RCM Mod

Real Combat Mod für Sudden Strike Resource War.
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Stahlin
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Re: RCM Mod

Beitrag von Stahlin »

I hope the big american bombs can destroy complete districts, not only damage a farmhouse...
I agree. I really like big and much explosions with much smoke and fire. PWM has some good explosions. Makes a real combat feeling.

And big cannons like coastguns. Although usage is difficult, because the target is very far away. But to see them on map is good.

Dived Submarines: you know how C&C Red alert did that? They showed only a shadow in water. Maybe an easy way to add dived submarines? Together with watermines this could bring more thrill into the naval forces. Only an idea.
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Attila
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Re: RCM Mod

Beitrag von Attila »

@Attila:

I'd set the shockwave on the bottom as "_lay" that the mud and smoke is above the shockwave... :wink:
Thanks a lot,I didn't figured out how to make that. military18

Is that possible to make the second air explosions,to be in the air?
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Tovarish
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Re: RCM Mod

Beitrag von Tovarish »

What do you mean exactly? Can't imagine what you mean :wink:
Draw it in Paint to explain :wink:
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Attila
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Re: RCM Mod

Beitrag von Attila »

:)
I will explain it tomorrow. military18 :)
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Stahlin
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Re: RCM Mod

Beitrag von Stahlin »

You want ideas?`OK i still have.

Cavalry: Looks really good, a single galopping horse. But if there are more they are to near at each other. Is it possible to make a little more distance? And they are not very good to use. Could be stronger or somehow more useful. How about adding sniper, mp or something to cavalry?

Civilian: They are already there but not working. Makes much realism to have them on map, and they are good as spies as they can change party via script. Civilian vehicles could be added too, if there is further space for that.

Carrier with landing planes: yes, that should be possible! With the technique used in CWC. There are parts of big ships as vertical or free objects without blocked fields. Place them on map, put airfield on it, ready!
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Attila
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Re: RCM Mod

Beitrag von Attila »

military18
I'm very sorry for this late response,but I don't had the time for it.Today I could come home earlier from the job,so here is the question: :mrgreen:
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Tovarish
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Re: RCM Mod

Beitrag von Tovarish »

Simple thing:
Just set the animation of the added SHOT (in the related explosion-file) to the height of the origin explosion.
I recommend to create a new, special scatter for air-explosions. Otherwise all other shots will have their scatter in the air too :wink:
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Attila
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Re: RCM Mod

Beitrag von Attila »

Thank You Tovarish,but I don't really understand what do you mean.
I write an ex.:
so this is the shot 2x7.92_2x20mm:
---------
checkstolb 1
dz 3
useh 0
sled 1 mptracer_gelb fl_select 0 0 0 1
sled 2 shot320bdsm fl_smoke 0 0 0 1
destroyland NONE
explosionrnd 1
hitid AIR
explosion default 2x7.9_2x20mm
Body p_20mm
*****************************
This is the related explosion 2x7.9_2x20mm:
---------------
animats 2
animat_1 a20mm-1 fl_select 0 0 0 1
animat_2 a20mm-2 fl_smoke 0 0 0 1
vor NONE
addshot zenith_tracer
addshotdmg 48
addshotrnd 1
addshotnum 4 3
addshotaccuracy 2 12
addshotdelay 0 0
sound p_air20mm 0.3 perm 0 1
*curently the 7.92mm shots are the second exp.s but i will invert it so it will be more realistic(because the wing autocannons was not so accurate like the 2 mg in the plane's nose and the cannons m/s is lower then the 7.92mm rifle cal machine guns witch I can set whit the deley options,right now is only looks good because the 20mm ex.s are not on the ground :mrgreen: :mrgreen: and the RPMs are more realistic 1 cannon shot 3-4 mg shot-)

Where can I set the altitude of the explosion and how will that work because the planes are flying at different altitudes?

military18
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Attila
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Re: RCM Mod

Beitrag von Attila »

In the upcoming version the Luftwaffe will have:
Luftwaffe:
Junkers Ju 52 Tante Ju Cargoplane
Junkers Ju 52 Tante Ju Troop Trans
Dornier Do 17z Bleistift
Junkers Ju 87A-1
Junkers Ju 87B-2
Junkers Ju 87D-1
Junkers Ju 87G-1
Junkers Ju 88A-4
Heinkel He 111H-16 -2 types of bombloads
Henschel Hs 126
Fieseler Fi.156 Storch
Messerschmitt Bf 109E-1
Messerschmitt Bf 109E-3
Messerschmitt Bf 109E-4/B
Messerschmitt Bf 109F-2
Messerschmitt Bf 109F-4/R6
Messerschmitt Bf 109G-2/R2
Messerschmitt Bf 109G-6 *
Messerschmitt Bf 109G-14 *
Messerschmitt Bf 109K-4 *
Messerschmitt Bf 110 E Zerstörer *
Messerschmitt Bf 110 C Zerstörer *
Messerschmitt Bf 110 F Zerstörer *
Messerschmitt Bf 110 G Zerstörer *
Focke-Wulf Fw 189 Uhu
Focke-Wulf Fw 190A-4/U3 Würger
Focke-Wulf Fw 190A-5 Würger*
Focke-Wulf Fw 190A-8 Würger*
Focke-Wulf Fw 190D-9 Würger*
Focke-Wulf Fw 190G Würger*
Messerschmitt Me 262A-1a Schwalbe
Messerschmitt Me 262A-1b Schwalbe -not sure
Messerschmitt Me 262A-2a Sturmvogel

*dont know yet what type or what weapon load (factory conversion sets, field conversion sets)
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HunButyok
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Re: RCM Mod

Beitrag von HunButyok »

Please my friend write a list about the other planes.

4 polish planes, million , USSR, UK and USA planes, lot of french, italian planes.... :aaa6

:dance2 :dance2 :dance2 :dance2 :dance2 :dance2 :dance2


Attila, i have new voices for RCM, i will send them soon!
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Stahlin
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Re: RCM Mod

Beitrag von Stahlin »

Really good that you have the nation in the abbreviations (in mission/player window) like

DE ME109

and so on, so it is possible to find the right nation for mappers who dont know all the types.
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HunButyok
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Re: RCM Mod

Beitrag von HunButyok »

Stahlin hat geschrieben:Really good that you have the nation in the abbreviations (in mission/player window) like

DE ME109

and so on, so it is possible to find the right nation for mappers who dont know all the types.
Stahlin!

There will be extra information about the weapons in the editor. The mapper can read this, when he/she create a mission.

Look at this picture:
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Attila
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Re: RCM Mod

Beitrag von Attila »

Where can I set the altitude of the explosion and how will that work because the planes are flying at different altitudes?
I figured out,anyone who dont know yet:

animat_1 a20mm-1 fl_select 0 0 0 1
the first 2 number is the x y axis on the ground
the third is the animation alt.
the last number,well i dont know whats that but if that number is 1 then the animation will be visible in unexplored areas ("shadows")
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HunButyok
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Re: RCM Mod

Beitrag von HunButyok »

RCM2.8 news!

We discussed the new waypoints and we decided that to spare the place we will delete some unique unit from the game.

It means that lot of all maps will not work with the new RCM.
The deleted units:
1. polish TKW light tank (only prototype biult)
3. polish 10TP tank (maybe one or two built)
4. Sturmtiger (in Warsaw and western front 14 examples...)
5. Karl mörser
6. M26 Pershing
7, Sherman Jumbo (cca. 250 built (it is very small number in the US army), we will replace it with M4A4 tank
8. Char 2C heavy tank (all of the vehicles are destroyed in France on the railway cars, they never fought in WW2)
9. maybe Jagdtiger and T-35 (when needed, but it will be a heartbreak for me. :( )

But there are units wich are produced in large numbers: Ford GPA amphibius jeep, International truck (USA and USSR), renault UE tractor (France and (captured) germany)





Ps: if someone need this unit, write me a PM!
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Soviet lend-lease International M-5-6-318 6X6 truck (2,5 t)
Soviet lend-lease International M-5-6-318 6X6 truck (2,5 t)
USSR-Inter.JPG (54.47 KiB) 11239 mal betrachtet
International M-5H-6 6X6 truck<br />(USAF and Navy and Marine corps)
International M-5H-6 6X6 truck
(USAF and Navy and Marine corps)
USA-Inter.JPG (54.46 KiB) 11237 mal betrachtet
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Stahlin
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Re: RCM Mod

Beitrag von Stahlin »

There will be extra information about the weapons in the editor
Thats really good.
we decided that to spare the place we will delete some unique unit
Yes some sort of vehicles were quite a lot, good to know which were deleted, it will be easy to change old maps.
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