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  #201  
Old 07-24-2006, 09:18 PM
karl stiner karl stiner is offline
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smoke nades now no one will see my tiger untill its too late then i go BANG and the new trench map in the woods wow its from the film cross of iron
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  #202  
Old 07-25-2006, 02:47 AM
Monkwarrior Monkwarrior is offline
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Quote:
Originally Posted by karl stiner
smoke nades now no one will see my tiger untill its too late
I'm afraid it will just be the other way around
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  #203  
Old 07-25-2006, 04:15 AM
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I'd say that I'll have to agree with Mike Nomad; the tank engine/drivetrain characteristics are as realistic as can be expected given the engine limitations (looking forward to PhysiX support in the future).

Especially noticeable is the way the suspension behaves...lurching forward and dipping when the brakes are applied. Also, I've noticed that the recoil of the main gun tends to put a lot of pressure on the chassis to absorb it, and it just seems reasonable that this recoil as well as the vehicle's weight could force it to slip, especially on damp grass, snow, or a reverse slope.

As an anecdote, I was driving my Bradley down a moderately sloped hill in Korea one winter (1992, I think), and although we were moving in a straight line down the road, the entire chassis was at a 30-40 degree angle to the direction of travel and I was powerless to control the vehicle except for a slight pressure on the accelerator to keep us from slipping off the road. 26-ton bobsled, indeed! My commander and gunner buttoned up in anticipation of a rollover which fortunately never happened.
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  #204  
Old 07-25-2006, 05:44 AM
Flanker15 Flanker15 is offline
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If the dead bodies are on the server side there wouldn't be a ragdoll deatail selecter in the options and I don't know how you can hit dead bodies, my bullets just go through them!
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  #205  
Old 07-25-2006, 06:05 AM
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Quote:
Originally Posted by Flanker15
If the dead bodies are on the server side there wouldn't be a ragdoll deatail selecter in the options and I don't know how you can hit dead bodies, my bullets just go through them!
How about burning tank hulls. There has ertainly been more than one time when I wished it stayd longer. Plus it would add much more immersion - battlefield picture, path blocking, additional cover on advance and such.
What regulates how long burning hulls stay?
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  #206  
Old 07-25-2006, 01:20 PM
Theodrake Theodrake is offline
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Quote:
Originally Posted by Flanker15
If the dead bodies are on the server side there wouldn't be a ragdoll deatail selecter in the options and I don't know how you can hit dead bodies, my bullets just go through them!
I'm not talking about several seconds after the ragdoll is protrayed on the client side. I'm saying for some period of time (and I don't know how long that is) the server appears to still be modelling the enemy body cause there ain't no penetration.

I was able to prove it to myself. I'm prone turn to my right and see 2 enemies who are prone. They are lined up straight away from my line of fire (if there was penetration the bullets would have struck both). They are turned away from me. I hit the first guy and I get the death message. I keep firing straight "through" him towards the 2nd. He spins around just as I finished emptying my clip. I start to reload he fires and hits me. Which appears to prove to me that for some short time the body is still stopping bullets.
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  #207  
Old 07-25-2006, 01:40 PM
Berentzen Berentzen is offline
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i not wanna be impatiently, but can we have a screenshot from the smokegrenades? ( i know im very very curiously )
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  #208  
Old 07-25-2006, 02:03 PM
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Quote:
Originally Posted by Ramm-Jaeger
That is part of the reason why I am really looking forward to Novadex (PhysX) in UE3


YES!






I'm sooooooo happy to hear you say that. I'M BUYING A NEW COMPUTER JUST FOR YOUR NEXT GAME ON UE3!!!!!!!11
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  #209  
Old 07-25-2006, 03:26 PM
Bolli Bolli is offline
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come on! give us the update plz !!!
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  #210  
Old 07-25-2006, 10:13 PM
G0rbachev G0rbachev is offline
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Great work you guys. I cant tell you how many times i tryed sneaking up and killing someone when they were prone with the bayonet only to bounce off them and land in clear sight. Im really excited to see how the smoke adds to the gameplay, being huge on the infantry aspect of the game and all.
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  #211  
Old 07-25-2006, 11:25 PM
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The update will come when it's ready... :-P


And Rez, take an Ambien... :-P
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  #212  
Old 07-26-2006, 12:54 AM
jedinstven-o crni Wuk jedinstven-o crni Wuk is offline
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Quote:
Originally Posted by killerbee_zor
STILL no new uniforms....... and NO louder tank sounds.....
it is very nice and great to hearr, that patches are coming and support is still there. Thats a thing, which you can not expect from evry game developing company today, it seems this hase become a luxus for us PC gamers today (its a fact, that games on consoles, seems to be in general more solid then on PC).

But to say that, from the changelog, i expected some bit "more" fixes/improvement in the gameplay section as well

im missing badly a delay for exiting of from vehicles for example (though, the relaod fix for tanks, is a great thing! Realy) and maybe some other "rather" small issues from the suggestion forum, which have become by times realy annyoing, like the strange recoil for the MGs as well.

Im just asking if there are any hopes to see this fixed in future, or will there be less support the more we are close to UT2007 (UE3 ?). I just woud like to know, why its not done yet, maybe cause of the short time, or if this is still in discussion and in consideration for future updates maybe ?
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  Click here to go to the next developer post in this thread.   #213  
Old 07-26-2006, 01:18 AM
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Keep in mind some fixes/changes take longer then others. It is not that we do not want to add some of these things. We have infact tried to implement several changes/fixes and we could not get them working intime for this patch so we pulled them for further work and testing. Thus is the nature of coding.
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  #214  
Old 07-26-2006, 03:03 AM
karl stiner karl stiner is offline
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Quote:
Originally Posted by Monkwarrior
I'm afraid it will just be the other way around
you mean i dont see the enemy and i go BANG
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  #215  
Old 07-26-2006, 03:31 AM
deathcobra deathcobra is offline
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hey, why don't have tanks these smoke launchers?

i mean, would be great to release smoke and retreat.
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  #216  
Old 07-26-2006, 03:36 AM
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Quote:
Originally Posted by deathcobra
hey, why don't have tanks these smoke launchers?

i mean, would be great to release smoke and retreat.
Those with the smokes can follow a tank closely if they want to. Can easily work that way.
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  Click here to go to the next developer post in this thread.   #217  
Old 07-26-2006, 04:08 AM
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Quote:
Originally Posted by deathcobra
hey, why don't have tanks these smoke launchers?

i mean, would be great to release smoke and retreat.
Some German tanks had smoke launchers... you never know, we might add them in
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  #218  
Old 07-26-2006, 06:34 AM
falconik falconik is offline
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Thanks for the update guys looks great keep it up!!!
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  #219  
Old 07-26-2006, 08:14 AM
The_Cook The_Cook is offline
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I'm happy I get my smoke nades finnally. Not being able to scoot past certain places because an mg is completly covering a choke point has been driving me up a wall. WOOHOO!!! SMOKE NADES!!!
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  #220  
Old 07-26-2006, 09:31 AM
Theodrake Theodrake is offline
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Quote:
Originally Posted by The_Cook
I'm happy I get my smoke nades finnally. Not being able to scoot past certain places because an mg is completly covering a choke point has been driving me up a wall. WOOHOO!!! SMOKE NADES!!!
I'm just waiting for the other shoe to drop. Does this smoke kill fps for marginal systems?
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