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PostPosted: Mon Jul 13, 2009 21:41 pm 
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This is a photo essay of FA Futures new fully functional LCAC coming ashore carrying a fully functional M1 Abrams Tank and then offloading it, allowing the M1 to advance, as the LCAC then turns around and goes back to the WASP to reload another one...

As far as I know, this is the 1st time this has been accomplished in FA.

Just another success for FA Futures Dev Team! :mrgreen:

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PostPosted: Tue Jul 14, 2009 08:17 am 
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That might be a little too cool lol
Ok what does the tank do after it is launched?

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PostPosted: Tue Jul 14, 2009 21:03 pm 
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Its the default M1 so it does whatever you tell it to do.. attack other tanks, buildings, aircraft, etc...

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PostPosted: Mon Jul 20, 2009 18:47 pm 
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just wow... i mean is there a limit to modding FA ? lol i think u just crossed that line.

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PostPosted: Thu Jul 23, 2009 18:24 pm 
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CAG Hotshot wrote:
Its the default M1 so it does whatever you tell it to do.. attack other tanks, buildings, aircraft, etc...

Ahhh so it could launch my APC which then unloads infantry types ehh? hmmmmm.

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PostPosted: Fri Jul 24, 2009 06:25 am 
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KAPTOR wrote:
CAG Hotshot wrote:
Its the default M1 so it does whatever you tell it to do.. attack other tanks, buildings, aircraft, etc...

Ahhh so it could launch my APC which then unloads infantry types ehh? hmmmmm.


Sure, that would be easy to do!

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PostPosted: Mon Jul 27, 2009 08:18 am 
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and then the infantry get back in the LCAC?? 8) btw we need some better water textures and grass details.

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PostPosted: Mon Jul 27, 2009 18:46 pm 
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Answer about the infantry... Nope, they are actually weapons, not objects, all they would do is sink the LCAC!

Also since the timing of a vehicle couldnt be set to coordinate with the LCAC after it engages in combat, the answer to re-loading any vehicles onto the LCAC would also be no, as there is now way for the 2 items to be coordinated to be in the same spot at the same time once launched...

About the terrain...

I have tried improving the terrain tiles. The problem is the pixel size of the tiles... The game really needs 512 x 512 tiles, but it only accepts 256 x 256 so my experiments ran towards compressing 512 x 512 tiles into 256 x 256 tile squares to compress the pexels. I was only 50% successful as I only compressed 1 axis, not 2 but I think its a problem with my limited knowledge of the hexadecimal coding of the tile compression. I belive the game can support improving tiling...

So that is saved for the next release after FAF Korea Winter...

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PostPosted: Thu Jul 30, 2009 10:35 am 
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oh wow this shows how complicated FA is. probably the hardest game to mod .

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PostPosted: Thu Jul 30, 2009 14:36 pm 
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hardest, and at the same time easiest... depends on the modding...

Unfortunately there are no real tools for altering the shapes, like there is for all the other major sims out there, so its done by hand...

But creating new items such as weapons, vehicles, aircraft is easy through the toolkit...

Creating new compressed terrain tiles, like they did with European Air War, is hugely complicated and as stated previosly, only 50% succesful...

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