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Solomons Beta Testing http://www.squadselectseries.com/s3forum/viewtopic.php?f=4&t=96 |
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Author: | Muzz [ Sat Feb 08, 2014 9:26 pm ] |
Post subject: | Re: Solomons Beta Testing |
Quick check out of all fields offline (beta v1.05) looking for sticky grass and SP anomalies: F1 - GV SP is in the water. Can't reach land (get to end of "rwy" sfc and gets stuck) F6 - need SP at west end F11 - SE 1/2 of rwy is sticky F18 - GV & a/c can drive/taxi under the terrain near dock. Only GV SP is on the water F21 - field name is "Field21". Is this by intent? F23 - same as F18. F28 - as previously reported, SE 1/2 of rwy is sticky F33 - GV and a/c can taxi under peninsula to east. GVs spawning on land and attempting to drive down peninsula fall through terrain F37 - needs SP at west end F38 - no sticky terrain to east end of rwys (hill acts as if rwy) F58 - needs SP at west end 40mm on capital ships. Only checked out a couple. Still hitting self when firing up at high angles (>30 deg ish). General comment. Suggest all fields (less coast watcher) should have at least 2 GV SPs. Most only have 1. |
Author: | bollok [ Sat Feb 08, 2014 10:16 pm ] |
Post subject: | Re: Solomons Beta Testing |
cc Does that apply with heightfield even if you just "Flattening" areas? got some airfield locations in north sea that need flattening haven't marked them out on map for you yet |
Author: | Dumspiro [ Sun Feb 09, 2014 2:13 am ] |
Post subject: | Re: Solomons Beta Testing |
<S> bollok not sure what happened but when jabo changed the heightfield, the roads got altered as a side effect. The widths seem to returned the default 32ft, grass and aspath strips especially shrunk a lot. BTW do you still have your post on setting up intersections with roadtool? |
Author: | bollok [ Sun Feb 09, 2014 3:37 am ] |
Post subject: | Re: Solomons Beta Testing |
Hm that post was on warchest. |
Author: | Dumspiro [ Sun Feb 09, 2014 3:42 am ] |
Post subject: | Re: Solomons Beta Testing |
Warchest gone? |
Author: | bollok [ Sun Feb 09, 2014 11:48 am ] |
Post subject: | Re: Solomons Beta Testing |
so its looks kind like this? (from Northsea terrain in development) |
Author: | Dumspiro [ Sun Feb 09, 2014 4:00 pm ] |
Post subject: | Re: Solomons Beta Testing |
That's the one, cheers. <S> |
Author: | bluzoo [ Sun Feb 09, 2014 7:33 pm ] |
Post subject: | Re: Solomons Beta Testing |
BOMB/ TARGET BOMBING ASSESSMENT: B24d, 250GP BOMBS, 586 DESTRUCT POINTS. TARGET: RADAR / BASE 49. (RD RADAR is 1800 defence points. Took off no problems. Graphics and airfield ok. Bomb run. ( Bomb dropped on target - target destroyed. ) PROBLEMS: 1) ground way to dark. Even though knew ahead of time location and only bombing from 4000 ft, was unable to aquire target till very last couple seconds. If target not pin pointed ahead of time would have missed it on bomb run. 2) Direct hit with 250 GP bomb. target destroyed. Target should not have been destroyed as only 586 points of destruction had been dropped on a 1800 pt defence target! Target radar does not conform to S3 OT class damage table 1/2 requirements. 3) Target did not show closed after radar destruction. An expanded view failed to show other targets. -------------------------- Went off line and used .destroyall 49 to ID additional targets and only smoke on RD radar showed. However two additional targets G1 mg's shown on radio bar as destroyed, did not show as smoke anywhere around the target area. Was unable to locate and MG's anywhere around island after several attempts. I will assume these mg's have not been fully / graphicaly linked to this land model? |
Author: | bluzoo [ Sun Feb 09, 2014 7:36 pm ] |
Post subject: | Re: Solomons Beta Testing |
Perhaps too early for target destruct model testing? Or should I post findings on separate thread so it doesnt get lost in the graphics discussion!? |
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