Enigma85
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Everything posted by Enigma85
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yeah i was tempted to build a mini town to match the minimill. ever wondered what war would be like on a 6" scale lol no need to build a big map,Just shrink everything else
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Nice, looks like I'll be busy with texturing again soon. He-111,PIAT & the Garand Will give me something to pass the time. ahh i remember getting that windmill in game when me and tank were working together and the slight problem with scale i ran into we got it fixed in the end though
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Ahh you've got a new skinner  lol just a quick update. I've started work on the Lancaster skin,in game update soon hopefully. **EDIT** The Lancaster Skin is done, and will be applied to the model (once a special someone is online)
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as i recall the DC3 has only just been withdrawn 100% from from passenger service around the world earlier this year. i'm sure it's still used as transport plane for cargo and shuttle plane for sky divers to this day.
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The MG's that are in question i think we used more for suppression of the enemy and area denial by cutting of a road or area with a field of fire that would almost ensure death to the enemy if it was crossed. i don't think short bursts were used as standard, reasons for control bursts on High rate of fire weapons could be to decrease the chance of over heating the barrel which might lead to blockages,Or possibly to conserve ammo. other machine guns had quick switch barrels so that a large amount of fire could be put down with short stops for barrel changes. if a machine gunner had a target i would imagine he would try to saturate the area with as much fire as he could.
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The problem with making those static guns is that they have absolutely no recoil or vibration when fired. They are like laser-pointers. It'd be OK for the AI to use but rubbish as a player experience. My favourite MG is the old Vickers but as far as I'm concerned it just isn't worthwhile modelling one for ArmA with the way static guns [don't] work. yeah the only thing i don't like about static weapons. you may aswell be summoning death itself to kill the enemy. it is pretty much like bullets are locked onto the enemy. maybe things could be changed to allow some bullet dispersion to allow static weapons to be less like a death trap on a tripod.
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Seeing Paratroopers jumping out of bombers would be interesting. usually they drop bombs :P I know that rip has has AI jumping out of Transport Aircraft in the past. but i'll leave it up him to answer if there is a script or if it's just a waypoint command. as for the MG in bunkers and in windows that would be down to checking through the editor til it's right.changing the height of the unit til it sits in a natural position. as for the MG setting up on stuff with the bipod i'm not sure. short of adding some kind of proxy to ever object and window i'm really not sure it can be done. The only thing i can think of is maybe an menu action could be made that sets the player in a static machine gun(same sort obviously) would be the only way to do it on the engine. I'm sure some one with scripting knowledge will come up with an answer twice as effective and half as hard Anyways i'm off to the Pub
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i think rip31st is right when it comes to OFP content. OFP content itself cannot be converted to arma. For exsample BIS made weapons,Tanks and aircraft. but as archsceptic said it's fine to do so with 3rd party addons. they can be converted over to arma with authors permission. this could be handy for saving time on a number of projects. I know southy/eble converted over a number of ww2 planes. and release without permission not knowing permission had to be sought so had to pull them from the servers. i was quick though and managed to get them before they were pulled to test:P they really don't look bad in arma. and in a saving us hours of work standpoint and also a the authors addon will continue to be used for XYZ amount of years. i think it's a good idea
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I would imagine that the beta would be released with a few missions that have been used for testing. IE,The town to town airborne CTF missions and the beach landing mission. I think as this is a quite a community based mod that people are free to make there own missions/campaigns. you never know. post a link to them here and they might be included in the final release for everyone to play:)
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As i said before,I think it would be better to leave all questions and discussion about: penetration,dispersion,deflection,range,speed,rotation and everything else technical til the beta is out? that way you can make suggestions on what could be changed for the better in the beta so that rip can act on that rather then going back and changing stuff that's ready for the beta when your not aware of the values that are implemented at the minute. as always comments on progress are always welcome. but the technical stuff would be better to leave til everyone has played the beta and can form there opinions on it. Enigma
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This is true, As Rip said the bocage area of France is just that,An area. France Swings between bocage and tight lanes and short visibility to vast open fields with large roads and a long line of sight. To have France completely covered one end to the other with huge hedge rows would not only be a CPU killer,But also would be incorrect.
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right, I'm sure the balancing in the final will be good a mix between game play and realism. this discussion could go for another 2 pages back and forth about which tank should do what and which side should have the advantage in what areas. but it's not really going to achieve anything at the minute. Wait til the 15th. download the beta. play it,make a list of what you think could be better and what could be changed. and post it here. I'm sure Rip will take everything into consideration and make changes to balance the game play whilst keeping it fun and as realistic as possible. lets try and keep the discussion on mod progress for the meanwhile? it's not long to the beta then you can fill the thread full of suggestions lol
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well to be honest a Sherman did have a chance in packs. they would use there speed to flank round the back and hit them in the weakest part of the Armour. The tiger and panther had slower turning turrets then the sherman they couldn't draw a bead on the rear attacking tanks quick enough. This however did prove costly as and losing tanks was quite common the up gunned Sherman firefly could compete with the germans due to the 17lb'r being able to pack a punch to even the heaviest of German tanks. when a pack 3 shermans + 1 firefly met the German tanks they would stand a chance in toe to toe action thanks to the penetration power of the firefly. The Germans soon discovering this made firefly's there top targets and wiped them out of the battle ASAP. leaving the other shermans to fend for themselves. I do agree with what you say though. Earlier model shermans shouldn't be able to compete 1 on 1 with panthers,tigers etc.... but in packs I'd like to see some kind of balance against the german tanks due to slower turning radius,top speed,turret rotation etc...
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if you talking about the panther you'll be pleased to know that I'm working on it now
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you Welcome, Glad to be able to work on a ww2 project. More work from me soon hopefully Thanks Mate, Good to hear from you again. Love your recent screen shots they look amazing. Congrats on SOTW at AA.info
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the textures do need work, but i,and other will get round to doing this for the final. this mod has been progressing at such speed that getting final textures for every one of the models would be impossible for the beta. i will try my hardest to redo some of rips textures for aircraft and tanks alike, but all things take time Thanks for you opinion. hopefully you'll agree more with the final version
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yep i can confirm that, i also have the logitech EXTREME3DPRO and have no problems with thrust control when controlled from the slider.
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collaboration is all good as long as your working in the same mind set. sometimes collaboration isn't the way forward and can cause more trouble then it's worth. Luckily Rip is a Good guy and very easy to work with, As for release the age old saying of "when it's done" applies i think. but keep watching as the thread should be updated with work in progress pics and updates regularly.
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i see, makes sense that they would position the tank to offer the crew maximum protection from incoming rounds. but never knew they did it with "code words" some of the stuff you know,no matter how obscure never fails to impress me. are you a historian? or just someone that is really interested in tactics and the ww2 time frame? *EDIT* going a bit off topic, a little bit of on topic posting i'll be working on 2 versions of BF109 textures.One for the 1941 "battle of Britain" and another for the 1944 Invasion time frame (some variants as well possibly)
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It's Chicken wire on the gun barrel,there is Zimmerit on the tank but it's hard to see without the normal map applied. it might need tweaking to be a bit more prominent but i can do that a little later if needed. as for new command and tank chatter etc.. it would be great but I'm no coder so wouldn't have a clue how to go about it. Has anyone got round to changing the Ingame default audio yet? just a quick question my german is rusty at best but isn't Kaffee - Coffee?
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Haha Glad to be of help, sure Atomic will be stoked to see the panther rolling around normandy. anyways can't wait to get to work on some textures for your newest models
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as i recall the werhmacht used feldgrau unifroms, didn't the SS deathsquads Use black as well as panzer crews?
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excellent release Fromz. I'll be download ASAP. A-10 sounds amazing
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I really can't sayto be honest. Resistance fighters and apocalypse mod were side projects of Agamoth. I'll contact him and ask him to take a look at the thread. Hope this will helps. Have you PM'd him? Enigma
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Army of the Czecho-Slovak republic
Enigma85 replied to tasi's topic in ARMA - ADDONS & MODS: DISCUSSION
Beautiful pic:B534 in 3.serie really looking forward to playing with some early ww2 equipment.