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RADIOSMERSHDate: Tuesday, 2017-06-13, 12:57 PM | Message # 341
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Quote littlecowboyandy ()

Nah, just the Il-4 cockpit.

Added (2017-06-13, 11:57 AM)
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Someone had implemented toggable tank gunsight magnification:

 
twistedkebabfaceDate: Tuesday, 2017-06-13, 1:20 PM | Message # 342
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Wow! That's so cool!!  wow

Hello, it's [FHSW] KEBab_RETurns. And i'm making good kebabs from my enemies.
 
Mr_JDate: Friday, 2017-06-16, 3:54 PM | Message # 343
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This is my video that you have found. That little mod was made quite a long time ago by eYe and me. Yes, I do realize you may conceive this as a cheat, but on the other hand this brings a feature which is missing in FHSW,. Each tanks game I,ve ever played allows to make full usage of tank gun optics. Without it tanking is so dull imho.
 
mardukDate: Friday, 2017-06-16, 3:58 PM | Message # 344
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I think its pretty cool. Cant we apply it for everybody?

This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
Mr_JDate: Friday, 2017-06-16, 4:00 PM | Message # 345
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I think we can share our thoughts about it. I don't mind posting the files if we agreed.
 
mardukDate: Friday, 2017-06-16, 5:09 PM | Message # 346
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Since I also used to play tank simulations I think it is a great feature and it would quite improve the mod.

This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
XenanabDate: Friday, 2017-06-16, 6:01 PM | Message # 347
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It indeed is a cool feature that makes tank combat more tense.

However in my opinion, before such a huge advantage for tankers is provided, turret traverse speed should be slower on all tanks. Otherwise armored player will always dominate a map in a rather unrealistic way.
It really sucks that allies must receive Pershing tanks in 1944 in order to balance out maps with Tigers and friends. With slower traverse speeds it would be actually possible to flank a King Tiger how it's suppose to happen and both teams can actually apply more tactical armor movement instead of just straightly going with KT and Pershing on the battlefield.

Why does the KV2 has such a slow turret while you can turn a KT's gun with the speed of light ? I dont say that the speeds should be realistic... that would be unbearable for this arcady game. But there should still be a way to make it more appropiate. Plane speeds also got configurated in a balanced way.
 
xxpollenzxxDate: Friday, 2017-06-16, 6:33 PM | Message # 348
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Quote Xenanab ()
It indeed is a cool feature that makes tank combat more tense.

However in my opinion, before such a huge advantage for tankers is provided, turret traverse speed should be slower on all tanks. Otherwise armored player will always dominate a map in a rather unrealistic way.
It really sucks that allies must receive Pershing tanks in 1944 in order to balance out maps with Tigers and friends. With slower traverse speeds it would be actually possible to flank a King Tiger how it's suppose to happen and both teams can actually apply more tactical armor movement instead of just straightly going with KT and Pershing on the battlefield.

Why does the KV2 has such a slow turret while you can turn a KT's gun with the speed of light ? I dont say that the speeds should be realistic... that would be unbearable for this arcady game. But there should still be a way to make it more appropiate. Plane speeds also got configurated in a balanced way.

Agreed.

And question. Do you have to press the inside camera button to get closer, dont you? Like when you press C and it changes from the first camera to the last one, or what?
 
Mr_JDate: Friday, 2017-06-16, 9:58 PM | Message # 349
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Quote xxpollenzxx ()
And question. Do you have to press the inside camera button to get closer, dont you? Like when you press C and it changes from the first camera to the last one, or what?

No, these camera views are independent. That means there are three zoom levels, each one is binded to its own key, Num1, Num2, Num3 in my case. So Num1 is normal FOV (Field of View), Num2 is medium, and Num3 is the narrowest. A little downside of this mod is that zooming feature can't be used solely within the inside camera of vehicles, therefore the zooming works also while running on foot, with external viewsights etc.
 
mardukDate: Saturday, 2017-06-17, 7:47 AM | Message # 350
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Quote Xenanab: "However in my opinion, before such a huge advantage for tankers is provided, turret traverse speed should be slower on all tanks."

Agreed.

Quote Mr J: "A little downside of this mod is that zooming feature can't be used solely within the inside camera of vehicles, therefore the zooming works also while running on foot, with external viewsights etc."

Ok, thats pretty unrealistic and bad..


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.

Marduk aka Postduk
 
Robert_von_EberhahnDate: Saturday, 2017-06-17, 9:40 AM | Message # 351
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Quote Xenanab ()
Why does the KV2 has such a slow turret while you can turn a KT's gun with the speed of light ?


The turning rate of the King tigers turret is 19 seconds for 360 degrees (at 2000 rpm on Maybach cool ), thats quite fast, compared to the Tiger I with 60 seconds for 360 degrees ...
Sherman have 15 seconds for 360 degrees ...


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Message edited by Robert_von_Eberhahn - Saturday, 2017-06-17, 10:53 AM
 
bubuDate: Saturday, 2017-06-17, 9:49 AM | Message # 352
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Quote Mr_J ()
A little downside of this mod is that zooming feature can't be used solely within the inside camera of vehicles, therefore the zooming works also while running on foot, with external viewsights etc.
Hahaha biggrin  lol!

Seriously speaking though: before implementing this seriously cool stuff, we would need to fix this error, making it usable in vehicles only smile
 
XenanabDate: Saturday, 2017-06-17, 6:17 PM | Message # 353
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Theoratically, wouldn't the removal of the 3rd person cameras altogether do the trick already?

I would have nothing against it, since on tanks with swappable ammunition like the Hellcat or the Ferdinand the 3rd person camera results in an unfair advantage when using during battle (huuuge camera angle that allowes to look around everywhere).

@ Robert : Was just an example. This also applies of course to all heavy turret guns. The normal Tiger for example can turn its turret way too fast which makes the tank significantly more powerful than it actually was.

Also not only the turret speed is inaccurate but also the acceleration of most armor movement. E.g tt doesn't take long to reach max speed with a IS 2, which is weird either.


Message edited by Xenanab - Saturday, 2017-06-17, 6:22 PM
 
Mr_JDate: Monday, 2017-06-19, 10:22 PM | Message # 354
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Quote bubu ()
Seriously speaking though: before implementing this seriously cool stuff, we would need to fix this error, making it usable in vehicles only smile
We'd need someone with 'more than basic' programming knowledge to achieve that. But who knows, maybe it's more simple trouble to fix than it seems to be.

Quote Xenanab ()
Theoratically, wouldn't the removal of the 3rd person cameras altogether do the trick already?
It's possible to disable external camera remotely via Server Manager, but it makes tank gunsights out of use at the same time, becase technically these are nose cam viewsights. This method works fine for plane battles, because everyone is stuck within the cockpit smile But not for tanks sad

Quote Xenanab ()
I would have nothing against it, since on tanks with swappable ammunition like the Hellcat or the Ferdinand the 3rd person camera results in an unfair advantage when using during battle (huuuge camera angle that allowes to look around everywhere).
Yes, it's sooo arcade

Quote Xenanab ()
@ Robert : Was just an example. This also applies of course to all heavy turret guns. The normal Tiger for example can turn its turret way too fast which makes the tank significantly more powerful than it actually was.Also not only the turret speed is inaccurate but also the acceleration of most armor movement. E.g tt doesn't take long to reach max speed with a IS 2, which is weird either.

One day I'd been trying to play around with altering vehicles handling via SSM. It somewhat worked, but there was visible interference between server and client files. However I recall successfully changing the Me262 turning radius so that Robert couldn't make rapid 180 turns at full speed anymore :P. So some of the things can work out.
 
RADIOSMERSHDate: Monday, 2017-06-19, 11:02 PM | Message # 355
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Quote Mr_J ()
We'd need someone with 'more than basic' programming knowledge to achieve that. But who knows, maybe it's more simple trouble to fix than it seems to be.

Well, the developer of FHR mod had implemented this feature too recently. I wonder if he managed to overcome this issue or even implemented zooming feature in different way, so I will ask him about that ASAP.


Message edited by RADIOSMERSH - Monday, 2017-06-19, 11:06 PM
 
Robert_von_EberhahnDate: Tuesday, 2017-06-20, 2:16 AM | Message # 356
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Quote Xenanab ()
@ Robert : Was just an example. This also applies of course to all heavy turret guns. The normal Tiger for example can turn its turret way too fast which makes the tank significantly more powerful than it actually was.

Yes, best way to handle this proper, would be the way they did like in FH². Actually you just have to switch the DPI at ur mouse to improve the turning rate of the turret.

Quote Mr_J ()
However I recall successfully changing the Me262 turning radius so that Robert couldn't make rapid 180 turns at full speed anymore :P. So some of the things can work out.

surprised dry hm ... this something that I mentioned before that the flying physics are absolutly upside down here in FHSW. U can do the most tightly turns at the highest speed wacko really bollocks ... Look at the ME 163 Komet that thing becomes hardly stearably at low speed although it was created as a "glider" with good maneuverabilty at medium speed, but it get the more quicksilver like, the higher the speed is ... wacko


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waldhurzakDate: Tuesday, 2017-10-03, 0:28 AM | Message # 357
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https://twitter.com/Azami_Kureha





Best Bf1942 version for FHSW:
http://www.mediafire.com/file/818jqqez94ka80h/BF1942-HD.rar

rafal
 
Robert_von_EberhahnDate: Tuesday, 2017-10-03, 1:25 PM | Message # 358
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Oh great !!! I remember that AA rocket launcher from recruit snyder mod more than 12 years ago
Damn, time goes by sad

klick her for video

If anyone know how to implement this video in screen here feel free to edit my account

mega rofl hahahahaha


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Message edited by Robert_von_Eberhahn - Tuesday, 2017-10-03, 1:31 PM
 
waldhurzakDate: Sunday, 2017-12-31, 3:13 AM | Message # 359
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wooooooooow Polish ships he created?



https://twitter.com/Azami_Kureha

Added (2017-12-28, 10:40 PM)
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Added (2017-12-31, 2:13 AM)
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this one is Hungarian ship
https://twitter.com/Azami_Kureha/status/946984401870585857


Best Bf1942 version for FHSW:
http://www.mediafire.com/file/818jqqez94ka80h/BF1942-HD.rar

rafal


Message edited by waldhurzak - Saturday, 2017-12-30, 3:39 AM
 
Endless_NamelessDate: Monday, 2018-01-15, 9:13 PM | Message # 360
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I don't know how many of you follow tekktekk (creator of Leyte Gulf Day2 and the new Berlin map) because he has interesting plans: https://tekkdevblog.wordpress.com/project-overview-recruitment/

- WW2 FPS with land, sea, air
- gameplay mix of arcade+realism (like FH)
- first release focuses on Pacific
- starts as mod for Squad but wants to create stand-alone later

I think this has potential and I hope he has the motivation to keep going. A couple of things are already working which is a good sign:


My Youtube Channel
aka eYe.ris
 
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