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dimitri_harkov

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Posts posted by dimitri_harkov


  1. We had a very nice evening with CSA'38 yesterday - here are some newsreel-styled impressions:

    Some great pics: Moerderhoschi's Gallery

    Everyone was full of praise for the mod :)

    The only major point of criticism was the sound quality (Because of the missing distance parameters. The recordings themselves are pretty ok).

    Some other minor things:

    -Avia airplane has radar

    -Missing HE shells for Panzer II (if they existed in 1938...)

    -AI PaK 38 seems to be very slow to start to fire, but this could be our AI settings

    -Very often, especially on HE shells, the visible explosion effect is a LOT bigger than the actual radius of damage.

    -white artifacts on tank tracks: did you try to 'move top' the faces in O2 (under the 'Faces' tab)? That might help.

    We are looking forward to the next update of CSA'38 - keep up the great work!

    Cheers,

    D.


  2. A little bug report for this otherwise awesome mod:

    -The StuG Commander can not look around when he is turned out.

    -Please add a possibilty to disable the 'dig a foxhole' action. Maybe bind the action to the presence of an editor module or a trench tool item.

    -Many sounds are missing the 'distance' parameter, which results in those sounds being heard all across the maps.

    e.g.:

    missing distance parameter:

    sound[] = {"\CSA38II_sounds\w_canon\37mm_fire.wav",31622776.0,1};

    with distance parameter (the '20' at the end):

    reloadMagazineSound[] = {"\CSA38II_sounds\w_lkvz26\reload.ogg",1,1,20};

    I love the update (I know, it has been 3 months...)!

    The AT guns and planes are a very nice addition :)

    Cheers,

    D.

    (and sorry for double-posting)


  3. Hello,

    great that you like it :)

    I am not sure if I will port it. The models I used are ageing quickly and I would have to redo most for them not to look out of place in A3.

    Also, I would have to get fresh permissions for a lot of the stuff used.

    But I will definitly port the island to ArmA 3.

    Cheers,

    Dimitri


  4. This means that I have to put on or out a specific version of CBA?

    Or is there a specific scrip or command?

    No, just put down the 'Require CBA' editor module in your mission in the editor.

    Another little thing, when you released DIH_Africa for the first time (Required many P85 addons, I gess was 2010 or so...) there was a command to show FAP Portugese roundels (Cruz de cristo roundel) as it was designed by bushwars to show or not SSAF roundel.

    Have you maintaned it ?

    Hm - I don't really understand. Is there any SSAF roundel visible? That shouldn't be.

    Cheers!


  5. how can I detonate the antipersonnel (AP) mines you put into the mod?

    I put them on ground with mission editor but when I walk above they don't jump and explode...

    Any script?

    Due to a small oversight in a config, you sometimes have to put down the 'require CBA' module for the AP mines to work.

    Thanks for the feedback guys. This and many other things will of course be fixed/added in a future update :)

    Cheers,

    D.

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