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cata

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Everything posted by cata

  1. I am wondering if we will see some improvements to those little things you do all the time, firing and shooting stuff! Are we going to see any visual updates on things like tracer splash or damage? Perhaps some variety in these elements would give the whole combat experience a more interesting look and feel, these effects are still original SB effects. thanks
  2. Yes! Another pretend Stryker option…
  3. Little bit confused, you are talking about dropping in bridge sections in the editor, not in game? Or am I able to span wider rivers now in game using a command?
  4. Understand the inf are just model replacements, and I believe you are hinting at the fact they move better. You also mentioned somewhere that they perform better within built up areas? If formations have not been implemented, do inf adjust their formations automatically when dealing with compounds walls and close buildings? Im a little nervous after spending months building maps and towns with great detail only to find it was just impossible to use troops in them, I got way ahead of myself, praying my mistakes are about to rectify themselves?
  5. or 2kms depending on your system!
  6. 3d inf looking better than i was expecting!! loving it! Are we going to see a few inf models or are the UK troops going to be using US style helmets for now? I feel a skinning bonanza coming on!
  7. good call Sean! that would indeed make a differance
  8. Then with all these incredible features and expanding abilities, there is the question of putting it all together. I spend more time map making than playing. Again, it might just be me and the way I use SB Pro but as we build more content we need better ways to implement it. You have to be autistic in nature if you want to build good urban environments today, its mind numbingly tedious. But...i still do it!!
  9. Speaking as an avid single player, (not everyone has unlimited or even stable internet connections yet) I find the custom game scenarios naturally grow in complexity and scale. I have run a game for 25hrs (that’s real time) christ we need a save game option!, I guess some of us get off on the details, in those lines of communications, it feels like war when you are exhorted with the details, when you feel like you can hardly follow what is going on! You will naturally add a little more, to go a little further, it just evolves and our hardware is also evolving allowing us to try adding another company plus etc. There are already elements that work on such timeframes already implemented regarding ammo fuel and the ability to recover and repair damaged vehicles. Most games would not run long enough to benefit from these assets. Depth makes the gaming side very interesting and sets it apart but I understand it would have little training benefits and as such its low priority. However, having such bewildering options and capabilities might make a difference in the phycology of customers pro or private. There are great maps out there with limited use due to the fact…I don’t have the assets to cross that water?! ...and OPFOR ENG modles, my Red commanders get pissed at me when they have to use M113's
  10. Just to keep the conversation rolling here is my 7 cents worth: 1, Surprised I am not seeing more people talking about universal transport? The ability to use Helos and empty vehicles to load troops of a random nature, including weapon teams. This would dramatically improve the tactical possibilities and options. 2, I would also add the ability to move supplies by air. 3, Physical/modeled static supplies that can be loaded and moved within the above concept. Allowing greater use of CSS assets, fuel and ammo static dumps for defensive potions, forward basing etc. objects loaded perhaps in a similar way vehicles are hitched and unhitched perhaps? 4, Night fighting, something not yet implemented, what we have is not at all realistic and not really useful. I don’t use it at the moment as it makes little sense, unless you are into historic scenarios I guess. This is all about lighting I guess. 5, Infantry formations? Even if its just the ability to move into line or column would dramatically increase our ability to use terrain effectively and maneuver in built up areas. 6, Engineering assets capable of interacting with the environment in real time/in game. Creating a fortification (a hole) or creating a barrier/cover (a bank). Also we don’t have the ability to cross most water obstacles one finds on maps today. E.g if given engineering assets could be given a breach command next to a large river and after a certain time a span will appear? 7, Visual effects that enhanced immersion, tracer, round impacts and damage modeling. Those few alone would add a lot I think, but yes there are the obvious shadows and suspension to boot. But infantry and effects are lagging behind we are still using SB1 graphics so its becoming very lopsided. The new infantry graphics is well overdue and I am overjoyed we are getting there!
  11. eerrr...no...just formations like other units.
  12. Arr yes…one of the greats! I think INF formations is more of a priority, the ability to go column or line would make a huge difference in SB, especially in urban settings where control is seriously lacking at the moment. Oddly enough my small arms sound effects have been taken from old Ghost Recon sound files.
  13. Walking and standing until engaged, then prone and running, would be the most realistic model. Returning to standing walking after a defined time once the shooting stops. This would work well with the asymmetric scenarios as well as...
  14. Where can I find a list of all the latest sound files names. I am trying to change the Inf MG sound effects, but something is wrong as nothing I add to the Mod FX folder is making a difference, thanks.
  15. Guys are there set settings somewhere for the terrain affects that are considered realistic, for sand, mud, fields and woods etc? agreed setting for drag traction etc? thanks
  16. Question regarding buildings, the new buildings have improved meshes, or something to that effect, making them more economical. Have the old buildings been changed as well? Or is there now a difference in performance, say if a town is built using the old buildings as opposed to the new? would working with the new buildings give me better performance?
  17. Roger that Snake, will just have to wait out on the car thing then! Still, its great to see them in the game. good job!
  18. I have spent all afternoon trying to figure out how to get the troops to dismount? But the cars don’t use logic, so I cannot see away for this to work. Lets say I have BLUFOR at a VCP, how would I get the enemy mounted cars to react to the presents of BLUFOR? To dismount or turn around and go back the way they came or something like that? The only way to know whos in there, is just gun everything to bits, however, you’re not guaranteed to know if it was occupied by red or blue as often no one makes it out of the car. The only time it’s of any use is if the car is been controlled by a player, in a multi player game. Is there an IA option? A way to get them to dismount under certain conditions? Its not that you don’t know who is in the car, it’s the fact it does not matter, they wont dismount even at waypoints! How do I create this “observe hostile activity?” i must be doing something wrong!
  19. Gutted! I was hoping the civil cars and insurgent carrying version was going to be a real boost to the asymmetric gaming potential. If you’re a single player guess your flat out of luck, you cannot use them for anything other than scenery. I guess cars don’t see or interact with anything, carrying troops or not, don’t follow any of the logic rules other than waypoints. Someone tell me im wrong!
  20. cata

    Bugreports 2.538

    How do we add troops (insurgents) to civi cars as was mentioned by Snake? Did this feature not make it in? Also had Duplicated damage report with the Charley 2, had two reports for stabilization, one with a repair time one without. All the walls are the same size? Was thinking we had different sizes or am I thinking about the Terrestan map?
  21. cata

    2.538 feedback

    yes problem with '29 Palms Afg' map in the Map Editor I CTD also. other than that having a swell time congrats guys, good job! will give you a week off then will start firing new requests for the next upgrade!!!
  22. Things are so bad im actually getting work done… rather than play SB…I have cleared so much work today it would make a rat sick, this has to stop! …this sucks!
  23. Thought it was time to talk about a dedicated thread looking at ways and means to implement insurgent or asymmetric tactics for SB scenarios. Hopefully we could collect the best setup options routes conditions triggers and events for these types of scenarios in one thread. It’s clear real world training is leaning toward these scenarios and we can see this seeping into SB. But how best to implement these elements, in a game not orientated to this kind of tactical gaming. For example, if trying to secure and operate in an area where EN AI movement and presence produces IEDs in a random fashion. The best ways to create ambushes etc. Even the best ways to create BLUFOR patrols? Where would the best place for this thread?
  24. Yes its time for the release notes/change log! Need something to look over this weekend!!! I am surprised we still don’t know the details even though we are about to hand over the money!
  25. The unforgivable thing is ‘I am a Brit’ sorry about that chaps! No longer hanging in Colombia. Now in Mexico!
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