arthur666 Posted February 7, 2012 Posted February 7, 2012 (edited) Each one an individual model. animated, with dynamic AI for realistic flocking. Were there ever little black/white cows in the CE tilesets? Was I hallucinating? Haven't seen them in a while. Edited February 7, 2012 by arthur666 Quote
+Dave Posted February 7, 2012 Posted February 7, 2012 Yeah it better not be too hardcoded... The sheep? hey! No way! It's the wind It was wind alright....... Quote
+Gr.Viper Posted February 7, 2012 Posted February 7, 2012 The sheep? Hardcoded sheep are bad. No speech packs for each nation. Quote
macelena Posted February 7, 2012 Posted February 7, 2012 I wonder if the current terrains will be patched or reworked at all to the standards of the new one. The terrain, among other things, keep me concerned about the compatibility of the series, despite everything said. Just hoping Quote
colmack Posted February 7, 2012 Posted February 7, 2012 I wonder if the current terrains will be patched or reworked at all to the standards of the new one. The terrain, among other things, keep me concerned about the compatibility of the series, despite everything said. Just hoping Yeah me too I have been wondering if the 3rd party ships will work also. looks like the new ones are, using their full defensive package (and need too) no more only one missile launcher. Quote
+SkateZilla Posted February 7, 2012 Posted February 7, 2012 (edited) i will be feverishly working on the CVN 1.0 package to make sure it works with SF2:NA once its released. while also continuing to work on CVN2.0. LIGHTS TK, LIGHTS! that will save me 200 Polys alone! Edited February 7, 2012 by SkateZilla Quote
+Stary Posted February 7, 2012 Posted February 7, 2012 Mesh format stays the same, so why not? I guess most would require updates to fully use the new code features, but generally, yes Old terrains patches to bring them to new standard? Don't think so... the new one is completely different as far as height mesh creation and texturing goes maaaybe as DLC? Quote
+whiteknight06604 Posted February 7, 2012 Posted February 7, 2012 not trying to be a wish monger but I ope the Anti-submarine operations are at least given a tiny bit of funtionability. As exciting as intercepting bombers headed for the carrier is the Submarine threat is just as real and important.not asking for anything detailed but it would be nice to see something in the way of ASW. 2 Quote
colmack Posted February 7, 2012 Posted February 7, 2012 Tk says on fb that you cant see subs from your f-14 pit :-( Quote
+Stary Posted February 7, 2012 Posted February 7, 2012 maybe... just maybe... someone politely point him out that Tomcat cockpit should have windows Quote
+Brain32 Posted February 7, 2012 Posted February 7, 2012 Mesh format stays the same, so why not? I guess most would require updates to fully use the new code features, but generally, yes Old terrains patches to bring them to new standard? Don't think so... the new one is completely different as far as height mesh creation and texturing goes maaaybe as DLC? Doubt it, I don't think terrain creation will be that easy. I mean if you look at current DLC's there's little to none 3D work involved into it, re-doing the terrain would basically mean making it from scratch and as such, the DLC would be pricey... I don't think that fits TK's strategy... NVM though, we will do it Quote
+Fubar512 Posted February 7, 2012 Posted February 7, 2012 not trying to be a wish monger but I ope the Anti-submarine operations are at least given a tiny bit of funtionability. As exciting as intercepting bombers headed for the carrier is the Submarine threat is just as real and important.not asking for anything detailed but it would be nice to see something in the way of ASW. Well, most ASM-equipped Soviet subs of that era needed to surface in order to deploy their ASMs. I believe the SS-N-16 "Stallion" was the first Soviet ASM that could be effectively deployed while submerged....and that was in 1979. The Oscar class carried the SS-N-19 "Shipwreck", and that submarine class and missile system went into service in 1983. We can always set up earlier sub-classes as surface threats, and there is/was a work around for submerged systems (obviously, we don't yet know what NA will allow in the way of a work-around or cheats ) Quote
+Julhelm Posted February 7, 2012 Posted February 7, 2012 You are wrong. The first submerged-launch missile was the Amethyst used on Papa and Charlie class as far back as 68 or something. Quote
+Gr.Viper Posted February 7, 2012 Posted February 7, 2012 Looking at that water (again) I want floats support for gear system. Quote
+PureBlue Posted February 7, 2012 Posted February 7, 2012 The new water and terrain are going to transform this game. Just dreaming about zipping through hi-rez valleys, with casually snaking rivers and roads. Coming across a town up on the hillside, that actually sits correctly on the ground... Mmmm... Quote
+Stary Posted February 7, 2012 Posted February 7, 2012 Doubt it, I don't think terrain creation will be that easy. I mean if you look at current DLC's there's little to none 3D work involved into it, re-doing the terrain would basically mean making it from scratch and as such, the DLC would be pricey... I don't think that fits TK's strategy... NVM though, we will do it speaking about the same format, I was refering to the planes and ground objects -for clarification as for DLC terrains... maybe it's time to change strategy? Quote
+Wrench Posted February 7, 2012 Posted February 7, 2012 well, sometime back I asked TK flat out ... will all the older terrains (non-lod driven) still work. He replied "Yes". 'cause I'd sure hate to have thrown away the last 7 years .... I honestly can't even begin to imagine the physical size of a lod (file size) that covers 1000x1000 km with the level of detail in targeting placements and other physical features that some of us have achieved. ------ Remember, people, we're all just speculating until we have the package in our hot little hands, as to what exactly NA is gonna give us. until that time.... Quote
+MigBuster Posted February 7, 2012 Posted February 7, 2012 (edited) The stage is being set Edited February 7, 2012 by MigBuster Quote
+daddyairplanes Posted February 7, 2012 Posted February 7, 2012 to take this off of release dates and details we can only speculate on for a moment, has anyone done recon variants of the Bear or Badger? going into how the soviets employed their bombers in RSR and RL the Backfires wouldnt be flying all over the ocean lookin for the CVBG with radar blastin. it would depend on RORSAT intel, fine tweeked by Tu95RT finding the escorts or poss. the Hawkeyes then passing the final coordinates to the strike force. even in peacetime recon Bears would be the most likely encountered.(on release cue the endless screenies of Bear intercepts! ) Quote
+Brain32 Posted February 7, 2012 Posted February 7, 2012 I honestly can't even begin to imagine the physical size of a lod (file size) that covers 1000x1000 km with the level of detail in targeting placements and other physical features that some of us have achieved. I suspect terrains will not be LOD files but rather split into several files of it's own with elevation data, texture data, water etc...we will see but I don't think it will be a lod like planes and objects, that would be strange and I suspect a huge performance hog... Quote
+Fubar512 Posted February 7, 2012 Posted February 7, 2012 i'm not sure if a single Harpoon would sink an kiev class , but it would at least cripple it. No, but a Tomahawk may damage it heavily. Harpoon, is at best, a Frigate killer; it was designed to kill patrol craft. You are wrong. The first submerged-launch missile was the Amethyst used on Papa and Charlie class as far back as 68 or something. In service in '67, I just checked Quote
+SkateZilla Posted February 7, 2012 Posted February 7, 2012 Doubt it, I don't think terrain creation will be that easy. I mean if you look at current DLC's there's little to none 3D work involved into it, re-doing the terrain would basically mean making it from scratch and as such, the DLC would be pricey... I don't think that fits TK's strategy... NVM though, we will do it naw.. But building a terrain in 3D Studio max will prolly take 1/10th the time it did in the terrain editor... 1 Quote
+Gr.Viper Posted February 7, 2012 Posted February 7, 2012 SS-N-3a would be more fun gameplay-wise. Surfaced launch, sub has to stay surfaced for the first part of the flight, the data about the target beyond sub's radar range is collected by Tu-95RT which TK has shown in previews. So we get an indicator of possible sub presence (Bear contact) and some work for ASW craft and fighters. Quote
+Wrench Posted February 7, 2012 Posted February 7, 2012 naw.. But building a terrain in 3D Studio max will prolly take 1/10th the time it did in the terrain editor... Truely spoken by someone that has no idea what it takes to build a terrain; with the TE or otherwise. 1 Quote
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