User information for Russ

Real Name
Russ
Nickname
[Vi]ASSMASTER
Email
Concealed by request - Send Mail
Description

Supporter

Signed On
February 10, 2000
Total Posts
9 (Suspect)
User ID
2698
Search For:
Sort Results:
Ascending
Descending
Limit Results:
 
9 Comments. 1 pages. Viewing page 1.
Newer [  1  ] Older
4.
 
bf42 Realism??
Dec 29, 2002, 15:11
4.
bf42 Realism?? Dec 29, 2002, 15:11
Dec 29, 2002, 15:11
 
how do you use bf42 and Realism in the same sentance???

60.
 
Blayrre
Dec 16, 2002, 02:48
60.
Blayrre Dec 16, 2002, 02:48
Dec 16, 2002, 02:48
 
sounds like Blayrre needs a friend just like him


http://www.downsyndromedolls.com/thedolls.html

139.
 
Show me 1 game that can do this??
Nov 14, 2002, 04:21
Show me 1 game that can do this?? Nov 14, 2002, 04:21
Nov 14, 2002, 04:21
 
Small Sample (3 pages) of a Ballistics/Damage log (v1.7)
Docdoom
Posts: 4288
posted Wed, Nov 13 3:34pm
--------------------------------------------------------------------------------
Three rounds of 20mm from a Bf-109E3 hitting a H-75
All lines in brackets (xxx) identify an explanation ie: not logged output but a comment from me.

(1st round)

WEAP Round hit
(impact recorded)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 592.788503 m/s
(damaged player identified, and velocity of impact calculated)
WEAP Fuse started, time = 754.343750
(HE round fuse set off)
WEAP Contact Fuze sets off bursting action
(round explodes after fuse expires)
WEAP d_vertstabr, thickness 0.000130 meters, obliquity 84.299807 degrees, applying 133364.317637 joules energy, stopped, richochet = 0
(damage object identified, skin thickness, angle of impact, and joules of energy/damage applied, round dies)
*note* (Fused self destruction identifies HE and high number joules of damage probably identifies a MINE round, but this is an educated guess by me)

(2nd round)

WEAP Round hit
(impact recorded)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 476.003484 m/s
(damaged player identified, velocity of impact calculated)
WEAP d_canopyhatch, thickness 0.001300 meters, obliquity 84.413313 degrees, applying 419.246470 joules energy, richochet = 1
(damage object identified, skin thickness, angle of impact, and joules of energy/damage applied, round leaves target)
*note* (Lack of fused self destruction identifies AP round)




Docdoom
Posts: 4289
posted Wed, Nov 13 3:36pm
--------------------------------------------------------------------------------
(3rd round)

WEAP Round hit
(impact recorded)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 559.027721 m/s
(damaged player identified, velocity of impact calculated)
WEAP d_fuselage, thickness 0.000325 meters, obliquity 80.761671 degrees, applying 5825.500169 joules energy, losing 99.463854 m/s, speed now 459.563867 m/s
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round continues)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 459.563889 m/s
(damaged player identified, velocity of next impact calculated)
WEAP d_torso, thickness 0.001200 meters, obliquity 0.000000 degrees, applying 965.899479 joules energy, losing 18.654923 m/s, speed now 440.908966 m/s
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round continues)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 440.908999 m/s
(damaged player identified, velocity of next impact calculated)
WEAP d_arms, thickness 0.001000 meters, obliquity 0.000000 degrees, applying 769.051413 joules energy, losing 15.437568 m/s, speed now 425.471431 m/s
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round continues)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 425.471413 m/s
(damaged player identified, velocity of next impact calculated)

<con't next post



Docdoom
Posts: 4290
posted Wed, Nov 13 3:37pm
--------------------------------------------------------------------------------
WEAP d_rnoseammo, thickness 0.005000 meters, obliquity 0.000000 degrees, applying 5749.999962 joules energy, losing 140.820880 m/s, speed now 284.650533 m/s
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round continues)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 284.650552 m/s
(damaged player identified, velocity of next impact calculated)
WEAP d_oiltank, thickness 0.003000 meters, obliquity 0.000000 degrees, applying 3036.385590 joules energy, losing 116.664744 m/s, speed now 167.985809 m/s
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round continues)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 167.985806 m/s
(damaged player identified, velocity of next impact calculated)
WEAP d_firewall, thickness 0.000000 meters, obliquity 6.007895 degrees, applying 0.000000 joules energy, losing 0.000000 m/s, speed now 167.985806 m/s
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round continues)
WEAP Hit vehicle, index = 309753, ident = 0, icon = prsymn, striking velocity 167.985806 m/s
(damaged player identified, velocity of next impact calculated)
WEAP d_engine, thickness 0.100000 meters, obliquity 0.000000 degrees, applying 1622.605810 joules energy, stopped, richochet = 0
(damage object identified, skin thickness, angle of impact, joules of energy/damage applied, velocity re-calculated, round stopped)
*note* (Lack of fused self destruction identifies AP round)

Please remember that these are rounds that DID do damage, it is entirely possible to hit a vehicle and do almost no damage, something that is entirely realistc, but is not found in other "shooter" solutions in other games to any great degree.

(massive geneneralization, I know)

Geof Evans
Producer/CRS
Editor/World@War-Gazette
Playnet, Inc.
"Everything else is just a game!"



Docdoom
Posts: 4291
posted Wed, Nov 13 3:47pm
--------------------------------------------------------------------------------
Yes.

Every machine gun round, cannon round, rifle round, pistol round, every impact with a target, every penetration or riccochet ... trucks, tanks, planes, boats, infantry.

Everything.

One of the aspects of WWIIOL that makes it the best war/shooter in the world, in our opinion. As a MMPOG, untouchable.

(sorry, a moment of pride overtook my weary soul B)

Geof Evans
Producer/CRS
Editor/World@War-Gazette
Playnet, Inc.
"Everything else is just a game!"

**Sample Dammage Log** for those wanting to see a some info
Ring
Posts: 4517
posted Tue, Nov 12 7:50pm
--------------------------------------------------------------------------------
this is just from 1 sh3ll.... now imagin 600 to 1000 rounds per minute from EACH of the AC cannons and MG's..



Brasidus
Posts: 5694
posted Tue, Nov 12 2:14pm
--------------------------------------------------
------------------------------
To actually log it takes a lot of rescources on your comp. I don't think we would like the performace hit even though they are mind bogglingly cool!
Heres some:

Here is a 37mm hit on a PzKpfw III… It enters the hull from behind at a shallow angle, goes through and into the fuel tank, slams through the firewall, and spends it's last energy imbedding into the gearbox.

d_hullrear, pn = 7, time = 0.944747, thickness 0.021000, obliquity
28.158370, applying 91427.195963 energy, losing 214.194749 m/s, speed now
516.028820
d_fueltank, pn = 6, time = 0.939237, thickness 0.015000, obliquity 0.000000,
applying 47407.010587 energy, losing 158.438093 m/s, speed now 357.590772
d_firewall, pn = 0, time = 0.924194, thickness 0.005000, obliquity 8.917255,
applying 12284.097374 energy, losing 54.267211 m/s, speed now 303.323561
d_gearbox, pn = 11, time = 0.903843, thickness 0.126000, obliquity 0.000000,
applying 31511.775722 energy, stopped, richochet = 0

Another one, same caliber, same target type. This one penetrates through the turret wall in the rear right, dismembers the commander nicely, moves on to the gunner's head, and having no problem there, continues on and slams into the main gun mount, stopping there to smolder.

d_turretsides, pn = 10, time = 0.905425, thickness 0.030000, obliquity
34.068868, applying 160496.095346 energy, losing 498.807852 m/s, speed now
220.317766
d_tankcommanderarms, pn = 1, time = 0.903199, thickness 0.001000, obliquity
0.000000, applying 1605.937112 energy, losing 10.911342 m/s, speed now
209.406418
d_maingunnrhead, pn = 5, time = 0.896434, thickness 0.000400, obliquity
0.000000, applying 510.861864 energy, losing 3.592228 m/s, speed now
205.814227
d_cannonmount, pn = 8, time = 0.888895, thickness 0.040000, obliquity
17.049067, applying 14508.121896 energy, stopped, richochet = 0



Brasidus



12.
 
Re: unlike the
Nov 7, 2002, 19:08
12.
Re: unlike the Nov 7, 2002, 19:08
Nov 7, 2002, 19:08
 
amd 1.33
xp
1 gig ram
gf3 ti500

30-60 fps..




if u have a better setup and not getting better fps then your doing "something" wrong

9.
 
Re: unlike the
Nov 7, 2002, 18:39
9.
Re: unlike the Nov 7, 2002, 18:39
Nov 7, 2002, 18:39
 
SHIT FPS = shit pc
i fly and tank with 30-60+ fps...

brains are required to use real life tactics... with real life damage modling...


unlike "other" ww2 games...

at the begining of the Blitz there was not a hole lot of Naval combat...
but its coming..

and unlike "other" games with there little sand box maps..
WW2OL has thousands of square miles mapped in one game..

a normal person would go about using her or his brain with this game by learning how to play it, and reading some of the combat guides...

instead of saying "i dove my tank and shot another tank and he didnt die.. but he killed me in 1 shot....waaaa....waaaa.."

4.
 
unlike the "other" mindless ww2 games..
Nov 7, 2002, 17:51
4.
unlike the "other" mindless ww2 games.. Nov 7, 2002, 17:51
Nov 7, 2002, 17:51
 
unlike the "other" mindless ww2 games out there... this one requires brains to play...

if you cant think... then there are a few other games to go play...


4.
 
No subject
Oct 10, 2002, 04:06
4.
No subject Oct 10, 2002, 04:06
Oct 10, 2002, 04:06
 
i guess you guys all work at the same place??

http://sherm.20megsfree.com/burgerking.swf

4.
 
Re: No subject
Sep 18, 2002, 04:19
4.
Re: No subject Sep 18, 2002, 04:19
Sep 18, 2002, 04:19
 
BF1942 is as close to a ww2 sim as mario cart is to nascar....

if you like fast food goto mc. d's... but ww2ol is Spago's

bf42 is as real as wolfen stein is..

3.
 
No subject
Aug 31, 2002, 01:04
3.
No subject Aug 31, 2002, 01:04
Aug 31, 2002, 01:04
 
comparing bf42 to ww2ol is like mario cart VS: nascar4


some of us like realism..


9 Comments. 1 pages. Viewing page 1.
Newer [  1  ] Older