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Aufklarer

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Everything posted by Aufklarer

  1. The problem with the 2D icons is that to make them fit inside the given space the role image has, they often look distorted and squished or worse, shrunk to a size that makes the resolution cry out with pain. Take for example the sniper rifles the original 2D ones were waaaay to long, that's why I made the 3D ones.
  2. I just renamed the icon as per the naming convention in the xenonaut files. I just used laser carbine for ease as thats what it is designated on it's image file. I have deleted a few of the 2D icons already although I still have most of them, once 3D icons are finished i will seperate the 2D and 3D ones into different downloads. Only PS I am manually creating the 3D effect, mainly because I don't know of an automated way, and tutorials are hard to download as the internet out here is shoddy at best. It struggles to load facebook lol.
  3. Completed 2 more laser weapons to add along with the rifle. Laser Pistol Laser Carbine Laser Rifle
  4. Yeah I guess that's the issue, I have a 17" screen but i play on a high resolution so the images appear small in size on the screen in game. Ill be redoing the grenadier image anyway with a slightly more detailed one and the assault (and for that matter all 2D weapons) will be removed in a future update.
  5. I think the focus should remain simplistic and making the ballistic weapons as close to real as they can get given the variables in the game. Which exact gun is depicted isn't really the concern. It's more a matter of allowing it to be used as it would in reality as each differing machine gun performs the same role; to supress.
  6. Keep up the good work these are really nice.
  7. How difficult wold it be to implement breaching charges for blowing in doors? Allow placeable explosive for doors that destroys door upon detonation and causes the effect of a flashbang on the opposite side of the door? Detonated by remote?
  8. Actually aliens can't see powder blue, its a colour that to them dosnt exist. It makes our soldiers appear as a cloaked predator does. I asked them
  9. if you let me know which ones look fuzzy i'm going back over them slowly so I can see if they can be improved, The first ones I made I added an outer glow to the icons. This could cause the fuzziness you speak of.
  10. I don't think either myself, or EchoFourDelta are out to derail what is clearly a good thing for the game (realism). I love the fact you guys are changing things in my opinion at least for the better. I am only concerned that a frag grenade doesn't become overpowered. I'd like to think my real life experiences would be helpful to someone who is hoping to make a realism mod more real. Currently I do not even use grenades in game because they are certainly not as potent as they should be. I think the accuracy currently from the xenonauts (excluding the current throwing over cover / arc issue) is spot on and the range of throw should be slightly increased. Cover is king when it comes to surviving fragmentation, and I commend your efforts to implement that into the damage solutions. I think an arbitrary (potential) lethal range has to be capped, for in game purposes to around 4-5 tiles from the point of blast. Does damage currently decrease the further from the blast the target is? One thing is for sure, grenades currently feel like party poppers and a massive waste of my time units ha. Something I posted a while back was the ability to throw through windows and doorways without having to walk my solider into the open doorway like an idiot. It should be possible to throw a grenade into a room for example without having to expose ones self in the entrance. Probably something which is too late to be able to be implemented. Just need that and the machine gun rate of fire to be increased and i'd be a happy xenonaut.
  11. the size is governed by the image size in the game files so i cant
  12. Thanks for the reply as to your reasoning, while I take nothing from the study that you have referenced I have to disagree with the conditions under which a grenade is thrown. Granted you can't stand in open view with all the time in the world to throw a grenade perfectly, especially if under fire. Removing room clearance from the equation, grenades tend to be used in the open when the enemy is suppressed prior to a final assault to clear an enemy position. The final bound needs to be as short as possible but having performed that very task in live fire exercises in kenya, it is entirely plausible to throw accurately further distances than those stated above. However I'm glad your not just pulling numbers out of the air and that you researched it. With regards to lethality, with either no armour or small amounts (such as those used by forces today) wounds if not lethal would almost certainly be incapacitating to the point where a solider could take no further action. However given that the armour's in game are created from alien alloys and advanced tech, would it not be feasible to say that they afford more protction from grenades? especially as the illustrations show they cover much more of the body than just the torso.
  13. Echofourdelta, I'm in the british army and I agree with your statements about grenades. Its entirely possible to throw up to and around 20 meters accurately with practice. Additionally the OSPREY body armour we use will stop fragmentation blast at less than one meter with the main cause of injury being to unprotected parts of the body from shrapnel and internal airspaces (within the body such as lungs) being overpressured by the blast. Add in the ballistic plates that cover the torso front and back which stop 7.62mm round penetration, you have pretty solid protection for the areas covered. Put that into the context of the armour we see in game and you can imagine that the soldiers are even more so protected from blast (given the illustrations of the new armour types). I agree with the changes you have made, especially with regards to the randomization of a hits damage. Body armour is great aslong as it takes the hit. Id would really like to see suppression weapons (specificaly the machine gun) be able to be used as a machine gun. One burst per game turn is pretty disappointing given the rates of fire they are used at in real life. Dropping accuracy for a decrease in the TU's cost for firing aslong as the xeno has been stationary seems a reasonable compromise.
  14. First attempt at creating the laser weapons, turning them to 3D from a 2D vector isn't my specialty however I managed to produce this. Thoughts and comments please before I continue to make the rest of the laser weapons in the same guise.
  15. If your a buttheaded alien your in the wrong forum...... everyone in here kills aliens for fun being xenonauts and all!
  16. Update incoming soon. All weapons to be 3D icons rather than a mix of 2D/3D as they currently are. The laser, plasma and mag weapons will probably remain 2D for the time being once I have added them in a future update, although I will play around with making them 3D when time allows. As I am starting to create a collection now the next release will have images catagorised by type. Please any further additions that anyone would like me to add post here or PM me and add a reference picture if you like so I can create a role to your preference. @Walrus are there any other weapons you would like that link specifically into your mod?
  17. The more the merrier in the role icons, have a look here I started to make my own and there are some links in the comments with more role icons made by others.
  18. I agree 100% I made a thread a while back (see here) to highlight that exact issue. I would be very helpfull if this could be implemented.
  19. Ill have a think about the colouring, although I'm not sure it's really needed. Im going to do the laser, plasma, mag etc. weapons next.
  20. Updated with soviet weapons (dragunov sniper, PKM machinegun, Scorpion submachine gun, AK) and a few rank images among others. Additional shield image added at request and buzzard role image added. I'm not happy with the PSG sniper and Dragunov and I'll be looking into redoing them in the near future due to the current images being too long to fit in the icon window and still retain the detail of the weapon systems Please post here or PM me with any requests for this role set.
  21. If you wish to include them in your mod I'm not overly fussed, I'll be maintaining mine with regular updates to the images with a view in time to creating new rank images and names etc. Obviously as I stated before I'll be keeping it separate from yours but your welcome to include it. Credits plx
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