Hipster and proud of it. OShaunessy - BFBC2; V0lsky - Battlefield 3 (PC); TheVolskinator - Company of Heroes

Comment History  (0 - 30 of 66)
Volsky
Volsky - - 66 comments @ Back2Fronts Mod

If I may also level a criticism towards the mod, it would be at the semi-automatic weapons. For me, at least, they are frankly unpleasant to use. It's not a case of "bad gun!"; if you land your shot they get the job done. The problem, however, is the massive amount of idle sway AND that the idle sway moves around quite quickly. It's extreme enough that I basically ditch any semi-automatic I have the moment I come across a bolt-action with at least 10 rounds of ammo.

I believe that it might make the semi-automatics more attractive if the speed of the idle way was reduced, and also possibly a reduction of the radius of the idle sway when crouched/prone.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Back2Fronts Mod

Seems that completing the Yorkshire Regiment mission just spits me out back at the beginning of the Caen campaign--the Hill 400/Rhine missions never unlock. The Caen campaign as a whole is impossible to select--you need to play the final Normandy mission and then you can keep going from there.

Is there any way to bypass this problem, or a way to unlock those campaigns via the config file or something similar?

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

The mod is dead, get rekt, move on, cri evry tiem ))))))))))





A new mod is due...soonish, with much more spit and polish.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

Ah, in addition, the tank crew won't be able to escape if the tank explodes first--depending on the death critical that actually kills the tank, the crew will either escape unharmed (minus any of the crew that were killed) or be entombed inside the tank (e.g. not-spawned).

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Soon (tm)

That moment when you find out that 90% of German panzers and assault guns on the Italian front were painted in solid Dunkelgelb rather than three-color disruptive pattern.

-flings entire selection of vehicle skins out the window-

At least the Nashorn TD had three-color disruptive applied.

Oh wait. Mancer's (mind-blowingly fantastic) skin pack doesn't have a skin for the Nashorn.



.-.

One among many delays in the release of the patch. It's plugging along, but this involves *a lot* of planning and re-re-re-researching information that I thought was correct, and really wasn't, in addition to coding. Soon (tm). Soon (tm).

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

In the context of a rolling battle, you have to understand that repairing a tank to working order takes much more time than what would be practical in-game. By and large, if the tank's crew has been spawned, they have abandoned the vehicle because it's armament/mobility has been rendered useless, or because it had a catastrophic ammunition explosion that has rendered both it and the crew a pile of scrap/goo. And, of course, anyone unlucky enough to be standing within ~40m of the tank. While I see where you're coming from (see: "cool" features from CoH2), the "huehuehue recrewed some pleb's Tiger Ace huehuehue" tank-capture mechanic is, as I mentioned, totally unrealistic. Since when can your average infantryman simply hop in a tank and drive off, considering battle damage and the fact that, unless he's a farmer and has worked around tractors, he has no flipping clue how a tank works, mechanically. However. Booby trapping wrecks (that will be salvageable by appropriate unit-based engineering units) as well as dropped weapons like BARs and LMG42s, is in the works. A massive pain in the arse to code, but in the works.

As for the buildings, this would become a sort of exploit if I added it into the mod. Destroy any building in-game, and then try to force fire (via the attack ground command) through that building with any ATG or tank. It will block those shots and also prevent any unit that's not a StuH or mortar/artillery from actually targeting anything (like enemy units) in front of it. Long story short, no, ruins won't be constructible as part of the mod (of course, you always have the option of simply blowing up ambient buildings). New maps that include garrison-able ruins might also come along, but as I'm no mapper, that's a long ways off. TY for the input!

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Soon (tm)

Whelp. Totally didn't spend the last two weeks dicking around in various FPS titles...

Tack on an extra week (or two), I'm having to re-compile a metric butt ton of my penetration tables, especially for rifle caliber rounds. +1 for spotty documentation.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Soon (tm)

Unfortunately, finals are an obvious challenge to (not) work around, in addition to some, shall we say, personal (see: female) problems right now. This release is, sadly, very likely to be delayed--I am doing the best I can in the meantime, however.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Soon (tm)

^The above will be edited ASAP to fix the display errors!

Good karma+2 votes
Volsky
Volsky - - 66 comments @ the Far East War

Ah! I haven't played yet, unfortunately, as word on the Relicnews forums was that the mod was down due to some copyright issues! Clearly those have been resolved; I just need to clear some file space (I only have ~24 CoH mods installed, that's not too many is it?) to fit the little bugger in.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ the Far East War

Would you ever consider adding Japanese Special Naval Landing Forces (SNLF or 'Kaigun Tokubetsu Rikusentai')? These might make excellent assault troops as a replacement for your "bright division" troops, especially since many units were sent to China to gain experience against the Nationalist forces.

Armed with new Type 96 LMGs and Type 100 submachine guns, they'd be an awesome sight (Rangers/KCH hybrid).

They also made use of the MP 18 and MP 28, which from the few gameplay videos I've seen, are already in the mod!

Good karma0 votes
Volsky
Volsky - - 66 comments @ Scharfschütze and Fachmann Scharfschütze (PE)

I think you're looking for 'Elitär', 'die Elitär', or 'Elitarian'.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ beutepanzer vehicles part 2

I think the Balkenkreuz on the Stuart could stand to be thicker (bolder). Other than that, fantastic.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Panzer V/IV tank

Actually, I believe this was a last-minute conversion into a Bergerpanther. The unit that used it was the 653.Schweres-Heer Panzerjäger Abteilung (s.Pz.Jäg.Abt.653) that fought on the Eastern front and was then transferred to Italy some time in 1943 (I only know this because by freak luck, the .653 was a unit I chose to use in Operation Avalanche mod!).

The turret didn't rotate according to most accounts, but the weapon was operable, and was likely added to give the recovery vehicle its own firepower.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Sturmpanzer IV "Brummbär"(Sd.Kfz. 166)

Possibly in making the camo scheme a little less 'vibrant' if you will. The colors are a little too sharp (I think, but it's your mod! Do what you want!) for my taste. Maybe something a tad closer to mancer's skinpack? Great work in any case!

Good karma+2 votes
Volsky
Volsky - - 66 comments @ m2hb 50cal. nest

I think you can lower the .50 cal down farther down into the emplacement by fiddling with the markers (under marker_ext I think). This would keep it from floating.

Forums.relicnews.com

o7, greets
-Volsky (from relicnews :P)

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

It's not currently supported, no. A new patch will be released as soon as the new doctrines (a grand total of 18 with incoming 'reward' doctrines), SCAR coding (enables special events etc etc), and the flurry of new skins, updated UI and so on is finished. To give you an idea of the scale of the new patch, the .ucs (text) file has hit 1000 entries. Most mods have 200 or less. The new patch will be HUGE, but will take a while longer to be released. Have patience, please.

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche v0.04.8 (not Steam compatible)

You'll need .07 and then .08 on top of it.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

I realize that the mod is overdue for a release on Steam. I'm working as quickly as I can. Whining will in no way make it come out faster, and in fact I'm inclinded to take my sweet time if you're going to continue to resort to doing so.

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

I'm trying to figure out how to do that myself :P

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

Sorry for the late reply! As much as I wanted to satisfy my inner nerd and bump the JP, I decided to take a little artistic liberty and leave it in for the reasons your mentioned-- 'You dam' sexy' (little 'South Pacific' for you chaps). To answer your question, it seems that the 653. was largely equipped with the Ferdinand/Elefant and never saw a Jagd in their service. This is, oddly, in contrast to Hermann Göring Division troops who operated the Jagdpanzer IV (a vehicle reputedly only used on the western front around the Ardennes area, Normandy, and some on the eastern front).

In the future I might get rid of it, but my focus is finishing coding and the 500+ new instances of UI, plus the now 900+ instances of text for said UI that's in need of updating, for the release to that (damned awful) re-release of CoH on Steam. And they don't even support OF or ToV yet.

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche v0.04.8 (not Steam compatible)

The previous one (v.0.04.7).

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Elite Army Group Command Tree

Lefthand side reads 'Stormtroop-Under[something]', righthand side reads 'Attack'.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

I'm wondering that myself. Apparently only mods with new factions (e.g. Eastern Front) have issues. So far as I can tell this *should* work fine with the new patch. However, I might need to GET the new patch and then upload subsequent patches for OA. I don't know yet (I still need to GET the new Steam patch). Thank God I decided to leave creating a new Italian faction until after I release 0.04.9.






[spoiler alert]

Good karma+4 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

No, unfortunately this is using the most updated vcoh patch (2.602)

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

Google search the Semovente. Looks a bit like the StuG, yes? The mod is still new, is still being developed (by myself alone), and is filled with placeholders. There are statistical differences between units that appear to be the same, let me assure you. Until such as time as I can create or obtain the correct models for units, you'll have to make due with using your imagination. The fact that you immidiately closed the mod and removed it before asking about things like that or running Corsix Mod Studio to look at the stat changes yourself just serves as a dissapointment to myself that a user would discount the 100+ hours total I've devoted to the mod in coding, skinning, modeling, and doing research since last August.

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

Italian maps are indeed planned for the future. In fact, as far as my memory serves, the Jagdpanther was employed to some small degree in Italy alongside the Elefant. The Vichy French are a relic of old versions of the mod, and won't be making a return. The name of the mod, Operation Avalanche, is the name that was given to the Salerno landings in southern Italy--the catalyst for the fall of Bennito's fascist state.

EDIT: Summary updated :)

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

Well, unfortunately for me, ModDB won't let me change where the mod is filed unless I create a completely new 'mod'.

Good karma+2 votes
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

There's been a really sharp dropoff in the number of downloads since the new patch. Would anyone care to explain exactly why? While I realise that the AI is no longer present (for now) for lelcompstomps, it shouldn't be too hard to coordinate pvp matches using the posting system here or PMs in game. Is it not the lack of AI? Is there a gamebreaking bug I'm not aware of? Something boring? A balance breaking issue? I dunno, dropping from 2,000 downloads to 200ish is a little concerning.

Good karma+1 vote
Volsky
Volsky - - 66 comments @ Operation Avalanche: Fall of Italy

I could try, but editing the AI files that dictate what units the AI builds, or in this case which abilities it uses (to call in units) is tricky and outside of my skillset. I could ask around with other modders but it's likely that (for now) this will be a PvP mod.

Or, do you mean edit the campaign?

Good karma+1 vote