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Showing results for tags 'design'.
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I took a hard look at the 2017 model of the UH-60. From what I see, it has the same problem of the main rotor being perpendicular to the body of the helicopter rather than being tipped 3-4 degrees forward. Although I'm really excited (no joke) about seeing helicopters almost being official after seeing this scene in the trailer, from our point of view, it looks like the Mi-8 landing also has the case where the propellers are almost parallel with the body while the irl helicopter blueprint has a tipped-forward main rotor. (TAKE NOTE): What can be seen between many of the Russian military helicopters with wheels is that the main rotor is almost parallel with the line between the front and back wheel (when looked from the side) (as seen in the mi-8, mi-24, and mi-28 blueprints as seen above and below). This results in the helicopters being able to land on a flat surface while hovering and both wheels will touch the ground almost at the same time when descending. What I'm worried with is that the devs will make the same mistake like basically all of the other games (except DCS world) where those devs make a model of whatever helicopter they are trying to make and then they just slap on the main rotor parallel to the body rather than tipping it forward as shown in the official blueprints of the helicopter. The reason why almost all helicopters have a main rotor that is tipped forward (like shown in this mi-24 blueprint in the upper section of the image) is so that you can fly almost like a plane when moving fast (when maintaining a certain velocity, the helicopters forward momentum/velocity is basically where the nose is pointing), the titled forward rotor provides the lift AND forward momentum. This comes in handy with the mi-24 where you can get lift and forward thrust at the same time while you still have your reticle pointed at the target that you want to do a quick strafe run on with dumbfire rockets. I've never seen an actual attitude indicator of a military helicopter in person, but there is most likely a mark somewhere around angle 2-5 above the horizon marker (different per helicopter) where it shows where you have to point your nose in order to keep the helicopter in a hover at one spot. Same issue can be seen below of an in-game apache and the tilt of the main-rotor being wrong compared to an irl blueprint. All in all, I believe that the helicopters in the game should be modeled just like its real life version. By that, I mean the rotors and their forward tilt, like the black hawk for instance. Almost all of the games and many models of the blackhawk, like the uh60 in the squad mod, for a long time have had Blackhawk models that have the rotors horizontal with the body of the helicopter rather than being tilted forward . I hope that the final helicopters in-game are modeled with the forward tilt of the main rotor just like its real life counterpart and hovers with the main rotor horizontal to the ground and the body of the helicopter pointed up a bit (irl picture of UH-60 and Mi-8 below). It would look more realistic and cooler in my opinion if the official helicopter models and their hovering flight models were done right. Whatever the devs choose to do with the game is beyond my control. Whether the helicopters have this realistic feature or not in their release in Squad, I will still fly them just like the hundreds of hours I've flown in Project Reality: Bf2. This game, even with some flaws compared to Project Reality, is amazing and I am wishing the best of the future of the game and the devs putting many coffees into the making of this game. P.S. (The pre-set dedicated squads would be a REALLY good idea once helicopters come out, I doubt the current community of the game will make dedicated squads for the tank, apc, and helo assets like the PRBF2 community does. We will really need those '1-max trans, tank, apc, and cas' squads for better teamwork and coordination of assets.) Cheers!
Could we add a second FOB design/option that doesn't feature a roof, nor such a deep foundation? This would make placement of FOBs in rooms of multi-floor buildings better as could help avoid FOB roofs poking up through ceilings to make new 'floors', and equally down through floors to form new 'ceilings'. An additional shorter total height FOB design could overcome this issue, and avoid the creation of unintended vulnerabilities. Being able to dig down a FOB from the floor above or the floor below a FOB seems wrong, I think.
Hello, First of all, Alpha 10 is great! Awesome work from the Squad dev team. Enjoying it a lot. I have made a redesign of the joinsquad.com website. I am a frontend developer by profession and recently started getting into visual/graphic design. This is only an exercise for me to learn more about layout, graphic design and information design. I have only redone the start-page of joinsquad.com but I wanted to get some constructive feedback already since I feel that is the best way to grow learn and proceed with the exercise. FYI. The exploration of visual identity is also something that is new ground for me. So I am trying to align it with that direction Squad already have. But still I'm exploring different options here as well. Desktop layout. https://i.imgur.com/x47uXQx.png Smartphone portrait layout. https://i.imgur.com/ivm2FS2.png So anyone feel free to comment and let me know what you think. I will probably not reply on un-constructive feedback. I also have an idea for a online tool for the community. But I will probably create another thread for that. FYI. Credits to the Icon designer Vincent Le Moign. (http://www.webalys.com) (found them on Smashing Magazine freebie section https://www.smashingmagazine.com/2017/05/free-geometric-ui-icons-ego/) Thanks for reading/viewing!
I thought it would be cool to have one place where to chat what kind of behavioural manouvers AI SQ would have. Which kind of actions they would do in many situation. Which kind of behaviouristical variation they (NPC) would have. Would there be different kind of pseudo personalities. Do they work in crews, pairs or as units. Are they passive or active or both. How hard they would be to play against. My idea here is to lay some basic brickwork for anyone that wants to start to compile a behavioural trees for AI system, since how I look it you can code the AI rest of your life if you don't have the behaviour model in hand before you start. If your answer would be "as normal soldiers" please don't answer, since that is obvious dream of everyone. I'll start. Just theoretical question, if there would be somesort of CO-OP type of game mode players vs. NPCs in certain premade scenarios. How you would react if NPC would use handnades to kill you, when you haven't seen the NPC that uses the nade option, but you were careless and made sound (shot another, spinted in certain surfaces etc.) and NPC were close under 30 meters from your position. Another would be that if you are really close by let say 5 meter from NPC and NPC just runs toward you and tries to slit you half with his knife? Would be pretty damn scary if NPC pops out from the bush and yells or not depending his personality and sprints toward... What if you had mate beside you and the NPC just notices that there is two of you and chances to rifle and starts to blast full auto while trying to evade. Too hardcore?
Name: "Tresenka Border" Landscape: Alpine Climate: Cold Alpine in the higher area closer to the airbase and cold, wet, muddy forests in the lower valley. Dense forests, small water canals, muddy dirt paths, one main highway. Setting: Tresenka Border takes place in a fictional setting along the border between Russia and a country at war. Fighters from the warring country continuously use the river and mountainous terrain to cross into Russian territory aswell as making use of old WWII trenches. However as fighting has intensified in the region, Insurgents have pushed through the border-crossing while Russian forces' increased security will now be on the defensive to protect it's military installations and small civilian population in the region. This battle will take place in a clash near a military airbase just outside of the border between the Russian Federation and Insurgent forces. Factions: Russian Federation vs Insurgents Design Plans: Large scale map designed for Infantry, Transportation, Light Armor and Heavy armor fighting in a heavily forested area. High vantage overwatch military installations, some bunkers carved into the mountains, Radar stations. Custom buildings and assets also planned. Inspirations: Battlefield 2 , Project Reality, Altai Range (Battlefield 4) for setting, Damavand Peak (Battlefield 3). Screenshots: (link) First Rough Pass Update 1 Update 2 - Lighting and Environment Note: This is my first creation using Unreal Engine 4 but i'm so excited and determined to complete this map . Terrain textures were pretty hard for me to get right and natural looking. I'm on my third pass so far so the snow capped mountains are indeed a work-in-progress . Update: Worked on the mountain side and terrain a bit more. Check the album above for screenshots! Feedback and Suggestions are greatly appreciated!
I'm a student currently taking Adobe products courses like Photoshop and want to get more practice designing logos etc. so I'm offering free commision work. Requests can be PM'd to me with the following format: Name of Clan: [insert clan name] Clan Thread: [insert clan thread URL] Clan Description: [short backstory of clan and clan name (e.g. if the name is based on something historical or fictional)] Description of Design: [cohesive details about the requested design (e.g. color, font type, ratio: square, circle etc.)] Reference Material: [URLs to images that can be used in design] Example Material: [URLs to example designs] Other Notes: [any other notes or comments] The more complete and cohesive information you send the smoother the process will be. Please keep in mind though that requests can take some time to complete. (full portfolio: mrkstamdesign.nl) Here's what I've made so far: Yellow Ants Clan Thread Based on the original design of the Croation anti-tank unit.
Hey Squad-people, I'm a graphics designer working fulltime with all sorts of crazy stuff but in my spare time I sometimes wander into the ideas of making game UI's and artwork. Couple of months ago I got this brainfart idea to remake the BF2:PR UI, altough I knew it would never be able to be implemented it was a fun idea and after about an hour or so this is what I had. I haven't really done any major changes to it since I first made it (tweaked some stuff) but here's the first draft and maybe you can draw some inspiration from it! Clean, without ingame (which is from Operation Flashpoint: Dragon Rising)