like an APC. --------------------------------------------------- Numero 14 --------------------------------------------------- Vulcan and M113 gunners can't be shot even though their heads stick out clearly. Additions to the list: --------------------------------------------------- Numero 15 --------------------------------------------------- T-80 can fire AT-8 'Songster' anti-tank missile through it's gun tube. --------------------------------------------------- Numero 16 --------------------------------------------------- When you press 'sight' key in tank driver position you can only look & zoom forward. Tank driver positions have 3 vision blocks-why can you look to different direction (left and right) too, for example with keypad keys? Composed by WKK Gimball and Blake & others. BIS comment on this one. Most should be easy numeric/statistics fixes.
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If BIS stops patching OFP after Resistance upgrade, we really need a 3rd party 'Realism patch' team...but lets hope BIS will keep up the good work
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Flash Burn @ April 19 2002,09:51)</td></tr><tr><td id="QUOTE">ha you forgot 1. Â tanks dont have zoom scopes. Â Usually magnification is 3x and 10x only. Â varies from nation to nation. Â M60 is an exception I think. Â It has a funky stereoscopic range finder. Â Well I assume m60s with laser range finders dont both with this. Â <span id='postcolor'> Of course, but current system is a fair compromise. At least tanks are able to use their optics and long-range hitting power especially when LAWs and ATs have too flat and accurate trajectories and tanks are too easily hit. One could go to extremes demanding proper Thermal vision for M1A1 gunner, but the stuff listed shouldnt require too much fixing.
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Aww, this certainly needs a new topic.... Now here: http://www.flashpoint1985.com/cgi-bin....t=10560
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Good points Gimball. And the list goes on... --------------------------------------------------- Numero 5 --------------------------------------------------- Like Aaron Kane said - FIX the gun depression to more realistic. It's now quite impossible to fire downwards from good hull-down positions (meaning tank hull is hidden behind hill & turret is only visible to enemy) --------------------------------------------------- Numero 6 --------------------------------------------------- Commander should be able to turn around 360 degrees when they've turned out, just to get more view of the battlefield. (and add option to use binoculars as tank commander if possible). --------------------------------------------------- Numero 7 --------------------------------------------------- Gunner cant turn out while Tank Commander and Driver can in MP games - why? works fine in SP. --------------------------------------------------- Numero 8 --------------------------------------------------- Make tanks IMMOBILIZE when hit by mine. It cant be impossible even with current limited damage model - since even car tires can be shot flat preventing their movement. Make track sections in tank turn RED when hit by mine. But dont force crew to bail out when immobilized. --------------------------------------------------- Numero 9 --------------------------------------------------- Make turret/hull armor weaker in rear areas. Now some tanks are easier to destroy behind some aren't. Make ALL tanks take more damage when hit from behind. --------------------------------------------------- Numero 10 --------------------------------------------------- BMP-1 CAN'T fire Sabot ammo in real life - only HEAT. --------------------------------------------------- Numero 11 --------------------------------------------------- M2 Bradley CAN fire AP ammo like BMP-2. --------------------------------------------------- Numero 12 --------------------------------------------------- M2 Bradley Tank Commander can't with his view when inside the tank making him totally useless without unrealistic 3rd person view. --------------------------------------------------- Numero 13 --------------------------------------------------- Make BRDM more durable. Now it can be destroyed more easily than HUMVEE and BRDM is more like an APC. --------------------------------------------------- Numero 14 --------------------------------------------------- Vulcan and M113 gunners can't be shot even though their heads stick out clearly.
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X-Box might be nice but....there's one limitation as with most consoles: the TV. Most TVs have very low resolution resulting many great games look bad. I just cant figure how can you shoot at 200-300 meters with iron sights on X-Box plugged on TV...
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Thanks WKK Gimball! Keeping the arrow key pressed indeed changes tank facing with AI driver much more smoothly Funny I didn't notice that before, I just kept tapping the arrow keys and movement was very sluggish. Now it's really worth leaving AI driver in mp maps. Thx again, man.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (scout @ April 17 2002,05:22)</td></tr><tr><td id="QUOTE">dunno, im pretty good with MG. its just the way u shoot. ppl tend to spray which isnt the way to use one. u might be surprised but the bi-pod (in real life) acts just like in the game! shoot more then 3 bullets a burst and u'll miss. so there no need to complain, MG isnt assault rifle its MG. properly used and its a deadly weapon. i take MG's in every mission i can cause it enables me to hit multiple target easily. any way, all im saying is that u should use a MG as a MG not as a rifle.<span id='postcolor'> Well, I NEVER use MG's like assault rifles. I've fired only one LMG in real life Valmet M62 LMG firing 7.62mmx39mm and with bipod deployed it was quite accurate but of course much clumsier at around 9-10kg with full 100 round belt so it was very hard to swivel on the enemy at close range. There wasn't forward handgrip so I was constantly assaulted by empty shell casing ejecting below In prone position OFP machine guns should be much more accurate and even less accurate than they are now when firing from knee/standing postion. The bipod should ALWAYS be deployed in OFP machine gun model, it is much faster to set up that way and thin legs arent in the wat at all. Just make it more accurate.
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How do you get inspiration to a new mission?
Blake replied to a topic in OFP : MISSION EDITING & SCRIPTING
I listen to movie soundtracks, marching music and classical to get inspiration for mission making. -
Using arrow keys to command AI driver is a nightmare, especially when you ask him to turn left or right. It seems the driver can steer only in 15-45 degree increments. Turning the tank the 180 degrees takes ages and generally it works very bad. Only arrow keys for forward and reverse seem to work somewhat. Why the hell can't drivers turn smoothy left or right when you command them to do so? They should keep turning the tank and only stop steering when you say "stop". It can't be that hard to implement especially when drivers obey waypoints and roads very well. The best way to control a tank is to forget left and right keys and just use the mouse to point on 1st/3rd person to tell driver where to go. He obeys quite well that way. Also, up and down keys are still quite useful for quick retreat/charge. But I really hope BIS will fix AI driver by the time Resistance comes out!
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Okay, it is possible to make cutscenes in MP missions BUT the real problem is that the stuff you see on the screen has to be included in the mission itself, unlike in single player missions where you have dedicated Intro and Outro cutscene "mission". This is a problem in some cutscenes including vehicles since they can't be made to "vanish" after the cutscene is over and have to be left on the field in the mission itself. Also, these in-mission cutscenes are unskippable, which might also annoy some people. So is BIS going to fix this issue by enabling single-player style intro-outro cutscening into MP missions? Some might argue that cutscenes take too much time but they really help create atmosphere and if real cutscenes are possible the intros could easily be skipped.
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Fuchs is primarily used by German Bundeswehr. So I'd prefer BIS would add Soviet BTR-60/70 or 80 series wheeled apc. It can take 8 troops at least and carries 14.5 mm heavy machine gun in an armored turret.
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Interesting idea though, but I never heard anybody carrying these kits in real life. HK21 is belt-fed machine gun so probably you would also need a new empty belt for 7.62x39mm. If situation occurs that a spec ops team runs out of ammo they would just grab dead enemy's AK47 or AK74. They probably wouldn't have time to empty the enemy clips, convert HK21 to fire 7.62x39 and reload belts with the new rounds
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Yes, that Finnish Waffen-SS volunteer story was put there just as an example. Maybe one reason was that my granpa's brother served in that unit as junior officer But fighting in during summer '41 in Lappland included thousands of Finns and Germans in mixed battlegroups, with German armor supporting Finnish infantry etc. Same co-operation was also crucial during Soviet '44 summer offensive when their attack was succesfully checked with heavy losses. There was also large-scale island fighting for the dominance of Vyborg bay area, which could make some interesting scenarios. Some statistics: Total WW2 losses in the Finnish/Carelian front: Soviet union: 500,000 killed, over 1 million wounded Finland: 90,000 killed, over 200,000 wounded But as Scooby mentioned, early 41-44 scenarios could make Finns friendly to Germans, but '45 could be hostile then. I'm willing to do missions as well as many  other people from our squad, they were very entusiastic after hearing that Finland might be included! Forget the SS volunteers that was just put there as a curiosity... Excellent site about 39-40 Winter War: http://www.winterwar.com/mainpage.htm http://hkkk.fi/~yrjola/war/finland_wwii.html/ ..is an average site about Finland in WW2 in general...
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Here is an excellent armour site, the 'AFV Interiors' Very detailed reports about tanks ww1-present day, including fascinating interior shots: http://www.kithobbyist.com/AFVInteriors/archive.html
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Great that you take the feedback There were probably countless of single battles where Finns and Germans fought side by side against Soviets in 41-44. In summer of 1941 German 'Gebirgs Korps Norwegen' attacked east from Northern Finland with the objective of capturing vital city of Murmansk. At the same time, sligtly souther, Finnish 6. Division with German 169. Division and SS-Division 'Nord' pushed east around city of Salla. Hard fighting took place and Soviets were determined to hold Murmansk so allied supplies could flow into the country. The attack around Salla also bogged down in the forests having advanced around 50km. The front lines stayed mainly static in the North after this operation, despite furious Soviet counter-attacks during spring of 1942. In southern Finland German and finns fought together also during Soviet summer offensive in 1944. German 122. Infantry Division, Stukas of Flight Detachment 'Kuhmley' and Assault Gun Brigade gave important support to Finnish troops around Vyborg and helped Finnish forces to halt the Soviet assault. Also, German-supplied Panzerschrecks and Fausts were important in stopping soviet heavy armour. Later when peace was signed, Finns were forced to drive 200,000 remaining Germans of 'Gebirgs Korps Norwegen' out of the country and last Germans left Northern Finland in April 1945. There are lots of more detailed accounts of finnish-german joint opertions in 1941-44. There was also Finnish SS-volunteer batallion consisting about 1,000 men fighting in SS-Division 'Viking' in the Eastern Front 1941-43. more detailed account about it here: http://www.feldgrau.com/finland.html I'll try to find better pics of Sturmgescutz and post some links here when I get them. Thanks for the offer to make missions, I gladly would like to do some missions, especially the ones that consist Finnish and German troops Keep up the good work!
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Who the hell would carry all these conversion kits for HK21? It would mean that spec ops would have to carry 3 different barrels, 3 different feed mechanisms and 3 different slides! That must be over 50kg weight of equipment... You can give spec ops any weapon in the editor if you don't like the mp5.