Eviscerator
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Everything posted by Eviscerator
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the ofp-zone.de server is down, was only up for a day or two....not sure what happened to it, ive heard of one over at 101st.org but not sure if its public or not
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i dont think theres any doubt its a real addon, and its up to him whether he takes screenshots, its not as though accusing him of telling lies is going to make him take them...and that was a fantastic return to form btw
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right, after searching through 15 pages for the name.... Nagual: ive been playing combat patrol a lot, its good, but a couple of things me and some other people have noticed 1: not enough VC, not nearly enough, im not sure what different ways you could use to make more, maybe respawning dead ones at a random location, and making only 5 or 6 squads, then there wouldnt be too many on the map at once, but it would feel like you are in enemy country (although maybe more than 5-6) 2: i would remove the UH-1C + infantry and replace them with more pink teams, the pink teams are the main focus of play and the UH-1C just ends up lost and not knowing what to do 3: some kind of proper respawn(including vehicle respawn), accidents with helos happen a lot in ofp mp and its not as though the mission has a set objective like 'take the village' its just making your way to the limit by searching/working as a team (which actually works really well with some kind of voice comms) anyway, great job i love the way it immerses you in the game when you see the VC and the oh-6 guys shout out they see people and pop the smoke although at the minute it doesnt happen much hence the suggestions above
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well im not saying these will be changed, just things ive noticed, ill talk to stt about them when i see him, it will take a while to get them all handling well for the user and yet seeing differences in the aircraft, its best if you start giving ideas now as to what we tweak/implement, then we will have a while to work on them RAF_Maverick: no ETA, and dont hold your breath, as youll be well into decomposition by the time its released
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well, i suppose reducing the speed would do it, but at the minute there isnt too much difference between the handling of the cobra and hueys which is why i brought it up, i had a quick look around to find some specs to show why they should be changed...:          UH-1C    UH-1D   UH-1H   AH-1G   AH-1J Weight:    6,046kg   3,855kg  3,855kg  3780kg  3780kg(?) SHP:     1100shp   1100shp  1400shp  1400shp  1800shp Maxspeed:  238kph(?)  238kph   238kph   304kph  304kph(?) SHP = Shaft Horse Power (?) = not 100% sure on the figures also all the pilots have NVG's which i think only jet pilots had, i dont think the helicopters were used at night except when using flares/searchlights (although i believe SMASH cobras and UH-1M's did have night capabilities), anyway these are just some things ive noticed after a long time playing, it is very fun to fly by searchlights and flares, i think the NVG's in ofp are just a hinderance
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deadmeat, i think they wanted to see it in the air with a guy shooting from it/walking around, everyone knows it possible to have a moving ramp, because its been in the nam pack for about a week
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are you sure? its flipping for me when the rpg-2 hits it, and seeing as we have no evidence a m79 can take a uh-1c/d/h down in one shot it seems about right, although i have noticed the speeds are a bit off they should have 238kph for the max speed on the hueys, and the UH-1C should be a bitch to fly, it weighs nearly twice as much as the UH-1D IRL and it uses the same engine (UH-1D loaded: 3855kg, UH-1C: 6,046kg) which is the main reason the cobra was asked for, the UH-1C's couldnt keep up with the slicks, hopefully we can change this for the next patch or at least edit it as i have the hueys going 350kph on my computer which is near the world record (400kph set by a Lynx with experimental rotors)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (edc @ Nov. 30 2002,00:57)</td></tr><tr><td id="QUOTE">I think the LAW is way, way underpowered.  It takes all three rounds just to take out a BRDM! lol  <span id='postcolor'> well i havent really read much up on the law, but i have on the RPG-2/7's and there were a lot of duds, they also werent too powerful, and as we cant code duds into ofp lowering the damage is the easiest way of making things fair, and also LAW's are one shot disposable rocket launchers, so be thankful you get 3 rockets
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ive just been playing mp and ive noticed that too, they should definately seek and ive seen the AI using them as guided missiles, but for humans they dont seem to be, i guess its another bug
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i have a VIA motherboard with XP 2000+ and a Geforce 4 and i only get a crash maybe once every 30-40 games, and it doesnt seem random, its definately linked to how much work your processor/graphics card is having to do as it only happens when im playing with a lot of units, although i have no idea what is causing Miles Teg's crashes if it works on nogova its probably not the ram usage, as nogova will probably require more, Ia Trang definately loads faster than Nogova (and from what ive seen loading times are normally attributed to the ram minimum bis gave for the islands), you say its only with the nam pack? can you run other units on Ia Trang? i cant see why the units would be the main cause, i know ofp gives an error report every time it crashes, maybe someone like suma or someone else could give us a hand by looking at it?
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i think thats a problem with the geometry on the forest blocks, as i said could be intentional or not
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http://www.farfromglory.com/aircraft.htm a list of all the aircraft used during the war, it says the SU-7 wasnt used much but its a good ground attack so it will fit in with any 'what if...?' or ficticious missions, same with the MI-4 AFAIK was only used behind the lines but will help with any behind the lines missions or a ctf needed a helo for the NVA
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the vietnamese had quite a few aircraft, they just werent in the action as much, but check F-4 kills and youll see lots of mig 17/19/21's, we are making those, also an SU-7, and possibly an MI-4
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A-6e intruder bomber public beta
Eviscerator replied to DragoFire's topic in ADDONS & MODS: COMPLETE
its possible you have more than one .pbo being used, so if the ammo is in a seperate pbo on your computer it will work on yours but will act like it does at the minute on people without the pbo with the ammo in, and as you have different A-6 versions, this is probably the case -
give us a chance! the air pack will probably be made first, as it looks like its the easiest, release dates on the armour havent even been thought about, or even how we release them we've all been too busy with the full pack up until a few days ago, ebud has also mentioned doing other small modules, its pretty early stages at the minute but if you think about it in relation to the pack, which includes about 10-15 new vehicles(new models/textures), the armour has about the same number, with a few more things being planned to go in, like SAM's, the aircraft is looking to be around 10-10 vehicles too (already talked about are 4-5 vietnamese aircraft and about the same amount of american aircraft), i also wouldnt mind seeing some different armaments on the hueys/OH-6's which wont be too much work but add a lot of new playability, we were just worried about size constraints in the main pack, anyway my point was, itll take a while
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putting an m60 on a tripod behind sandbags like the DShK isnt too good an idea, the M3 tripod (standard M60 and M2 tripod) isnt too tall: also the DShK having the optics is a mistake, i think its there as i modified the AGS .cpp ages ago when i first made the model to try out the animation that came with it, although if the optic writing is removed it's just like the M2, its actually looking through the iron sights (the view is actually made to be inside the large square sight at the back) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">-tanks crews have CAR-15 as default weapon. Should have M3 grease gun instead. <span id='postcolor'> some did, some didnt, some tank crews had M79's and M60's, (the M48/551/60 tank crews normally had a guy stood on the back with one of these), also most pilots were issued the Colt Army .38 and a lot of them used M3A1's, it was just a case of making a single type of tank crew/pilot, its easy to change via the init field so having a different type of crew/pilot would be a bit of a waste
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thats not deflections, thats a build up of the indirecthit: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class BulletSingle : Default { hit=9;indirectHit=2;indirectHitRange=0.1; model=shell; simulation=shotBullet; simulationStep=0.05; //soundFly[]={objects\noise,db-80,4}; soundFly[]={objects\bulletnoise,db-12,0.7}; explosive=false; visibleFire=16; // how much is visible when this weapon is fired audibleFire=16; visibleFireTime=3; // how long is it visible minRange=10;minRangeProbab=0.10; midRange=50;midRangeProbab=0.38; maxRange=200;maxRangeProbab=0.04; /**/ soundHit1[]={weapons\bulletricochet1,db-30,1}; soundHit2[]={weapons\bulletricochet2,db-30,1}; soundHit3[]={weapons\bulletricochet3,db-30,1}; soundHitMan1[]={weapons\bullethitman1,db-38,1}; soundHitMan2[]={weapons\bullethitman2,db-38,1}; soundHitArmor1[]={weapons\small_impact1,db-30,1}; soundHitArmor2[]={weapons\Big_Impact2,db-30,1}; soundHitBuilding1[]={weapons\bulletricochet4,db-30,1}; soundHitBuilding2[]={weapons\bulletricochet5,db-30,1}; hitGround[]={soundHit1,0.33,soundHit2,0.33,soundHit3,0.33}; hitMan[]={soundHitMan1,0.5,soundHitMan2,0.5}; hitArmor[]={soundHitArmor1,0.7, soundHitArmor2, 0.3}; hitBuilding[]={soundHitBuilding1,0.5,soundHitBuilding2,0.5}; /**/ cartridge="FxCartridge"; cost = 0.7; };<span id='postcolor'> that means that an m16 bullet does nearly 1/5th of the damage when someone is 0.1m away from the point of impact(and they are not directly shot), so shooting straight down/slightly ahead will hurt you, only it takes about 5 times as many bullets as direct shooting to kill you
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quakergamer @ Nov. 27 2002,14:09)</td></tr><tr><td id="QUOTE">I still preffer my good ol' MLRS http://www.multimania.com/quakergamer4/mlrs.jpg<span id='postcolor'> you must be the only one
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i dont think it can be deflected, once a bullet hits in ofp it...stops, i suppose you mean the forests, there are a few suspect pieces of geometry, im not sure but this might have been added to stop the ai from spraying bullets into the jungle and killing people when they shouldnt have, or it may be a bug
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i think someone mentioned the radio chatter a few months ago, but it wasnt chosen because its repetitve or something, either that or stt/ebud didnt like it (i havent tried martins hueys with the radio chatter so ive no idea what its like), having the radio chatter on a squads radio might not be too good, with it being looped recorded messages they could be talking really loudly in mp or something, or it might sound like theres a big battle, when nothing is happening its very unpredictable, and possibly annoying and edc, i think the ofpec forums are down
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http://ofp.gamezone.cz Pitviper's Site (full) http://www.uvm.edu/~efisher/sebnampack2_full.zip OFPNAM (full) http://ofpnam.com/sds/sebnampack2_full.zip OFPNAM for 56kers (RAR format) (thanks Foodstamp) http://ofpnam.ath.cx/seb56k/ OFPNAM #2 (Full) http://ofpnam.ath.cx/sebhispeed/
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F-15e strike eagle released!
Eviscerator replied to NAA_Us_Marine's topic in ADDONS & MODS: DISCUSSION
add side=TWest; or side=TEast; or side=TGuerrilla; in the cfgvehicles section of the vehicles .cpp, there are civilian and empty ones, i just cant remember them... -
erm, no, its too pretty to look like a blackhawk, oh and i totally forgot, ballistics is planning to make one of these
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Munger, the DShK doesnt fit in with the russians in ofp, i believe it was replaced in the mid 60's to early 70's by the NSV, although as there seems to be some demand ill talk to the other guys about it... i have noticed some crashing but only when i had a lot of units in the game or set my view distance really high, so i suppose this fits in with what dinger says about it looking like video overload, also we will probably use the big modules as a chance to make any bug fixes, so list all the ones you see and hopefully we will have a chance to fix as many as possible by then
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you'll get your F-4 and Skyraider, probably not an F-105, i mentioned it but the F-4 can do the same jobs (although with less punch), im not sure about the DShK being released on its own, from the looks of it a lot of people have the pack so hopefully any missions set in later era's using the DShK will still be able to be used by a lot of people(also allowing you to use all the vietnamese weapons for guerilla/terrorists) also ive noticed a lot of people arent installing the sebnam_1a.pbo, this is the armour, it needs to go to the same folder as the other addon pbos (whether thats ofp\addons or res\addons depending on how youve placed them), i think it was accidently left out of the readme or something like that as ive found 5-10 people that havent installed it, and remember they use BIS models for now, and they use their closest lookalikes or clostest in roles, although as said in the readme there are glaring differences in some of them but the .cpp's are as accurate as possible, even in people loads, so things like the lvtp-5 carry 25 when using the m113 model (which carrys about 10-12), but make sure you put the player in the first 10 otherwise it puts him in the middle of the vehicle also a mission pack will be coming out soon to show people how to best use the units and probably(after stt reads the requests) examples of things like ammo crates and door animations/how to place new nose textures, it should also have some user made SP/MP missions