Fandango831

Member
  • Content count

    99
  • Joined

  • Last visited

About Fandango831

  • Rank
    Fireteam Leader

Profile Information

  • Gender
    Male
  • Location
    USA

Recent Profile Visitors

319 profile views
  1. Bullet Crack

    I'd say incoming is already pretty good as is. Just need the reverb and dynamics in fire sound propagation and it'll be spot on. Thank god for a man like Anders working on SQUAD.
  2. Another WW2 game enters the fight

    Nada. Guessing your source was not credible. Hopefully we'll see things down the road.
  3. On the overdone genre "World War Two"

    Yeah the new CoD trailer looked fun. I'll be more excited to see actual gameplay tomorrow though. Was clearly just a teaser of the new "War" mode and didn't do too much to show how the game plays or remotely feels and to be honest I wish they had done more to show the Campaign. But deems the brakes I guess haha
  4. UE4 PLE Technology

    Little update. Gökhan has posted up a vid showcasing his PLE. Hopefully we'll see more of this tech in action soon.
  5. I want to buy a pistol or a revolver

    I have an M&P 40 and love the hell out of it. As someone said above go to a gun store and test feel some pistols and see what you like, and if you have a range that rents give a few a go before trying out a purchase. I'd also say check out reviews. There are loads on YouTube from some great credible sources that'll help in making a choice. Good luck with whatever purchase you roll with bud.
  6. UE4 PLE Technology

    From what he's posted he's using a 16km square map to produce his procedural environments. But I have no clue how efficient it is. Also remember all this does from what I gauge is just produce a procedural ecosystem ala trees, grass, rocks on a map space. I'm not sure if the roads, rails, etc. are part of the system. If they are then that's really cool, but I suspect they are not. It's merely an easier means to take a flat map and then make nature from it. Everything after that I'm pretty sure still requires loads of work in terms of asset introduction and layouts. As for it being achievable for SQUAD I'd say yes. I see it as a useful tool devs could use to produce maps of great variety quickly and then use the rest of the time laying out assets and refining what the PLE churns out. Also his Realtime Lighting & GI is phenomenal. If anything I feel SQUAD needs more love in the lighting and post-processing department. Also the textures that are being used by this guy are of much higher quality than what currently is in use in SQUAD which makes sense since he's predominantly an environmental artist that is dedicating all of his time to this system where SQUAD is trying to tackle a million things with one hundred people. If anything I'm sure SQUAD will start to look like this sometime after V10 when more of the major systems are ironed out and they can move over to more cosmetic things like improving texture quality, lighting, and additional effects. I mean a simplified example would be DAYS OF WAR. From a fairly crappy looking alpha to what currently is out you can see a massive change visually and that is a game that is scaled significantly smaller than SQUAD. So I super optimistic of everything to come!
  7. UE4 PLE Technology

    Was wondering Artstation as I love to do throughout the week to see what amazing creations are being brought to life by artists and designers alike and stumbled upon some amazing work being done by Gökhan Karadayı. He's currently working on a Procedural Ecosystem that is not only extremely visual impressive but also looks like it could be some amazing technology for map makers and developers down the road. Link to his latest update: https://www.artstation.com/artwork/3kwW2
  8. Tank cooking off

    Being that I've been inside of an Iraqi T-72 which are pretty similar to their Syrian counterparts, and seen how easy it is to set off the autoloader from simple shaped charge munitions I'd definitely hedge my bets that that RPG-29 penned the reactive armor just above the rounded magazine burning into the autoloader which set off the round set to be racked on the reload cycle. This would explain the billowing out of the barrel and then the catastrophic internal detonation blowing out of the crew hatch ala the "flame out". So yes it was ammunition that went off but it wasn't the whole rack which makes sense as the soviet autoloading spiraling racks are designed to protect in one-third portions in the case of a catastrophic penetration to prevent the turret from blowing off or worse becoming a bomb amongst friendly supporting troops. Instead it would have been the preset rounds charge going off along with a few of the powder charges in the rack. Also agreeing with SpecialAgentJohnson no one uses gasoline in tanks anymore. Maybe some third world countries might and even militia forces who can't afford large stores of diesel, or have pre-cold war tanks. But almost every nation uses diesel in their tanks including the Syrians. So that burn was most definitely not related to a gasoline explosion. Also that RPG-29 hit the hull on the reactive armor just above the ammo rack on the autoloader not on the external fuel stores or primary fuel tank. On top of that if the fuel stores did burn out it would have either resulted in an external burn, complete vaporization of the external fuel store on impact, or the internal tank on modernized Iraqi and Syrian T-72s blowing out of the engine compartment, not out of the upper crew hatch thanks to the modified venting systems used on board those tanks to protect crew from fuel fires.
  9. Tank cooking off

    I'd just love to see vehicles not exploding anymore on "mission kills". Sure maybe ammunition cooking off if a vehicle has ammo to burn off in the first place but no more of the vehicle boom effect. I'd rather just see the explosion from the round or rocket impacting if the vehicle even gets killed by an HE weapon, vehicles burning up (HE) or remaining mostly intact minus a riddled hull(AP), tires popping or melting if the vehicle does burn up, and that really be all. Sure it won't be as Hollywood-esque but man would it look and feel better. To the OP no one in that T-72 survived. Pretty sure the guy running was in cover behind that tank and is lucky the concussion from that blast didn't kill him. As for the crew they all roasted alive or just died from the RPG penning the reactive armor and setting off the ammunition. Gunner and Commander died on the rocket penning and the driver probably cooked after the autoloader went up, but yes I'd love to see ammo loads going up as long as it is appropriate. Most tank kills are crew kills with usually a fairly intact exterior.
  10. More dust when shooting on surfaces

    As Dubs said most of the effects have been toned back for optimization reasons. I wouldn't sweat it. Using some logic here but if V10 can reduce enough of the stress that is pulled from the currect physics and animation system then maybe just maybe some of these visual effects can be turned back up and or have new details added to them. Only time and patience will tell.
  11. Rising Storm 2: Vietnam!!!!

    Jumped in for a couple of matches and until they fix incoming bullets sounds I'm not diving back into RS2. I don't get why one of the most critical audio pieces to any tactical shooter is missing in this game. Was fine in Beta Wave 5 and 6, but since that interim build it's been all sorts of bad (missing). Aside from that it's clearly no RO2 or HoTW, but it's fun to play. If you enjoy a more run and gun experience frosting on top of your tac shooter cake then I guess this could be the game for you. Hopefully they present more patch work in the coming days.
  12. Is a Canadian faction, to be expected in the future??

    Someone is working on a mod for introducing the Canadian Armed Forces. As an American who's worked hand in hand with the PPCLI hopefully we'll see the Canadians sooner than later.
  13. Should the IED remain a tracking device?

    I like that also. Then you get into the idea of jamming nets at FOBs. I'm sure signal corps personnel would be thrilled at the idea of electronic technical systems being brought into play hahaha. Either way distance, tracking, signal strength, and accuracy all have to be taken into account if this "GPS" effect is going to be left in the game for the long haul. Otherwise just chop it out.
  14. Should the IED remain a tracking device?

    To add to a point in my earlier post if the "GPS" effect is to be left in for the IED then a counter should be available for the system. I would propose signal strength. The further from the user the less accurate the signal until it exceeds tracking range which could be made a short distance of 150m. This would in theory "replicate" cellphone signal tracking and hence could potentially fill in that gap also without making the "GPS" effect an overpowered system used to track things across the entire battle map. I however would still prefer to see the system removed entirely, and use other systems down the road for actual Intel gathering and reconnoitering.