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Baron Hurlothrumbo IIX

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Posts posted by Baron Hurlothrumbo IIX


  1. It is definitely a lot harder to fly around just using cockpit view.

    Try doing WWsoldiers just in cockpit, or my version of that, Clowning Around (more ZSUs, AA soldiers to make you go up the river instead of round). Landing under fire is pretty hard with a full squad in the back with no 3rd person - so you wan't someone you can trust doing it.


  2. It would be nice for mission makers to be able to set some units as 'reinforcements' for MP missions, that people could spawn into - after a certain objective has been done, EG the bridge is secure. So that would be a good way of allowing people to join in game.


  3. If you see some of the crashes in formula one, they are around 150MPH plus and drivers usually walk away from them.

    Also when crashing a chopper you'd have some sort of control over it, so you could select somewhere soft to crash on.


  4. Hi guys.

    I'm making my first serious model for OFP after working through BRSSEB's excellent tutorials.

    I have a couple of questions I cant find the answer to (I might have overlooked, but I did search as best I could)

    1) How do you determine rough poly counts for the closest LODs? - how do you know when something is too high poly? I suppose what I'm asking for is a rough guideline as to poly counts for stuff. The thing I'm making is an... armoured .. vehicle.. which would be recognisable to most people.

    The T72 from the demo has 1554 faces - is that a reasonable amount or is it a low detail one because its from the demo?

    2) Is it ok to have the vehicle as a number of different objects overlapping? EG to have the bumper sitting on top of the bodywork, or does it have to be one contiguous solid mesh? What about holes in the mesh? Are they a problem?

    Looking at the demo models, I dont think so, but I'd like to be sure.

    3) Is there an unselect button? I'm used to MAX, where you can unselect certain vertices without losing the rest of your selection.

    Thanks a lot!


  5. You can determine the distance of stars by using redshift:

    because red light bends more than blue light, the distance between the two at this end indicates how far away the object is.

    Imagine two rifles, side by side. One has a slow muzzle velocity, the other has a fast one. When fired at the same time at a target, you could determine how far away the target was by the distance between the holes on the target (theoretically, because the rifles wouldn't be zeroed the same).


  6. Please find another way to pick up things and get in vehicles, the Action Menu is rather annoying and its use should be minimized. To get in Vehicles assign a Hotkey rather than use the action Menu, it could be like in BF1942 or implement another idea. Make it possible to users to be able to assign hotkeys to some Actions or "bind" if you prefer that term. Also make it possible so MODs can add new action/functions to Hotkeys...

    Thanks for your attention.

    There is actually a key for doing such things.  The top action on the action menu is the most likely one to be used.  ie.  you rush up to a car and it is "get in car".  This means that just by pressing enter will do it.  If you redefined the key to something closer to the asdw keys you are practically there.

    I still agree that having optional hotkeys for such actions as "get in driver seat" so you don't have to look at the action menu to make sure it is selected.

    Not nessesarily. A lot of addons with things like animated doors/ hatches etc have those actions on top. Also, when in a vehicle, get out or eject isn't the top one, so when you suddenly spot that T80 over the hill, you have to scroll through.. and die.

    Also, the FDF mod makes the top action 'attach satchel to vehicle' if you have satchels- which is a the only fault with an otherwise amazingly good mod.


  7. - of course realistic physics, so ground vehicles can NOT go up hills steper than 45°. (usually much lesser)

    -- Tanks and other military vehicles can climb hills that have slopes up to 60 %. I also think that tanks are often much to slow in OPF when the climb hills. Even when they use roads and the hill is not very steep.

    Just a quick angle metrics excercise:

    45° is the same as 100 %

    30° is the same as 60 %.

    Obviously if you have the right data then fair enough, but when I've been in the back of a Warrior (modernish british IFV for those who dont know) and in commanders seat they've gone straight up any hill we could throw at them without even slowing down. I think the figures for steepness of slope has to do with a danger of overturning rather than an inability to climb them.

    The warrior can beat a porche away from a set of traffic lights (550 BHP ) but weighs 25 tons. Obviously older IFVs/ AFVs might not be as nippy but it seems strange playing OFP with these vehicles that seem to be powered by hamsters.


  8. The problem isn't whether or not moving around on/ inside vehicles is a good idea, the problem is : is it possible in the new engine or not?  I'd like it to be, but I really doubt it would be.
    Why do you doubt it?

    because the new engine is just a heavily modified old engine, and while I think it would be possible to eventually do it in the engine, I'm not sure that the team would think the payoff would be worth the amount of man hours spent on it.


  9. Hi. I have a really weird problem: OFP won't let me see custom faces in game. I can't see mine, I cant see anyone elses either. Just plain white faces. Its really annoying. Does anyone know how to fix it? I tried reinstalling but it doesnt work. I mainly play coop so its handy to be able to recognise different people by their faces.

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