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Glubokii Boy

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Everything posted by Glubokii Boy

  1. DCS A-10 is a must buy if you are intrested in modern flight sims You will not regret it ! the price is quite low now a days... Clickable cockpits and hi fidelity modeling of avionics and flightmodels are a bigg improvement over LockOn i think... Don't let the 700 page manual scare you away Lot's of help to be found in the forum and also by watching youtube videos. You will be up and flying and dropping bombs in no time...
  2. Brilliant AAR ! Very well expained and good 'camerawork' A very minor suggestion...If you could lower the background fighting noice a little bit...At times it was hard to hear what you said...Not impossible...but hard. thanks for a good show !
  3. I would also appriciate more customability with regards to the building and ruins...Maybe if we get more building-blocks when designing villages-, cities-...urban type of terrain we will be able to 'build-away' some of the LOS/LOF issues of the engine that is not likely to go away any time soon... - different hights of walls - make the battledamage toggle include the walls also (not just buildings). The ability to toggle battle-damage to different levels...from only minor shrapnel-damage to fully collapsed. - toggle different textures to the walls - toggle windows and doors in the walls like modular buildings (both with doors and glas intact and also with thoose blown out.) - Be able to choose to have the wall in the center of the action spot or all the way to the side. - remove individual floors from buildings. - A 90 degree ditchlock could perhaps help to build different floor-levels in larger custom buildings/ruins and also fit in urban terrain to make some more abrupt elevation changes (a terras kind of thing...) Hopefully more custom built urban terrain could be less abstracted when in comes to fighting inside and also limit the LOS/LOF shortcommings of the engine...More work for the scenario designers obviously but if it works in a good way it could perhaps be worth it...
  4. Save-/ load-/ place tenplates in map editor... Would this be a useful feature in this game ? To create... Use the mapeditor to 'build' your section of the map that will be your tenplate the way you normaly do. Let's make a FARM for example...Place the buildings, fences, foilage and what ever else you like...To spice it up...add some flavoured objects. When finished...DRAG A BOX around the area of the map that will be your TENPLATE and click "save tenplate"....DONE !! To place a tenplate...just click "load tenplate" and you should be able to pick one off your avaliable tenplates from a list. Click on a location on the map to place it...A nice feature would be to be able to rotate that tenplate in 90, 180, 270 degres to increase flexibility. I think some of the things that could be made would be...(when appropiate...complete with flavoured objects)... - farms - shops and cafe's - ruins - trench systems - different types off woods - small villages - bombarded areas with craters - city blocks - different defensive positions - ..... - ..... - ..... - Whatever really !...only the imagination will limit this. These tenplates could be uploaded to the repository by who ever makes them... I think that in a short time we could have a quite large number of different tenplates to chose from that will speed up map building....
  5. Don't be so sure...I have a great lawyer !
  6. A friend of mine got a WIP pass to the Monaco GP with acsess to the pit boxes and all expences paid for a few years ago (his boss arranged that for him for a jobb well done...)... Nice boss ! My friend was more then happy !! Motorsport and racing is something i like but i'm afraid we'd better get back on topic before get accused of derailing this thread...
  7. Ahh, a racing fan ! Those sure are some of the 'biggies' when it comes to racing. One of the greatest swedish race drivers, Kenny Bräck, won the Indy 500 in 1999 (IIRC). I have never really been to any major races like thoose. The swedish world championship-race in Moto cross (Uddevalla) and the swedish WRC-rally is on the top of my list. What i would like to do some day hopefully not to far into the future would be to travel spain and see one off the MOTO-GP races live. A visit to Isle of man sounds like a nice trip also.. I hope the timing works out for you with your Paris-Dakar plans... Lucky you ! That man sure could/can handle a moto-GP bike like few others and push it well beyond the limit of what 'should' be possible...I only saw him race on the telly. Despite his TOTAL comitment to victory in every race he seldom crashed IIRC. I'm afraid i have forgotten if he actually won EVERY !!! race during one of the seasons or if he missed out on one off them... No question though...He totaly dominated the scene in the early/mid nineties. You too
  8. Will you participate in that race ? That sounds like a true adventure
  9. Agreed...I think that maybe something like this could be one of the best UI improvements BFC could make... Yes...BMW ! BMW has been the kings of off-roaders for many years as i understand it and i'm sure your bike very nice to ride... Me myself is a racing kind of guy...Now adays BMW dominates the RR bikes to..I have owned a number off sportbikes through the years but my favorite is for sure my current 09' Honda CBR Fireblade with the Repsol paintjob...(i have been a Repsol-fan since before i started riding myself...Mick Doohan was my big idol back in the days...he still is...Marc Marquez is not bad either !)... I also have a GSXR 1000 superbike for some track-fun...My intension is to upgrade this to a CBR 1000 also (next year)... I like the honda better ! 1 more month to wait untill the season starts here in sweden...It's getting closer... Braum, braum !!!
  10. This is what i usually do now but it has its shortcommings just like you have described... Yes...I like it to VERY MUCH...And as the original 'inventor' of the idea mentioned i think it will be most useful to sort out the 'deployment mess' in QB-games... Below...A QB-setup with a battalion force...First picture: The setup-situation as it is now... Second picture... Here i have toggled on the OOB-list and done the following: - clicked the CLEAR UNITS FROM MAP-button... - clicked on 1st platoon/3 company in the OOB list TO HAVE ONLY THAT FORMATION avaliable on the map. I placed them where i wanted them and gave them their initial orders. - clicked on 2nd platoon/3 company and did the same... - clicked on 3rd platoon/3 company and did the same again - clicked on the weapons platoon/3 company and placed the support weapons where i wanted them. Very CLEAN AND EASY A small update to the suggestion... - To be able to select a formation (1st platoon for example) to deploy...A better way would be to click on the UNEXPANDED 1st platoon/ 3 comp in the OOB list instead off dubble-clicking or right-clicking the platoon HQ as i first suggested. - Also have the ability to REMOVE a single unit or formation from the map...Not only have the CLEAR ALL UNITS from the map button....To remove a unit or formatin...right-click that in the formation list....
  11. Good point ! I see the complication... "It would be a lot easier to just have the campaign core units file included in the install somewhere. Couple this with Mad Mike's tool, you can edit your force deployment in the editor first, and then repack the campaign. Call it a compromise, but this way it actually doesn't require any coding, at all, from BFC. Not entirely sure if it's the same thing you're getting at though." Skwabie No...i don't think we mean the same thing. I'm not quite sure how your suggestion would work... What i tried to suggest was this... Often when you start a scenario the setup-zones are very cluttered with a large amount off units in a tight space. It can be a bit tricky to find and organize your troops within that deploymentzone... It would be easier if you could select one formation (1st platoon for example) at a time to deploy in the setup zone where you want it and then give them their orders...When thats done...select the next one...(from the OOB window) I made a small mistake when making this picture...To be in line with my suggestion the text should be blue (same as setup zone) not red... The white text indicates a unit placed on the map...
  12. 1.This has already been mentioned by others in some other thread a while ago but... some way to deploy your forces in the setup-face using an OOB-list... Maybe this list could be toggled on and of by a hotkey and opened in a seperate window... - A 'clear map' button to remove all units from their default setup locations...(if you want to do that) - If you don't want to clear the entire force from the map you should be able to edit a single unit or formations location simply by selecting it in the OOB-list and then clicking on a location on the map to place it. - dubble-clicking (or right-clicking) on a HQ in the OOB list will select that entire formation and allow you to place it on the map at the desired location (within the setup zone) - single-clicking will only chose that specific unit. - Having the OOB-list colour-coded...Green unit (placed on map), red unit (not yet placed) or maybe having the units coloured in the same colour as the deploymentzones in wich they can be placed and once they are deployed their name in the list will turn white (for example)... 2. Toggable floating incons...To show different kind of information dependent on what option you have selected... - none (all units the same colour) - In C2 yes/no (green=yes, red=no) - ammo-level (green=100-75 %, yellow= 74-50 %, orange= 49-25 %, red 24-0 %) - fatigue....colour-coded in simular way with different colours - moral....colour-coded in simular way with different colours - suppresion...colour-coded in simular way with different colours
  13. Are BFC considering bringing command delays (from CM1) back or is this feature a total 'write off'...? Could maybe help differentiate the different forces and training levels
  14. This would be a big improvement for sure.
  15. ... Here is his answer two a question of mine in the soviet AAR thread...
  16. Yes...this is what i do also Or maybe a better and more simple way...Have the little picture above (or below...i don't remember wich) the word BIN change to show the CORRECT bin according to the number chosen below (number 5 in my example). Good tip...
  17. Flavoured objects... Many of the flavoured objects have like 6 different versions to choose from (the green squares with numbers in them at the bottom left) To help identifying exactly what typ of BIN, CRATE, BENCH etc i have selected it would be nice if we could have a small picture off that very item (bin number 5 for example) shown below those green squares to help us get the one we want without having to go to the 3d preview to check it out...
  18. If you are new to the map editor i think it could be a good thing to spend and hour or so EXPEREMENTING with the elevation features of the editor... try the different elevation editing tools, try ditchlock, experiment with were and how you should 'lock' the terrain to get the result you want... What effect will increasing/decreasing the altitude in different increments have...What will it look like...how will it effect the placing of other terrain-objects when doing it... Stuff like this... For me...getting the lay of the land to be the way i wanted has been the most complicated...but with a little practice it is very easy to do and now i have no problem with it... the 'painting' of the terrain (placing woods, buildings, road etc) is pretty strait forward imo. However, learn how to best use the 'line drawing function' (or whats it called) when placing roads, fences, walls, boccage and hedges... At first you might feel that its notworking VERY well (many road/boccage pices etc being the wrong type to fitt in the lines...especially with crossing lines...Experiment with this and learn HOW to place these 'waypoints'...Once you get a hang of it it works VERY well and will speed up your map building tremendouisly... Finally... See and learn !...studdy the 'pros' maps with MAP BUILDING i mind...See how they do farm, villages, forrests etc...(you can easiely load them into the editor if you wish)...
  19. Yes...i'm sorry ! it might be a bit vague I have not done any deeper research with this... Just my oppinion and my experince while playing the game....
  20. This has happened to me to...I would not go so far as to say that this never happens... That was not my intention...I to have had occations when i have had trouble locating the gun...but more often then not the guns are to easily spotted imo...
  21. I'm sure thats the case but maybe that bonus is a little bit on the low side to be able to simulate well concealed guns... Suggestion: An option to have TWO kinds of bonuses... - light camoflage (like now)....cheap to buy - heavy camoflage (increased bonus)....more expencive
  22. The graphical camoflage will not need to be that terribly complicated imo... A 'general' camoflagenet will do... Nor the gun nor the camoflage net will be visible on the map before you spot it...The spotting will be harder to do then with a regular (non camoflaged) gun due to some spotting modifier reducing the risk of the guns being spotted (for spotting purposes)...
  23. To me...The way AT-guns are spotted right now makes me feel like they are simply hastely deployed to counter a supprise attack be enemy armour... If thats the case...fine ! let them be spotted... But theres also the well prepared defences with good firering possitions, good camoflage and what not. Guns at such locations should not be spotted so easily in my oppinion... "we never even spotted those AT-guns before they opened fire...They were very well hidden"... Sorry...I don't remember the exact book or documentary but i have heard and read lines like this more then once...
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