Jump to content

Kieme(ITA)

Members
  • Posts

    1,894
  • Joined

  • Last visited

  • Days Won

    37

Posts posted by Kieme(ITA)

  1. Thanks a lot for your work.

    On a side note, the muddy version appears to be having quite a lot of mud on the upper front plate, seems to me a bit too much since that particular zone wouldn't be subject to such a lot of splash during common manouvers or even fights.

    On a side-side note: your mud looks quite dry, you could add some of a bit darker tone on very few areas to add the effect of fresher mud over the dryed one.

  2. Thanks for your mods aris.

    Now that I am at it, I'd like to ask you people a suggestion. I am moving all the possible mods from FI and Norm to RT, I got a problem with the King Tiger henschel turret, where may I find Aris mod (if it exists)?

    Moreover, have you tried Aris terrain mods from Normandy in RT? Do they work?

  3. Thanks again for your works, they truly enhance the game experience like no other.

    During these hours I am testing your older works for other titles in RT and see what works and what not. For now I am adding your german vehicles mods.

    Also, I will look at your collection of terrain mods, maybe there are some new terrains in RT that might need to be worked to be on par with the rest coming from normandy and italy.

    Generally, apart from corrections, adaptations or small additions to your existing mods (that can be transferred from other games) I would suggest you to work primarily on russian tanks, in order of rarity (from the most common to the last). Oh, and the Hetzer, we cannot forget the Hetzer.

    Just my opinion, have a good work!

  4. I have several pictures of soviet parades in a soviet publication called "paradi" (in cyrillic), all the tanks from ww2 era appear without any white band, but for some su-76 with the wheel pins and side skirts painted white.

    The only vehicles of that period with some White where wheeled trucks and some lend lease, where their tire rim is Painted White.

  5. IMHO:

    - visual close needs a bit more contrast

    - voice is really a bit ambiguous. A shouting mouth (as is) was really a good choice

    - radio I'd suggest an antenna with radio waves like this

    http://de.freepik.com/index.php?goto=27&opciondownload=17&id=aHR0cDovL3d3dy5vcGVuY2xpcGFydC5vcmcvZGV0YWlsL2FudGVubmEtYW5kLXJhZGlvLXdhdmVzLWJ5LWpvaG5wd2FycmVu&fileid=517097

    - visual far looks good but also more contrast

    First of all thank you Juju for sharing.

    I decided to quote the above because I agree with it. The voice contact icon represented by a shouting mouth is the most intuitive.

    On the other hand I really like the radio idea, although it should be a bit crisper as an image.

  6. I belive it would be nice to have different turning speeds depending on the vehicle, yet it's quite hard to find all the data for all the vehicles in game.

    Other than that, I think the turning speeds are adjusted for game reasons and I support that, the actual turning speeds in game pose a higher difficulty when it comes to tank manouvers.

    So, in conclusion I'll be happy if nothing is changed at all.

    Thanks John for posting that reference to official battlefront position about this matter. Clear and simple.

  7. What I see in the videos are tanks turning very fast but on a concrete surface and with no other obstacles... or on a very dry grassland with perfect weather conditions.

    Now, I live in the country and I know what's mud, the real one, coming out of a plowed field, I know how a wheeled 60-years old tractor pulls out of it and I cannot imagine a tank doing a turn on even not particularly muddy condition as fast as those doing it on concrete like in those videos.

  8. Absolutely, there is so much to model in a game such as this that it takes a lot of time to think about all the possible details and variations you can add.

    Moreover, I doubt there are solid data when it comes to such a specific value as turning ratio of ww2 vehicles, even though you can evaluate some of them thanks to their surviving parents, I doubt you could assign true values to all vehicles in the game.

  9. I belive the biggest difference consists in terrain type.

    In the game there's also terrain attrition that plays a big role when it comes to simulating the vehicle movements. When it comes to the real tanks you see in that video the stug moves on concrete while the panther on concrete and what appears to be a very dry land.

    My two cents the ingame tanks are slowed in order to stress the terrain difficulties. But it would be interesting to know the ground conditions on the ingame scenario where you took the test.

  10. I am not sure if this is the right place to ask, in case I apologize in advance.

    I have a question regarding the game visual aspect, because I found a discrepancy that seems evident to me (although feel free to correct this).

    Here is a look at two recent screenshots the testers shared:

    Soviet side

    http://farm6.staticflickr.com/5494/12511877794_17afb5c277_b.jpg

    german side

    [url removed]

    The colors are quite different.

    From my point of view I prefer the look of the first screenshot, which one is correctly representative of the game? Or are they both correct with different in-game video settings?

    Thanks in advance.

×
×
  • Create New...