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On lower settings, it should run on a toaster. I don't have a particularly powerful PC, and the performance is alright most of the time on highest settings.
Indeed, I modified it a bit, redid the UV Map (because the original one was unusable in Substance), also I've removed the missile pods.
On a side note, we've improved the terrain shader a bit, it'S much more crisp now.
Yep, the grid pattern, at least. Now I'm actually tempted to fully replicate that xD
Possibly. Right now, we don't plan to implement it, but at the same time, we've designed the ground combat so that Infantry can be plugged into it later.
Naval, Air, and Land Vehicles. Infantry isn't planned at the moment, although I do have infantry fully planned out in case that we do change our mind and add them after all.
Islands are expansions, but there will always be at least one island near the player's spawn.
None planned, it's just a prop. We haven't finalized the design of the ground combat yet, so it's possible that it will yet come, once we know exactly how the ground combat is going to work in detail, I'll write a blog about that, too. There is one capturable structure already, after all.
Mh, as it turns out, so do the Altay and the Ariete.
Yep, it appears that the Leclerc also has a frontal ammo rack, although it looks to be more protected.
The Panther is meant to be a representation of the Leopard 2a6, with some of the very same weaknesses, such as the "open" hull magazine. Blowout-hatches are very hard to put into the hull of a tank without compromising the armor integrity.
The thinking here is that by up-armoring the area around the magazine, you can basically rule out any hit setting off the ammorack, that wouldn't kill the crew anyway.
The Leopard 2 is unique among western tanks regarding that weakness. The M1A2 stores all ammo in the turret bossel, while the Challenger 2 stores all of its propellant charges in the turret bossel, and some inert ammo in the hull.
You can probably guess what the blog I'm writing is all about.
This isn't actually functional in any way, but the build grid will probably look a bit like this.
As I said in the comment under the previous picture, I had to delay the devblog a bit. I'm not quite there yet, I want to at least model some of the structures to be featured.
Due to having to take a half-day trip to the hospital with my sis, I'm delaying the DevBlog for a bit, as I still need to do some work before I can publish it.
Nah, blowing out subsystems will only do extra damage/penalize the unit. Some can even be destroyed with a lucky hit to the magazines.
I don't have a script to spawn and move ships yet, so I made them unkillable for now. The final version will have much more going on.
It loops in a triangular path, but yes, it needs some work still.
Already planned to some extent. We'll have to see just how far we can take it without impacting game flow.
Nope, the Dreadnought fires heavy ship to ship missiles, this one fires light ship to ship missiles from the launch pods, and medium ones from the VLS batteries.
Most ships use a 2048x2048 texture, larger ones, like this one, use up to 4096x4096 textures. This one specifically uses two sets of 2048x4096 textures.
I'm on the team. I'd know if it was dead, dude.
None, the TDN will get a flying drone carrier, but it'll be far from a dreadnought.
That spiraling flight path is entirely unintentional. I'm not going to change that though, because it looks terrifying and amazing in action.
Can you tell that I'm a bit excited about this ship? :P
Sort of, I got the inspiration for it from DARPA's MAHEM project, which I think the Reapers' guns are based on as well. The main difference between these and MAHEM is that MAHEM is a warhead, whereas this is a gun.
Oh yeah, when one of these babies is on the field, you want to keep your Flagship as far away from it as possible, because this thing eats Flagships for breakfast.
They mostly use directed energy weapons, liquid metal lances, and drone missiles.