#401
Posted 17 September 2014 - 08:10 PM
#402
Posted 17 September 2014 - 08:17 PM
Lucian Nostra, on 17 September 2014 - 08:10 PM, said:
You are crazy, but that has nothing to do with what your AC are firing.
haruko, on 17 September 2014 - 07:58 PM, said:
Pretty sure that would be doing more than just flying through him.
Don't have the screenshot anymore (backup harddrive I was storing it on died on me) but I had a picture of an AC2 firing - the shell was (is?) bigger than the barrel.
#403
Posted 17 September 2014 - 08:22 PM
Shar Wolf, on 17 September 2014 - 08:17 PM, said:
Pretty sure that would be doing more than just flying through him.
Don't have the screenshot anymore (backup harddrive I was storing it on died on me) but I had a picture of an AC2 firing - the shell was (is?) bigger than the barrel.
Huh, really?
Maybe they really do just reuse the AC/20 shell, I could have sworn it was tinier. I have screenshots of all the weapon models in-game, I think like 70% of my time playing MWO was just finding all the hidden **** like that, but I never did check out the smaller autocannon models.
#404
Posted 17 September 2014 - 08:24 PM
#405
Posted 17 September 2014 - 08:28 PM
Shar Wolf, on 17 September 2014 - 08:24 PM, said:
Oh, noope, one of the people in my corp just showed me a screenshot where he snapped the AC/2 round leaving the barrel, they just reuse the same AC/20 round for everything it seems.
#406
Posted 17 September 2014 - 09:10 PM
#407
Posted 17 September 2014 - 10:49 PM
LRMs being intended to be similar to diameter of Stinger missiles at 65mm to 70mm.
Those big brown missiles though, AC rounds? That's closer to a finned artillery shell. ACs are meant to be sabots. On a side note however, if that's an AC round... I'd love to see how big a 190 mm Heavy Rifle shell is; larger caliber, bigger shell, more propellant than an AC round and rendered obsolete because it's one shot and long reload was trumped by rapid fire Autocannons. It'd probably be terrifying in PGI's scale...even though it can only do 6 damage upon impact (losing 3 damage from its original 9 against Battlemech armor).
On a side note, neat as the Gauss effect looks
It's a modified version of the Crysis window break animation. Shards of glass!
But back on topic: Apparently this case of LRM...
Was from the missile being obscenely close to my face and not "zomg it's a tactical nuclear missile!"
Thank you.
Also I might add so far as I can tell all mechs now have chairs and backsides -- it's something we've requested since closed beta.
The Adder's hands are actually part of every Adder. They are optional attachments to put on when building the mech. Those claws appear to be the same shape as have always been on mine, though the textures are not (though I suspect this is due to setting your own textures). I love the 'extending' hands, though!
#408
Posted 19 September 2014 - 02:16 AM
Seems rather odd and wrong that the gauss round has any case at all.
- It's not required to have anything except the sabot pellets and the inert dart projectile.
Are the MWO artists just using CryEngine elements and not 'creating' any of there own items?
- After designing all the weapons and Mech's, you would think that creating the much smaller ballistics for them would be the way to go. Apparently not? Especially with no resizing of any of the different ballistics.
- Perhaps we need to push for a re-look at these items, since they are prevalent in every battle we have.
- With there art size and design requirements it should not be as difficult as a weapon design, but I could be wrong.
- It should be a simple call for that object from the library when rendering is required.
Ps: Excellent work on the artwork, especially the Vindicator cooling the barrel. Why are we not seeing the mechanic/Tech in the MechLab? It's been in the files since closed Beta.
9erRed
Edited by 9erRed, 19 September 2014 - 05:57 AM.
#409
Posted 19 September 2014 - 04:07 AM
9erRed, on 19 September 2014 - 02:16 AM, said:
9erRed
Probably because they're working on getting features into the game rather than cosmetic pretties. Not that I would mind having a work crew attending to my 'Mech in the Mechlab, but I think I'll wait til community warfare is in before asking for it.
#410
Posted 19 September 2014 - 05:46 AM
Yes I fully understand some of the MWO team are working on CW, and other items.
- The gameplay, artists, designers and engineers all work on different aspects of some of it.
- And that this full image object is never actually shown or seen in-game.
Sidebar: shame about not seeing any of these items in game. Even ammo crates and munitions piled in groups would be nice. We see nothing of items stacked and ready for movement by whatever means required. Even crimson strait has a ship ready for some activity for the material it's moving, nothing. The rail system doesn't even have any units that are on the track, and it's a closed loop system. (I know ... all eye candy)
But telling us that 1 ton of Gauss ammo is only 10 rounds, that's 220lbs per projectile.
- If it is indeed the full cased round this might be feasible, but that is not how gauss projectiles are used.
(no case is required to house this type of round, what the in-game item shows is a common APFSDS tank round, well maybe not common as it's really big)
If anything, the entire item might have a tight cylinder around it, for feeding, storage and protection.
- If it's just the Dart, just what are these darts made of?
- Looking at about 2.5 ft long and maybe 3 inch's diameter, that's a bit crazy for density and weight.
- And they need to be non magnetic darts. (if this verse follows how these weapons are designed to work)
~ normally IRL the dart and sabot are non-magnetic and there is an 'armature' that is used to accelerate the projectile.
~ The sabot pellets could function for this armature but normally not.
Real projectile used for testing a rail type cannon, not a gauss but similar type of warhead projectile.
1. dart
2. sabot pellets
3. Armature
No other parts required or used. But for belt feeding there may be a shell casing required to keep the parts together.
So we can't make the projectile any larger due to the weapons bore that's firing it, then I suggest increasing the amount of ammo per ton, if we now go with just the dart assembly as the true item being used.
(radicle, I know. Changes everything, I know)
- Is this 220lbs used as the 'impulse' force or is that the entire unit as a whole?
I need more coffee, I'll leave this as is.
9erRed
Edited by 9erRed, 19 September 2014 - 05:49 AM.
#411
Posted 29 September 2014 - 05:27 PM
Battletech Then:
Battletech Now:
#414
Posted 29 September 2014 - 07:47 PM
haruko, on 23 October 2013 - 12:23 AM, said:
I'm going to regret this when I have to get up at 6AM tomorrow, but well, it was worth it.
Hey Haruko, nice looking 'phract you got there. But do you mind if I ask a question? How (or where) did you get the mechbay hanger for it? I'm Thinking of trying my hand at something like this with an atlas.
Thanks,
Ace
#415
Posted 29 September 2014 - 08:02 PM
Mech42Ace, on 29 September 2014 - 07:47 PM, said:
Thanks,
Ace
In the object.pak in the game files.
Should be frontend/mechbay iirc, they changed the file structure so I'm not really sure anymore.
#416
Posted 29 September 2014 - 09:05 PM
9erRed, on 19 September 2014 - 05:46 AM, said:
(radicle, I know. Changes everything, I know)
- Is this 220lbs used as the 'impulse' force or is that the entire unit as a whole?
I need more coffee, I'll leave this as is.
9erRed
Not sure how this ties into "we should have more ammo," but to mention it we already do.
Gauss Ammo in MWO is 10 shots per ton (150 damage; keeps in line with the 140 to 150 per AC weapon per ton normalization).
Gauss Ammo in Battletech is 8 uses per ton (120 damage per ton).
Edited by Koniving, 29 September 2014 - 09:24 PM.
#417
Posted 14 October 2014 - 05:58 AM
#420
Posted 16 October 2014 - 07:49 PM
maxoconnor, on 24 April 2014 - 04:57 PM, said:
I like how you used the old Artwork for Aerospace fighters from the Japanese battletech edition. Though current fluff for ASFs stat they use primarily use Helmet mounted displays, and generally do not have a HUD, though they do have other MFDs, which can take over in case of HMD damage, in this respect their very similar to the F35 JSF. Though IIRC battlemechs primarily use HUDs, though their are some Helmet mount display options, though not to the same degree as their ASF counter parts.
Late SLDF and current FWL ASF helmets actually entail full up virtual reality.
Though their are a number of battlemechs that using their canon artwork would seem to have limited or restricted fields of view, and at lest one that clearly dose not have any known out side viewing capability, that being the Crab... So many battlemechs it would seem rely on external cameras for their primary vision to the out side world.
JennerCrusher, on 25 August 2014 - 02:37 PM, said:
Well in regular battletech few mechs are much higher than 13 meters, for the Phoenix Hawk per chapter 11 of Lethal Heritage states it's 11m tall.
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