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About Volcano

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  • Birthday 02/14/1977

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    Game Design

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  1. Yes, a necessary simplification type side effect - when the simulation is run (in EXE Phase) then that is when everything gets leveled out with the bumps. In the Mission Editor you will likely see all sorts of side effects like this, no different than the vehicles floating above battle positions in 3D view.
  2. Indeed, it is basically a hit-impact effect. It can happen if a bullet or fragment hits their body armor too, so its not directly associated with "blood" per se (before we get a bug report about infantry getting hit with "blood" spray, but not dying), as we don't differentiate between these types of impacts, and likely never will. All it is intended for is feedback to let you know that you are hitting the target. That said, the intentionally subtle effect made more sense than any other option. (Also, soldier can get hit in non-vital, non-body armor covered areas and survive as well, and you will still see this impact effect -- just something to keep in mind.)
  3. 16 AUG scenario: Clash of Armor 2014-4023 SPECIAL CONSIDERATIONS: Draft? Yes. Random CO selection? Yes. Minimum # players: ~16 NOTES: Avoid studying the enemy's side; only gather intel from the briefing and exposed enemy unit icons (enemy intel), and briefly looking over both sides to figure out which one you want to CO. Anything beyond that ruins the fog of war element. To avoid passwords, open the scenario in Network Session as HOST and choose the side you want to play and go to planning phase. You may briefly look at both sides like this to see which side you want to play or CO on. As CO, once you choose a side, go to that side and create your plan. Remember to play within the TGIF House Rules and SB.com community rules.  Clash of Armor 2014-4159.zip
  4. This issue should be fixed in the next patch. Of course if there are any issues after that then it would be best to report them in a new threat specific to the problem.
  5. If only I saw this thread earlier then I could have saved everyone some time LOL. The dust was removed on HE explosions for performance reasons. It was one of the optimizations, and this is especially true for artillery (the dust was removed, and the dirt spray was added instead). Now it could be that we add some dust back later, but right now that is intentional (AFAICR) until a better approach is made here that isn't so heavy on performance.
  6. FWIW, the DF30 wiki page should be finished now (I think). 🤔
  7. As Ssnake says, I just rotate the music out in each release, somewhat randomly I admit. "Fallujah" will probably return in SB 5.0 (or 4.2, who knows)! 😛
  8. Should be fixed now for next patch. Not removed, but back again.
  9. Just a SCE file will do with basic instruction (with observation) of how to observe the bug. 1. Network Session, one host, two clients, start scenario. 2. Go to unit A/1-1, observe. One client sees the civilians one another client sees them invisible. (etc) Preferably its a scenario that is as minimal as possible. Ideal would be a scenario that just has one civilian in it, or one group of civilians. One person as owner, while everyone else is observer to them. That might produce results. We look for clues, like HOST sees them, but CLIENTs do not. Or non-owning CLIENTs do not, but owning CLIENT does, etc.
  10. Whoops, missed that (got wrapped up in the window issue). Fixed the wheels now too. 😑
  11. I am probably the extreme case: I have two copies of 4.1 installed (one for public, one for beta), and 4.019, 4.023, 3.002, 2.654 all installed, no issues here. But certainly if a patch was not installed properly then one sign might be your particles not showing up anymore (its certainly a good indication).
  12. Ah, well, we did notice that it seems to show up most of the time but there are occasions where it doesn't happen. If you didn't see it there, then you will likely see it on other events. As mentioned a while ago, the lethality is known now, thanks to this thread. This existed in "old HE" in 4.0, and we thought we addressed it entirely, but apparently it still remains. Also described earlier is that the tests do not show that this happens reliably. In tests it too 50 to 100 rounds, several different times, to get a kill. Its based on random numbers, die rolls. Some people can apparently see it reliably. In any case, this has been/is addressed. Fixed. (With that in mind, and with all the time I have spent in this thread, I am officially moving on to other work, as this is now beating a dead horse).
  13. No, the M1 is perfectly able to withstand 67mm fragments in areas that would kill it in all those areas of impact. If it was under the side skirt then that would be another story, but that is a vulnerable place on any tank (and is one reason why they have skirts). Of course even with the fix, there would still be situations where some fragments could be lethal to some vehicles, like perhaps an aircraft bomb or 155mm artillery round, or some HE and HEAT rounds versus light and non-armor, but that would be correct. The issue is actually when you go to the next "HE Explosion" sub event, the arrow. If it says destroyed (overpressure) then this is the problem, so its easy to see the issue. Fragment kills (although non-existent in these situations) is a nice new correct behavior, but its the over pressure kills on tanks by these rounds which are the issue. Tank overpressure kills via aircraft bombs, very large/huge IEDs, hits by 155mm HE, FAE warheads are all fine though. I am just trying to establish what is normal and expected, and what is not - since I know how prone everyone can be to panic attacks. 😑
  14. OK thanks for the info. Pretty sure its fixed, but more info doesn't hurt. 👍
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