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Everything posted by Ssnake

  1. Which missiles did you test?
  2. You realize that all you have to go by are a few pretty pictures and a brand name, right?
  3. It was decided as necessary mostly when shooting infantry in prone position as it was often very difficult to see if they had been hit.
  4. It is a G wagon, just G300-CDi (not G-3000).
  5. Don't worry. It will align into a new orbit.
  6. How do you determine the "min" framerate? From the statistics that the screenshot/Alt+F12 frame counter shows? My way of determining the min rate is from the actual screenshot values, not from those statistics.
  7. That's why I included it in this thread. Then again, if you don't read the manual, why read that, or any other thread.
  8. Ssnake


    It should be noted that, since in Steel Beasts 1 days, BOTH terrain maps and height maps used the .RAW extension, there is a non-zero chance that you're dealing with a TER file, not a HGT file. It very much depends on context. If you find this confusing: It was. That's why we changed the file extension name, so they would be easier to identify.
  9. In any case, I believe that the original questions have been answered in depth from several different aspects. You two, B_V and C_C, let it go. This thread is now locked because of you.
  10. PBAPT M/84 specifically is, at the moment, a somewhat problematic round that is best substituted by some other round - any other round.
  11. I suppose we only adjust the WLS to the terrain contours when placing the units, but not an attached load until the first frame or two after mission start.
  12. No. We're investigating why those command line parameters were disabled. May very well be that it was my decision, but I no longer remember why. I probably had good reasons. It may have been because it would not create a fullscreen window on the primary display but span it across all monitors, and I was hoping to have a true "borderless window mode" by the time that we'd release 4.1)
  13. Ideally however, the degree of obstruction and its duration would be "realistic" in either mode, and sliders would only control "how pretty" the obscuration was. Unfortunately we haven't yet found a solution for that.
  14. If anyone's interested in WW2 stuff, Christer Bergstrom's "The Ardennes 1944-45" is probably the most comprehensive title about the Battle of the Bulge.
  15. I at least didn't read it that way, and before everybody needs to breathe through paper bags again: We're working on it, and will find a solution. We intended to fix this before the release when the decision to remove it due to performance reasons was originally made, but it's one of the things that fell through the cracks and we forgot about it because of the gazillion other things that needed attention. OK, so we'll do it in one of the next patches.
  16. .RAW files can be simply renamed as .HGT (conversely, if a .RAW is the registered height map in a given scenario and you have a .HGT file of the same name, there's a good chance (not a guarantee, though) that they contain identical data).
  17. Actually, zooming in reduces the tolerance zone for clicking objects. I hope that with a new GUI (one day) we can find a more intelligent solution to have, possibly, dynamic click zone sizes if a mouse hovers near an object for a longer time, or other ways to make it easier to select the one thing that you want, maybe a highlight effect on mouse over. We'll think about this (and other concepts).
  18. That would be terrible. Obscuration needs to be identical irrespective of graphics detail settings. This isn't just an atmospheric/aesthetic consideration; obscuration has a very real tactical effect. Any slider could only influence the looks marginally. But we haven't yet found a proper mechanism to do exactly that. But at least we're working on a solution that creates consistent results, irrespective of the artillery fuze settings (ground or airburst); right now, it's mostly airburst rounds that create dust - something that won't remain that way.
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