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Author Topic: Feedback, suggestion and bug thread  (Read 121180 times)
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Dane49
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« Reply #80 on: December 12, 2012, 06:05:49 PM »

Sparks (and even a form of explosions) depend on the type of projectile and explosion conditions (depth of penetration, fuse action, characteristics of contact, etc.).
And most importantly - set up everything as the human eye sees, not the under/over exposed camera with saturation.

Yes,all this plays an important part in how the graphics are portrayed and visualized in the game.
Camera angle,lighting,frps and speed settings for the game will give different results in viewing perception.

I'm very pleased with the graphic visuals in this game.And they seem to get better all the time,much better than a year ago.And I've yet to find a game of this type whose quality in this area is equal to or better than what we have with this game.

Hopefully,one day we may even be able to see the turret blow off of the tank when the force of any internal/external explosions generates enough power to warrant it.
« Last Edit: December 12, 2012, 06:17:08 PM by Dane49 » Logged
Void
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« Reply #81 on: December 12, 2012, 07:06:10 PM »


Hopefully,one day we may even be able to see the turret blow off of the tank when the force of any internal/external explosions generates enough power to warrant it.

I think Andrey said that turret blow off was very rare and it will not be modeled.
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Dane49
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« Reply #82 on: December 12, 2012, 07:11:22 PM »

It's not a must have feature for me,but thought it would look cool especially when the HE rounds in some of the heavier caliber tanks start cooking off after being destroyed.
« Last Edit: December 12, 2012, 07:25:00 PM by Dane49 » Logged
Void
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« Reply #83 on: December 12, 2012, 07:12:37 PM »


I'm very pleased with the graphic visuals in this game.And they seem to get better all the time,much better than a year ago.And I've yet to find a game of this type whose quality in this area is equal to or better than what we have with this game.


Me too, graphic and effects are perfect.

I would like only smaller sparks and the density of them higher Wink






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andrey12345
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« Reply #84 on: December 12, 2012, 07:19:45 PM »

Quantity and density of the sparks in a game and in a real word is derived due to penetration conditions and shell type.
Such as the frames from chronicle is rare visible to the human eye. Is a result of a camera exposition value.

The similar shell as in our chronicle in similar conditions

http://imgur.com/MZg5z,efzut,uiinb
http://imgur.com/MZg5z,efzut,uiinb#1
http://imgur.com/MZg5z,efzut,uiinb#2
« Last Edit: December 12, 2012, 07:27:57 PM by andrey12345 » Logged

Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Void
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« Reply #85 on: December 12, 2012, 07:41:40 PM »

Quantity and density of the sparks in a game and in a real word is derived due to penetration conditions.
Such as the frames from chronicle is rare visible to the human eye. Is a result of a camera exposition value.

OK Wink

It´s true that in the Panther photo there are a lot of sparks due to the gun mantlet which somewhat slowed down the shell which penetrated underneath.
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Dane49
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« Reply #86 on: December 12, 2012, 08:12:58 PM »

I think the shell hits are represented pretty good in this game IMHO,I've never noticed them to be of a one size fits all nature,but very varied in visual presentation depending on the what shell hits what vehicle and at what angle I've never really had a "Bull Shit" moment in this regard. Cheesy
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whukid
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« Reply #87 on: December 12, 2012, 08:28:05 PM »

Dear Santa-Andrey,

I've been real' good this year, so I'd like to ask for ammunition explosions to do more visual damage, like making the turret fly away or blowing the roof off. I'd also like to ask for an under-the-table SABOW "Centurion playable" DLC, but I figure that's too far out Tongue
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Void
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« Reply #88 on: December 13, 2012, 05:51:28 PM »

One more thing I would appreciate is information about how many AP shells are left. in the next patch please Wink

 
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andrey12345
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« Reply #89 on: December 13, 2012, 07:29:22 PM »

One more thing I would appreciate is information about how many AP shells are left. in the next patch please Wink

 

Detail info about all amunition and loaded shell is available from first version of the game
http://imgur.com/prYuY,Qu6G6
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Void
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« Reply #90 on: December 13, 2012, 08:20:12 PM »

One more thing I would appreciate is information about how many AP shells are left. in the next patch please Wink

 

Detail info about all amunition and loaded shell is available from first version of the game
http://imgur.com/prYuY,Qu6G6

OOOOOPS Embarrassed     Thanks!


What determines when the AI uses Gr. 39 HL?
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andrey12345
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« Reply #91 on: December 13, 2012, 09:45:02 PM »

One more thing I would appreciate is information about how many AP shells are left. in the next patch please Wink

 

Detail info about all amunition and loaded shell is available from first version of the game
http://imgur.com/prYuY,Qu6G6

OOOOOPS Embarrassed     Thanks!

What determines when the AI uses Gr. 39 HL?

If it finds a suitable target. As any another ammo.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
orson
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« Reply #92 on: December 15, 2012, 04:45:19 PM »

Hi Andrey  , thanks for all the hard work so far  Smiley

Been having a few problems since the new patch with confused AI and holes that can hide a tank !

I just sat with my head in my hands watching a MkIII disappear into a hole it made with its own 75mm

Hazards that a tank driver might face .....  trees , holes , other vehicles  .... is it so hard to make the AI avoid these traps ?  The AI drive until they hit something  , cant they see further than 2 feet ? In 4 games i lost about 4-5 vehicles ... all to falling into craters and infantry trenches : /


So do i try and micro manage , and get frustrated that they ignore all my suggestions and try the hardest route thats most likely to present side or rear armour .

Why do units reach a waypoint and turn with rear towards the enemy ?
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Missouri_Rebel
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« Reply #93 on: December 15, 2012, 05:14:10 PM »

I think the one area that needs to be better are the sounds. IMO, there is room for much improvement.
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andrey12345
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« Reply #94 on: December 15, 2012, 05:19:36 PM »

I think the one area that needs to be better are the sounds. IMO, there is room for much improvement.
Sound mods? (Now 2 available)

What do you think needs to be improved in this area?
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Void
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« Reply #95 on: December 15, 2012, 05:23:13 PM »

I think the one area that needs to be better are the sounds. IMO, there is room for much improvement.

hmmm I think that original sounds are better than those mods
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andrey12345
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« Reply #96 on: December 15, 2012, 05:25:04 PM »

Hi Andrey  , thanks for all the hard work so far  Smiley
Thanks


I just sat with my head in my hands watching a MkIII disappear into a hole it made with its own 75mm
Screenshot please

Hazards that a tank driver might face .....  trees , holes , other vehicles  .... is it so hard to make the AI avoid these traps ?  The AI drive until they hit something  , cant they see further than 2 feet ? In 4 games i lost about 4-5 vehicles ... all to falling into craters and infantry trenches : /
Screenshots please. Its to hard say about it without it.


Why do units reach a waypoint and turn with rear towards the enemy ?
Any waypoint has own direction which put from you then order is sent.
Please screenshot again Smiley
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
andrey12345
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« Reply #97 on: December 15, 2012, 05:26:04 PM »

hmmm I think that original sounds are better than those mods

It is good when there is a choice. Hard to to please everybody.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Void
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« Reply #98 on: December 15, 2012, 05:34:18 PM »

Why do units reach a waypoint and turn with rear towards the enemy ?

Yes this drives me crazy too Smiley



but I think it´s good , that there are some loses due to the quality of ground (shell holes, snow, mud, trenches) like in real life.
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Dane49
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« Reply #99 on: December 15, 2012, 05:39:53 PM »

Too bad the tow cables on the tanks are useless in this situation.
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