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Changed the ammunition dialog box for squads. There’s now a distinction between squad MG and rifles, with 1250 rounds de-fault for the MG and 200 rounds per rifle

.../...

The firing rates of small arms for squads have been reduced

What about lowering the firing range of all small arms for squads, e.g. to 400 meters ?

=> This way we can avoid that they start shooting with MG at tanks from a distance of +1000 meter, which is useless & only helps the ENY tanks to detect them.

Currently firing range of 7.62 mm in SB is +/- 1000 m. & 5.56 mm is +/- 500 m. In a test I just did, infantry open fire on approaching tanks from + 1000 meter.

IIRC in real life, the effective firing range is only 400 m e.g. for FAL (800 m with scope) or even 250 m only for FNC (= standard rifles in Belgian army).

Advantages:

* More realistic game

* No need to give each & every squad manually orders to open fire only at 400 m = too time-consuming (which would also prohibit the RPG's to fire at a longer distance !!)

* Not too difficult to implement for Al in the software ?

NB How is Al doing ? Just asking as we rarely hear from him here.

Take good care of him, Nils ! We don't want any burnout's, illnesses etc ... !

The man has to work !

:-)

Rgds,

Koen

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2 questions:

- regarding dynamic lightning - will muzzle flashes emit some kind of a light when fired in dark settings - or the muzzleflashes will be faded as well in the dark... ?

- is there a roof model or at least skin for the Roof to fit the new exterior model of the M1A1? Looks pretty bad as it is right now :(

Thanks!

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05_Mine.jpg.1fd32c68752609a09f077fa53fcb

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regarding dynamic lightning - will muzzle flashes emit some kind of a light when fired in dark settings - or the muzzleflashes will be faded as well in the dark... ?

Muzzle and impact flashes will be rendered out to the visibility distance which will stay the same way that it is in 2.370. The ambient light level is independent of this.

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  • 3 weeks later...

As far as I understand it:

The models for many-many-lots of vehicles have been prepared, however the inclusion of a model into the simulation requires some input from Al, who hasn't recently had sufficient time to do more than add the military's requested features. A new format for the LOD3 damage model is being experimented with as Deja posted a few days ago, and once the final(ish) method and rules are determined I guess Deja will have to rework all the ingame models, any existing 'new' model would also need updating before its inclusion.

The biggest bottleneck though is Al's time, and you won't see hordes of new vehicles until Al can dedicate some free time to developing a vehicle import application.

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The biggest bottleneck though is Al's time, and you won't see hordes of new vehicles until Al can dedicate some free time to developing a vehicle import application.

well, its more that Al has to force old hard code into becoming scriptable.

but we're a few steps on the way already. already in the newer version, each vehicle has its own individual MRF file, instead of the old monoblock MRF, which means Al doesn't have to recompile the whole MRF in order to add a new vehicle.

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