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7,62 Tactical action game, sequel to Brigade E5

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  #1  
Old 07-10-2010, 06:38 PM
Ninja2dan Ninja2dan is offline
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Originally Posted by R@S View Post
I dunno for sure, the engine differentiates between nades and mines, and only mines has the Rem-det functions. The nades all use a timer and there's no way to change that. The problem with the mines is that they need to be primed and set before the rem-det works, and that means placing it on the ground. Maybe the Russians finds a way around this. If they do I'll add it for sure, I'm dying to have satchel charges in the mod
The Claymore would also need "primed" before placing it, just like any of the other mines/booby-traps. The difference though between the Claymore and other mines is that it would need to have a directional fragmentation, similar to how grenades currently spew shrapnel, but limited to within a specific arc.

I ask because I have never seen any other game in my lifetime come close to getting grenades to work as they do in 7.62. Most games simply have an invisible frag radius and anything within that radius is "hit" with the shrapnel. If they want a random effect, they simply add coding in to roll the dice. But in this game shrapnel is real, it's actual fragments that are thrown in random directions. The "randomness" is not a roll of the dice, but simply having the character get lucky and not being in the path of the fragments. Obstacles work as they should, no magic death if you were hiding behind a wall.

If someone could figure out how to get that same fragmentation effect to work in just a specific arc, you'd be able to turn that type of blast/frag into AP mines. Weapons like the Claymore would have many great uses in the game, and because they are command-det you don't have to worry about an enemy dodging it because they see it.

But if it's not possible, then oh well. Maybe I can get the devs to add them in during a future release, if I can ever get a hold of them.



The last time I played there were only a couple of rockets available, and ammo was rare. It's good to hear that more are out there now, they have a limited use in this game where destructible environments don't exist but they still have their charm. Of course they should still be more difficult to obtain, but in the later CGL's it would be great to have them available as an option (at a steep cost obviously).

The same goes with the UGL's, I have no problems with them requiring completion of some quests or tasks first and being priced accordingly. But when I last played, even when I had millions in the bank and was rockin the M249's and uber-expensive gadgets, I was still rarely able to find either the launchers or the ammo. I look forward to seeing them around more often, but still hope that someone can look into their mode of operation and see if something can be done to fix their unrealistic ballistics.
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Old 07-10-2010, 06:48 PM
R@S R@S is offline
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Haven't I told you that I added a Claymore that has a 60 degree dispersal arch, and a MON-50 that has a 54 degree? What I can't do is add the option to throw them once they've been primed and I thought that was the issue here.

And I forgot to saay in my previous post, you can "lob" grenades with the UGL as long as you fire it from-the hip. Then you can adjust the arch while holding the shift button, just as with grenades.
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Old 07-10-2010, 07:08 PM
Ninja2dan Ninja2dan is offline
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No, nobody told me that Claymores and similar AP directional mines had been added. That's what I had been dying to see in the game, and it looks like my request had already been taken care of. Cool deal.

And no, I didn't mean to "throw" the mines in any way. Claymores are treated the same as any other mine: Deployed, Primed, and await detonation or removal. I guess it was just a misunderstanding of my question.


Once I have the game up and running again I'll have to give the UGL's another try. Before I had only been using them in "aimed" mode because I thought that would provide the best accuracy at such ranges. Now that I know they can be lobbed via hip-shot, with a fairly easy-to-see ballistics path, they might be a lot better than I remember. UGL's sound like they are actually effective now.


Damn, now you've really got me drooling over the game again, and it'll be at least another 3-4 weeks before my PC is fixed. If only I could play it on this crapper laptop.
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Old 07-11-2010, 04:47 AM
safoolfool safoolfool is offline
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Don't get too excited, I find the hipshooting of UGLs pretty bad. Your merc ends up aiming it at close to 90 degrees, meaning it looks idiotic and takes a while to land. I also find that it's even less accurate than usual (probably because the game is thinking hipshoot means less accurate, instead of treating it as a different mode of firing), which means it's abysmal.
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Old 07-11-2010, 07:30 AM
R@S R@S is offline
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Originally Posted by safoolfool View Post
I also find that it's even less accurate than usual (probably because the game is thinking hipshoot means less accurate, instead of treating it as a different mode of firing), which means it's abysmal.
I have a different experience than this, but I make sure the merc using GL's have high HW skill, at least above 50. And I also think the weapon familiarity is useful as well.
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Old 07-14-2010, 01:06 PM
LovelyPencils LovelyPencils is offline
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Hi,

I cannot download from rapidshare, it is blocked by my ISP. Could someone please help?
I also believe that the link is dead.
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  #7  
Old 07-15-2010, 05:10 PM
R@S R@S is offline
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Sorry about the delayed reply, been terribly busy. Here's the MediaFire link, it's an updated version that includes all fixes I made so far, enjoy:

Blue Sun Mod 1.02

Don't forget to install the patch before you install the mod
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