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Splash

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Everything posted by Splash

  1. I understand the performance issues (re: Volcano's post). But it seems to me that removing it has a tactical impact. I agree the slider suggestion is a nonstarter. As Ssnake says, the effect needs to be the same for everyone. But hopefully the effect will return to at least some degree.
  2. For another example, I decided to drop some arty on a little vignette I set up for an earlier screenshot on a different map. This is the OTWBeaudesert ver. 3 map with the theme from Panzer_Leader's Woodhill scenerio, which I extracted and edited for bumpiness issues. The dustiness setting for this particular patch of ground is 60. No precipitation. An ASLAV-25 leaves a dust trail. But about 30 seconds into an HE barrage that covers the entire viewshed ... things are rather, let's say, unobscured.
  3. Well, in my case, it's a simple test scenario on a portion of the map used in the Camp Hornfelt series (which, if IRC, is Blauheim ter. + plain41 hgt). It's shortly after mission start; a sunny day and there is/has been no precipitation. (Ground Saturation setting is 0 -- unchecked and grayed out). The Theme is one of those provided with the sim: "eSim_Woodland_(summer) high vis woods," which has dustiness settings ranging from 20-75 (excluding bog and water, which are 0). The sandy area in the screenshot has a setting of 75. (But I get the same visual result on all types of ground; I called HE strikes in several areas of the map and watched them). Using an edited version of the same theme where I raised all dustiness levels to 50 or above ... yields the same result: An HE barrage shows the short-lived white and gray smoke/particle effects of each blast ... but no lingering dust is kicked up. Vehicles crossing the same ground do leave dust trails.
  4. I can confirm @delta6's results. No dust from an HE barrage even on terrain where the theme calls for dust (60+)
  5. First, let me say I never spent any time in the "Sandbox." But I have spent a few Midwestern winters looking at sun shining on heavy snow. Is it possible the specular treatments for sand and snow have been mixed up? When I began exploring Version 4.1x, one of the first things I noticed was how shiny/reflective the sand is. Almost like water. So, as an experiment (don't try this at home, kids) I switched the stock "sand1" and "sand2" specular files -- which are blanks -- for the stock "snow1" and "snow2" files -- which are scattered "sparkles." Below is a comparison. I think the stock version, aside from the color, reacts like snow in the sunlight. The modded version, to me, looks more like sand. I don't have a comparison picture of an SB 'deep snow' theme ... I might check that next.
  6. Kewl. The main reason for my post was the inverted rotation of the wheels, though.
  7. The wheels on the 3.3t Truck 4x4-V-NL rotate in the opposite direction of the vehicle's travel. No, it's not so-called "Wagonwheel effect." They literally (well, virtually) spin backwards when the truck moves forward, and forward when the truck backs up. The police version of the vehicle -- 3.3t Technical/Police 4x4 V -- does not exhibit this phenomenon. Also, the non-police version is drawing from the police decals, apparently, for its rear window. Again, not an issue with the police version. The bright green shackle mounts are also probably unintended.
  8. A newer version of this skin is available for Version 4.159. But if anyone wishes to keep this older one, note that the installation path will now be different. The files should be placed in the "us 2010" folder rather than "us 2000."
  9. A newer version of this skin is available for Version 4.159. But if anyone wishes to keep the old one, note that the installation path will now be different. The files should be placed in the us 2010 folder rather than us 2000.
  10. Version 2.0.0

    20 downloads

    This package includes updated infantryman and AFV crewman skins in the U.S. Army's current multicam: Operational Camouflage Pattern. Updates from my previous version include a new interpretation of the Scorpion camouflage pattern, and new issue Coyote Brown combat boots. The installation path also differs from previous versions. For the infantryman, body armor is painted to suggest an IOTV (Improved Outer Tactical Vest.) An optional included face2 file cleans the camo paint from your soldier's face and gives him the appearance of wearing protective eyewear.
  11. Version 1.1.0

    17 downloads

    Updated and revised for Version 4.159 to include new decal file and various color-matching fixes. This is a U.S./NATO camouflage scheme for the Steel Beasts vehicles based on the M113G3-DK. This includes M113 FO, Engineer, TOW, OPMV and Repair vehicles. Included is a 4.159-compliant decal file to replace Danish markings with U.S. ones. Template by RogueSnake79
  12. Version 1.1.0

    21 downloads

    Updated and revised for Version 4.159 to include new decal file and various color-matching fixes. This collection of skins provides German camouflage schemes for the Steel Beasts vehicles based on the M113G3-DK. This includes M113 FO, Engineer, TOW, OPMV and Repair vehicles. Included are versions for Germany ("Nato-flage" in colors to match other stock DE vehicles), and West Germany (Gelb-olive to match other stock DE 1980 vehicles). Template by RogueSnake79
  13. Version 1.1.0

    12 downloads

    Updated and revised for Version 4.159 to include new decal file and various color-matching fixes. This is an AUSCAM disruptive pattern camouflage scheme for the Steel Beasts vehicles based on the M113G3-DK. This includes M113 FO, Engineer, TOW, OPMV and Repair vehicles. Template by RogueSnake79
  14. Version 1.0.0

    13 downloads

    This is an "Auscam" disruptive pattern camouflage for the M577a2 Command Post Carrier in Steel Beasts. The model incorporates many elements of the M113A2 texture, so an Auscam version of that skin is also provided. Also included is a v4.159-compliant decal file, and a file for the deployed command tent (Longtent) in a brown color to match a reference photo.
  15. Version 1.2.0

    15 downloads

    New and revised for Version 4.159 to adjust Tan color and include a new decals file. This M113 Ambulance is painted in Australia's "AUSCAM" disruptive pattern as a proxy for the M113AS4 Ambulance. Also included, by request, is a M113A3_2015 in the same pattern, for mission makers who wish to use the A3 -- rather than the G3, which I have modded separately -- as a proxy for the M113AS4 Armoured Command Vehicle. The decals file replaces stock U.S. markings with an Australian-style vehicle number on M113s when your Camouflage scheme is set to Australia. Plus, new for version 4.1 and beyond: The decal file also includes a texture for the generator cradle on the M577a2, so make sure you delete/replace any *pre-4.1" versions of this file in your mods folders. If you already use my newest M113G3, M113a1 or M577a2 in AUSCAM, you already have this file. Thanks to RogueSnake79 for the template and Panzer_Leader for reference links.
  16. Version 1.1.0

    15 downloads

    An M113A1 painted in "Auscam" disruptive pattern. Updated for version 4.159 to include a new decal file and adjustment to the tan color. The M113A1 saw early and heavy service in the Australian Army until refurbished, stretched and upgraded in the early 2000s into today's M113AS4 family of vehicles. Adding a gunner's cupola, gunshield and a considerable amount of squinting can serve as an approximation of the T50 turret these vehicles were fitted with for much of that service. Template by RogueSnake79
  17. So I noticed the medic team control issue wasn't one of the things addressed in the 4.159 patch. Just curious about whether that's considered the intended behavior of those units (not being able to command them from the host vehicle) or if it's a bug to be addressed later.
  18. The new dismountable medic teams can't be controlled, it seems, from the ambulance vehicle's F8 position. (Lower-right icon context menue -- advance to, march to, etc). You have to jump to the dismountable unit to move them. Shouldn't I be able to direct them from the vehicle as with other dismountable teams? Also ... It's a nice animation, but I think the Dingo2A team is exiting the wrong door.
  19. Yeah ... I don't model'em, I just paint'em. 😏
  20. No. I'll leave that to eSim. 😏 I might do an Auscam version, though. If that camo would be appropriate? I suppose if anyone fancies running without the vented panels on the generator mount, they could continue to use the decal files I supplied in my original mods. (The modded decals were necessary to take Danish markings off U.S., German and Australian vehicles). But I'll upload new ones to include the new texture, anyway.
  21. Ah. I had forgotten about that one. You are correct. Looks like an update is in order, since anyone using one of my M113 skins with the decal file will be missing that texture. Thanks.
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