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Author Topic: SEB Nam Pack 2: Released.  (Read 51764 times)

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Offline Nixer6

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Re:SEB Nam Pack 2: Released.
« Reply #270 on: 11 Dec 2002, 15:27:53 »
Stalker :o

Lighten up will you. You payed Nothing for the Nam Pack.
You payed Nothing to be a member here. If you are so dissatisfied with the Pack and the forum limits.....


Go Make your own :P

In fact, here's a link. This page tells you how to easily make you own gigantic addon AND get a free 100GB High Speed Website. Free Programming too!

http://www.urbanlogik.com/fieldsoffire/404.html
« Last Edit: 11 Dec 2002, 15:38:35 by Nixer6 »
Why do I have to be a Rocket Scientist to make a good mission?

Stalker

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Re:SEB Nam Pack 2: Released.
« Reply #271 on: 11 Dec 2002, 16:41:02 »
You think that if I'm saying that RPG is underpowered I'm not satisfired with the pack ? And if I'm pointing the bugs I also don't like the pack ? You're westerns are all the same.

Offline SelectThis

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Re:SEB Nam Pack 2: Released.
« Reply #272 on: 11 Dec 2002, 17:16:49 »
Relax everyone :)

Stalker, we do appreciate your comments.
Nixer, Thanks for the support, but please remember language differences can make for misinterpretations.

Re: the damage levels on the RPG2/LAW - The levels of damage were lowered from the BIS levels because the BIS ones were way overpowered. 1 BIS RPG could destroy a M113. There are many stories describing the effects of RPG's on M113's and on average it took something like 15 shots to destroy one M113. This would be caused by misses, duds, glancing shots, failure to penetrate the armor.

if you want something more powerful then use a RPG7 or MAW or even use the BIS ones. The RPG2 and LAW also allow the AI to engage air targets (with alot of misses), the RPG7 and MAW do not - this allows the mission maker to get the AI to "save" some weapons for land vehicles.

Re: Mortars.
The mortars have a indirect hit range of 4. Given their high range and rate of fire/higher number of rounds compared to a grenade or rifle mortar, this creates a good compromise between killing ability and surviability. AI mortar will do a fair job on thinning out an attacking force, they will not totally dominate them though.. which was my aim.

Re: LSSC bug/Ia Drang bug.
Are you refering to the explosion textures on the land surface that you can see through? I dont think anyone else has had problems with the actual land textures themselves.

Either shrink the picture to under 50k or email it to me at w-chen@bigpond.net.au.

SelectThis

Offline Nixer6

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Re:SEB Nam Pack 2: Released.
« Reply #273 on: 11 Dec 2002, 17:28:49 »
Sorry STT,

 But, I took into account the language difference and the posters age......that's why I was so nice 8)

 Time to pack up the puter and go to work. Ya'll have fun. I know this Westener will.

  Well, as much fun as you can have in a 120' boat in the Gulf of Mexico in the winter.

  I'll be back ;D
Why do I have to be a Rocket Scientist to make a good mission?

Offline ebud

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Re:SEB Nam Pack 2: Released.
« Reply #274 on: 11 Dec 2002, 17:33:56 »
Stalker. I think the main reason the RPG 2 values were lowered was because it was to be used in the pack as a anti-personel weapon. If we would have kept all the values that BIS had implemented, it would have never worked. Well it would have, but then one RPG2 round would have always wiped out a whole squad of troops. Now the RPG7 was put in as the anti-vehicle weapon. I personally never tested it on all of the vehicles, but since it is really only targeted at vehicles, then it should be closer to the values your looking for.

I don't think it will be changed.

Same thing with the mortars. Look at the one by GFX707. ( I think) It was way too powerful and way too accurate. We wanted our mortar to also be eye candy as well, with more rounds being fired, but with a bit less killing power. It does have splash dammage, just not near as much, and we wanted it that way for the same reason we made the mags have more dispersion.... longer engagements.

I still have no clue as to what your talking about with the see though LSSC on Ia Drang.

At least the glasses are cleared up. I really would suggest getting the newer pbo's.
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey

knepo

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Re:SEB Nam Pack 2: Released.
« Reply #275 on: 11 Dec 2002, 23:04:24 »
Possible bug!

Can someone please try this:

make a civillian unit, and type this in the initialization field.

this addmagazine "sebm60mag"; this addweapon "sebm60"

My unit ended up with a magazine, but no gun ???

knepo

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Re:SEB Nam Pack 2: Released.
« Reply #276 on: 11 Dec 2002, 23:13:44 »
further investigation concludes that it must be something else, as the civillian unit appeard without bis m60 to. :-\

Sorry.

Toshiba

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Re:SEB Nam Pack 2: Released.
« Reply #277 on: 12 Dec 2002, 00:25:53 »
ebud i read u mention about the oringinal SEB marine units were suppose to come with "rucks" but werent include cuz of the frame rate problem, but is there any possible of ever seein the marine units with the rucks on there backs? or even just a sperate release of the marines with the rucks? because taht would give the addons i think alot more of a realistic feelings...

but my main questions is that is there ever possibility of seein the rucks on the backs of the marines?

:wave:
« Last Edit: 12 Dec 2002, 00:32:02 by Toshiba »

Offline ebud

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Re:SEB Nam Pack 2: Released.
« Reply #278 on: 12 Dec 2002, 01:26:06 »
but my main questions is that is there ever possibility of seein the rucks on the backs of the marines?

Not for the sake of "eye candy", so no I doubt that they will be released with the rucks on. If anything, the army line units would be changed with them, not the marines. If a way can be made for a unit that is equipped with a ruck to have double the ammo load, then that may be a possibility.

Like I said, the units that do have them now are meant to be used in small numbers.

If you created a platoon sized battle with the marines, who btw already have more polys due to the flak jacket, and the NVA it would probably slow to a crawl on many machines... maybe not, but everything is memory intensive already.

Sorry.

Oh, and it was the army, not the marines who were to have the ruck.
« Last Edit: 12 Dec 2002, 01:32:26 by ebud »
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey

BoNeCoLLeCToR

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Re:SEB Nam Pack 2: Released.
« Reply #279 on: 12 Dec 2002, 02:13:11 »
I think this bug isn't informed to you guys the bug is in all the guns which you can fire a mortar when you reload a mortar in the M-16 the gun shadow goes invisible and after you fire it the shadow is back.
Great work SEB team this pack is the greatest of the greatest My favor addon  ;)

Navy Captain

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Re:SEB Nam Pack 2: Released.
« Reply #280 on: 12 Dec 2002, 06:25:58 »
1 word, 1 leter, and 1 number, A-1 Skyraider ;D We need this plane sooo much, im always overwhelmed at LZ's, but with this plane and a napalm script I will RULE!!! 8)THX GUYS FOR THIS EXCELENT PACK

PS: I LOVE THE ANIMATIONS U GUYS PUT INTO THE PACK< KEEP UP THE GOOD WORK!!! :-*

Stalker

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Re:SEB Nam Pack 2: Released.
« Reply #281 on: 12 Dec 2002, 10:33:53 »
Stalker. I think the main reason the RPG 2 values were lowered was because it was to be used in the pack as a anti-personel weapon. If we would have kept all the values that BIS had implemented, it would have never worked. Well it would have, but then one RPG2 round would have always wiped out a whole squad of troops. Now the RPG7 was put in as the anti-vehicle weapon. I personally never tested it on all of the vehicles, but since it is really only targeted at vehicles, then it should be closer to the values your looking for.

I don't think it will be changed.

Same thing with the mortars. Look at the one by GFX707. ( I think) It was way too powerful and way too accurate. We wanted our mortar to also be eye candy as well, with more rounds being fired, but with a bit less killing power. It does have splash dammage, just not near as much, and we wanted it that way for the same reason we made the mags have more dispersion.... longer engagements.

I still have no clue as to what your talking about with the see though LSSC on Ia Drang.

At least the glasses are cleared up. I really would suggest getting the newer pbo's.
Understood about RPG's. But maybe you will add something like AT4 to VC\NVA (if they had something like it) ? And can you make moratars to have a diamond lock onto the target ? Because it is really hard to hit it. About sebnam_a.pbo. I can't get newer because it was corrupted when I DL the pack. If someone could send it to me.... I can't send mail to STT with the pictures. It sais: !12.12.2002, 10:29:29: SEND  - Mail not sent. Server reports: <w-chen@bigpond.net.au.>: domain missing or malformed And I can't lower the size of the picture. Even putting it into zip won't help.

Stalker

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Re:SEB Nam Pack 2: Released.
« Reply #282 on: 12 Dec 2002, 10:42:30 »
I managed to shirnk the picture size. So here it is.

Offline SelectThis

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Re:SEB Nam Pack 2: Released.
« Reply #283 on: 12 Dec 2002, 14:25:40 »
re: email, think you added a . at the end, that's why it didnt work. Send me a email and i will reply back with a copy of sebnam_a  (2.6megs in size)


The NVA/VC have the RPG7 which has almost 4 times the damage of the RPG2.

From the pic you posted...the visibility issue is not caused by the Nam Pack, the explosion textures are standard BIS ones and I'm afraid there is not much I can do about it.

SelectThis
« Last Edit: 12 Dec 2002, 14:31:09 by SelectThis »

Vyper

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Re:SEB Nam Pack 2: Released.
« Reply #284 on: 12 Dec 2002, 21:22:57 »
Mmmmmmm, nothing really to say.

Still drooling over the pack

Vyper