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Frenchy56

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Everything posted by Frenchy56

  1. Yes. Put the space in, or else it won't work.
  2. Yeah. Kind of dissapointing that we get new toys but most of them don't have scenarios to star in.
  3. I play Post Scriptum sometimes, which is descended from a game named Squad which is itself based on a mod for Battlefield 2 named Project Reality, an attempt at making a more authentic and teamwork-heavy experience. Of course if you go on expecting a fast-paced shooter where you can hop in and out of tanks guns blazing, this is not your game. What's important here is not kills, it's capturing and/or holding points. In order to do that, the squad leaders and commander must coordinate their movements and request fire support. Armor is limited to specialised squads representing tank crews, and the experience is very nice. While there are no tank interiors, you still get access to rotatable periscopes, and the sounds are top notch. There is also a "logistics" section which is tasked with building fortified forward spawn points and building defenses around capture points. I am in contact with the IFA3 dev team, and they will be able to release their mod with full textures sometime around 2020. They also plan on replacing every vehicle 3D model, which come from the original Iron Front and the Invasion44 Arma 2 mod. Otherwise I occasionally play Red Orchestra 2 and Rising Storm 1 when I want something less complicated. Darkest Hour, the RO1 mod is still active and pushing out patches and features, however it has gone in the same direction as Post Scriptum. I also used to play Insurgency: Sandstorm before becoming disillusioned with its lacking optimisation and its twitchy movement system. I much prefer the last game, Insurgency 2, and its WW2 spinoff Day of Infamy.
  4. Really, I think the only good things AT guns in this game can do is stay hidden and fire. Their survival mostly rests on their placement. Not to shill for it, but Graviteam addresses all the issues you listed. Crews can simply push or drag their gun immediately, and lighter guns are quite swift. When entrenched, the gun will be manned only by necessary crew, the rest in foxholes. It makes them more durable and their fire more effective.
  5. Well, you knew what I meant. Is this how BF sees it? Hopefully they make a system that can rival Graviteam's for CM3x
  6. How many times did you reload your saves? Lol.
  7. AT guns are definitely not this game's strong side. If they are abandoned, they cannot be re-crewed either. If they open fire, they will only rarely survive.
  8. You need to disable shaders to get rid of those shadows. Shortcut is Alt-R
  9. To be exact, it's [camo-peas]. It's represented as "late camo" in-game, which you can select as an appearance for SS troops in the editor.
  10. After looking further into it I can confirm this as well. I definitely expect a fix soon.
  11. Looks fine to me? I'm on the latest version and the model does not seem to have these double rear doors. The Sherman Ic does have them however. They look fine as well.
  12. These are Arabic voices from Call of Duty 4. The campaign is partly set in a fictional oil-rich Middle Eastern country, kind of like Iraq. So no these wouldn't be usable if you want 100% Morrocan or Algerian accent/dialect. But as @mjkerner says the best we can have right now is to take voices from CMSF and its sound mods.
  13. You can use your own, or use the [1ffd] mod tag, for the 1st Free French division representing troops made mostly of metropolitan French
  14. The SA voices are in the game files. I've listened to some and I can say that the English-speaking ones are not immersive at all ("They'll kill us all. Run." spoken in a completely nonchalant tone. All of them are.), and are too quiet. Which is probably the problem, another thing I can think of is them not being named right, as I saw some of them with misspelled names. The Afrikaans ones are okay, but like the English ones some of them are misspelled as well.
  15. It all depends on how BF made them in the game files. And in this case there's only one: smod_french_hat-kepi I don't know if it's tied to it, but US uniforms do not have this level of detail as well. It also seems technically impossible to make officers and such have caucasian skins, or enlisted to speak arabic due to how the game is built. It would have been interesting if BF had worked on these details more, but at this rate I'd rather wait for CMx3 so they can get all of this stuff in order and make us modders benefit.
  16. Not possible, there's only one kepi texture, so you can't make it vary between different officer ranks.
  17. The Archer driving "forward" is it driving in reverse. So put reverse orders if you want it to advance with the gun facing forward. If it's facing orders, just make it face the opposite way you want the gun to be pointed at. It's not that hard.
  18. The G41's magazine doesn't appear. It seems to reflect the same problem the SVT has in Red Thunder, and it's even more jarring since the G41's magazine isn't even supposed to be detachable.
  19. Yeah. However everyone just forgot that they weren't mentioned at all in the store TO&E page.
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