6.8 Beta Feedback forum

An place for english questions !
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viriato
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Re: 6.8 Beta Feedback forum

Beitrag von viriato »

hi about the static ammo units.how can you use them i dont seem to find the way to use them.in a multyplayer game can you install them too.with or without crew.
whats the balance russian english an d american unit vs the stug 3 and 4 with cammo
thanks
nevux
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Re: 6.8 Beta Feedback forum

Beitrag von nevux »

@ viriato
Trenches:
I have come across the same problem with the trenches. Although purely speculative, I have the impression that this issue is caused by the inconsistency of trenches with respect to their optical and effective location. Try removing a trench with another building type in the editor. Placing a common house with roof tiles over the trench and right clicking will fail to remove the trench.
The best solution to overcome this problem is by placing several trenches at different positions in the desired location and subsequently checking in-game which ones are being occupied. Then select either one of the ‘working’ trenches and delete the rest.
Workshops/static supply:
Using these requires that you place the unit to be repaired/resupplied right next to one of these workshops. Once in place, select the static supply unit and right click on the recipient unit (e.g. tank). This will produce the same animation as with mobile supply trucks (i.e. 2 crewmembers emerge)
You can deploy them both with and without crew. If you deploy them unoccupied you will ofcourse have to provide the players with crew to be assigned to the workshops in order to get them to become operational. Effectively they are identical to mobile versorgers, with the exception of not being mobile and having a much larger supply of ammunition and spare parts.
@ barb
I’ve already mentioned this in the german suggestions section.
The new dark-tank-green skin of the ISU-Sverisomething (animal killer) isnt’t showing ingame. Also, the newly skinned soviet tanks don’t sport winter camouflage in winter-scheme based games. They all appear green and thus stand out among the terrain.
Lastly I would, again, like to suggest adding some ‘snow’ textures to the RWM summer scheme. The tree set includes some defoliated trees.. some winter terrain textures to accompany this would be nice.
Marlboro
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Re: 6.8 Beta Feedback forum

Beitrag von Marlboro »

Check this out, i remember this from Combat Mission game

Bild


Also i might suggest to make a difference between IS2 mod43 and mod44 reload times. Mod 43 used a more simpler breech design that was later improved on mod44 to a semi-automatic model.

--->http://en.wikipedia.org/wiki/122_mm_gun_M1931/37_(A-19)

--->http://www.battlefield.ru/index.php?opt ... 44&lang=en

--->http://www.wwiivehicles.com/ussr/tanks-heavy/is-2.asp

These are some 3 sites that give information about differences between 1943 and 1944 models, regarding the gun and "fire control systems" mentioned in one of them, at ww2 era meaning optic sight was improved :aaa2

I would suggest lowering the 1943 model IS-2 rate of fire and at the same time increasing the IS-2 mod 1944 rate of fire and perhaps accuracy a little bit so that there is a real sensible difference between the 2 tanks.
I think that just by lowering 1943 model's rate of fire would make the tank more useless than the IS-1, which now is no match for a Tiger, barely a Panther...
Also IS2 model 1943 could be easily balanced with JagdPanther --IS2 mod 1943 has better armor, JP has better accuracy, reload and is faster but doesn't have a turret and 1 JS2 model 1944 could be balanced against Elephant, as Elephant still has advantage in accuracy and reload time trading better frontal protection for JS2's mobility...
Marlboro
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Re: 6.8 Beta Feedback forum

Beitrag von Marlboro »

The reloading time of 40mm Bofors GMC M19 mobile AA is very long, similar to that of tanks, is this a mistake?
LongRifle
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Re: 6.8 Beta Feedback forum

Beitrag von LongRifle »

Very impressive work here. I love this mod. Thanks for all your efforts.

I know you have put in much work already, but I would like to see mortar carriers like Sd.Kfz.251-2, SdKfz 250/7, U.S. T19/M21 81 mm MMC - M3 based Motor Mortar Carriage or Brit. Universal Carriers -3in and 4.2in mortar.

Officer for Fallschirmjager.
LongRifle
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Re: 6.8 Beta Feedback forum

Beitrag von LongRifle »

Is it possible to add more slots for unit types to the transport and freight planes (4 seems too few) ?.....not more volume, 32 is fine.

Heavy coastal bunkers would be nice with a large caliber gun.

Binoculars for the forward observers? Or a bit more range.

Good idea re: the forward observers by the way...nice.
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-Barbarossa-
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Re: 6.8 Beta Feedback forum

Beitrag von -Barbarossa- »

LongRifle hat geschrieben:Is it possible to add more slots for unit types to the transport and freight planes (4 seems too few) ?.....not more volume, 32 is fine.

Heavy coastal bunkers would be nice with a large caliber gun.

Binoculars for the forward observers? Or a bit more range.

Good idea re: the forward observers by the way...nice.
Sorry, more slots are not possible because of the engine-limits.
Costal-bunkers are a good idea but need a lot of work. Right now in case of the editor we will only add some more little houses (Ostpreussen-style) but who knows what the future brings.
Binoculars for the FO is an option but Im not sure about the range, because it should be possible to kill them - they would be too powerfull if you cannot reach them with your heavier guns. Right now they have range of Jagdtiger...not that bad! :P But maybe I will add slithly more range, because some players suggested this...but if so....really only a little. military12
LongRifle hat geschrieben:I know you have put in much work already, but I would like to see mortar carriers like Sd.Kfz.251-2, SdKfz 250/7, U.S. T19/M21 81 mm MMC - M3 based Motor Mortar Carriage or Brit. Universal Carriers -3in and 4.2in mortar.

Officer for Fallschirmjager.
Mortars for the halftracks are planned, but we havent models yet - especially for the M3 we need a new model.
Same for the FJ Offi....no model, only chance would be to use the model of the FJ "Unteroffizier (seargent)" and name it "Officer".
Marlboro hat geschrieben:The reloading time of 40mm Bofors GMC M19 mobile AA is very long, similar to that of tanks, is this a mistake?
Will check it - should be a bit shorter because the crew had more space to operate than in a tank.

By the way, about the IS-2 skin-colour-discussion. The series will be slightly reworked again, so lets wait for new pics to discuss.

@nevux: At least the snow-texure hopefully will be in the osfront-scheme in the next version and for the finally winter-kins for the IS-2s are planned aswell.
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serbian_wolf
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Re: 6.8 Beta Feedback forum

Beitrag von serbian_wolf »

Hi to all,I am new on this forum but I am playing SS for ,i think,7 years.I love mods especially this one,so I want to thank Barbarossa military18

I installed the mod ,everything is working fine for now,only one thing.
When I attacked trench with Pershing m26 ,every time it fired,that was miss.Is this a bug?

bye till next time military4
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-Barbarossa-
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Re: 6.8 Beta Feedback forum

Beitrag von -Barbarossa- »

Well, in the BETA-4 the trenches are much too strong, so no its not a bug but the trenches are too hard.
I will have a look on the trenches for the final version.
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serbian_wolf
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Re: 6.8 Beta Feedback forum

Beitrag von serbian_wolf »

Thx for reply.

Another thing.Jagdpanther's range of fire is decreased,which is a mistake,by my opinion.Why? military15
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-Barbarossa-
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Re: 6.8 Beta Feedback forum

Beitrag von -Barbarossa- »

Its not decreased, no idea why you think so. Jagdpanther has the same range as Tiger-II, Nashorn, IS-2, SU-100, M26, M36.
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serbian_wolf
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Re: 6.8 Beta Feedback forum

Beitrag von serbian_wolf »

Maybe I am wrong,sorry,but I have played sp carentan,jagdpanther vs m26,m26 shot jp at longer distance military15 so I was confused,and my question was referring to this situation.
nevux
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Re: 6.8 Beta Feedback forum

Beitrag von nevux »

Hey barb,

Just a couple of ideas:

BRIDGES:

Got any plans to work out a different damage model for bridges? I think its kinda strange that all it takes to destroy a massive stone bridge is a couple o' rounds from a tank. 2 shots from a KT suffice to make any bridge impassable...which i think is totally unrealistic and basically renders it impossible to create any playable bridge based games.

Say the primary objective of a SP mission is to cap a heavily defended bridge and to establish a bridgehead. This could make for quite a thrilling and challenging game, were it not for the fact that 2 88mm shells hitting the bridge as the enemy opens fire when your infantry tries to cross it are enough to destroy the bridge and shatter your dream of ever making it accross.
When defening ... same story. 4 rockets from a bazooka and the bridge is no more.. mission accomplished.

Ideally, I would like to see bridges that simply cannot be destroyed by anything other then lots of artillery fire or a well placed bomber strike. It would be way beyond cool if there would be some kind of specialist unit capable of demolishing bridges.. ..e.g engineer teams that can plant timebombs that produce a massive blast.. similar in effect to an aircraft bomb.

DAMAGED VEHICLES:

I think it would really benefit gameplay if damaged vehicles didnt self-repair when immobilized. When a vehicle is severely damaged to the point where it can no longer move, I think only repair trucks should be able to get it moving again.


keep up the good work!

gr,

nevux
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-Barbarossa-
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Re: 6.8 Beta Feedback forum

Beitrag von -Barbarossa- »

Bridges will be reworked for the final. It will be much, much more harder for tanks to destroy them..at least for the stone bridge. Now in my modding-version you need 20 or hits form a 88 L/71 to damage/destroy a stone-bridge. On the other hand only one time-bomb form a sapper is nessesary to blow it up. I still have to solve the bomber-issue. I need to rework the bombs, that they are able to take out a brige with only few hits. They need much more local damage. But I have to watch out that i dont fuck up the whole bombing-system while fixing this.

Im not sure yet how many hits a wooden-bridge is able to get before being destroyed. - Any suggestions?
I think it would really benefit gameplay if damaged vehicles didnt self-repair when immobilized. When a vehicle is severely damaged to the point where it can no longer move, I think only repair trucks should be able to get it moving again.
The engine does not allow to deactivate this feature.
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nevux
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Re: 6.8 Beta Feedback forum

Beitrag von nevux »

Good to hear you're reworking bridges already!

Wooden bridges? I guess 2 or 3 large caliber HE rounds (75/88/76/85mm) should be able to destroy any common wooden bridge. I think wooden bridges generally were of no significant stategic importance since most were probably unable to support the weight of tanks... so it probably wont hurt gameplay much if they remain easily destroyable.
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