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2. I have to admit that I can't quite distinguish the difference between the original heli mechanics and the current official one, could you tell me the detailed difference ? (for example: the difference of which key or process to take off helis...)
3. When I talked about heli mechanics, I mainly refered to heli's flying mechanics, but I did see it in one of your update's changelog that you fixed helicopter's ammo values problem, does that mean not only heli flying mechanics, but also ammo system mechanics is different from the official one? (Was that a typo in your changelog ? I guess you wanna mean "armor value", not "ammo value"?)
1. Nope, there is no switch sadly ;( . That's a cool idea though, i might do it someday :)
2. I don't actually know about the difference that much but from the code, i could guess a few:
-There is a new chassis for helicopter, they had to rely on the airborne chassis before
(My guess is that they have big plans for helicopter and they wanted to lay the foundation first)
-The speed now include 3 modes : Slow , Normal, Fast
-Behavior changes for AI
Other changes that mainly involve athestic changes
3. The ammo value thing isn't a typo and irrelevant to this discussion .Long story short, this mod suffers from a weird ammo bug where every single vehicles doesn't want to load their ammo before spawning.Before being able to fix this bug, i have to temporary add ammo for the helicopters(since they doesn't spawn with ammo) to allow them reloading before shooting. The bug was fixed so the ammo values were reverted
Your latest changelog (12th July) says "Reverts the helicopter flying mechanics to the official one", but according to your first reply, you said you "did add the support for the official mechanics if people want change " before this, and yes, I found it in one of your previous changelog, it's the 21th June changelog: "Added support for the new helicopter mechanics when one shall ask for the change", but yesterday (12th July) you reverted heli's mechanics again, does that mean the update of "21th June" failed to restore flying mechanics to the official one ? Also, could you tell me how and where did you find , port or create a new/original flying mechanics which differs from the current official one? Do you keep a very old version of Call to Arms?
1. I don't think you really need a switch option , because I think there can be only one truly convenient solution for heli controls, which would be the best one and the only one people really need. For example, when I was playing your mod (before 12th July's update), I found the heli flying control in your mod seems a bit different from the newer official one, and in fact, that difference is exactly the defect of your mod's flying mechanics I think. In your mod's older version, after landing the helicopter, then I press "Q" in direct control mode to make it take off again, but it just didn't take off as normal, then I found it need a jet (fixed wing aircraft) like take off method, just like those WW2 planes take off method which can be commonly seen in MoW:AS2 , I have to press "W" first, and waiting helicopter's wheels move a small distance on the ground and not attached to the ground anymore, then, press and hold "Q" to take off. The danger of this mechanics is, it needs a small runway for heli to take off , but you know, helis often are used to land on some dangerous frontline hot area and rough terrain , press "W" first and let it move a short distance on the ground may hurt helicopters (bump into some obstacles or even just bump into rough terrain and crashed). However, the official setting let you whenever press "Q", you successfully take off already, no need to press "W" first. So, who would love this kind mechanics ?
2. You guessed devs may have big plan for helicopter, wow, but I wanna ask "how big ?", I'm not that confident with this game's air assets capability, I think the main defect reason is that the max flying height are too low, I don't know whether it's game engine's technical limit, or just intended designed for playablity, balance, etc, but I hope it's not engine's fault, I wish its game engine is really powerful and not worse than a FPS game engine, like Battlefield's Frostbite engine, or, not worse than Wargame, Steel Division series' engine, because those games and engines all can support true aircraft dogfight, long shooting distance between AA guns and aircraft... If this problem can't be solved, then to me, any plan for aircraft is not a big plan for aircraft. I did saw some camera height mods for CTA, or MoW:AS2, but I don't know whether it only changes your view's height, or also includes let aircraft flying higher ? Do you know whether the max flying height in this game can be changed/modded or not ?
"Other changes that mainly involve athestic changes" - Wow, I guess you wanna say "aesthetic changes", not "atheistic changes", right? (OMG, atheistic changes, what hell is that?
BTW, how to switch between those 3 kind of speeds you mentioned ? (or, in what situation, the game will automatically choose what speed ?)
3. So does the word "ammo value" refer to the amount of ammo (amount of a specific ammo type, bullets, shells, etc.) shown on my HUD ? You mean the total amount of ammo for helicopters were increased but now reverted to normal in your mod? The "not auto reloading" thing I encountered often, and it seems not only exists in your mod, but also exists in original game, I don't know whether it's a bug. Take helicopter for example, every time after I fired all the missiles, then I use truck to resupply helicopter, if you press "I" open its inventory, you do can see the missiles have been replenished, but the unit just doesn't know to auto reload it, I have to manually press "Reload" key to reload it. But once as long as its weaponry isn't in empty state, then every time fire out 1 missile, its auto reload recovers to work properly again.
4. I wish this mod could be used combine with this mod - "UPDATED Rex's Realism 0.60", could you please test, tuning and verify the compatibility between them?
What i meant by the "21th June" patch is that i have added the necessary code changes (put it in as a comment) to comply with the game's official one until further testing. By 12th July, i have tested the official one and see no changes between them so i updated it . I have a 1.008.0 patch of the game i believe , just backup of the gamelogic.pak and the binaries folder
1.It could be intended for those who are looking to switch from MOWAS2 to CTA and could help them get used to the game.
2.I don't know how big but they have set the necessary framework for big changes (by coding entirely a new class "helicopter" into the game) . I do agree that the helicopters are limited by the flying height and if they could increased it and the size of the map as well, the gameplay would be amazing. As far as i'm concerned , i believe the plane height is hard coded and changing it would require changes inside the program itself. However there could be a thereotical workaround but i haven't got it working yet.
"can flight mechanics have aesthetic aspect changes " Yes, it usually the transitions between the modes and the animations. A good example would be the 3 speed transitions ,it's automatically change your heli posture based on the speed its travelling at.
3."not auto reloading" is a weird issue that happens to all vehicles of my mod.However it's unrelated to this conversation
4.I was planning on doing this but i could not get a hold of Rex (He's busy lonewolfing with his other mods lol).That being said, the only things that need any changes should be the new vehicles he added in and a few code.I might do it someday but im busy at the moment