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ChrisND

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Posts posted by ChrisND

  1. We do not model thermal crossover for any thermal systems. There are far too many factors involved in determining whether spotting any particular target with a thermal device would actually be affected in a meaningful way. It would be even more wrong to have a blanket "during this time period all thermal spotting is negatively affected" environmental effect.

  2. Troops seem remarkably resilient to 100mm airbursts directly overhead, especially that one in the beginning that still successfully guided a missile as shrapnel was still falling. Everything OK with the modeling of airbursts? Are we better off using point detonation with the modern protective gear soldiers wear these days?

    There was a bug in the modelling of Black Sea HE explosions (which manifested the most in airbursts) which was just fixed today.

  3. Here's the new US soldier look:

    (NOTE: some uniform and weapon textures are still a work in progress. You'll see black textures and placeholders. Don't freak.)

    Gear changes dynamically based on what weapon the soldier is carrying. Soldiers using a M4 Carbine have magazines inserted into their TAP harness. M-25 CDTE gunners have magazine pouches for the M-25 CDTE, guys with 7.62 rifles have 7.62 pouches, rifle grenadiers have rifle grenade pouches and a grenade bandolier, RTOs have a radio backpack etc.

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    And of course, in night conditions they'll don NVGs:

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  4. Time for a quick comparison between soldiers from Shock Force and Black Sea!

    Just showing US soldiers for now. Everyone thank Vein for the excellent US soldier textures, and Webwing for models/animations!

    Note that artwork is in progress. Also I apologize for big images in advance.

    Recap:

    Shock Force soldiers were often a bit... stiff. Although one heck of an upgrade since the three stooges of CMx1 days, there was a lot of improvement to be made. For one thing, all of the soldier gear was identical regardless of what the soldier was carrying. Clone Wars!

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  5. For base game the breakdown is like this:

    All Russian troops have night vision sights for their small arms. Russian brigade recon troops also have night vision goggles.

    Ukrainian soldiers do not have any NVG, other than a few troops in recon units (typically squad and team leaders) who have night vision sights for their rifles.

  6. Refurbished T-72s (and other refurbished systems for that matter) are a definite possibility for a future expansion. As it was, we couldn't possibly try to include every vehicle that could potentially be used by all participants in the base game release. If we tried to do that we'd have kept our artists occupied until sometime in the middle of next year. :eek:

  7. I would love to see some more animations though, and quicker transitions between them. I do realize how much work this is though, and if it is realized will not happen for a very long time.

    We've actually improved many of the infantry animations for Black Sea. Not all of the animations have been replaced, but many have been improved with more realistic poses. Plus, the most common weapons have much better hand placement. It was a ton of work for our animator Webwing (doing infantry animations, even things that you would think are very simple, is very time consuming), but I think it was worth it. I'm looking forward to showing them when we've gotten a bit further with the infantry art.

  8. Most of the big combat vehicles are using IR-blocking smoke in the game... but I don't think all of them. They are typically smart enough that you don't need to tell them to use it. If they have laser warning receivers and they detect any enemy lasing them (which means that they are most likely about to be engaged), they'll deploy the smoke themselves unless they are immediately occupied with something else, like engaging an enemy vehicle or moving quickly to somewhere else.

    No counter-battery fire in the game. So far it's been left out as a little out of our scope, since it involves mechanics that are completely off of the map and involving only off-map entities, although the entry of on-map mortars does start to challenge that reasoning a bit.

    By the way, I checked out that little bug where I couldn't call fire support on the area that the UAV was observing... turns out that the demo map I made was the ONLY scenario with that bug. All other maps/scenarios had it working properly. Go figure it has to affect the demo map, right?

  9. They seem to be pretty conservative about adding "soon to be deployed" equipment, which is good. I wouldn't be against adding some of the more questionable stuff in a future "funnies" unit pack however. It would make for some fun "what if" scenarios.

    (personal opinion here, not an announcement or promise) I'd love to do a pack or module or something similar for Black Sea that goes slightly further into the future and has some new stuff like the Armata platform and M1A3 Abrams.

  10. Definitely no flame throwers. They are not a very practical weapon in this day and age (were they ever?). :D There's the usual smoldering terrain fires from explosions and small arms that has been seen in the last couple of CM releases, but no further expansion on fire has been done for Black Sea.

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