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Messages - DanielNL

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16
Arad / Re: Arad 64
« on: 19-02-2016, 21:02:32 »
Srsly, russians didn't have a SINGLE sniper rifle with 6x scope in WWII ?

17
Arad / Re: Arad 64
« on: 13-02-2016, 20:02:40 »
Ok, I'll check that some time. Btw. I noticed the russian sniper kit scope has very bad magnification? Could you add a realistic sniper rifle?

18
Dukla Pass / Re: Dukla Pass 64
« on: 13-02-2016, 20:02:55 »
Well... some player complained there are too many PaKs for germans and too few good armored russian tanks/russian tanks with powerful cannons. Also, no sniper kits for russians (to snipe PaK gunners) ?

19
Dukla Pass / Re: Dukla Pass 64
« on: 13-02-2016, 06:02:05 »
If you say so... Are you a developer?

20
Dukla Pass / Re: Dukla Pass 64
« on: 12-02-2016, 21:02:39 »
Tanks unbalanced? How many Panther Gs are there? How many "good" russian tanks?

21
Arad / Re: Arad 64
« on: 12-02-2016, 21:02:05 »
Are there russian sniper kits at all on this map? None in russian main base I think... anywhere?

22
Oh there was already an FH1 map? Who created it, an American?

23
[...] Hurtgen Forest not being named as Hurtgenwald?

Never heard that name and no f*** idea where that is (Germany?)

But everyone in Berlin heard about THE Seelower Höhen (I'm from Berlin). :)

24
Tiger II had a hydraulically powered turret, which means it will have a much faster turn rate than the Tiger 1's turret.

Quote
Powered turret traverse was provided by the variable speed Boehringer-Sturm L4S hydraulic motor, which was driven from the main engine by a secondary drive shaft. A high and a low speed setting was available to the gunner via a lever on his right.[19] The turret could be rotated 360 degrees in 60 seconds in low gear independent of engine rpm, in 19 seconds in high gear at idle engine speed, and within 10 seconds at the maximum allowable engine speed. The direction and speed of traverse were controlled by the gunner through pedals, or a control lever near his left arm.[19] The system was smooth and accurate enough to be used for final gun laying without the gunner needing to use his traverse hand wheel for fine adjustments — which was needed by most other tanks of the period. If power was lost, the turret could be slowly traversed by hand, assisted by the loader who had an additional wheel.[19][20]

Wooow!! GREAT find! :D LOL 180° in 5 sec. (at max) ? :D That speed would kill a soldier just by hitting him (with front of barrel). Also wonder how long 90° turn would take by hand (manually, if hydraulic power lost)... (and if slower turn rate could be modelled in FH2 when Tiger II turret damaged? :) Would be sweet thing for next release!!)

25
No, it wont be replaced.
Then I hope the turret turning sound of Tiger II is at least as awesome as Tiger I turret turning sound...

26
Cause it's german location... and that's original german name.

27
Tiger I looks far cooler and scares the russians far more, as it looks more "german".

28
As the original location is in germany, and the russians came there.

29



     
    The German spearhead had pushed north to engage the U.S. 99th Infantry Division and Kampfgruppe Peiper arrived in front of Stavelot Capitalizing on his success and not wanting to lose more time, Peiper rushed an advance group toward the vital bridge at Trois-Ponts. Peiper turned north and halted his forces in the woods between La Gleize and Stoumont. He learned that Stoumont was strongly held and that the Americans were bringing up strong reinforcements from Spa. At dawn on 19 December, Peiper surprised the American defenders of Stoumont by sending infantry from the 2nd SS Panzergrenadier Regiment in an attack and a company of Fallschirmjäger to infiltrate their lines. He followed this with a Panzer attack, gaining the eastern edge of the town... Map created by Kwiot with support of F|H Mapping Team.


    Details:

    Date: Friday Jan 16th, 19:00 UTC
    Length: 6 Hours

    For Password register for this campaign on:

    http://www.forgottenhonor.com/modules.php?name=Register&tourney=7


    Campaign #16 Battle Map Pack II
    Modified by: F|H Mapping Team

    Requirements to play:
       
    • Campaign #16 Battle Map Pack II: Download The Map Pack Here (489 Mb)
    • Updated Version of the map: Download The Updated Map (70 MB)
    • No additional download of an addon or such is necessary,
    • Copy the zip files to your bf2/mods directory and unzip. First mappack if you have not yet played, then the updated map. Say 'Yes' to any messages about 'merging' or 'overwriting' files and directories.
    • Working Forgotten Hope 2.48 for Battlefield 2 with latest BF2 update (v1.5)
    • Unzip the file into your Battlefield 2/mods/ directory, normally:
          C:\Program Files\EA Games\Battlefield 2\mods
          or
          C:\Program Files (x86)\EA Games\Battlefield 2\mods).

        Overwrite any files if asked (this removes older version of the maps and addon).

       
    • Join an FHT training or battle server and try it out.




    Your Addon Team and BF2 Management
    ______________

    BF2 Management
     
    • Branch Manager - Erwin
    • Senior Admin - Papillon
    • Admin - Deek_101
    •   Admin - Viktor2a5
    • Admin - Quicksilver
    [/list]

    30
    Announcements / Re: The Road to Forgotten Hope 2.48: Part 2
    « on: 29-07-2014, 17:07:16 »
    I am seeding it at 2MB/s .

    And me downloading from Germany from 2 peers with 2,0 MB/s ! :D thx!

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