Jump to content

Ssnake

Members
  • Posts

    25,853
  • Joined

  • Last visited

  • Days Won

    293

Everything posted by Ssnake

  1. Visit eSimGames.com. The download page has a "release notes" PDF that contains it all.
  2. Oscar, you sent an email, and I sent a reply. However, it seems that it didn't reach you (see below). In short, the answer is No.
  3. Oh, Miracle Max works miracles, all right, ... but even an admirer of his art would hardly call him trustworthy. No. Definitely not. Anyway, there's a novel of the same title was well written by the screenplay writer, William Goldman (also known for the screenplays to Butch Cassidy and a few more flicks). Anyway, the book is about as good as the movie but works on a totally different level. The movie is a wondrous collection of witty one-liners, shrewd characters and totally ironic scenes. The book is satirical in its own way, but more because of two contrasting layers of the narration. That's reflected to some extent in the movie by grandpa (Peter Falk) reading to his grandson ("Yes, you're very smart. Now shut up."), but less so (because it would interrupt the storyline too much). The comparison between the two shows that William Goldman really knows his stuff, and the different requirements of a movie as opposed to the possibilities and limitations of a book. I think it still has a pretty decent fan base despite its age (it was released in 1987). And it's been re-released as a DVD as well, so it should be possible, somehow, to get "some" copy about anywhere.
  4. Thanks for your efforts - to you and all your buddies.
  5. Dude, you need to fix a gaping hole in your education. It's a scene from "The Princess Bride" featuring Billy Crystal as Miracle Max.The funniest fantasy comedy, ever.
  6. You may want to increase the dead zone, at least to a moderate value of, say, 5%.
  7. Whoo-hoo-hoo' date=' look who knows so much. It just so happens that your friend here is only mostly dead. There’s a big difference between mostly dead and all dead. Mostly dead is slightly alive. With all dead, well, with all dead there’s usually only one thing you can do.[/b'] What’s that? Go through his clothes and look for loose change.
  8. It may be an ownership issue if you copied it with all the NTFS attributes. You may want to consult the Windows Help function how to assume ownership of a file.
  9. In the Leo the gun will always uncouple from the primary sight's head mirror position to assume the loading position. In the M1 the loader must flip an extra switch, so the standard practice is not to use it at all, hence it's not modelled in SB Pro.
  10. I split this thread and moved a part over to the General Discussion board.
  11. I've been trying to tell that for more than a year now.
  12. No. The loader's place isn't modelled.
  13. Well, a 100% traction can probably be expected from dry concrete or asphalt. Dry clay soil would probably offer .7 to .8 traction while bare rock is probably down to .7 - not because it is inherently more slippery than concrete but because of the small bumps and dry sand which serves as a slip medium. Dry sand I would consider to be in the .4 to .7 region (depending how pure and how dry it is). Slightly wet sand could have a hardness of up to .8 and a high traction of up to .85, but the more water is in it the softer and more slippery it will get (as any day at the beach will easily demostrate). Ice should have a traction of around .1, snow could be from .1 to .25. Wet grassland can be quite slippery, so the traction is probably around .3 For swamps I would consider a medium traction of maybe .5 or .6 but also a high drag of around .25 to .4 (the more compact the mud the higher both drag and traction, with the difference becoming smaller all the time). Swamp would have a more watery nature if it was raining and a more mud-like consistence while it is dry.
  14. Yes, as far as vehicle motion is concerned. "Not yet", if we're talking about it being directly visible in the terrain or animated roadwheels. I could imagine that we'd be using a low resolution displacement map at some point so that if you reconnoiter the terrain in 3D mode you'll get an immediate impression of what to expect. It's not that bad. you can still drive across such terrain with a Hummer which is one of the vehicles to be affected most. It's just that eventual time/space calculations for some scenarios may get out of whack because a timed counterattack arrive come too late then. That's precisely what I have in mind. It's just that I didn't make most of the themes, so I would prefer if the creators of these themes took care of it. I will then collect the fixed themes so we can include them in the next release.
  15. I'll accept a second name for both, e.g. "Steele" and "Beastie". You decide who gets to be "Beastie".
  16. I can't say when, exactly, the next version will be released. "Summer '08" still is our best estimate. So, there is still time (I'm bringing this up early so you have time to have a look at the files). It will affect every scenario ever made. They're all relying on existing terrain themes; these could be the default themes, but there are many custom themes out there as well. We want to catch as many of them as possible. So every scenario developer should have a look at his own scenarios and check to which terrain theme it is linked, then open that theme in the map editor and fix it where necessary. Send me the theme file so we can include it in the next version, and update the scenario on the downloads page if it has been published there.
  17. The next version of SB Pro will take into account the bumpiness value of the respective terrain on which you're traveling to model those ground variations that are too small for the terrain mesh that we're using. Unfortunately, almost all the ground types in almost all the terrain themes have the "bumpiness" slider all the way to the right at 100%. This is bad, because this is supposed to represent the most coarse type of boulder-strewn rubble field one can think of. So, all you map and scenario designers, please have a critical review of the terrain themes that you are using. To give you a comparison chart, here's a list of typical ground types and the coarseness that I would consider "reasonable". You're free to use other values, but please be aware of the consequences. High bumpiness will slow down the top speed of vehicles - especially wheeled ones - and may actually affect the quality of gunnery on the move at high speeds. Agricultural area: Up to 10%Natural meadow: Up to 30%Heath, scrub: Up to 40%, typically less thoughStony desert, detritus, bare rock, boulder fields: Up to 100%, typically maybe rather 75%Swamp, moor: up to 20%Forest ground: Up to 80%, typically rather 50% - in highly cultivated forests it may even be down to 20% (exception!)Pure sand: up to 25%, usually just 15%. However: Pure sand is a rare find in nature. Some parts of the Sahara maybe (those that are usually shown in National Geographic program). More common however isSand/clay mix: Up to 70%, typically rather 30-60%Gravel surfaces: Up to 55%, typically rather 40% or less You may also want to consider the hardness values, with rock and concrete at 100%, water at 2%, Swamp maybe up to 20%, and everything else in between. The water content of a soil often is an indicator of its hardness.
  18. Deal. Is one in the making?
  19. It can and should definitely written that way if you start from ground up. Making the transition from a code that is not been written that way is a lot more difficult and time-consuming.
  20. Well, a possible justification is a) intelligence (if you're scrouting an area and you find fresh marks of a T-72 track, well, that's some kind of a giveaway). b) tactical relevance in the vicinity of mine fields. On the assumption that a screening force will pull back once that the enemy shows up in force, and that they would know the location of mine fields, it's a smart idea to follow the fresh track marks in order to bypass suspected or known mine obstacles. But you're right - because the case for this as well as other stuff is weak (=eye candy department), it didn't receive a high priority.
  21. Not that I have heard of. I think the reason for this is the lack of a sensor for its own vehicle speed that is wired as an input into the ballistic computer (think of the Leo 1 where it doesn't have that sensor either, so you need to press dynamic lead all the time when either you or the target is moving). In most cases this is "good enough". But of course Rücksteuerung increases the hit likelihood a little bit more.
  22. This could be addressed to some degree by randomization, it's just that we don't have the time for pure eye candy and we didn't prioritize it high enough to do it in a way that would not give away more information than you would have in reality.
  23. Well, somehow we never got to actually implement it though chances aren't bad that it'll happen this year, finally.
×
×
  • Create New...