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Chilibird

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Everything posted by Chilibird

  1. huh.. never noticed that. s'what I get for not looking through all the controls
  2. Maybe, instead of all that gunner view stuff, just hold a key to set the Dropship to 'autopilot' where it stops responding to controls until you release the key. That way you are free to look around in both gunner view, and normal view, without spinning yourself 12 ways to sunday.
  3. Yossarian-> If you think flying him around was fancy, you should've seen half the stuff that happened when I picked him up. Does 'quadruple barrel roll' mean anything to you?
  4. The truck is pretty cool, actually. The only thing I can think is how it would apply in-game. Otherwise, you have a pretty good idea going here P.S- Have you guys been emailing still? I've had quite a few emails get bounced by my spam filters recently...
  5. Howdy all, When it comes to unwrapping the wheels so you can texture them (I don't know about you guys, but I'm using blender), how do you go about doing it? At the moment, trying to define the borders on the wheels gets real tedeus. There has to be a better way. Suggustions anyone? -Ice
  6. Heh, I didn't even notice that before. That's real cool.
  7. One thing I'd like to see is a rehandling of the Viper physics. I like the way they are handled to fly. That way, only those who practice can actually fly them, (Like me ) which makes their skills all that more desirable, and adds an element of surprise when a unit flies over your head attached to a dropship. Since DS pilots are rare, chances are noone else has noticed this. However, two things I'd like to see changed.. 1- The 'jerk' when you grab something. If you aren't completely ready, you're going to go over. I think a smoother grab would be nice. (Or just have the cable have a bit more 'bend' to it, instead of trying to remain 90 degrees to the ship) 2- An elevation indicator. More often than not, it's a guess on how far above the terrain I'm trying to drop someone, or if I'm low enough to grab them, so a rough estimate of how far I am above the terrain would be nice, maybe only from the gunner view. (Then you just have to learn the length of the cable, which is practice) A third thing I just remembered would be to have the ship stop responding to directions when in gunner view. I like to use it to see if my Dropzone is clear, but if I angle the view at all to get a better look, I go spinning away.
  8. Now that's good lookin Good jorb guys!
  9. This match was on the full game server. If ya didn't own the full game, ya couldn't get in. And if ya do, chances are the server was full I had a blast. Had to drop out a few maps early, as my connection was going, but it was the most fun I've had in a long time. I'm finally starting to get my viper skills down. Poor Clay.. I must've made the men in his tanks hurl once or twice (Think Barrel Roll )
  10. Alright! Let's do this! Heading in now!
  11. Sabot3-> You kayak? What rivers do you run? I am a River Guide on the Lehigh river (Class II/III, but we hit class IV during the floods) here in Northeast PA.. if ya happen to be in town, give me a hollar, and we can go boating. I haven't, unfortunatly, had the opportunity to run some larger rivers such as the Hudson or Salmon in NY, so my experence is somewhat limited (Class III in a kayak, class IV in a raft. I do have an eskimo roll) Jung -> That's LiveShip Rbenteus (Pronounced "Re-Bent-Us"). Now give me 50 pushups!
  12. 3 PM Eastern Time, I believe. (Something GMT -3 or so? I don't know exactly) Well, the day has arrived. May the smack talk start!
  13. I personally prefer the arcadey aspect of the game. As much as tactical warfare can be an entertaining genre, it is best saved for turn-based styles. Granted, DT does the tactical aspect well, since it is possible for 3 light tanks to take out a main battle tank, with proper coordination. However, I prefer the arcady sense in that it's just fun. You can pick it up, drop a vehicle, and go shooting. You don't need experence to play. Granted, with experence, you become far deadlier in combat, but that is true of any game. Basically, the reason I like it is because it is a realistic game, none of the HP stuff that ruins other games, is simple enough for those days you'd just prefer some mindless blasting, and can be complex enough for the days you feel like thinking more.
  14. Well, my internet may be squirrely tomorrow, so I'm sounding off as good to go on sunday!
  15. This is with the track sheaths raised up a bit. That way the tread will catch the ground before the frame does.
  16. It's about comparable to the Thor MBT in both height and width. Dropping artillery is what I think will be the ideal way to knock this thing out. Granted, it's armor will not be that heavy, so if a Thor, or even an apollo, can get within range, it will be able to take it out. Of course, Ion guns will also probably be pretty effective against this thing.
  17. I think "light tank" refers to armor weight/thickness. For this reason, the Ramses is a long-range battle tank, as its gun would be far too effective vs the Apollo's 120 mm gun to be considered a light tank. Now then, I made a few changes, ect. I got too lazy to put it in DT, so these are sketchup models. Once we have this whole mess sorted out, then I'll actually put it in DT. Current changes move the track wheels around a bit, and redesign the track housings, helping with the invisible track problem, more 'tankish' and lowering them closer to the ground. [ October 17, 2006, 03:22 PM: Message edited by: IcemanUSA ]
  18. I can see what you're saying with the gun assembly. Not a bad idea, actually.. I'll look into that. The only thing I'm thinking is since the turret is stationary, that it would make more sense to have the back of the chassis and the back of the turret be one surface. Yeah, I should probably do that. That disappearing track problem is pretty bad :\ Thanks for the suggustion. You are right, there, in terms of the niche. However, even at high velocity, would a 90mm shell be capable of peircing armored targets at a distance? (Ideal engagement range would be ~3,000 m)
  19. Certainly! I couldn't really get a top-down shot, unless I'm missing something. Anywho, hope that helps!
  20. It's not perfect, but you get the general idea. (I'm gonna try and re-triangulate that front area so that the shading doesn't get quite so weird.
  21. Heh, I'm glad I could help. It seems my viper skills did get a bit rusty over time, as I kept overshooting my target. I'll probably spend some time in Single Player with a few hapless bots to practice my lift up and dust off techniques. Do we know what maps we're playing yet? (So I know what maps to practice on) Though, that map was hard to do, since the target needed to be in an open field, instead of the trees. The boom was just a bit too short to pick up a tank in the trees, and if I dropped too low too fast, I'd quickly find myself on my back :\ Heh, still, though. I had a great time. It was a LOT more fun playing with so many people at once instead of just the few that seem to be the usual. Definately looking forward to kicking the dev's butts this sunday!
  22. I've done that while waiting for textures to cache, Konstantine... well, except it was a turkey and cheese, and it was a coke, not diet.. :mrgreen: Now then.. I hate to go off topic here, but I've gotta say this. Dark_Au-> If you really hate this game so much, they why are you still here? I'm tired of you constantly showing up and disparaging those of us who actually LIKE the game. You aren't going to change anyones mind, and you're just wasting your time trying. Either come back with a better attitude, or just don't come back at all. Now then... I think that that reviewer was a little harsh, any way you look at it. Granted, many reviews I've read have said that the game could've been better, (One citing that the requirements were very high for such low textures), but many of them also said that multiplayer was very well done. However, they all did say that the armor handling, ect, was very well done. Most said the gameplay was good, but graphics wise it could be better. So basically, I don't think one bad review is anything to get too upset over, but it does make you question whether or not he actually played the game.
  23. Alrighty, I'm headed in for the test match!
  24. You are correct. However, in this 'silly game' WE ARE the engineers. However, I'm not creating this tank to be superrealistic, I'm creating it to add some new elements to the game. If it happens to conform to the perfect reality, then woohoo, but I won't loose any sleep if it doesn't. This game is an arcade simulation. Let's save the tank physics and "This and that are real" for the real life battlefield. Posel-> You've got a point there. I might lower ammo capacity a bit, just having realized how much it can carry I see what you're saying about the missing turret idea. I might see if I can work a new design idea into the chassis instead....
  25. The original design housed the gun inside of the chassis, which would have made the "Ammo explosions are isolated" theory moot. I also didn't care much for how it looked. As for a mechanical reason.. I could cite the weight of the turret, but like you said, that can be overcome. Out of Reality, it's a game balance thing. If this thing could swing its turret a full 360 degrees, it could target anything with relative ease, which is not what I wanted to do. I'd rather have a weapons platform that requires some skill to use. Eh, I'll think about it, but I like the turret I have now.
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