Unatomber
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Everything posted by Unatomber
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Sounds realistic to me. IRL NVG:s limit the field of view down to something like 40 degrees..
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I would also have one request concerning the VoN-feature. The source for the VoN-voices should be configurable separately from game sound effects though Windows control panel - Sound and Audio devices - Voice -tab. Currently it is impossible to configure VON-playback and recording to my wireless headset which appears as a separate audio device.
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A&D - Attack & Defend (a single objective, no-respawn map with humans on both sides) BTW, stumbled upon this thread
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Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
Note that if youre exhausted the accuracy is bad too.. catch a breath and lie down, its almost at the level of the original game.. -
Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
The SISSI-units are guerrillas. They fight and perform reconnaissance/sabotage missions deep in the enemy territory. -
Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
You could learn to read Teg  edit: hmm, dont you edit your posts.. None of the original files were overwritten!! -
Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
DUH! Read this pic1 BIS BMP -
Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
BMP-1 BMP-2 Whats the problem with the BMPs in FDFMod?? They are ON SCALE! -
Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
especially if they are not there -
Finnish defence forces mod 1.0 released!
Unatomber replied to feersum.endjinn's topic in ADDONS & MODS: COMPLETE
All weapons are in their own pbo, so are all air-units, vehicles, config, finnish units, russian units, markers, sounds and so on.. We made it modular on purpose.. If something big should appear, it's easier to patch it like this.. -
He served us with honor, now it's time for him to drown among the other threads. Many will be left missing you, dear mr. Thread..
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Yep, I meant that amraams aren't used in close combat since it doesn't have as good maneuverability as sidewinder for example.
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Hmm.. amraam is no dogfight missile   The ones that will come with FDFMod have maneuverability of some 20-40 which is well suited for MP too. We managed to make them hit their targets by increasing the "thrust"-variable to something like 300 if my memory serves me well.. They can be fired from some 4k's away from the target and they rarely miss.. And yes, we don't support countermeasures  Download the mod when it arrives and you'll see what we have managed to do.
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whats the point if custom weapon skins could be made and someone would make neonglow orange or green weapons to everyone, wouldnt it give that player an unfair advantage..
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Another nice feature would be user customisable lifetime of ammunition.. this would make it possible to make a proper mortar, similar to Upminder's. The problem is that 'shells' only live for 20 seconds now.. this limits the range of the mortar significantly.
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I think user toggleable manual/automatic gears would be a nice feature.. Tanks in current flashpoint seem to lack horsepower, they always slow down dramatically on hills, maybe a config entry for horsepower could be implemented?
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So we need a better optimized netcode... (which was already mentioned in the list)
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ April 17 2003,11:52)</td></tr><tr><td id="QUOTE">IMHO... For the love of God - not vietnam. We already have an excellent SEB Nam pack to play with.<span id='postcolor'> Seb Nam pack is fine, but the island is not good, it eats your fps and has some bugs..
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ April 17 2003,11:52)</td></tr><tr><td id="QUOTE">IMHO... For the love of God - not vietnam. We already have an excellent SEB Nam pack to play with.<span id='postcolor'> Seb Nam pack is fine, but the island is not good, it eats your fps and has some bugs..
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Balance via realism
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If a vehicle is found under armored-tab on the editor, it doesnt mean that the vehicle is configured to act like a tank.. what Im trying to say is that regular cars can also be found under armored-tab if it is put to be there in the config.cpp. the editor location in no way modifies the units properties.. for instance a Main Battle Tank can be put under Air-tab and it still wont fly
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KuiK @ April 06 2003,09:11)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Kegetys @ Feb. 16 2003,22:54)</td></tr><tr><td id="QUOTE">Players who come to our server and do not follow orders and run around on their own.<span id='postcolor'> Same thing for me<span id='postcolor'> so true..
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How do you pefer chaff/ flare systems?
Unatomber replied to AXE's topic in ADDONS & MODS: DISCUSSION
hmm.. I believe IR-seeking missiles cannot be detected from the targeted plane, except if it comes towards it from the front and it shows on radar. Well anyway i think chaff/flares are quite useless in flashpoint, since IT'S NOT AN AIR COMBAT SIMULATOR AND YOU CAN'T MAKE IT ONE. -
The mod has gone beta. The beta testing is closed so dont ask if you can be a part of it. The length of beta testing will be from couple of weeks to over a month, depends on how much stuff theres to fix or modify.
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Just how would it work.. as far as i know, mines cannot be shot from anything, they must be layed. Maybe some scripting but whats the use in putting such dense antitank minefield somewhere?