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January 25th, 2007, 06:24 PM
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Captain
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Join Date: Jun 2006
Location: UK / USA
Posts: 895
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Thanked 281 Times in 123 Posts
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Re: Strange RPG aviability date??
Quote:
DRG said:
.......of course you know that means that someday I'll get a complaint from someone that the RPG-7 their unit uses in the game has a bug becasue all the rounds that hit a tank give no effect
Don
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lol That's funny. I hope I'm playing that guy.
And you know there are soldiers out there that would make the same complaint to their CO, but with a lot of swearing thrown in...
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January 26th, 2007, 05:36 AM
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Private
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Join Date: Jun 2005
Posts: 26
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Re: Strange RPG aviability date??
Don,
I don't mean to start a bonfire the way some others did with TI.
I know Andy did not develop Mobhack for nothing, and if I want to play with the different RPGs not modelled today, I'll do a custom OOB. This to close the "issue".
What I would need though, and was not able to find out, is who uses what. Except for the RPG-16 which seems to be a more dedicated paratroop weapon. What I was looking for too is the date the different RPGs were phased out. If anybody has got the info, just let me know.
Cheers.
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January 26th, 2007, 09:03 AM
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Captain
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Join Date: Sep 2005
Location: Italy
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Thanked 55 Times in 51 Posts
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Re: Strange RPG aviability date??
"What I was looking for too is the date the different RPGs were phased out"
Hard to tell, as the russians are quite reluctant to throw away equipment: I have seen pictures of D-44 85mm guns being employed in Chechenya. I would suspect that the RPG-2
might have been theoretically available to Category C units until 1991. A lot of obsolete equipment was officially phased out at that date. It is also possible that the earliest RPG-7 rounds of the 60's followed the same fate. But pretty much anything else in that list, from the RPG-7VL onwards, should still be in use.
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January 26th, 2007, 09:08 AM
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Captain
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Join Date: Sep 2005
Location: Italy
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Re: Strange RPG aviability date??
"Yes, specific units could be made just for that. I'll paste that to my " ideas" list" for future consideration"
That is a good idea, because the OG-7V and similar have been exported in quantity and have seen quite a bit of battlefield use.
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January 26th, 2007, 10:37 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
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Re: Strange RPG aviability date??
Quote:
Marcello said:
I have seen pictures of D-44 85mm guns being employed in Chechenya.
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I have seen just newer (but still quite old) D48 85mm guns, but then our army also used vz.52 85mm guns well into 1980's as field guns and in reserve depots so even oldie D44 is possible...
__________________
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January 26th, 2007, 12:54 PM
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Private
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Join Date: Jun 2005
Posts: 26
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Re: Strange RPG aviability date??
Don,
I remember quite a few months before asking for the first time for tandem HEAT warheads. Andy replied that the code was "such a spaghetti" that it was next to impossible to create a new weapon class and that the lack of difference between the single and tandem in RPGs as modelled in the game was to be lived by. This we did quite well. And you came up with V3 modelling this difference, even introducing for tank guns.
You've been introducing really many improvements since 1996. May be the next step is having the code "tweaked" to handle more than 256 different weapons, the way it handles way over 256 different units. I'm no programmer and have no hint on the difficulties that are to be faced. But what I'm slowly getting used to, and it is your fault after all , is that reading a "impossible" in your replies means "not yet".
Cheers.
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January 26th, 2007, 01:10 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
Posts: 12,490
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Re: Strange RPG aviability date??
Quote:
kikka said:
Don,
I remember quite a few months before asking for the first time for tandem HEAT warheads. Andy replied that the code was "such a spaghetti" that it was next to impossible to create a new weapon class and that the lack of difference between the single and tandem in RPGs as modelled in the game was to be lived by. This we did quite well. And you came up with V3 modelling this difference, even introducing for tank guns.
You've been introducing really many improvements since 1996. May be the next step is having the code "tweaked" to handle more than 256 different weapons, the way it handles way over 256 different units. I'm no programmer and have no hint on the difficulties that are to be faced. But what I'm slowly getting used to, and it is your fault after all , is that reading a "impossible" in your replies means "not yet".
Cheers.
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True enough we HAVE said in the past that this or that is not possible for one reason of the other then a year or two later found a way to do the "impossible" but I'm 99.99% sure in this case increasing the weapons slots and NOT breaking every sceanrio already made for the game is "impossible".
What you don't see when you get a patch is all the work getting the "impossible" to work sometimes. Sometimes it involves totally re-writting large chunks of code and sometimes the affects of those re-writes are not fully discovered until people have DL'd and installed and played it
And sometimes we say it's impossible becasue at the time we say that we cannot see the possiblity of either of us being interested in ever doing it.
Don
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January 26th, 2007, 01:51 PM
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Private
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Join Date: Jun 2005
Posts: 26
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Re: Strange RPG aviability date??
Don,
as I said , I've got no idea of the difficulties involved and there's Mobhack if I want to customize.
So no offense.
But you said 99.99%....
I request this topic closed.
Cheers.
Kikka
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