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Author Topic: SPM1.5 necessary update discussion.  (Read 79739 times)
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Panzerfaust
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« Reply #40 on: May 17, 2011, 02:38:19 AM »

You don't find the bird noises calming and relaxingShocked

Or do you just want to shoot them  Grin

 Cheesy I remember when I first noticed this during a battle. I thought my PzIV transmission was about to frag  Wink
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Panzerfaust
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« Reply #41 on: May 17, 2011, 02:41:09 AM »

I just love it when they chirp at night.Too bad we don't have crickets too  Grin

Guys be a little romantic .This feature was made to attract ladies to play this sim Wink

Humm forgot Soviet women fought along side the men...birds singing to woo your comradette  Cheesy
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frinik
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« Reply #42 on: May 17, 2011, 02:44:39 AM »

Humm forgot Soviet women fought along side the men...birds singing to woo your comradette 

MMMMMM I just need a Balalaika! Those Russian-Ukrainian ladies are quite gorgeous Kiss
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lockie
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« Reply #43 on: May 17, 2011, 08:25:59 AM »

I don't want to eliminate the ambient sounds totally.I was wondering if it was somehow possible to have these sounds start/stop on an event trigger?

I think no, at least I'm out of skill to do that.
I think texture (inside cockpit) of Brumbar also should be fixed. There're some white spots, which looks completely ridiculous. And as my point there's mistake vs armor map, 'cause front and turret has 90mm, but should be 100mm for the early variant.
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Kyth
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« Reply #44 on: May 17, 2011, 09:28:23 AM »

You don't find the bird noises calming and relaxingShocked

Or do you just want to shoot them  Grin

 Cheesy I remember when I first noticed this during a battle. I thought my PzIV transmission was about to frag  Wink

 Grin

"Why don't you Knock it off with them Negative Waves...? Why don't you dig, how beautiful it is out there...?"

 Grin
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lockie
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« Reply #45 on: May 17, 2011, 11:03:11 AM »

also, would it be posible to make a version of the house and shed with infantry at the windows?
As I know the works at this project started ~1 year ago, but wasn't completed 'cause of the terribly complicate adjustments and lack of time. I may ask from author stone2009 to give me his unfinished work and we can try together to finish it. As I remember there were a couple of ready buildings models: church, western type house, but they weren't adjusted.
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lockie
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« Reply #46 on: May 18, 2011, 10:26:10 AM »

As I remember somth wrong was vs sdkfz 251. Kyth found a bug and fixed. Kyth, could u remind what was that?
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Kyth
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« Reply #47 on: May 18, 2011, 12:40:37 PM »

As I remember somth wrong was vs sdkfz 251. Kyth found a bug and fixed. Kyth, could u remind what was that?

The Sk251/10 was not able to take on passengers.

Here's the original 'apcg_places' file:

Quote
   wp_driver,    0x99,   0.10, driver, , driver, sig_driver, door,
         s_driver, s_driver_out,  p_driver, p_driver_out, s_driver_exit, sdkfz_driver, %ROLE_DRIVER%;
   wp_commander,    0x99,   0.03, commander, , commander, sig_commander, commander,
         s_commander, s_commander_out,  p_commander, p_commander_out, s_pass_exit, sdkfz_gunner, %ROLE_COMMANDER%;
   wp_gunner,    0x99,   0.05, gunner, head1, gunner, sig_gunner, ,
//         s_gunner, s_gunner_out,  p_gunner, p_gunner_out, s_pass_exit, pak38_gunner, %ROLE_GUNNER%;
         s_gunner, s_gunner_out,  p_gunner, p_gunner_out, s_pass_exit, sdkfz_gunner, %ROLE_GUNNER%;
   wp_loader,    0x99,   0.04, loader, , loader, sig_loader, ,
         s_loader, s_loader_out,  p_loader, p_loader_out, s_pass_exit, pak38_loader, %ROLE_LOADER%;
   wp_radist,    0x99,   0.02, loader, , loader, sig_radist, door,
         s_radist, s_radist_out,  p_radist, p_radist_out, s_pass_exit, sdkfz_driver, %ROLE_RADIST%;


//   wp_pass4,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass4, s_pass4_out,  p_pass4, p_pass4_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass5,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass5, s_pass5_out,  p_pass5, p_pass5_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass6,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass6, s_pass6_out,  p_pass6, p_pass6_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass7,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass7, s_pass7_out,  p_pass7, p_pass7_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass8,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass8, s_pass8_out,  p_pass8, p_pass8_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;
//   wp_pass9,    0x01,   0.01, pass, , , sig_pass, door,
//         s_pass9, s_pass9_out,  p_pass9, p_pass9_out, s_pass_exit, sdkfz_pass, %ROLE_PASSENGER%;


I took out all the "//" marks for the passenger places, to get them activated again.

http://www.4shared.com/file/_w2YamU4/Sk250c10fix.html

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lockie
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« Reply #48 on: May 18, 2011, 01:06:54 PM »

The Sk251/10 was not able to take on passengers.
OK, it's fixed and included.

PS
What about to add a fake reloading sound to Brumbar? At this moment the default sound duration is "7"sec, but according to config it's "25"sec. Same situation vs IS-2 reloading time.
This is a sample.

« Last Edit: May 18, 2011, 03:05:50 PM by lockie » Logged

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Txema
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« Reply #49 on: May 18, 2011, 03:31:35 PM »

Lockie,

Thank you very much for all your work on this update !

Let me suggest something: I think that in the russian forums there was also an update for the gunsights of the Brumbar and Ferdinand.

Could you include them in this update ?

Thanks again !


Txema
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lockie
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« Reply #50 on: May 18, 2011, 08:13:39 PM »

Lockie,
Thank you very much for all your work on this update !
That's OK, we shall see when it'll be finished Smiley

Quote
Let me suggest something: I think that in the russian forums there was also an update for the gunsights of the Brumbar and Ferdinand. Could you include them in this update ?
I told about that "drum" gunsight in "replay №9". Of course, it's possible for Ferdinand(accepted to include in fix), but as for Brumbar, though my point the current one is quite OK. I tested it vs mission "Firing ground" and it worked well at distance to 700m. If we take more than 800m it becomes unstable. It's no wonder, 'cause shell velocity is less than 300m per sec. Would u be pleased to tell me what the reason u'd like to replace it?

   
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Txema
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Posts: 371


« Reply #51 on: May 18, 2011, 11:29:50 PM »

The brummbar employed the Sfl.Z.F.1a gunsight (the same gunsight used by the StuG III). See for example this link:

http://www.achtungpanzer.com/sturmpanzer-iv-brummbar-sd-kfz-166.htm

Therefore it would be better to use the "drum" gunsight for it in Steel Fury for reasons of historical accuracy...

Don't you think so?


Txema
« Last Edit: May 18, 2011, 11:45:54 PM by Txema » Logged
lockie
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« Reply #52 on: May 19, 2011, 12:06:14 PM »

The brummbar employed the Sfl.Z.F.1a gunsight (the same gunsight used by the StuG III).
Therefore it would be better to use the "drum" gunsight for it in Steel Fury for reasons of historical accuracy...
OK, er arguments are quite reasonable and accepted:
- original Sfl.Z.F.1a gunsight
- historical correspondence
I'll add this "drum" gunsight to Brumbar, but the question will be opened, 'cause I'd like to see other opinions.
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lockie
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« Reply #53 on: May 22, 2011, 11:01:03 AM »

With new numbers from Kyth, the game became more beautiful! Excellent work!

   
« Last Edit: May 28, 2011, 10:37:15 PM by lockie » Logged

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lockie
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« Reply #54 on: May 30, 2011, 08:32:38 AM »

I hope that in the next update we'll see a soldiers vs armor shield.

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Kyth
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« Reply #55 on: May 30, 2011, 08:49:35 AM »

That should make them last 5 more minutes...  Smiley
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lockie
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« Reply #56 on: May 30, 2011, 09:21:54 AM »

yes, but at this moment I'm out of the shield model and soldiers looks ugly.
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Kyth
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« Reply #57 on: May 30, 2011, 10:06:34 AM »

yes, but at this moment I'm out of the shield model and soldiers looks ugly.

Well, I'm quite sure they weren't trying to make a fashion statement.  Tongue
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frinik
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« Reply #58 on: May 30, 2011, 10:24:17 AM »

 Wouldn't it make more sense to get practical things like soldiers equipped with a Panzerfaust for example? Or Stalin's organs(Katyushas)/Nebelwerfer in the game?Huh??
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lockie
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« Reply #59 on: May 30, 2011, 11:28:03 AM »

Wouldn't it make more sense to get practical things like soldiers equipped with a Panzerfaust
Panzerfaust has a german soldiers. U may see example in mission jagdpanther.

Quote
Or Stalin's organs(Katyushas)/Nebelwerfer in the game?Huh??
There's a model "Katyusha" BM-13, but I don't think it needs badly and how can u imagine a combat vs BM-13 on the square 2x2km?

ps
What I really like to see in the next update!

 
« Last Edit: May 30, 2011, 02:56:36 PM by lockie » Logged

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