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HerrTom

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Posts posted by HerrTom

  1. 33 minutes ago, IICptMillerII said:

    Not all tanks are created equal. What tanks were the Israelis using? Were they Abrams, Challengers, or Leopard 2s? I think I can answer my own question by saying no, the Israelis were not using those tanks. This means that Israeli armor as is, probably does not have the same armor as US, UK, or German tanks. This in turn means the armor on the Israeli tanks is not capable of defeating ATGMs in the same way that US armor is. 

    Different tanks have different armor. The Israelis needed TROPHY because their armor could not defeat ATGMs. US tanks have been designed since 1980 to defeat ATGMs. Your point is moot. 

    And Israeli armour isn't? I would imagine they'd pay attention to ATGMs after their experience in 1973... What do you have to back this up? Why is their armour not capable of defeating ATGMs by virtue of not being British, American or German? (Obviously superior Kruppstahl notwithstanding! :D)

    I agree with the sentiment on LWRs though, it definitely seems much too fast. Even with thermal optics there is a lot of stuff to look at in a 30 degree arc to survey before you can dial in that team of two or three guys hiding in a bush!

  2. 17 hours ago, Sgt.Squarehead said:

    38578210065_7cae3d0e33_b.jpg

    PPPS - If one of the Russian speakers on the site could give a clear explanation of the slogans (apart from 'For Stalin' obviously) on this vehicle it would be very welcome, there is some concern that something may be missing, here's the other side:

    It's hard to read at that angle, but I'll give it my best (RTL - Russian as a Third Language) shot.

    I was confused deeply by the layout at first, but I think the entire front of the M3 says:

    "Beneath the Banner of Lenin - Forward to Victory!"

    Под
    знаменем ленина
    вперед
    к победе!

    And (with comic juxtaposition, in my opinion) the side says "For Stalin!"

    Edit for explanation:

    Oh, it appears to have been a relatively common phrase on propaganda posters:

    plakat_4145_17.jpg

    Although, it is wonderfully modified in some to include Mister Iron himself.

    plakat_45+301.jpg

    "Under the Banner of Lenin, under the leadership of stalin - forward to the victory of communism!"

  3. 4 hours ago, mbarbaric said:

    just installed this with herrtom's preset and i am having a horrible experience. it is blurry on as hell and it keeps shifting from blurry to normal and it is mighty annoying. to make it worst, when i open the console (shift-F2) the map starts spinning and i have a developed severe nausea...

    however, it looks good when it works. now, what effect i need to turn off in order to stop the damn thing from blurring the screen?

    Disable Depth of Field.  I only use it for screenshots so I apologise if it's not 100% gameplay compatible!

  4. TLyf30r.png

    Another minute of trading fire across the river while I wait for an opening to bring my forces to cross.

     

    hQlV0po.png

    The tanks by the bridge attempt to destroy the last visible T-64.  It is hull down and a number of shots land short.

    u6qcE06.png

    The ATGMs of 4. Plt, 1. Company join in, but there just isn't enough of the tank visible to land a good shot.

    8OyU5sr.png

    But they don't go without notice...

    zjTxhdH.png

    Kaboom!  The shot lands short and fails to do any real damage, other than to the ATGM team's eardrums.

    xg6CwIj.png

    ndHcHfv.png

    A Ukrainian ATGM manages to land a hit on one of the T-72s and knocks it out.  It appears to have come from the church, so I'll make sure it doesn't last to fire a second shot.

    XURU2Rd.png

    The ATGM section attached to the scout team manages to guide true on the troublesome T-64 and knocks it out (hopefully for good).

    ztNUpz8.png

    Smoke is beginning to land on the far bank, so hopefully in the next couple of minutes we can assault the Ukrainian positions and turn this into a more dynamic battle!

  5. 48 minutes ago, Ridaz said:

    I am beginning to have interest in the Afghan war and I am thinking about getting it, but are there any planned development in the future for this game? Like an update to 4.0 or battle pack? 

    I don't think Battlefront has complete ownership over the assets used in CM:A for some reason - I think a split with their co-developers over it?  As such, I wouldn't hold your breath.

    (Would be wicked cool, though)

  6. On 09/01/2018 at 7:29 AM, Sgt.Squarehead said:

    Those things are evil! 

    @HerrTom  Wow.....That's some impressive work for a first AAR video, great to watch and it shows off the game's quirks (good & bad) very honestly. 

    Yup I agree it definitely does.  Since making video compared to screenshots I've really noticed how wonky infantry movement still is, even after BF's patch.

    In other news, I got a new microphone.  Be sure to tell me if you miss the fishbowl effect! :blink:

    Why 7 minutes?  I thought I found a nice breaking point compared to the 5/10 minute points I had before.

  7. 12 hours ago, Marwek77 aka Red Reporter said:

    So i removed all Mods and started CMBS withou ReShade. It works and started little bit faster. But when i re-renamed opengl.dll and opengl.ini back same problem. Immediatelly crah... At least i know now that Mods are not doing this...

    There should be a file OpenGL.log or something in the have directory that may shed some light on what is going wrong. PM it to me and I can try to help?

  8. I like your old CMBS logo better, honestly.  Something about serif fonts doesn't mesh well with a "modern" feel.  Microsoft uses Segoe, Apple uses Lucidia - something about "tech" and modern times seems distinctly sans-serif!  Compositionally though, I love it.

    Are you planning on touching the in-game UI with your same sense of style?

  9. the Pirate_Depth is the preprocessor for the depth based effects in that package - I think you unfortunately need all of them for it to build correctly, but you don't need to enable them.  Pirate_Depth_SSAO and Pirate_Depth_GI are alternatives to MXAO that ships with Reshade.  The Pirate effects are real SSAO algorithms, as far as I know, while MXAO is specifically an approximate algorithm.  MXAO is much faster, for what it's worth, and in the end all we really care about is what looks best!

  10. 3 minutes ago, JohnO said:

    Got everything to work, thanks @CarlWAWand @HerrTomNow need to figure out which shaders I want to use. @CarlWAWis those the only shader files that you are using? @HerrTomI set the RESHADE_DEPTH_LINEARIZATION_FAR_PLANE fromm 1000 to 40 and I don't see any difference from when it was 1000. 

    Glad it worked! :D 

    You won't see a difference with the far plane until 2 things happen - 1: you reload Reshade - this could be through the "Reload" button on the bottom or alt-tabbing and 2: A depth-based shader is enabled.

    First image: no extra shaders

    4e1wwnU.png

    Second image: Far plane set at 40

    vKwsWZO.png

    Third image: Far plane set at 1000

    KzDtLR4.png

    I didn't change some of the settings, so that's partly to blame but the other bit is there is less resolution for the shader to know how deep everything is in the image.

    I also think the below slide is fairly enlightening.

    tA2k9ak.png

    Perhaps another way of looking at it is as a ruler.  Imagine you have a block of metal that's around 20 mm long and you want to measure it.  If you want to know exactly how big it is, the 40 mm calipers may be the best choice, since they have very fine resolution between zero and 100 mm.  (This is the far plane at 40 units)  Alternatively, you could use a meterstick, which is great if you want to measure something that's, say, a meter long, but we're measuring way on the small end of the tool.

    OK, probably could have used a better analogy.  This one breaks down a bit when you think about digital measurements.  With the "depth buffer" here there is a fixed number of possible measurements it can save.

    If you have 256 measurements to spread out across the region you're interested, setting it at 1000 units for example is essentially placing a measurement every 4 units, while you can get much more useful measurements in the region you care about by putting all of the 256 measurements every 0.15 units (up to 40 units).

    I hope that word vomit explained something! I'd hate to confuse you any further haha!

    25 minutes ago, Howler said:

    @HerrTom may have built from source to workaround that code as wall hacking isn't much of an issue in CM titles.

    I'm honoured you think I'm that code savvy!  I can write plodding engineering tools in Python and Matlab, but that's about it! :D 

    23 minutes ago, Howler said:

    Display depth is no longer available. As an anti-cheat feature, any game involving networking disables those shaders (depth based). I believe the TCPIP game mode triggers it.

    It definitely works in single player in CM, and PBEM.  See any of my videos or AARs for proof!  You have a point about the concurrent multiplayer modes, Reshade may disable the depth buffer if it detects network traffic in the game.

    26 minutes ago, Howler said:

    YMMV using a NVidia card...

    I'm on an NVidia 960M.  Works fine for me.

    ---

    Didn't plan on writing an essay on digital resolution haha! Cheers!

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