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poesel

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Posts posted by poesel

  1. The shrike can still fire the coax even when the ATGM is destroyed.

    The voice chat seems to be even more turned down than before. I can hardly hear someone and others don't hear me very well.

    The vehicle track animation is still broken. Now forward is ok but backwards is wrong. The tank turns around the moving track, not the non-moving one.

    While turning in place the track moves in the wrong direction.

    Do you have a list where you have the things you are going to fix for the next update? Could you put that online? Its sometimes hard to remember what has been reported and what not.

  2. Yes - I just tested and I had >20fps even with 5 Thors burning. One thing I noticed that the frame rates drop when the Tacmap is open. ?

    Sorry for the late answer but my trip is over and I could use my normal computer to see the infantry. But in three weeks time I'm off again with the laptop and then I will be glad to have that option.

    And you are right - it is UGLY smile.gif

  3. This may sound a bit strange but would anyone like to make (or play) a Tron mod?

    Should be doable and probably a lot more easier than the WWII mod.

    The landscape consists of unicolored rectangular blocks (well mostly).

    For the units there is mainly the tank (which looks already much like the 120mm Apollo). I don't know if anything like the bikes could be handled by DT, let alone the recognizers.

    Would be an interesting game IMHO and I would invest some time in it but I can't do it alone.

    So is anyone interested?

  4. Umm, missiles do get faster over time. The normal rocket starts at speed zero and then, well, accelerates for a while.

    Even the rate of acceleration rises since more fuel is burnt the rocket gets lighter and lighter but the propulsion is the same force. This is offset by aerodynamical forces of course.

    This may be calculated by the leisure of the reader... smile.gif

  5. I never would have used the HE but I just wanted to test yurchs remark. There you go: 4600m shot to Thor front - down he goes. This is fun but totally unbalancing the game. Its like having an additional Hurricane in one of the Apollos pockets...

    The coax is nice but that thing is totally devastating against the deployables. It not very accurate but since you have enough ammo, it works at great ranges (following yurch teaches you a lot smile.gif ). Thats the additional Ion in the other pocket.

    Infantry gets mowed down by the coax too (thats what its supposed to do) but that renders the infantry useless. Before the infantry comes into effective range (and the target is not distracted) those guys are dead.

    The bots do spot them like any other unit.

    The infantry should be totally invisible until they fire or jump. That way they would be able to attack stationary defenses or create ambushes.

    Micromanaging these five guys to be 'hull down' is a bit tedious.

  6. Ok, love that infantry! smile.gif

    Some points:

    - display number of members (left) in the squad (hmm some image from Aliens springs into mind smile.gif )

    - give these guys names

    - please let us crawl - I want to be sneaky and just poke over that ridge not wander there in full sight and _then_ hide. Crawl is very slow of course

    - if I kill some AA with the rifle the message says '...with 20mm' - shouldn't that be 10?

    - if I get shot at, the explosion will throw me around like a leaf in the wind. Explosion blast is good but the force needed to fling this guy this far will most probably kill him too

  7. Yeah, you will make lots of holes and he will be lucky if hes got a single working tire left, but kill? Forget it.

    I really love the 76mm but its a pacifists weapon: you incapacitate but don't kill. Really, I mean it.

    Example: take a common bot in a Thor. Stay behind a hill with your trusty 76mm. Chances are that the bot looks the other way. Peak around and shot him in the back of the h... ah, turret smile.gif Penetration no problem. After a few shots you got his gunner and the turret is smoking. But kill - no. Even though theres the ammo depot in that turret - it doesn't explode. So you continue to shoot and sometime later the bot feels to cheesy (as in 'swiss cheese') and bails out. Ok, one Thor out of the game but no &%$"& explosion.

    Phew, that had to be said. ;)

    IMHO the game balance for 76mm is very good. It carries far, has a good chance against most armour and the rate of fire is nice. But sometimes, only sometimes - I wish that somethig would explode... just a bit smile.gif

  8. You can run DT in windowed mode, so you can work on your map and test at the same time.

    Also, DT seems to reload the files when you start a scenario (it certainly does for mods). So no need to restart the game.

    Unchecking texture caching saves a _lot_ of time for loading the mission.

    I estimated its under a minute for the change - test cycle once you are set up.

  9. Originally posted by ClaytoniousRex:

    Has anyone tried driving with joystick(s) or, better yet, those funny driving rigs?

    I don't think that will ever be a common input for this game. The keyboard mouse input combo isn't so popular without a reason.

    I really wish that speed/deviation is not a function of "key pressed over time" but "number of times key is pressed".

    The latter is even more unsusceptible to network failures.

  10. ok - I was a bit bored sitting alone on a 1. server while the demo server was full... grrrr

    As this was also puzzling I did some test driving. Three cases of turning right (I omit the other direction for brevity):

    1) standing still:

    The left track ist standing, the right is moving backwards, but the tank turns around its centerpoint instead around the left track.

    I would prefer to have the left track move forward and turn as is.

    2) moving forward:

    The left track ist standing, the right is moving backwards, but the tank turns around the right track. The animation is just the wrong way round.

    3) moving backwards:

    Everything all right. Obviously a case of only backwards QA driving. smile.gif

  11. Oh, changing the texture detail is easy smile.gif

    (...doing ugly things to nice graphics...)

    Ok, now I have a "minimal" mod and parts of DropTeam now look like an early 90's game smile.gif

    I found out that I must not reduce the number of colors in smoke. I can reduce its resolution though. Messing with tank textures is easy, too.

    Where would I gain most? I can get the model textures easily down to a third of their size but is that worth the while?

    Where is the difference between the "Team1WoodlandMBT.." and the "WoodlandMBT..."?

    Btw, I really love the game for the ability to mess around with things! smile.gif

  12. The XML file for a vehicle already has a 'value' parameter (which is used - I guess here - for the bots to determine possible targets).

    Its probably no big deal to add a value to each component and give that to the player who destroyed it. So it would be rewarding just to cripple opponents without the need for the kill. Especially useful for the 76mm. I often end up with zero kills even if I had a successful game.

  13. ...in computer power:

    I'm currently stuck with the company laptop which is otherwise a fine machine but definatly not a gamers choice(Pentium M 1,6Ghz, 512Mb RAM, Intel 82852/82855 graphics controller). Still I want to play DropTeam (of course smile.gif

    I turned every option off, alle levers to the left and ended all other programs (even those in the background). Even so I end up with <5fps as soon as something happens. :(

    Is there (or will there be) another option I can turn off to get things to speed? I'm willing to sacrifice all graphical goodies as long as I can still see the enemy. Heck, I would go with vector graphis! (which would be btw very cool even with enough processor power: I can still remember playing Stellar7 for hours ;) )

  14. Turning the control slider a bit down helps.

    Problem is that we control an analog device (the steering wheel) with a digital control (keyboard). Thats not a big problem with the tracked vehicles, but with the wheeled ones.

    Since we have a digital input we could have an digital output as well: if we break down the maximum deflection into 3 or 4 parts to each side and each punch on the keyboard moves the wheel one notch to the left or right. Braking would reset the control to center (if moving forward).

    That would give us a better control and even the ability to drive circles.

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