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#61
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Battle of Kursk-The Return of the Fairies.
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Last edited by Major_Day; 08-09-2012 at 01:11 AM. |
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#62
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NEMO ME IMPVNE LACESSIT |
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#63
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Anyway to get back to the real map, is it possible to have weather transitions eg: the map starts off in the early morning just after daybreak with the mist slowly rolling away, and as we get nearer to noon and the end of the map its a bright sunny day? I like the idea of Panzers rolling out of the mist, to be confronted by the Russian tanks all charging at them.
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#64
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That sounds cool. The main technical problem at this point (which has to be solved before we can really get into the eye-candy) is how to get 4 milion square meters of wheat and rye fields built and not bog down players' machines. The crops play a role in hiding parts of tanks, so they're important. I won't be putting all that grass down, but am trying to come up with a way to suggest it, and have some of the effect, with low overhead cost. At the moment I'm building the rail line that runs down the center of the map and blocking in some other prominent features. Main concerns still are features that directly affect combat.
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NEMO ME IMPVNE LACESSIT Last edited by Six_Ten; 08-09-2012 at 02:16 AM. |
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#65
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i love the idea of changing lighting. i'd vote to fight as the sun sets though, myself. i guess i'm just a night owl.
Last edited by r5cya; 04-10-2013 at 01:15 PM. |
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#66
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What time did the first attack occur?
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NEMO ME IMPVNE LACESSIT |
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#67
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The German attack 06.50
The Russian attack 09.15
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Last edited by Major_Day; 08-09-2012 at 03:54 AM. |
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#68
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Remember BlackdayJuly? the Axis had 2 captured T34's, would that be possible?
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#69
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well that isnt fun with only 2 types of tanks.
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#70
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Oh No! Six-Ten, you must scrap the map!
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#71
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It's very obvious if you aim up at the sky, and fire a round. You will see it cross from right to left across the cross-hair. I have a series of screen shots on this post on the subject. Huge maps like this, it become a problem. You can do some basic geometry to predict where to aim, if you know the offset distance from the gunsight to the bore line of the cannon. Every 300 meters passed, the originally sighted 300 meters, the shot goes 1 offset distance to the left. So if it's half a meter from the gunsight to the gun bore, at 600 meters, it'll be half a meter to the left. At 900 meters, 1 meter, at 1200 meters, 1.5 meters. If you're in the T-34 using the periscope instead of the gunsight, I think it would be even worse. I personally would prefer they be set parallel, like in RO1. This is in addition to the common map bug that happens on some inclines.
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![]() IS-2: Greatest Tank of Clone War II "Soda Popinki" in game Last edited by Mormegil; 08-09-2012 at 12:56 PM. |
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#72
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what kind of tanks are you making for us on the sdk? or are you just using this thread, as a way to further your own agenda and complain about twi?
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#73
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Quote:
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NEMO ME IMPVNE LACESSIT |
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#74
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I think if you were to transport the two farmsteads from Ogledow, with all the latest enhancements and improvements you made, stick them on the far right and left of the map opposing each other, it would make an excellent CA. map when we get the vehicles.
Infantry would naturally head for the villages for cover,while the tanks would have to try and cap/defend them,as well as the 4 capzones in the fields. (and the railway station)
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Last edited by Major_Day; 08-10-2012 at 08:52 AM. |
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#75
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Quote:
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