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Speeeedy.com

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Everything posted by Speeeedy.com

  1. I played the mission for the first time in like 2 months and there have been some major improvements, which is very nice to see. The voice acting isn't to bad but it sounds like the person over the radio is sitting next to you in the room. Perhaps with some small audio modifications it can sound a lot better, here is perhaps a small tutorial on how to do that:
  2. Yes that too. But also for instants the independent force has no mobile artillery but they do have mortar teams which can assemble and deassemble an mortar. Another question i got does the OPCOM prioritise targets? For example enemy artillery this can cause significant damage to certain units, or the discovery of an enemy HQ. And will different type of units get different type of orders depending on the location, target? Overall i must say very nice first release! I hope you will keep updating for a long time :).
  3. Great work so far! Are there any plans for full integrated Artillery support both for the players and AI? I noticed that Artillery is currently spawned but it appears the AI doesn't know how to use it yet. And will this perhaps also include mobile mortars?
  4. I noticed that the current version of the mod appears not to work with the dev-branch, is that correct? It gives me an error that im running an incorrect version.
  5. First of all i must say the plans look very promising and sound great, I never played MSO but im curious about three things. Will virtual units that 'win' a battle sustain damage? If so will this damage be 'recovered' using logistisch (expect for KIA's of course). And are there any plans for some sort of 'off map/inbound' logistisch for resupplying armies with fresh recruits and supplies (making the capture of key strategic points like harbors and airports even more important)?
  6. Speeeedy.com

    General Discussion (dev branch)

    I have the same problem, I also noticed that the volume can either be higher or lower depending in which direction your looking.
  7. Speeeedy.com

    General Discussion (dev branch)

    Has anyone else noticed that when your using Bincoculairs and switching to an PCML the animation goes all haywire?
  8. Speeeedy.com

    General Discussion (dev branch)

    I don't think this is an problem. Most weapons have nearly zero penetration in water. You can see this in video's like
  9. Speeeedy.com

    WW AICover

    I know the mod mostly focusses on infantry currently, but i was curious if there were any plans for modifications regarding vehicle behaviour in the future? For instants have planes not act as Stuka bombers that fly at near stall speed when engaging ground objects? It would really add to the immersion if planes would perform engagments on a realistic manner regarding height, speed and overal movement.
  10. The modifications your planning sound good. Looking forward to it!
  11. First of all i really enjoyed the mission and it might be my methode of playing but there two things i noticed. There isn't really a battlefront. Of course during combat you have various hotspots etc and there isn't a single front but multiple (atleast that's what im told ;-). But more often then once i liberated/created multiple basis, and all the sudden an APC would drive straight into the base wreaking havoc while that area should be under resistance control. Now of course no zone should be considered save because you can always come across covert missions. But those encountered should be scares. And i doubt they would use an APC unless you come across the expendables ;). So it might be nice that you would see not just liberated bases on the map but also liberated zones and encountering enemies in those zones will be rare. You could even make certain great dynamic mission from this. For instance an sniper which causes major issues and a counter sniper mission is required. Now a second thing is i noticed is that while the combat is really dynamic and plays all around you it gives you a real nice feeling of immersion. However you don't come across really organizated attacks. For instants to liberate an base using both infantry, multiple armored and air (either copters or planes). This could lead to certain nice dynamic missions for instants that intel has reported heavy vehicle movements and that base reinforcement is required or perhaps even an conveys which you can ambush to prevent the attack from even happening or atleast delay it for more reinforcement. These organizated attacks could work both ways (for instance friendlies might organize an attack) and might even lead to an counterattack. Just two thoughts. If you don't like it, i cant blame you, its your mission ;-).
  12. It might be that i just didn't notice it. But it appears that none of the animals make any sound. Wouldn't it be nice for the ambients to sometimes hear a dog barking or the let the chickens make noise? The same might a nice addition for vehicles, for example when an vehicle crosses an civilian within 5 meters, that it will sometimes honk the horn?
  13. Speeeedy.com

    WW AICover

    Thanks for the bug fix, works great now! Any plans that AI might use indoor cover or even buildings to get an height advantage during a firefight to supress the enemy or perhaps to spot the enemy and transfer that data to team members? Also it might me a nice feature that low level ai might use the spray and pray tactic from time to time in the general direction ofmthe enemy. Just a thought perhaps its even outside your current scope :)
  14. Speeeedy.com

    WW AICover

    Yeah i was playing Dynamic Whole Map (SP) and an IFRIT GL started firing when 3 errors kept appearing and disappearing multiple times a second when an explosion happend (it might also have been the MI-48 flying over top but I'm pretty sure it was the IFRIT). I made some screenshots of it: https://www.dropbox.com/s/2qlm319i4ovtio4/2013-08-25_00002.jpg https://www.dropbox.com/s/1kacvrvg6jwdud9/2013-08-25_00004.jpg https://www.dropbox.com/s/sq0n359mw8xbmw8/2013-08-25_00005.jpg https://www.dropbox.com/s/7tf1812euphr5ng/2013-08-25_00007.jpg Hope this helps? By the way i noticed my team often stops following orders after they come into (limited) enemy contact, they will flock all over the place and even when the enemy contact is gone or very limited they will only follow orders for a very short period and then start ignoring the order again. But i do love the firefights with this addon!
  15. Speeeedy.com

    WW AICover

    I'm actually getting quite a lot of errors when an explosion appears regarding an undefined variable in expression _vectordir and _noisedir. I didn't have that problem with the previous release.
  16. - If there was more time available for the development of the product which part of the game would they prefer to improve (AI, Damage Models, Particle System, Gameplay, etc). - There have been lots of ups and downs during the development but what was the most difficult decision during the development process? - Which of the features that made it into the game are you most proud/happy with? - What (if any) are the plans to support future hardware like the Ocolus Rift and Virtuix Omni? - Is there already a roadmap set for after the release on the 12 of September including DLC's, Features, Expansions, etc? - There have been a lot of populair feature requests on the feedback tracker including the use of Bipods, improved explosion graphics, wounding system and improvements of AI. How will these requests be handeled now that game is approaching its release date?
  17. It probably has been asked a couple of times already. But i noticed that i can also see the enemy AI locations on the map and their status. Is there a way to turn this off? Might actually be interesting (if not on by default). Would give almost a complete dynamic battlefield in which the player is just a small part.
  18. Awesome enhancement, really enjoying it :). Any plans on what is next? Perhaps AI that allows laser designation, ambushing (placing mines/claymores) or AI vehicle behaviour upgrades (including planes)....ok perhaps i should take a cooldown period ;)
  19. I was wondering does grouplink support warfare/cti and if so are there any limitations?
  20. Speeeedy.com

    JTD Fire And Smoke

    I tried that. Even put the #define JTD_MaxFires to a value of 250 (better save then sorry ;) )
  21. Speeeedy.com

    JTD Fire And Smoke

    I noticed that pretty much everytime a vehicle catches fire, the environment does as well is there a way to "randomize" this? I also noticed that gastanks that catch fire dont propagate the fire (And dont explode but that isn't part of this addon :) ). By the way is there a limit to the max growth of a fire? Because i noticed everytime that a forest catches fire, all the sudden it does not spread any further and the flames just die.
  22. Speeeedy.com

    WIP JTD Fire And Smoke

    Next stop the fire truck addons and choppers ;)
  23. Speeeedy.com

    WIP JTD Fire And Smoke

    Looking forward to this, Two small questions :) will "heat" be also part of the propagation, so for instants a new fire starts at the other side of a road because of the heat and wind. Will it cause damage to certain vehicles and buildings?
  24. Speeeedy.com

    WIP JTD Fire And Smoke

    Perhaps it has been asked and i just didnt read it. But will the fire spread will be influenced by the weather (wind speed/direction and rain)?
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