Members Ssnake Posted October 26, 2008 Members Share Posted October 26, 2008 We have every intention to maximize the content of the next upgrade, but not for the price of delaying its release. 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted October 28, 2008 Share Posted October 28, 2008 2.431Multispectral smoke now available for Russian vehicles too, looks white in daylight (unlike GALIX smoke grenades)Those jammy commie bastards.... 0 Quote Link to comment Share on other sites More sharing options...
oscar19681 Posted October 28, 2008 Share Posted October 28, 2008 multi spectral smoke for all allied units asap to balance the armored cold war. 0 Quote Link to comment Share on other sites More sharing options...
Eisenschwein Posted October 28, 2008 Share Posted October 28, 2008 ????? 0 Quote Link to comment Share on other sites More sharing options...
CalAB Posted October 29, 2008 Share Posted October 29, 2008 Anyone here remember that old Heinz Ketchup commercial that had Carly Simon's "Anticipation" playing in the background while some kid poured ketchup over french fries or something? Waiting for the update is just like that commercial. 0 Quote Link to comment Share on other sites More sharing options...
Koen Posted November 1, 2008 Share Posted November 1, 2008 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 reducedWhat 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 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 1, 2008 Members Share Posted November 1, 2008 You can hold Shift and click several battle positions, then set the range to open fire to whatever you like at once (unselect one of a group by holding Ctrl while clicking). 0 Quote Link to comment Share on other sites More sharing options...
daskal Posted November 1, 2008 Share Posted November 1, 2008 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! 0 Quote Link to comment Share on other sites More sharing options...
Companion Posted November 2, 2008 Share Posted November 2, 2008 To Ssnake:Will there be Multispectral artillery smoke rounds in the next patch? And is there any plan to further differentiate arty types? i.e. Medium mortar HE, 122mm MLRS HE, etc. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 2, 2008 Members Share Posted November 2, 2008 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. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 2, 2008 Members Share Posted November 2, 2008 As far as artillery is concerned, further refinements are planned down the road, but not for the immediate release in December. 0 Quote Link to comment Share on other sites More sharing options...
daskal Posted November 2, 2008 Share Posted November 2, 2008 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.Thanks! Sounds good. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted November 2, 2008 Share Posted November 2, 2008 The idea of muzzle flashes sound nice.Imagine seeing the flashes of arty and maingun fire lighting up the horizon while approaching the AL just befor attack :-) 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 2, 2008 Members Share Posted November 2, 2008 Well, they don't light up the surrounding environment yet. So you would see them only with direct observation. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted November 2, 2008 Share Posted November 2, 2008 Well, they don't light up the surrounding environment yet. So you would see them only with direct observation.Then maybe we add these to the "weather setup"...like: fog, rain, sunny or "battle". 0 Quote Link to comment Share on other sites More sharing options...
alpha6 Posted November 3, 2008 Share Posted November 3, 2008 battle sounds good gray cloging smoke mud dirt muzzle flashes HARR HARR HARR *Tim the tool man grunt* 0 Quote Link to comment Share on other sites More sharing options...
DemolitionMan Posted November 24, 2008 Share Posted November 24, 2008 Ssnake, do you have some good photos of the CV9035 you used for the in-game model? I´m longing for some good hi-res ones of it in Danish camo. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 25, 2008 Members Share Posted November 25, 2008 Well, I got access to the first vehicle that was delivered in summer this year. It still had the temporary turret hatches, and was in plain olive. So, while I do have high quality, high resolution images, none of them are with the actual camo pattern. 0 Quote Link to comment Share on other sites More sharing options...
DemolitionMan Posted November 25, 2008 Share Posted November 25, 2008 Ok no problem. So is the model resembling the prototype then or has it been reworked to present the serial version? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted November 25, 2008 Members Share Posted November 25, 2008 Of course we adjusted it to the serial production standard. 0 Quote Link to comment Share on other sites More sharing options...
DemolitionMan Posted November 25, 2008 Share Posted November 25, 2008 Thank you...ah there´s one more thing: will we see the Leclerc and Challenger added next year maybe? I mean...you wouldn´t ask for updated armor estimates if you would not have the intention to use them sometime... 0 Quote Link to comment Share on other sites More sharing options...
GH_Lieste Posted November 25, 2008 Share Posted November 25, 2008 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. 0 Quote Link to comment Share on other sites More sharing options...
dejawolf Posted November 25, 2008 Share Posted November 25, 2008 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. 0 Quote Link to comment Share on other sites More sharing options...
GH_Lieste Posted November 25, 2008 Share Posted November 25, 2008 Thanks for clarifying, the time restraint on the required work is still the largest bottleneck though. And a significant programming effort is still required to get to the point where adding a new vehicle requires little or no input from Al. 0 Quote Link to comment Share on other sites More sharing options...
ChuikovChambered Posted November 25, 2008 Share Posted November 25, 2008 One question: I'm planning on possibly running SB v. 2.4 on a new computer, and I was just wondering: Could I install it on my new computer and run it with my current Codemeter dongle? 0 Quote Link to comment Share on other sites More sharing options...
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