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Trackpin

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  1. Good news indeed! Would be better if path over walled bridges was put on centerline. This would make bridgelaying over blown spans more accurate and prevent those unexpected "swerves" happening both to AI and players own vehicles. Also, it would look nicer to not have crossing vehicles ploughing through the breastwork of the bridges by default. Lastly has anyone else had the issue of saving a game with vehicles on a bridge, subsequently reloading the game and finding the vehicles have dropped through the bridge and drowned? Or should I console myself by putting this in the wishlist thread? cheers Trackpin
  2. Hi All, Have not played a huge amount of Arma 3 in the past as default maps not really geared to tank warfare. However while we are waiting for the new SBpro terrain engine, go and have a peek at the new Rosche, Germany map mod on Steam. Of course the command and control is far removed from SBpro, but the map feels very realistic and might appeal to trackheads. cheers Trackpin
  3. Yes, I can see where you are coming from with the displaced vegetation idea, but I was trying to move the conversation on from effects that Nils views as impracticable with current computing power, to a smaller specific visual cue based on what is already in the game. Perhaps this belongs in the the "wishlist" thread as it is now more about SB than Spintires anyway. Appreciate your comments. Trackpin
  4. Colossus, The softness of the ground (wet or dry) forms part of the underlying definition created in the Map Editor, so I don't see a connection with the "ground clutter" settings. In addition, the dust trail modelling can be seen well beyond the cut-off distances of ground clutter. I do not know to what extent areas of boggy ground have been manually placed, randomly generated or derived from geographical data sets. If this feature is the result of hours of pixel pushing by eSim's map-makers, then my sincerest thanks goes out to them. The fact that any section of the opposite bank of a river may be too soft to climb out of makes a detailed recce of crossing points worth carrying out. Even amphibious assets in the game can be defeated by combinations of bank inclination and softness. This is just one of the little details that makes SB such an interesting simulation. The suggestion of mud spray would provide a visual cue to something that is already built in to the product. Trackpin
  5. Fair enough. Would anyone else like to see clods (lumps) of mud thrown up by tracked vehicles in SB when on muddy terrain? Currently the dust trails look accurate over dry ground, but the only way to see if vehicles are straying into boggy ground is to jump to them and examine their flotation performance from the outside view. Not always possible. If the particle system code for dust generation could be extended to mud spray I for one would be very happy. This effect is present in the Spintires clip and in DCS Combined Arms, and probably others. if implemented in SB, it would have value as realtime feedback as to field conditions and suitability of wheeled versus tracked AI assets to push in a given direction. Becoming something more than just 'eye candy'. Looking forward to the new terrain engine, along with everyone else! Trackpin
  6. "Mouton aux Trois Rois" or ISIS EOD team? Trackpin
  7. Trackpin

    Cold Waters

    Many thanks to Red, Grenny and others for putting Cold Waters on my radar (sonar?). I have been playing it for few weeks now, and exploring the very good range of mods and DLC that have been created but the community. Very enjoyable game, with a very different pace to SB. No option for any kind of MP play at the moment, but it would be interesting to split the various tasks eg: Nav/Helm, Command/Sonar, Weapons/Decoys. Something along the lines of driver, TC and gunner in SB. Some would be happy with head to head attack-sub duels too. Currently the latest beta is proving a tad tricky, but the previous release is solid. Definately one to watch as the AI and DLC develops. cheers Trackpin
  8. Dune field visuals remind me of the Novalogic Games "voxel" technology of 20 years ago. In its day a great leap forward over contemporary polygon-based terrain graphics. For now, it would be great to lose the rectilinear high colour contrast (almost Minecraft..) look of the near field terrain textures in 4.019. The mid to distant field pallete of subdued colours looks more realistic, certainly for temperate latitudes. Ground detail, especially roads, also seems to pop in and out a lot more in 4.019 when in observer mode on UAVs/Helos. Anyone else noticed this? There was a Norwegian co, Blom ASA, doing a lot of Lidar surveys in Scandinavia a couple of years ago. Eventually all this data will percolate down to the public domain, once the cost has been amortised by various agencies. Trackpin
  9. Marko, Doing a UK skin for the Ulan would therefore create a workable stand-in for both Improved Warrior and Ajax. As, for the player, the turret "office" would look the same. Doing the Barracuda texture would be a challenge, but I recall seeing some great skins for Leos with this feature. The netting would save on a lot of fiddly Photoshop detailing though... Am I right in thinking the Ulan/Ajax carries fewer troops than the Warrior? Can that capacity be set in the mission editor or is it buried in the core code description of the 3d model? Trackpin
  10. Hi Marko Thanks for vote and link. I hope someone will do an OD paint job to match the Chally2. Wardog? Trackpin
  11. FWIW Norinco YW 531 and 750 (medic) were seen in Kuwait/Iraq GW1, but how many survived to GW2 is uncertain. Did they even appear in the OOB's in 2003? Trackpin
  12. Homer, Geometrically spot-on. But Frankie should be pleased that there were other rhomboidal designs. My vote for the "Best eSim Logo Lookalike" is the 1918 Skeleton Tank from Pioneer Tractor Co in the USA. The framework of the letters echoes the tubular struts of the tank, plus the position of the S and the dot of the I mimics the turret and gun. A picture is worth... then again, if it is not a tank, then the logo reminds me of several designs of military collar patches is have seen over the years.. but that will be a whole new aethstetics conversation! Trackpin
  13. Hi, I have done a community search on this subject with no useful result. So apologies if this *has* been covered before. From the current stable of ASCOD-derived IFVs in SB Pro 4.*, which would make the closest stand-in for the Uk's Ajax? Opinions will vary, so please expand on what features are closely modelled? eg protection, performance, FCS, TIS etc etc What changes to loadout, fuel capacities etc would increase verisimilitude? Thanks for any steers on this. Trackpin
  14. Ssnake Many thanks to everyone at Esim for the update. Even if I can't now make towed land-trains of jumpy trucks for bridge crossings...drat! Look forward to the new terrain engine in due course. cheers Trackpin
  15. Great upgrade. Sounds very nice and bassy through my soundbar. Many thanks for taking the trouble to mix and post it! Trackpin
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