Jump to content

Aufklarer

Members
  • Posts

    96
  • Joined

  • Last visited

Posts 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. You mean laser shotgun. ;)

    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.

    One question:

    Can we have both the 2D and the 3D images?

    Like, please don't remove the 2D images from the pile; I actually prefer them to the 3D sometimes in that they're easier to read.

    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.

    Are these actually 3d render stylized to 2d or did you draw them manually in a 2d enviroment (i.e. 3dsmax -> PS or only PS) ?

    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. 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.

  4. 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.

  5. 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.

  6. To Echo Four Delta, and Aufklarer: This one was over my head, so I had to ask Ron. He has given me the reason for his decision to stat the grenades as they are.

    "The USMC combat study that produced the 8-meter grenade throw conclusion was based on a number of observations. Specifically, in the case of hand grenades, that their previous training and testing protocol was highly unrealistic. While standing on solid ground with plenty of time to wind up for the pitch, it is possible to get 20 meters or more on a throw. However, you don't need a hand grenade when standing on a golf course on a lovely day. If repeated under "grenade use conditions" - full combat gear, carrying a primary weapon, on questionable footing, and either trying to stay behind some cover or trying to get back under cover quickly - the results were quite different. If you plan on using a hand grenade in combat, you had better figure on about 8 meters, because that's likely all you're going to get. The fact that this was shorter than the grenade's rated casualty radius was more than a little disconcerting, and prompted some changes in tactics."

    "Fragmentation explosives tend to be fatal regardless of most body armors, for two reasons. The first is blast concussion, which can kill or disable even if fragments do not penetrate the armor. Unless you're wearing two tons of metal (like the Xenonauts late-game power armors), you're probably vulnerable to concussion. The second is the hail of tiny fragments, which will strike in so many places that unless you are literally completely encased in solid metal, will still cut you to shreds. Modern military armors do not have the coverage necessary to prevent severe injury under these conditions. This is partly why both science fiction and actual military planners show interest in full-body power-assisted armors.

    "For game purposes, the throw range on grenades was not changed - it is still possible to throw the weapon further than its blast radius. The operatives in-game do seem to be standing flat-footed and winding up like a baseball pitch. However, it is no longer possible to just drop a grenade at your own feet and expect a reasonable survival rate, unless you're wearing like 11 tons of armor."

    "New version of the mod will be available as soon as I can determine exactly what has been changed, and rebuild the necessary modifications."

    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.

  7. 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.

  8. 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?

  9. it would be tremendously helpful to have an idea of the soldier's role in the personnel screen. For example, I'd like my two most accurate Xenonauts to be snipers. I go into the personnel screen to see who are the top two. I can assign them to a Dropship, but not only can't I figure out who my current snipers are to compare, but I can't assign a role to the top two.

    Assuming it will load only the default equipment load, it would be great to do it all in one place.

    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.

  10. 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.

  11. 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 :)

×
×
  • Create New...