Enigma85
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Everything posted by Enigma85
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Enigma85 replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
playability and fun has always been over 100% accurate models in my eyes. we've got something out there, Some may say it's terrible,Others will praise it. whatever they say it will carry on rolling and it will keep getting better. like it or not :P -
oh yes! good man casimir   I don't know why they  speak about permision or credit  first because it's  not release  jealous ?   they are like as troopersbugs attacking a poor federaltrooper    i would imagine it's due to you not stating that it was a OFP conversion at the start and simply "My addon" if you stated "this is from Starship troopers mod and i'll be using it as a base model" in the first place i'm sure it would have saved all this arguing and confusion. if it didn't come up now and was questioned closer to release when there shaping up nicely everyone would be pretty disappointment if it was pulled from production. in the future it would be best to get permission and give credit to the original authors. even if it's just based on the model. will save a lot of trouble a messing around. anyways I'm looking forward to this starship troopers was one of my favorite films (though the 2nd was lacking,haven't seen the 3rd)
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Enigma85 replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
yeah that is a bit of an odd opinion. the old weapons were accurate, especially the bolt action rifles IE the Karabiner 98, as i remember the british Bren was slated slightly by the crews using then for be overly accurate for a Light Machine Gun -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Enigma85 replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
i thought this as well. turns out the AI is freakishly good at keeping it gliding almost indefinitely.(abusing the high lift?) I think you could solve the problem til a fix by using a command or code? something like the setflyingheight code, though i'm not sure of the exact coding sorry. hopefully you can set it to 0 and the AI will follow suit *fingers crossed* -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Enigma85 replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
i'll work on a new texture to replace rips for the c-47 as soon as i get time maybe this might solve the problem everyone seems to be running into. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Enigma85 replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
i'm really confused why some are getting CTD's it's very stable on my desktop. is there any specific vehicle that is causing it for you? -
Armour values will always be a sore point and VERY hard to get 100% correct. the deflection percentage of some tanks(t-34 and panther for example)were quite high for some type of incoming rounds. this is hard to simulate in Arma,raising the hit points to simulate the amount of fire it might take to destroy one raises the damage for all rounds obviously.so some weaker tanks become stronger due to this. as rip has said in the past,Values will be tweaked after beta comments and suggestions have been collected and the team has a short break. personally i think the first stage was more about adding content to the game then balancing everything perfectly. I would think Stage 2 will be more about adding more content and balancing the content to each other for balanced "rock,paper,scissor" game play. EDIT Also as regards to textures, many do need tweaking i can admit to that. also i've added no normal maps as of yet so it might not look the best it can. hopefully i'll get the time to fix all this in the next stage
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i think there is a texture waiting f or a Bf109 i did a while ago. i'm not sure if it's been applied just yet. interiors are in progress and will be added in the next stage. As for fire points i've not looked into the bf109 yet. i'll take your word for it if you say the fire points all fire the same then that is a bit strange. the cannon should as i recall fire from the nose(or some models from wing mounted pods) and the machine guns from the wings. i would think this will be sorted in the next stage.
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what about the aircraft are you not pleased with? if we all could be specific with bugs and suggestions it would help drawing up a fix plan in the future.
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not a bad start, i would say that your helmet looks a bit wrong. to wide and high i think. here's a good reference pic if it helps you.
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well by bare i would think he meant without mounting rails or scopes/aimpoints/acog etc.... the iron sights would still be on the rifle as stock.
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I Would think that mines would be added in later stages along with the rest of the equipment still to come. As i remember ATST_walker released mines in some flavor though i think they weren't the explosive AP mines you want. if i recollect it was a AP flame mine but might be better then nothing. Don't quote me on this though. I'll leave it to Rip to confirm.
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as i remember the jeeps will come in various different versions. medical version with field stretchers  and a armed version mounted with a rear .30 or .50 cal. I'm not sure about the status of said versions. but you can guarantee they won't be ready for the beta. the more stuff gets added to the beta list the longer everyone will be waiting for it. and you don't want to be waiting for ever surly?
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yeah firing from the he-111 "blitz squadron" proved to costly to warrant continued use. the bombers were very vulnerable to night fighter attack after firing as the rocket lite up the aircraft for several seconds on launch. out of an unit of 10,000 V1's fired at England 1,176 were estimated to have been fired from the Heinkels. most we're launched from the launch sites til the capture in the invasions. the engine cutting out was due to the g force of the dive stopping the fuel from reaching the rocket motor. this cut the engine. this as you said was fixed. and the majority hit whilst under full power. but i think it's the "iconic symbol" of the V1 that it went silent before hitting the ground if you want i can take a look at your skin when have time a make a new version for you? not a problem if you want me too. Send me a PM if your interested. the wing span i seem to show up alot through looking is 5.3mts (17ft 3")
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I have no knowledge of any OFP add-ons. I made this completely myself. Â I do not copy anybody's add-ons without persmissions It is unmanned (the normal V1). You set the target coordinates and press the "launch button" (scripted or go next to the missile and press 'start' ). It warms the engine for a while and then the catapult fires it up. Includes the "buzz" sound. It stops the engine slightly before the dive because people generally believe it was used to work that way. My Bad, they looked like another addon from OFP. apologies for that. it was the Fieseler Fi 103 (manned version of the V1) quick fix on the texture saturation and they'll be good to go. about the buzz you speak of. the British all came to know them by the name"buzz bombs or doodlebugs" due to the distinctive buzzing of the engine. when the bomb had neared it's target the engine would cut and the bomb would fall to earth, a manned version would be quite interesting thinking about it. though the Germans never used them. the Japanese had a version (licensed from the Germans) that was hooked under the belly of a "Betty" bomber and once released was piloted by kamikaze pilots into American Ships and such. a pretty devastating weapon for equipment and morale i would think.
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have you got permission for these? i recall them being released for OFP and there being a flyable version too XD. but if permission is not obtained the original author might not be too happy seeing his work without the proper credits in the forums.
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the vilas pack in the mod is an updated version. different than the public version. but the pack won't be updated again before release.
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101st & 2nd rangers are included at the minute. i'm not sure about the status of adding other divisions IE 82nd airborne,1st division etc..... changing the marking on the textures wouldn't be hard. but I'm not sure about the equipment if it's the same for the 101st & 82nd, or 2nd rangers & 1st division. my guess is they we're probably different outfitted (at least rangers and 1st div) I have to work on infantry textures sometime so i'll talk to Rip about it and hopefully work something out for stage 2. all i can say is definitely not for the Beta.
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Looks good, but who made them originally. They remind me of the Pak released by WW2EC
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I'm pretty sure multiple fire points can be added without a problem, Also the Sdkfz 205 is in the works in many different versions (not telling you what just yet :P) you'll also be glad to know the stuart is already in our hands so will be worked on at a later date
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An updated version of Vilas WW2 weapons will be used in the mod,With more being added in the future. As for the the boys anti-tank rifle, It was rendered obsolete in 1943 when it's service history was ended,so wasn't used in the invasion. It was becoming ineffective against the heavier armored tanks of the axis. When the shorter barrel version for the airborne was issued in Tunisia it's performance was underwhelming, A decreased range and still unsuccessful at penetrating the armor of the enemy tanks (Panzer III for example) I'd expect you'll see it in early theaters when we get to them though. Mainly Africa and Tunisia, but not in Normandy and the European campaigns I'm afraid. they were replaced with the PIAT (projector,Infantry Anti-tank Spigot Launcher) which should be included in stage 2 *fingers crossed*
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I believe both the bazooka and Panzershrek is in Vilas ww2 pack. PIAT is being worked on by Col.Faulkner for the British. The only one that i can think of that's missing is the Panzerfaust
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I Don't think it's fair to cut off the German players by including the Swastika. I could make a separate texture for a German version that hasn't got the swastika. But this would mean uploading 2x X.Y.ZMB's just for kb's worth of change. having 1 global version that is available to everyone just cuts all the hassle out. swastika/iron crosses or not. it's a lot less work for a team that already has stacks of work to do.
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the + (or Balkenkreuz) is a better option in my opinion. and leaving an blank area where there should be something isn't right. if it wasn't banned in Germany the swastika would be there where it belongs,but in the interest of playability it's being taken out. as i've said after talking to rip. the iron cross will be added in place of swastika, now lets get back onto the mod progression and leave the swastika and iron cross discussion behind us.
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exactly! this man knows the score 3000 years of history ruined by 6 years of violence and genocide. anyways i think this has gone on long enough lol. lets get back on track with the topic now that we've worked out some compromise.