Пара скриншотов (танки): http://gophur.playnet.com/gophur/gophpics/screenshots/tttank1.jpg http://gophur.playnet.com/gophur/gophpics/screenshots/tttank2.jpg В производстве разрушимых мостов быстро движимся вперёд. Следующий шаг ? сделать так, чтобы сапёры могли их чинить. В настоящий момент потребуется около 10 сапёров чтобы сломать или починить мост, но это может поменяться. Также решено сделать атаку мостов ? первым из атакующих приказов (attack objectives). Мосты будут показаны на карте и ХЦ смогут помечать их на атаку или оборону, соответственно на слом и восстановление. Каждый мост будет иметь три иконы: Мост, Атаковать Мост, Защищать Мост. Они так же будут показываться на карте в игре (on the in game map). Следующий абзац про «In Game Map» не осилил... Некоторые В&О: В: Как насчёт добавить немецких городов на востоке карты? О: Мы бы хотели увеличить количество СР в точке высадки англичан (кажется так...), но не раньше чем сделаем Terrain II, который сдорово ускорит процесс создания городов. В: Есть ли примерный срок появления Жу-88? О: Нет В: В последнее время появилось много ФБ-призраков О: Хост-команда в курсе. В: Есть планы добавить на севере бОльшие неровности (berms), дабы можно было спрятать танк? О: Нет. Северный ландшафт и так здорово искорёжен относительно реальности. В: Есть планы дать союзникам аналог немецкой 88мм? О: Думаю, что скоро появится 17pdr.
Да собакакрасиво смотрится ,как Тигер блинмне понравилось что у пушки эта ерунда с дырками,не знаю как называется не силенВообщем смотрится здорово.
у 3х борт 30мм пробивается всем, что есть в игре калибром больше 13мм. Сравни это бортом матильды 40+25+13 под углом 45гр.
Ну прекращаем сразу споры,а то все сведется кто типа сильнее и прочее.Реальность в игре не всегда соблюдена,это оспаривать не будешь?а следовательно и нечего исторические данные брать.Я говорю из опыта.Меня очень прекраснно защибают в Матти,если видят.К примеру сегодня мне вышибли гусеницу и меня как закрутило волчком,потому что на 6 скорости несся.Находился он за холмом в 300-400 метров,после непродолжительной перестрелки он меня вынес,я стоял к нему,когда меня перестало вращать,примерно на 15 градусов повернутый. Ну и оптика у немцев получше будет.В обратном меня никто не переубедитВ любом случае оптика лучше у командиров в плане обзора,а в плане приближения ничего сказать не могу.
Оптика действительно лучше, по всем параметрам. А в лоб мати то же убить можно, даже из 37мм, если в смотровой глазок наводчика попать, вероятность небольшая, но не нулевая.
Спасибо за перевод! Если не трудно, оставляй ссылку на оригинал... Будем штурмовать коллективным разумом
===================== World War Two Online ===================== Version 1.16.0.255 09-07-04 CTD Fixes: -Fixed the "long ranger" CTD (affecting air and naval sorties travelling long distances) -Fixed the "supercell hash adjust" CTD -Fixed several other player-reported CTDs and stability issues Infantry: -Infantry satchels can now be used to destroy bridges (see bridge objectives for conditions) -Added 4 bridge repair kits to all sapper loadouts -Added a structural modifier to infantry satchel weapons vs bridges to increase their effectivness -Adjusted infantry collider to reduce clipping in new buildings -Adjusted infantry collider to improve slope interactions -Troopers standing on a bridge as it is destroyed will be killed -Troopers standing on a brdige as it rebuilds will be reasonably placed upon the bridge -Deploying an infantry weapon now makes sure to turn off autorun Vehicles: -Added missing recoil effects to Hispano 20mm cannon in Bell14A -Fixed MkIV Vickers engine sound location -Adjusted MkIV Vickers weights and inertias for more correct handling -Added MkIV Vickers missing oil and coolant systems that activate gauges and fire/smoke emmiters when damaged -Adjusted ballistics on 5 inch Naval guns to match historical weight Terrain: -Added new office buliding (capture building for non military facilities) -Added new Belgian village building -Added new cloister building (small church) -Added new anti shipping weir to river mouths -Added new small church building -Added destroyable bridges -Destroyed bridges will auto across 36 hours -All bridges renamed where required to create consistency in naming conventions throughout the project -Fixed many terrain anomalies -Fixed the Seclin/Douai/Lens "bermuda triangle" link/FB snafus -Fixed all reported Depot/FB/Spawn-Ownership bugs -Fixed a bug where boats could not cross cell lines -Added a new supply link between Bievre and Bertrix -Removed ground clutter from some river tiles -Added some missing multi textures Bridges: -Use ".objectives" (or ".ob" for short) to list your sides' current objectives. (<+> = defend objective, >< = attack objective, [...] = cancelled objective) -Added .attack to high commanders -Selecting a bridge and typing .attack will place an attack objective on the bridge -Selecting a bridge and typing .defend will place a defense objective on the bridge -Any non-chat mouse-click will cancel the current .attack command target -One request per CP/bridge per player -Requests announced on HQ channel -Approval requires X requests inside Y minutes (See "Bridge Objectives" for X and Y) -Approval announced on 'SIDE:' channel -Objectives do not automatically expire -Use ".clear" command to request objective cancellation -Once confirmed, ".clear" includes a grace timer to allow people on-mission to know -Bridges with attack objectives will have a unique icon -Bridges with a defend objective will have a unique icon -Auto rebuild should now be set to 36 hours * SEE "Bridge Objectives" FOR FULL DETAILS OF BRIDGES. In-Game Modal Cursor: -Cursor is off by default -Ctrl+C will activate and deactivate the cursor -While the cursor is active, mouse input focus will be given to UI elements -While the cursor is active mouse input will not control the avatar -This change will be expanded upon as we introduce more UI elements In Game Map: -Added new In game map -Added CP name filter -Added Facilitiy filters by type -Added map legend -Added compass rosetta for map scrolling -Added "center" toggle for centering on avatar -Added new direction indication arrow -Added new 1km radius directional indicator around indicator arrow -Added bridge icons (considered as 'CIVILIAN' objects) -Added bridge objective icons -Added ability to select a CP (town) (stickies the name) -Added a bility to select a facility (stickies the name) -Added mouse over names for CPs and Facilities -Added lat long indicators -Added ability to click drag the map -Added zoom in and out -Added remember zoom level -Addd visible waypoints for mission origin and objective -Added EWS to in game map -In game map has limited area strat update information EWS: -Replaced server side EWS tracking subsystem. -EWS alerts now time out after 8 minutes. -EWS alerts for despawned players time out after 2-4 minutes. -EWS alerts limited to one per player per town rather than per facility. -Added capability for multiple levels of EWS (no client support yet). -Reduced the amount of "noise" generated by EWS. Global: -Added initial implementation of in game map -Fixed several multi crew bugs -Implemented more efficient cache retrieval of sounds -Changed ".m" to work across sides on Training -Changed ".who" to be more flexible on Training -Major internal optimization of GM player lookups -Major internal optimization of strat-to-player text messages passing thru chat -Fixed a bug in ".who" that could cause a server crash -Fixed f4 fog draw distance to improve framerates when pulled in (ground units can benfit from pulling fog in in many cases) -Fixed a bug where HE would detonate inside instead of outside a building -Strat updates were adjusted to better display visual damage states at range ... ie: if you can see to hit it you should see any damage state rendered -Bridges turn on/off with use of CIVILIAN button on theater/mission/ingame maps -Cursor by default is off when spawning -'ctrl+c' is now a modal key that switches focus from the game control to UI control while in game -When in UI control Mode the cursor will be visible -Removed "Disable cursor at spawn" from settings.exe -Fix for Supercell Hash Adjust Failure (CTD) -Updated clutter and tree shaders. -Localized many more text messages. -Fixed a bug where ww2exit.log files were not being generated. -Clicking a CP on either map system and typing ".own" or ".fbs" will show the information for that CP. General Host: -Cleaned up the transmission of CP ownerships, states and status flag. -Improved transmission of damage data. -Fixed small issue causing delays in automated RDP. -Fixed locking issue surrounding near-simultaneous RDP for different countries. -Fixed issue with host restart causing newly captured towns to have default spawn lists. -Fixed a bug that could result in multi-crew vehicles not receiving updates for their own vehicle. -Fixed a bug that could cause a rider to lose sight (and thus fall off) of their ride. -Fixed a bug that could cause .who to cause a chat host restart. -Added biasing so that a transport vehicle will tend to see people not riding their vehicle. -Added biasing so that people approaching a transport vehicle to ride will tend to see the vehicle and not the riders. Bridge Objectives ================= Variables: -The minimum number of requests required for an objective placement is 2 -The time window for requests to accumulate = 12 minutes -The base number of bridge objectives per side is 6 -The time delay before a cleared objective is removed is 15 minutes -The time for a bridge to auto repair is 36 Rules: -You must be a high commander to place an attack or defend objective request on a bridge -Each side is limited to 6 simultaneous objectives -The number of available objectives will increase as server population increases -The peak number of available objectives for bridges is approximately 8 to 10 -Objective requests are remembered for 12 minutes -2 requests must be placed within the above window to obtain placement -Use ".clear" to request removal of an attack or defend objective (e.g. to place a new one) -Once confirmed a "clear" is announced to your side -After confirmation, a "clear" takes 15 minutes to execute -All players can use ".objectives" (.ob for short) to list your sides current objectives -All bridge attack and defend icons show up on th theater map -All bridge attack and defend icons show up on the in game map -All bridges now display an icon on the in game and theater maps Placing a bridge attack or defend objective (for HC): -Go to the theatre map. -Ensure "CIVILIAN" icons are showing. -Single left click on any bridge CP icon. -Hit the enter key to open your message buffer and enter the .command you wish to issue -This same mechanism can be used for ".own" and ".fbs" (for all players) -Left clicking (outside the chat buffer) or sending a chat message/command will clear your current target Operation: -Bridges cannot be damaged unless your side has an attack objective placed on it -Bridges auto-repair over 36 hours -Bridges cannot be manually repaired unless your side has a defend objective placed on it
примерно 3Mb. Поглядел я Pak38 в оффлайне. Прицел как в танке, угол обзора на весь экран. Но моделька сделана криво. Точнее сама пушка нормальная, если не считать кислотножелтый "камуфляж", а вот солдаты с нестыкующимися полигонами выглядят убого. При движении они стоят на сошках, для движения за грузовиком это еще понятно, но при движении в ручном режиме выглядит смешно. Не говоря уж о том, что высота этой "пирамиды" полностью исключает скрытое развертование. Ну и на последок в разложеном состоянии оба солдата по пояс возвышаются над щитком. Видимо доблесные арийские воины не привыкли боятся свиста пуль.