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rocketman

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Posts posted by rocketman

  1. uP0MbQR.jpg

    I got a request in another thread for this mod. All credits goes to Kieme for the ground texture that was a part of his Black Sea terrain mod. I have just added "mini" textures that matches the size of the FB stock ones as well as making one for the [cold] mod tag used in FB. Those textures are slightly desaturated and made a bit lighter to create a colder feel.

    Download here for now: https://www.dropbox.com/s/x8l4xuykq3nad1t/FB Ploughed fields less moiré.zip?dl=0

    @Bootie: please upload to CMMODS when you find the time. I'll keep it in my Dropbox for a couple of weeks at least.

  2. Steve, regarding the BN module with early D-day scenarios - I have a fairly complete and well researched map made of Courseulles-sur-Mer (and a few kilometers inland) with force selections for both sides, with accurate (as can be) landings for the Canadians. I would be happy to donate that map to the battle pass if someone want to complete it, use it or whatever. The project bogged down because there seems to be a limit to how many mines/barbed wire the engine can handle before causing a CTD on the first turn resolution. 

  3. "More granular under the hood" - that's the BFC motto, right? :)
    That's what I suspected, so I guess the best way to know is to do some research combined with "common sense" and a healthy dose of experience from playing the game.

    Other factors that come into play might be: width of tracks and width of vehicle - to spread out ground pressure. Any other suggestions?

  4. The off road rating for AFVs, does it take weight into account when it comes to bogging down, for example in muddy conditions? For example, a M10 tank destroyer has the same off road rating as a Tiger I, but weighs almost half as much. I would think weight would be a significant factor and risk for bogging down, but with these two factors as they are it is hard to determine more exactly what level of risk there is. I would assume that the M10 would be safer to run across a muddy field, but to what extent? Can someone shed some light on this?

  5. I have been surprised many times by the lack of casualties from large IEDs in SF2 and bombs in the other games, even when detonating just next to pixeltruppen in the open or behind a wall that shatters (can't be pleasant to be shredded by concrete fragments). It is almost like CM doesn't simulate the blast shock wave (that will kill you or knock you senseless with concussion) and only shrapnel.

  6. 38 minutes ago, MikeyD said:

    Houses are 'baked in' to maps. If a map had been put together early in the Beta process subsequent changes to the building code won't fix it. You've got to go in to the map, delete the offending building, then replace it with another building. This caused us endless headaches in CMFI, I recall. If you've got a QB folder with more that 700 maps its difficult to guarantee every single one of the buildings on the maps will be problem-free.

    Good to know. And probably no way to fix it other than updating maps. The upside is that all new maps will work.

  7. I have never seen this before, but on this QB map, which was used for a scenario I previewed, several Level 1 buildings lack walls. And sometimes if viewed from different directions some walls appear and new ones disappear.

    7AOqmkI.png

    What is even more strange is that if you try to move infantry into the building you get the "Roof" option which is never shown for Level 1 buildings. But you can use it and....

    YxCeuRy.png

    ...your infantry appears in the new "roof" level, floating in mid air. I haven't tried if they can fire from this position, but this is bad enough already.

    VFerFHW.png

    I tried the scenario from both sides, previewed the map in the editor and even changed the year of the battle to see if buildings differ from year to year, but it all looked the same.

  8. Back when BS was new I reported a similar issue but IIRC there was never info if it had been solved. Anyway, I just got a similar one in CW:

    6BUHeZH.jpg

    Redeye and self-propelled AA close to the map edge defend against incoming CAS and their fire is suddenly diverted to the right (even at different points). Is this a bug? Does it affect the likelihood of shooting down CAS? In any case it looks weird as heck. The AA did this with repeated bursts. I have a save.

  9. I have made a mod for ploughed fields in snowy conditions that produces much less annoying moiré patterns. The ploughed fields ground texture is also used for some of the crop fields. Here is an overview what it looks like under sunny conditions (click and enhance to expand for a closer view):

    G5MzgPJ.jpg

    The mod is the same for Final Blitzkrieg and Red Thunder but I made seperate folders for convenience. Note that there is a seperate one for Fortress Italy. All three can be found here for now, and maybe @Bootie can add them to CMMODS later on.

    https://www.dropbox.com/sh/1cyq3wnr79ym0mb/AACTEp1VWL0H-3zUaiCzSxC1a?dl=0

  10. I have made a mod for ploughed fields in snowy conditions that produces much less annoying moiré patterns. The ploughed fields ground texture is also used for some of the crop fields. Here is an overview what it looks like under sunny conditions (click and enhance to expand for a closer view):

    G5MzgPJ.jpg

    The mod is the same for Final Blitzkrieg and Red Thunder but I made seperate folders for convenience. Note that there is a seperate one for Fortress Italy. All three can be found here for now, and maybe @Bootie can add them to CMMODS later on.

    https://www.dropbox.com/sh/1cyq3wnr79ym0mb/AACTEp1VWL0H-3zUaiCzSxC1a?dl=0

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