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Royal Equestrian Armored Division

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Post by Harmony Ltd. Sat Jul 06, 2013 12:30 pm

I have now scientifically experimented and confirmed that bigger is better.

75mm > 47mm
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Post by Plasticube Sat Jul 06, 2013 12:35 pm

Aww but it no longer looks like a duck :(

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Post by StoneSlinger88 Sat Jul 06, 2013 12:35 pm

Bigger =/= better. You'll find some tanks do better with smaller diameter guns, like the Matilda and its 2-pounder.
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Post by RoboRed Sat Jul 06, 2013 12:37 pm

Searched audio files again. I have enough to piece stuff together so that the EVA unit will say "driver lost".
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Post by Harmony Ltd. Sat Jul 06, 2013 12:38 pm

I've named my AMX 40.

It is now known as "Le Canard Assis" :v
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Post by RoboRed Sat Jul 06, 2013 1:14 pm

*scurries off to google translate*

Lol.
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Post by Harmony Ltd. Sat Jul 06, 2013 1:20 pm

I can't wait to grind my to the next tier.

With an average of 100 Xp per match, this is going to take around 145 matchs, now.

If we assume 10-15 match a day,

maybe I can do that in 10 days ?

Applejacks



https://www.youtube.com/watch?v=AoJE3slQR4s
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Post by Fuzzy Sat Jul 06, 2013 3:00 pm

I know I tend to say this sort of thing a lot but...wow. Just wow. WG has hit a low I did not think possible.

Some British ex-REME Engineers (Guys who repair tanks for a living) and WG's own British Historical/Military Advisor went to the Bovington Tank museum and checked out the FV4202 to get into it and look at the elements of how it works, I mentioned this before. They did this because WG never so much as even visited the tank, they just looked at a photo.

They submitted the following to WG, noting that the turret ring was 240mm thick in reality, the commander's hatch is actually half the size as it is in game and that the turret front is 195mm all around with spaced armour mantleting inside.

WG's reply was thus.

"- ingame FV4202 does correspond to real life data the developers have, there will be no FV4202 changes"

So they are saying that their "data" that they possess in documents of a tank (Which were acquired from Russian archives taken from an incomplete model of the FV from Israel and never communicated with the British archives) they got are accurate when people who measured the actual physical tank itself have said differently. They are blatantly trying to pull wool over people's eyes to insult the British tank development to their Russian fanbase.

I've never spent a penny on this game for the precise reason that I cannot abide their shoddy business practices and their incredibly unprofessional approach to design and communication.

I had however been tempted to spend 6 pounds to get some more garage slots.

No longer.

Also, if you wanna know the kind of attitude of the guy who makes all the decisions of WoT?

"- apparently, SerB shares V.Putin’s idea that the breakup of USSR is nothing worth celebrating"

This is the man they trust to make "unbiased design decisions" on a multinational game.
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Post by Plasticube Sat Jul 06, 2013 3:57 pm

^It's for that reason I'm hoping that the people behind War Thunder do an excellent job with their ground warfare expansion.

Hopefully competition will make them more receptive to ideas and give the the motivation to really improve the game.

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Post by Harmony Ltd. Sat Jul 06, 2013 4:04 pm

I wonder which one (of the guys behind WoT or WT) will be the first to make a ship version of the concept.

Because in that kind of competition, it's often the first one to go that gain the upper hand in the long term.

Even with a crappy public alpha (without all the features actually implemented) they could begin to start attracting a playerbase and build the "buzz" around their game. And by offering some tokens of appreciations to the crowd that effectively play the role of debuggers / beta-testers, they can build a solid core of players whose "loyalty" is ensured.

Though the downside is they would actually have to listen to what the players tell them, or at least be convincing enough while pretending so...
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Post by Plasticube Sat Jul 06, 2013 4:14 pm

Nexon is making one too, they have one in the works atm (its in closed beta) and WoT and WT are focusing on their air and ground expansions atm so probably haven't gotten started on ships yet.

Edit: https://www.youtube.com/watch?v=2h7OXizCg-Y

while the video only shows auto aim, in the previous version of the game you chose how to distribute your armor, splitting the tonnage between the torpedo bulge, belt and deck

And because its hard to adjust speed and heading with one hand while manually aiming the guns very few would bother to learn how to, which means very few people would armor their decks so the really skilled players would properly lead, and adjust elevation and convergence(notice how with autoaim the guns are only parallel) of the main guns and put plunging fire into mostly unarmored decks.

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Post by Vergil Sat Jul 06, 2013 4:47 pm

NF2 doesn't have manual aim. I tried it already and quit after a handful of games.  It's trash.

Wargaming has had World of Warships in production for quite literally years, but flat refuses to give out anything more than screenshots until Warplanes is out of beta. That being the trainwreck it is, I wouldn't expect to see WoWs anytime soon.
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Post by Plasticube Sat Jul 06, 2013 4:50 pm

Thats really sad, I liked the first one.....excuse me im just going to go to this corner for some reason :(

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Post by RoboRed Sat Jul 06, 2013 4:52 pm

Hey, Vergil, can you link me to the gun sounds/whistling shells mod you were telling me about?
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Post by Harmony Ltd. Sat Jul 06, 2013 4:55 pm

Plasticube wrote:Edit: https://www.youtube.com/watch?v=2h7OXizCg-Y
Cutting edge graphics... for 2003. Spike

And god that guy's commentaries are annoying. Couldn't get more than 3 minutes into it before having to cut it out. But I think I got the general idea.
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Post by Vergil Sat Jul 06, 2013 4:56 pm

As a former mod, I went through the same thing. I feel your pain.

 @robo historicalrealism.blogspot.com
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Post by RoboRed Sat Jul 06, 2013 9:56 pm

Thankyeee
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Post by RoboRed Sat Jul 06, 2013 11:48 pm

Audio manipulation done and sound files sorted. Now I just need to piece things together with the FMOD designer program and test the file. I'll take care of that tomorrow.

On a side note, really would've liked to have a match today, but then they HAD to go and have that login issue with the NA servers...
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Post by hawkeye92 Sun Jul 07, 2013 8:44 am

Wargaming's interaction with its players is abyssmal, but then nothing new here. A couple of years ago the head guy said 'we don't listen to the European players because they complain too much', referring to the huge amounts of feedback the europeans give as opposed to the american or russian user base. It's also why europe gets updates last, so all the cripplingly obvious bugs are ironed out before it hits here, where everyone would start bug reporting and talking on the forums about the bugs which would be bad press for Wargaming.

Warships has been in development for a while but the guys making it (an american company contracted by Wargaming) seem to be pretty good. They've spent a lot of time refining how the general gameplay should feel before modelling the world so there's not much to show, although last week they did reveal a report of a series of games played by the devs vs the quality assurance team on their pre-alpha build and it sounds like the game is going to be fun.
Also they have their own PR team who (at least when I was checking regularly a couple of months ago) do a sterling job of interacting with their forum's userbase.

It's also interesting to note that Gajin was going to do its naval side of War Thunder after the planes but then stopped after the announcement of Warships and they're doing tanks instead. I guess they're going to try and copy successful elements of Wargaming's platforms and incorporate them into War Thunder.
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Post by Vergil Sun Jul 07, 2013 9:52 am

Warships isn't contracted. It's being made by St. Petersburg-based Lesta Studio, which was purchased by Wargaming a few years ago.

The dev who used to do Q&As there, KGB, got promoted a few months ago and his replacement is a bit of a meathead.
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Post by RoboRed Sun Jul 07, 2013 2:02 pm

Uploaded the pack and watched a few replays. Everything seems to be working fine, but there's zero delay for when a voice is played. Everything is instantaneous, which feels a little odd. I'm gonna see later if FMOD lets me add delays.
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Post by Vergil Sun Jul 07, 2013 3:05 pm

It should Robo, though I can't tell you where it is without seeing it myself I'm afraid.
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Post by Harmony Ltd. Sun Jul 07, 2013 3:35 pm

Alternatively, the "cheap" solution is to take every audio extract and manually add the delay of silence at the beginning with Audacity.
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Post by RoboRed Sun Jul 07, 2013 3:53 pm

That's what I'm trying to avoid. I already spent enough time in Audacity piecing together a handful of these files. I don't want to have to go back through all of them AND the ones I didn't have to mess with in the first place just to add half a second of silence.
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Post by Harmony Ltd. Sun Jul 07, 2013 4:29 pm

Of course. I was just pointing out the obvious "fix" if the software was too dumb to do it itself. Spike

Also, I think there may be an option somewhere, or maybe a plugin, to run scripts allowing you to take a batch of audio files and to say "add X seconds of silence to beginning of each file", "apply X effect to each file", etc...
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Post by RoboRed Sun Jul 07, 2013 4:40 pm

FOUND IT! There's a "trigger delay" property under the Sound Properties tab. Now to go edit.
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Post by Harmony Ltd. Sun Jul 07, 2013 5:15 pm

I can say one thing :

Once you've started playing with others, going back to "solo" games is incredibly dull. Especially when you're grinding.
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Post by RoboRed Sun Jul 07, 2013 6:41 pm

Okay, the only thing I haven't gotten to work is the EVA unit mentioning units appearing. I think that must be in a different file. Anyways, it works. If any of you are interested in trying, click here.

A reminder of what the guy sounds like.

1. If you have not installed an audio mod previously, copy your entire audio folder from World_of_Tanks/res/ into World_of_Tanks/res_mods/x.x.x/ (where x.x.x is the current version number).
2. Paste ingame_voice.fev and .fsb into World_of_Tanks/res_mods/x.x.x/audio

Voices:
Battle Start:
auto-aim:
hits:
target destroyed:
module damage:
module repaired:
crew losses:
vehicle destroyed/all crew dead:
teamkill:
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Post by RoboRed Mon Jul 08, 2013 12:10 am

Lost my way into the 9cm for my IP, as well as new tracks for the AT7.
Because that's just how things go. *sigh* At least my overall experience is a little better thanks to my voice pack.

Oh, and I keep forgetting to post these...Got them on the first day of the weekend event. (Speaking of which, I need to find out how to save the garage design they have for the 4th of July weekend. I really like it.)

2nd class mastery on my Hellcat and a hell of a x5 on my AT-15A.
Spoiler:
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Post by RoboRed Mon Jul 08, 2013 1:27 pm

Thanks to a helpful individual on the WoT forums, I now know how I can keep my Fourth of July garage.

Robo is pleased.Twilight Sparkle
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