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The Steppenwulf

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Everything posted by The Steppenwulf

  1. Apologies for bumping this thread - currently playing my first H2H of BS version 2 and I can report that we still don't have icons for the following:- SA 13 = 9M37M missile SA 19 = 9m311-m1 missile It would be cool also if the aks-74u black green icon (Russian) showed in the user interface for those of us who wish to use modded full colour icons and distinguish the black metal plastic AK's from the wooden buttstock/magazines typically used by UKR forces. Likewise there is still only one PKM icon file used by both RUS and UKR infantry (pkm green), it would be great if each force's PKM icon were distinguished, also for the reason above. Thanks in advance
  2. I take an interest in the road sections, since I've found that in many maps some of these sections just don't dovetail as they should do (including some stock maps). When they don't, the roads can range from looking odd to simply plain ugly, which perhaps may have been fitting in this case given the title of the scenario. Anyhow I just checked, all is good with the road sections. I see many blood-baths on this map!
  3. Hmm - I still have green tracers. What are the correct tracer file names anyone?
  4. Caveat: I think you are going to hit issues converting BN and FI maps to BS. Many building types for example are not compatible, flavour objects more so - though the latter might not crash the game (the former almost certainly will). My guess is that Bf used RT map features as a foundation for BS maps - and that's why there is close enough compatibility to port so easily. Well done on your map conversion though, please do post the latest version at the weekend when I can find time to take a look and give you feedback on the map itself.
  5. You could ensure that Russian troops are equipped with RPG 7's, RPG 26 with AT4's for the Americans. Such weapons can be acquired from trucks, jeeps and IFV's - at least they can be from such vehicles in motorised, mechanised formations.
  6. Fantastic! If the map opens up in 3D preview from within the BS editor then that's even better - there's always a possibility that a map conversion will crash in 3D preview until certain objects (specific building types esp.) have been removed. The only (aesthetic) issue might be that some flavour obj in the BS 3D preview aren't what they were intended to be in the RT version. Like you'll get a bus stop in the middle of a field instead of a plough - that sort of thing. I'd take a liberal approach to any/all changes. No one's going to chastise you for getting rid of a road or adding some houses if it makes the map work better for the game and forces involved. Sgt Squarehead sentiments exactly, please share your finished product with the community.
  7. Yes you need to change one of the bytes in the header of the BTT file. I forget what the byte address is, but someone has converted some RT QB maps for BS. I'd recommend finding the relevant thread and investigating further. You'll need to strip out all the forces from the RT map first mind. Then save it as a map only, only then changing the byte flag so as to be able to import to BS editor. You may need to change some aspects of the map once in the BS editor -esp. with respect to flavours. Selecting the BS forces is the part of the process that becomes interesting. Still it's a doable and quite a short-length project - map construction itself is the time consuming part. Why not have a go yourself? EDIT: Found it - halfway down this thread:-
  8. This is not the kind of spotting that we were talking about!!!
  9. It's a python module right. What's the benefit out of interest?
  10. Yeh I ran a spotting only test (with short arcs to prevent firing) at 1000m. totally flat terrain, no cover, short grass, day time, clear weather. Abrams v T90 regular troops, fit, leadership 0 - totally equal settings! Spotting times (in seconds):- Red - 24, 29, 34, 49, Average: 34 seconds Blue - 2, 9, 16, 22, Average: 12.25 seconds I have no problem with significant spotting disparity given the optical equipment, but over 20 seconds when who spots who first makes all the difference (on flat terrain, clear visibility). I find it incredulous that such differential target acquisition results, under these conditions, remotely reflect reality.
  11. Ian are you even thinking about how your responses come across? I know that you are a good guy and have no intention of presenting the wrong message, but these responses read as just plain dismissive of a range of reports and come across as been deflective and rude - critical of players and the posts, yet avoid any focus on the actual events experienced. From my experience the deficiency in spotting on the Russian side is so obvious that to be unaware of it one must only have been playing single player or have never played the Russian side. So utterly blindingly obvious that it's not even worthy of report. It's not evidence that is required it's just an explanation. Does this reflect reality? BF are the experts and they programmed the game so what is the explanation?
  12. This made me quite indignant Ian! How dare you to be honest: We the consumer are paying premium prices for CM games. I think that gives consumers the right not to be expected to do the testing!! I'm happy to express my view about what I experience but it's up to the testers and BF to assess the quality of the product and correct it if necessary.
  13. Amen To be fair I would like to hear what BF have to say about this. I mean the game has gone through 3 patches and an upgrade so...
  14. The differences do seem to be excessive in my view - we are talking about Russian optics not even spotting after muzzle flash from enemy cannon. Perhaps muzzle flash aided spotting is not modelled in CM (a slight problem). Another thing, from my experience the Zala drone spots nothing ... ever. It just does not seem to function at all. It is a waste of time.
  15. I'd happily give you a game Stefano - hit me up if you are still looking.
  16. What happens when you press the o key? Nothing - then you have either the wrong file name or it's in the wrong folder. If the overlay goes black then you have no map image on the file - open it up in image editing software to be sure it is what you think it is. If all else fails upload it so we can see what else it could be.
  17. Fantastic tool - It's a massive thumbs up from me. Good idea to provide some instructions with the import/export scripts for beginners, though it's texture mapping that I find challenging with blender for some reason. Regardless I must get to work with this soon enough! Thanks sooo much for all your work on this!
  18. Marines only this one but still could prove useful in future:- https://bluejacket.com/usmc_force_insig.html
  19. Good job JohnO - there is a website with all US division patches which can be saved as png images. Anyone know this and have a link? It's a great resource for this sort of thing. I lost the link when my last hard drive corrupted.
  20. Superb - I congratulate you! There are lots of ideas for alternative objects; Vehicles, ( lorries, buses), train coaches, storage containers, skips, industrial plant machinery (silos), greenhouses, satellite phone masts, electricity pylons.... * Barricades!!
  21. You must have managed to convert an .obj (or .blend ) to .mdr format??
  22. Golden Rule No 1: If you start a game, you finish it - or notify your opponent that you are surrendering it. Walking away from a game because you lost the will to win - or enjoy it any longer - is just sheer bad manners.
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