Jump to content

Ssnake

Members
  • Content count

    19,693
  • Joined

  • Last visited

About Ssnake

  • Rank
    Senior Member

Personal Information

  • Location
    Hannover, Germany
  • Occupation
    Director, eSim Games
  1. Steel Beasts: Content Wish List

    Note that snipers will fire ONLY on enemy personnel that has been configured as an HVT (high value target). Note also that you can set the look of snipers to be civilians. Finally, the choice of weapon is doe via the ammunition menu.
  2. Wargames

    I can't offer you a PanzerBlitz mug, but I can offer you Panzer themed mugs. And fridge magnets.
  3. Video Card Recommendation

    Alt+V doesn't do anything (by default). Generally, this is not something to set at runtime/to your likings as it will have a substantial effect on tactical results/engagement distances (...and framerates, yes). So it is something to be controlled via Weather options in the Mission Editor.
  4. Camera path animation editor

    You can't? You're supposed to. I trust that you tried this while in the 3D view, and after starting the execution phase.
  5. Web-cam

    I can totally empathize with how much time video editing eats up.
  6. I was wondering if there are unclear points about it. There is this video on YouTube, a meritorious effort, but it doesn't cover all aspects. So I was wondering if the description that I gave in the Release Notes was found lacking? Points not covered in the video (treat these as additional remarks): The "Lase" key (Ctrl) will shift the focus point of the camera to the closest object behind it (just like the laser ranger finder in Steel Beasts does); it doesn't have to be always only a few meters in front of the camera. ... By "lasing" the same spot in the next keyframe it endures that the camera view doesn't sway unexpectedly as shown in the video's three-keyframe path example. The "Tether" field allows you to make the whole camera path shift with a moving unit. In other words, the key frame locations are no longer absolute world coordinates as per default, but now offset by being tethered to the chosen unit (as it might move across the terrain). ... In the video's example it would be the lead tank of the tank platoon; more importantly, it allows to set another keyframe to shift the frame of reference to a DIFFERENT tether unit (use with care, that may lead to potentially very unpredictable camera movement if the keyframes are close to each other and the units are far apart/moving fast/in different directions Then there's a drop-down field that allows to refine the tethered unit's frame of reference tothus further bending the camera path to follow the chosen component (shifting the coordinate from "absolute world with unit offset" to "unit component polar coordinates") the hull, the turret, or the main gun (Alt+H) removes all HUD elements, for a more cinematic view Camera paths can be edited while pausing the scenario (Pause)
  7. Codemeter Low Disk Space

    I agree that the MS suggestion to disable it summarily for all drives is a bit ham-fisted. But I also described another way. Maybe not "easier", but better than nothing.
  8. Codemeter Low Disk Space

    There seem to be two ways, one can be found here. The other would be to set the CodeMeter stick into HID mode. For that, open the CodeMeter Control Center, open "Help", then enter "HID mode" as the search function (it's the last chapter of the actual "manual", "HID support".
  9. Web-cam

    I think an unfiltered streaming of a mission is likely to deter more people than it may attractc, to be honest. The really large missions involve a fair bit of downtime for every individual player. A lot of that is made up by suspense and/or your attempts to guess at what the situation is and to keep tabs on what the others are doing in the team, but that doesn't transport well in the pure video stream. Therefore, editing out times of travel or of just waiting in an ambush is probably more helpful in that the end result probably transports the excitement that you feel better while not creating the impression on the viewer's end that he's the friend watching you play with the model trains but who is never trusted with the controls.
  10. ERA Bricks Super-Glue? [FIXED]

    Given that we broke it after we got it working, I'm pretty confident that we can fix it as well.
  11. BMP-2 BOOMS!!!

    Well, the basic message of Steel Beasts is that there can be variations in how obviously a vehicle is killed. Looking exclusively for a raging fire is not the training goal that we're after.
  12. Video Card Recommendation

    Well, I guess I would assemble a second team of five programmers, given about four years to complete the framework by utilizing a maximum of third party middleware like render engines etc. (which then would also cost extra money, of course). 20 man years plus 30%, so the question is how cheap the programmers come. You don't want to pay peanuts because that tends to attract monkeys, so, let's say between 3 and 4 million USD to reach a point where the actual conversion of existing artwork could start (for which you'd then either utilize the old artwork, or you need a small army of artists to create everything from scratch again, for which you need to set up a bigger QA department, for which you need to find qualified people; expereinced (pure) game developers aren's suitable, you need someone with an eye for detail and knowledge about military vehicles). Note however that the prime reason not to do it is that the risks of that development path are higher, and that you learn about failure only at a point when most of the costs have been sunk already. Also, after five to six years you end up with something like what we already have, just at higher frame rates and with better growth potential. Now, the question is whether we can't redesign the existing code base within those five years to get better frame rates, too, and skip the redevelopment of the artwork etc. And incidentally, that's what we're doing.
  13. Steel Beasts: Content Wish List

    QA really is the issue here. To be honest, if the community had access to the necessary documentation for adding a vehicle that would allow you to create a model with a sufficient level of detail you could just as well give us access to that documentation and then we would build it for you. I think this would be the by far more efficient approach because we could task artists with it that have the necessary experience. Sure, there's still the issue of potential scheduling conflicts. But whether the project doesn't fly because of quality problems with a submitted model (and don't forget, eSim Games would still have to program the fire control system model around that 3D user interface shell) or because of our scheduling is, at the end of the day, irrelevant for the PE community. The only difference is that the former requires you to put a lot of (fruitless) effort into this which probably only helps to increase frustration levels on all sides. Also, hobbyists are notoriously unrealiable which is a serious problem with scheduling even "no deadline" projects - particularly if they are combined with deficient communication habits (you bust a deadline? I can typically work around it, but at least let me know - in advance). Typically amateurs totally underestimate the amount of work and are unwilling to compromise the level of quality because they don't realize (yet) that they will run into scaling issues: Say, all 50 components are modelled to the highest standards (disregarding "minor details" like polycount and texture space) which may take "3 time units each", you end up with a total project time of 150 time units; our professional artists might only do 10 components at level 3, another 10 at level 2, and the remaining thirty at "level 1" resulting in a project time of 30+20+30=80 "time units", or roughly half the time; next, they can work eight hours a day on such a project rather than two - so, another factor four; finally, they are typically at least two times more productive because they have established workflow and experience with the tools. So the professional artist will probably finish such a project between eight and sixteen times faster than the amateur (whose end result, provided it ever gets finished, may actually look great - I'm not debating that). Also, communication behavior with hobbyists is typically bad (we would not get informed about delays even IF there was an agreement about a certain delivery deadline) until after the deadline has passed (and with it the window of opportunity to actually integrate the model). Then come the hilarious stories why the model couldn't be finished, like (and I kid you not, these are real-life examples that I personally witnessed): Gangrene in right hand (cat bite) Computer crashed, forgot the backup discs in the summer house in Normandy Oh no, thieves raided the house in Normandy Got arrested for helping a neighbor moving house (because the neighbor smuggled cocaine in the furniture) Outbreak of schizophrenia Bipolar disorder (can work only during the manic period) NASA called, urgent request to replace a sick astronaut on the ISS (Okay, one of these I made up.) Last but not least, it feels unfair to exploit hobbyists for serious work. That contributes to the communication issues because I don't want to be the typical management lizard poking the volunteer with a weekly "Is it done yet? Is it done yet?" email. He is, after all, a volunteer, not a wage slave. But a good manager does this because it's actually necessary to learn about problems early on.
  14. BMP-2 BOOMS!!!

    No.
  15. Map signs/billboards

    This may be more of a question where to place modded textures?
×