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#1 |
![]() Join Date: Apr 2007
Location: The very depths of hell itself!
Posts: 2,523
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Bino magnification levels, field LODs
Two small things, wont add much but not hard to do. So worth it IMO. AFAIK these have not been suggested yet in any serious way. (I did search, all of the stuff about magnification levels seems to refer to the scopes)
Binos: Currently there is only ONE magnification level on those expensive binos out there. Why not add a 5x magnification by adding the line: Code:
ObjectTemplate.zoom.addZoomFactor 0.2 It takes what? 30 seconds to find? 10 to add it and save the files? Adding BOTH the 10x and 5x for regular armies allows them to use the binos to search a large area of the treeline/skyline for anything suspicious, then zoom in on it to ID it. Quick, easy, effective. Giving irregular armies only the 5x level gives them some sort of zoom still, but the regular armies have an advantage with their more expensive binos. INS officer would get both zoom levels to make the kit get used more. A few of the militia kits could get both zoom levels, and the rest could only get the lower level of zoom. Fields: I could be wrong, but currently the LODs of the static fields seem a little too much like the highest detail LOD, with rows of crops removed. This makes it easier to see anyone hiding if you are at the right angle. Which is very bad. I suggest you add a single, huge square at the height where most things would be covered up by the ammount of growth there. If there is then anyone hiding it would be more difficult to see them by just glancing over if you are at the right height. I think this will really help mappers later, if they have fields next to tall buildings. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#2 |
![]() Join Date: Aug 2007
Location: calgary,ab,canada
Posts: 927
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Re: Bino magnification levels, field LODs
i agree 100%, this is something that any one could code, i dont see why it hasent been put in.
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#3 |
![]() Join Date: Nov 2007
Posts: 850
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Re: Bino magnification levels, field LODs
Jonny, why aren't you an R-CON yet? I'm sure you've contributed more than some Contributors on the forums!
If it's realistic, there's no reason not to include it, as Binos would still be weaker than the SOFLAM. |
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"Age and treachery always beat youth and skill."
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#4 |
![]() Join Date: Aug 2007
Location: calgary,ab,canada
Posts: 927
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Re: Bino magnification levels, field LODs
btw going off this site
SOF Laser Marker (SOFLAM) the soflam only has 10x zoom like the binocs, but ingame it has ObjectTemplate.zoom.addZoomFactor 0.25 ObjectTemplate.zoom.addZoomFactor 0.05 so 4x and 20x, could this be changed as it is easy to change and unrealistic. |
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#5 |
![]() Join Date: Jan 2008
United KingdomLocation: In the bushes outside your house
Posts: 2,453
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Re: Bino magnification levels, field LODs
Give this man R-CON! Unless he then becomes a lazy mofo cos he got the CON status :P
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![]() Surprise is merely a state in which you haven't prepared enough. ![]() [R-DEV]coderedfox God got removed form the testers team, you'll have to wait until friday. Do you like bananas? Click here. |
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#6 |
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PR Contributor
![]() Join Date: May 2006
Location: madrid, Spain
Posts: 3,503
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Re: Bino magnification levels, field LODs
i agree with zangoo and phonny suggestions .
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#7 |
![]() Join Date: Nov 2007
CanadaPosts: 322
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Re: Bino magnification levels, field LODs
yeah the whole field thing bugs me a little too, every now and again i'm on a hill top looking into a thick crop field only to see no crops and a squad trying to ambush me... so i nade them.
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#8 |
![]() Join Date: Apr 2007
Location: The very depths of hell itself!
Posts: 2,523
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Re: Bino magnification levels, field LODs
4x and 10x magnification also looks very good ingame, maybe better than 5x and 10x.
Although I would still want 5x for the ones with only one zoom level. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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