rocketman Posted April 5, 2021 Share Posted April 5, 2021 Quick mock-up in FI as a proof of concept that Flak Towers can be created in F&R which will include tank turrets. They have a low profile and are hard to destroy from the front. Very hard to hit with a shot coming from below and at a long distance. Also hard to spot which all in all give them a huge advantage. Where you place them can change how large the "dead zone" is which they can't hit. I don't know what it was with the real towers. I'm sure further enhancements can be made to make them look more real, but I did notice some really weird shadow artifacts when I placed walls on top of the tower. 2 Quote Link to comment Share on other sites More sharing options...
Aragorn2002 Posted April 5, 2021 Share Posted April 5, 2021 (edited) Looks more like Massada to me. Edited April 5, 2021 by Aragorn2002 2 Quote Link to comment Share on other sites More sharing options...
danfrodo Posted April 5, 2021 Share Posted April 5, 2021 I've actually been to masada. Roman siege ramp still there, 2000 years later. I've had two business trips to Israel, lots of history there. Oh, and spoiler alert: The Sea of Galilee is just a lake . But as an Israeli told me "well, it's the only lake we have so why can't we exaggerate?" 0 Quote Link to comment Share on other sites More sharing options...
Lucky_Strike Posted April 6, 2021 Share Posted April 6, 2021 Interesting concept, since there’s not much inside that would be of interest in a scenario this could work quite nicely as a substitute. Worth a try with some 88’s and bunkers on top. Also, are they introducing that 128mm PaK in F&R? That would make a, perhaps too good, substitute for the 128mm double Flak that the originals fielded. Maybe try a slight stepping on the top to recreate the slightly different levels. I think the 20mm quads were perched quite close to the edges. The Russians gave these things a wide birth cos they knew it would cost them way too much time material and effort to assault them. 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted April 6, 2021 Share Posted April 6, 2021 It was tried in testing. It works fairly well (with the mix of flak placed) offensively- if the guns survive. Didn't cut it in the looks department, and it doesn't hold up to the inevitable artillery in the defense like the chunk of rebar and concrete above. The remaining insides of the Humboldthain tower make the defensive qualities clear- there was a lot of reinforcement in those things. BFC aren't generally prone to add things that are one-use adds to maps. If a model gets added, it should be useful for as many things as possible for the time sink to make and code it. 0 Quote Link to comment Share on other sites More sharing options...
Aragorn2002 Posted April 6, 2021 Share Posted April 6, 2021 Better to invest the time and energy in more variations in bunkers, trenches etc. 0 Quote Link to comment Share on other sites More sharing options...
Dan Dare Posted April 6, 2021 Share Posted April 6, 2021 Nueva imagen de mapa de bits.bmp CM Red Thunder 2021-04-06 15-39-14-32.bmp 3 Quote Link to comment Share on other sites More sharing options...
benpark Posted April 6, 2021 Share Posted April 6, 2021 That's the gist, Dan- it looks good. It just didn't work with the scenario it was attempted in. A different situation, definitely (if people can use 5% imagination). The western Berlin map ends just east of the Siegessäule, so the Zoo area isn't in. It would be a good candidate for a scenario. 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted April 6, 2021 Author Share Posted April 6, 2021 (edited) 8 minutes ago, Dan Dare said: Nueva imagen de mapa de bits.bmp 385.93 kB · 5 downloads CM Red Thunder 2021-04-06 15-39-14-32.bmp 252.13 kB · 3 downloads Can you post larger (visible) screenshots? Nice work. Problem with non-tank turrets is that they are easier to knock out with arty. I'm currently testing what caliber is needed to knock out turrets. Using buildings limits how tall they can be. Edit: Ninja-benpark beat me to the punch. Edited April 6, 2021 by rocketman 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted April 6, 2021 Author Share Posted April 6, 2021 12 hours ago, benpark said: It was tried in testing. It works fairly well (with the mix of flak placed) offensively- if the guns survive. Didn't cut it in the looks department, and it doesn't hold up to the inevitable artillery in the defense like the chunk of rebar and concrete above. The remaining insides of the Humboldthain tower make the defensive qualities clear- there was a lot of reinforcement in those things. BFC aren't generally prone to add things that are one-use adds to maps. If a model gets added, it should be useful for as many things as possible for the time sink to make and code it. My idea was for this to be used in community made scenarios. I agree it doesn't look good, but if you want to simulate flak towers it might be good enough. Plunging shots take out tanks at long ranges and they have no way of taking them out. Regarding the one-use stuff policy - wasn't some bridges in the MG module pretty much used only once? 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted April 6, 2021 Share Posted April 6, 2021 (edited) Yes- those were bridges were added as a specific. They served a purpose beyond the ornamental, which is probably why they made the cut. It takes time and capital to make these things- they are sensible about what can and can't go in. Every title gets a full pass on the art. In FR we did get 3D terrain asset stuff that was made specifically for the module- I'd say the rubble walls are the specific add- but there are lots of buildings (middle-European churches, a factory, and a few more details I'm probably missing off the top of my head). Edited April 6, 2021 by benpark 0 Quote Link to comment Share on other sites More sharing options...
rocketman Posted April 6, 2021 Author Share Posted April 6, 2021 41 minutes ago, benpark said: Yes- those were bridges were added as a specific. They served a purpose beyond the ornamental, which is probably why they made the cut. It takes time and capital to make these things- they are sensible about what can and can't go in. Every title gets a full pass on the art. In FR we did get 3D terrain asset stuff that was made specifically for the module- I'd say the rubble walls are the specific add- but there are lots of buildings (middle-European churches, a factory, and a few more details I'm probably missing off the top of my head). No worries, I understand the limitations of course. 0 Quote Link to comment Share on other sites More sharing options...
Glubokii Boy Posted April 6, 2021 Share Posted April 6, 2021 3 hours ago, benpark said: Yes- those were bridges were added as a specific. They served a purpose beyond the ornamental, which is probably why they made the cut. It takes time and capital to make these things- they are sensible about what can and can't go in. Every title gets a full pass on the art. In FR we did get 3D terrain asset stuff that was made specifically for the module- I'd say the rubble walls are the specific add- but there are lots of buildings (middle-European churches, a factory, and a few more details I'm probably missing off the top of my head). Will the factories have floors on every.....floor ? or will they be like two, three story buildings without internal floors ? 0 Quote Link to comment Share on other sites More sharing options...
benpark Posted April 6, 2021 Share Posted April 6, 2021 It's akin to an existing one (one of the big ones), with double smoke stacks. Floors on every floor- 3, IIRC. 0 Quote Link to comment Share on other sites More sharing options...
Glubokii Boy Posted April 6, 2021 Share Posted April 6, 2021 2 hours ago, benpark said: It's akin to an existing one (one of the big ones), with double smoke stacks. Floors on every floor- 3, IIRC. Ok, thanks I would have prefered only the ground floor but i guess that would have been more complicated to get in... 0 Quote Link to comment Share on other sites More sharing options...
Bubba883XL Posted April 11, 2021 Share Posted April 11, 2021 it would work better i think if it were just a big hard building with few windows, however, you then couldnt add the towed weapons etc 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted April 12, 2021 Share Posted April 12, 2021 Yo can you put flak 88s on those bridges? Dan you are a genius 0 Quote Link to comment Share on other sites More sharing options...
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