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Messages - Noordung

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1
Feature Requests / Re: Left - right hand
« on: June 09, 2018, 02:39:39 pm »
i dont think thats actually bug... just something it would be fun to see... changing rifle from right to left shoulder depends on you position behind what corner are you... maybe i explained badly what my idea was.

2
Feature Requests / Left - right hand
« on: June 07, 2018, 05:20:55 pm »
Wonder if anybody was ever thinking about it. Now its really hard to shoot from behind some corners since path for shooting is always the same. Would be great if you could change your hand (pistols/2 handed weapons) for some TUs.

3
Discussion / Re: Long time no see!
« on: February 07, 2018, 03:38:41 pm »
Well in past often "we don't want people to abuse such save option" comment was used. Not sure who used it.
Quote
And I doubt that "missing" feature would be the reason for the forum being quiet.
We will never know what impact that might have had if it was feature since the start of the game. But there is no point in talking about this anyway that's why my first comment was so "mysterious" anyway.

4
Discussion / Re: Long time no see!
« on: February 05, 2018, 05:26:49 pm »
that having option to save during the battle mode would attract more people. i mean saying "this should be played like that" usually don't go too well with people. that's just my opinion. i know i was discussed before and there will never be option to save in battle mode but just saying... i mean its always an option for iron more or semi iron mode where you still can't save on battle more.
thought it was obvious what i was saying.

5
Discussion / Re: Long time no see!
« on: February 02, 2018, 01:30:35 pm »
I think insisting on not making optional save during combat is not helping the game.

6
Artwork / Re: Need help with importing/exporting md2!
« on: July 10, 2017, 08:03:02 am »
maybe it changed in some newer versions of blender but you used to put that script where scripts are and than i think load the script. or something like that.

7
Artwork / Re: Need help with importing/exporting md2!
« on: July 09, 2017, 06:26:15 pm »
for blender if i remember correctly you simply copy that script in folder where your scripts are.

8
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: April 01, 2017, 01:56:19 pm »
We already have raptor using alien engines and since antimatter is only obtainable through intact UFOs I really don't want another transport using it.
Second option is new technology of a hybrid of earth and alien one with new engines like very advanced jet engines or something similar that would use alien materials or some alien parts like computers. But in this case craft should be more expensive and also better (more armour and weapons).
Keeping all human version is still good. Retractable wings like those on carrier based aircrafts is an option that doesn't need any special technology.
Or as mentioned above separate pod and carrier in hangar too. I don't think size of carrier should really be a priority over making it look good.

9
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 30, 2016, 05:06:26 pm »
I am sorry. I wanted to demonstrate a floor layout and go carried away... way too much.

 I am quitting this and letting you continue.
hope you return. because model you made looked quite interesting.

10
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 20, 2016, 09:13:22 pm »
i think this shape is good. there is enough room inside, enough cover and fast exits. also its compact enough so it can fit any map.

11
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 20, 2016, 06:41:15 pm »
I think that there is absolutely no need to include space for seats in the hold. First of all, the current Hercules seats are totally oversized, resembling thrones. Also, Firebird contains no evidence of seats. Here is an image of paratroopers housed inside a C-17 cargo hold. You can see them simply sitting on the floor, with basic backs near the floor level used for support.


 I am sure that Phalanx troops can easily survive a journey in similar conditions. So i think that the last picture presented shows the optional layout, with the 12 semi-seats mounted into the walls, and not being an actual part of the internal space. The two UGV's would be attacked to the floor in between the laterally-opposite pairs of doors.
i think this is good suggestion. if somebody really need seats it could be something looking like a seat near wall sharing the same square with wall. because after all herakles is some sort of multi purpose aircraft just recently turned in military aircraft with minimal modification. or so does game tell us.

12
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 13, 2016, 08:24:22 pm »
you could easily go to 1000 trits. cargo pod is interesting. seats could be textures only because a bit bigger cargo pod would mean you could do so maneuvering inside cargo pod in case you get injured soliders and to send the right soliders out in front line.

13
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 02, 2016, 07:04:22 pm »
i would go with wider cargo hold. 4 tiles wide would probably be optimal. and if its 6 or maybe 8 tiles long its enough. its not only 12 soliders you have to fit in but also some potential UGVs that will bu 2x2 units and you still need some space to move them aroun inside so you can choose who is the first to step out.
so 4 tiles inside. walls take another tile and one extra tile on outside for easier movement outside. in total 8 tiles wide. length should be no greater than 16. or 14 if you want to have some extra space outside. 16 outside 2 for walls on each side (since they have to be made a bit aerodinamical) so that is still 10 tiles of inner space. that should be enough space for all soliders and UGVs.

8x16 tiles is because maps are made out of 8x8 tiles squares. so cargo pod would only take 1x2 squares. the rest would be the map. cargo pod that its used no its much bigger 2x3 i think. its if you want to redesign you have make it much better. because its too much work to add just minor changes.

14
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: July 31, 2016, 09:08:26 am »
personally i think that when you redesign it you should design it in similar way like old one was. with separated cargo pod with inner size somewhere 4x8 or 4x10 tiles. so it can easily carry 12 troops and some UGVs when those will be added. outside dimensions should than be 6x12. but less or equal to 8x16.
my suggestion is that herahkles should work like thunderbird 2 or like thi MI-10

and so actual aircraft can be bigger. but you will never see it in map.or maybe in some special map. but most of the time you would only see its cargo pod like it is now.

15
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: July 30, 2016, 05:13:21 pm »
good start. but i think it needs complete redesign also making it smaller. for now it takes lots of space in map.
buy yes looking something like that would be great. i mean where those exits are.

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