Recent Posts

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21
Off-Topic / Re: Picture of the Day (Other eras)
« Last post by Sander93 on 18-11-2017, 19:11:06 »
If there was an explosion, there would be tons of debris, and some of it would float.  Same for a hull rupture- there would be tons of stuff that would escape the interior.

Kursk was struck by major explosions but sank relatively intact, and was only found by the detection of anomalies on the seabed rather than surface ships / planes spotting floating wreckage. And they kinda knew where to search because it was in the middle of a big exercise.

Even if some debris floated up to the surface it would never be enough to easily spot in a vast ocean.
22
Off-Topic / Re: Picture of the Day (Other eras)
« Last post by Torenico on 18-11-2017, 16:11:14 »
As Mudra said, an explosion would be seen easily as there will be a lot of evidence. So, the sub has to be somewhere, stuck in the ocean floor...


Still, no news, Britain joined the search efforts with their HMS Protector ice patrol ship based off the Falklands and the US is directing a P-8A Poseidon with advanced equipment to search the missing sub.

Let's just hope this doesn't turn out to be another Kursk or another Once (https://en.wikipedia.org/wiki/2012_Buenos_Aires_rail_disaster) in which total negligence from the State caused such accident. Here, the Navy barely has means to find and rescue the missing sub, the other two subs are not seaworthy, the ARA Austral (oceanographic ship) which would be useful is not seaworthy, there was just a S-2 Tracker flying around yesterday and some movements in the modest C-130 fleet, none of the P-3 Orion are active.


23
Off-Topic / Re: Picture of the Day (Other eras)
« Last post by VonMudra on 18-11-2017, 15:11:07 »
If there was an explosion, there would be tons of debris, and some of it would float.  Same for a hull rupture- there would be tons of stuff that would escape the interior.
24
Modding / SP - Sound sync on Reload
« Last post by mft004 on 18-11-2017, 10:11:23 »
Hello again,

I have a second question for the wizards when they're free. 
For my SP project, I've reduced the reload time of the MP40, to 2 seconds.  However, although the reload is complete in 2 seconds and the next mag can be used, the sound of the reload continues to play at the old speed. 
According to the MP40's .tweak file, the sound file for the reload is objects/weapons/handheld/mp40/sounds/mp40_reload_1p3p.wav.  However, I can't see that sound file in the MP40's folder within objects_weapons_server.zip. 
Would anyone know where the sound files are actually stored, or am I looking for the wrong file here?

Many thanks to anyone who can assist with this.
Mark
25
Off-Topic / Re: Picture of the Day (Other eras)
« Last post by Sander93 on 18-11-2017, 10:11:11 »
It's confusing, there is no emergency comms in the ship?, no emergency beacon?. There are no evidence of an explosion, no oil spill or rubble at all, so the ship has to be somewhere.

Well if there was some kind of explosion/breach underwater wouldn't it just sink to the bottom without much wreckage floating to the surface?
26
Modding / SP - major Vehicle Speed changes
« Last post by mft004 on 18-11-2017, 10:11:00 »
Hello there,

I'm continuing with the task of modding FH2 SP for my own battles.  One of you wizards kindly helped me get third person views back on tanks.  I now have a more difficult question: how do I change the speed of vehicles?  Basically I want to make all land vehicles faster and all planes slower. 

I thought that it was a case of finding 'ObjectTemplate.setMaxSpeed' in the .tweak and increasing the numerical value, but A) I'm finding several of those lines in the same .tweak and B) I'm not sure which of 3 values I should change. 
Take the civilian bicycle for example.  There are 8 instances of 'ObjectTemplate.setMaxSpeed' in the bicycle .tweak, for Framedummy, Frame, Kickstand, Nav_Fl_RotationRpm, Nav_Fr_RotationRpm, camera_RotationRpm, Handlebars, ZMotor_RotationRpm.  Should I change just ZMotor?  ZMotor's current MaxSpeed value is: 0/0/50.  Should I increase 50 to a higher value, or change one of the 0s, or both?

Many thanks to anyone who can shed some light on this.
Mark
27
Off-Topic / Re: Picture of the Day (Other eras)
« Last post by Torenico on 18-11-2017, 01:11:49 »


ARA San Juan, a TR-1700-class Diesel-Electric Submarine built by the German Nordseewerke Emden GmbH firm for the Argentine Navy in the 80s, went missing on Wednesday 15 after losing communications with their base.

The fate of the submarine and it's 44-man crew remains unknown, as the Argentine Navy finds itself unable to locate the missing sub on it's own. Several countries offered help and logistic support, among them Chile (which is probably going to help with surface ships + a P3 Orion), Great Britain offered support from the Falklands (rumours says they have a C-130 ready if the Argentine Government accepts their help), the US (offered Satellite support and a NASA-owned P3 Orion equipped with Magnetometer and Gravimeter, among other sensors, based off Antartica) and Brazil will also contribute to the search and rescue efforts.


The situation is unclear, it stopped sending messages for two days and it cannot be reached. The main rumour is that (according to a forum member who served in the Navy and still has contacts inside it) there was a fire in the Torpedo compartment (the ship was on a patrol mission, armed) which was controlled, it surfaced but couldn't contact base because the weather is terribly bad and went underwater again and later on, missing.

It's confusing, there is no emergency comms in the ship?, no emergency beacon?. There are no evidence of an explosion, no oil spill or rubble at all, so the ship has to be somewhere.


The ARA San Juan is one of the three available submarines in the Argentine Navy. She is, along with ARA Santa Cruz, from the TR-1700 class. The third sub is ARA Salta, a Type 209 submarine, also of German origin.


Let's just hope for the best, for the crew and the submarine.
28
Singleplayer and Coop / Re: Unbalanced Teams with the Bots
« Last post by 123ethan on 17-11-2017, 23:11:20 »
Edit: I figured it out, the damn "max players" (meaning human players) was set to 32 meaning it was taking up bot slots. Dropping it down to 1 means I can now add up to 48 bots per team which is plenty, guess I'll leave this here though for anyone as its easy to overlook!

No matter what I do I can't get more than 32 bots on the axis team! If I set the FH2 launcher to 75 bots, I get (in lan - coop) 44 (43 bots + me) on allied and 32 bots on axis. This all seems to come down to that damn bot slider, which basically sets the number of bots on the axis team, then dumps the rest on allied. What file do I need to edit to balance this out? Thank you very much to anyone who has the answer!
29
FH2 Help / Support / Re: Ban
« Last post by Seth_Soldier on 17-11-2017, 22:11:59 »
30
FH2 Help / Support / Re: Ban
« Last post by Flippy Warbear on 17-11-2017, 22:11:05 »
Dear Administrator!

Two weeks ago - for illegal behavior - I was given a boost.
I'm sorry about what happened, I was wrong.
Please release the game so I can play with my favorite game.

thanks
wiezon

Contact 762.
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