[QUOTE=Tibbolax;47300037]Not Topaz but using ReShade + SweetFX + Paint shader
[VID]http://a.pomf.se/kadanf.webm[/VID][/QUOTE]
That actually doesn't look like complete dog shit, not bad.
[QUOTE=Araknid;47300183][media]http://www.youtube.com/watch?v=v4Hh1JdN53w[/media]
SWAT 4
[vid]http://a.pomf.se/rgepsf.webm[/vid][/QUOTE]
classical team flashing
gg swat
[QUOTE=RaptorRed;47296669]This game is called Shelter 2, I saw some screenshots of this and I loved it's unique artstyle.[/QUOTE]
almost look like the result of a broken GPU
interesting though
[vid]http://a.pomf.se/rosysw.webm[/vid]
[editline]12th March 2015[/editline]
BFBC2
it's so simple anyone can do it, but damn is it satisfying to shoot a guy from over a mile away
[hd]http://www.youtube.com/watch?v=S3n_mIQIwqE[/hd]
Arma 3.
Private video?
[QUOTE=Watevaman;47301501]it's so simple anyone can do it, but damn is it satisfying to shoot a guy from over a mile away
[hd]http://www.youtube.com/watch?v=S3n_mIQIwqE[/hd]
Arma 3.[/QUOTE]
man i wish shooting in a straight line at that distance was possible
[QUOTE=Pops;47301554]man i wish shooting in a straight line at that distance was possible[/QUOTE]
It looks like there's a wind ballistics mod, but I didn't have that installed. Definitely wouldn't have made the first shot otherwise.
[QUOTE=Pops;47301554]man i wish shooting in a straight line at that distance was possible[/QUOTE]
Well the scope is zeroed at 2000m.
[QUOTE=booster;47301660]Well the scope is zeroed at 2000m.[/QUOTE]
He means wind
[QUOTE=Araknid;47301757]He means wind[/QUOTE]
Oh whoops.
[QUOTE=booster;47301660]Well the scope is zeroed at 2000m.[/QUOTE]
and after 700 the bullet begins to drop
[QUOTE=Pops;47302179]and after 700 the bullet begins to drop[/QUOTE]
The bullet always drops, it doesn't defy gravity for the first 700 meters.
[editline]11th March 2015[/editline]
Wait, are you assuming that the bullet went straight forward just because the scope was pointed straight at the target?
[QUOTE=RaptorRed;47296669]This game is called Shelter 2, I saw some screenshots of this and I loved it's unique artstyle.
[thumb]http://puu.sh/guR1n/2c764cd81e.jpg[/thumb]
[thumb]http://puu.sh/guRvN/3d4e8a40ba.jpg[/thumb]
[thumb]http://puu.sh/guS92/a673210ed6.png[/thumb]
[thumb]http://puu.sh/guRyn/c9bfa467e1.jpg[/thumb][/QUOTE]
The first two pictures make it look like a bunch of overlapping textures to me.
[QUOTE=paul simon;47302193]The bullet always drops, it doesn't defy gravity for the first 700 meters.
[editline]11th March 2015[/editline]
Wait, are you assuming that the bullet went straight forward just because the scope was pointed straight at the target?[/QUOTE]
it sure as shit looked like it
i know the target was at a lower elevation, but in a more realistic scenario involving wind and time of day stuff he would have pointed the rifle a little higher and to the right or left.
BI get it right pls
[QUOTE=Pops;47302631]it sure as shit looked like it
i know the target was at a lower elevation, but in a more realistic scenario involving wind and time of day stuff he would have pointed the rifle a little higher and to the right or left.
BI get it right pls[/QUOTE]
Well you misunderstood then. Not BI's fault.
He shouldn't have pointed the rifle higher, the target was at 2000 meters distance, and the rifle scope was zeroed to 2000 meters.
This means the scope is tilted slightly downwards so that the bullet will hit just in the middle of the reticule at a distance of 2000 meters. A bullet drop curve is predictable you know.
[QUOTE=Pops;47302631]it sure as shit looked like it
i know the target was at a lower elevation, but in a more realistic scenario involving wind and time of day stuff he would have pointed the rifle a little higher and to the right or left.
BI get it right pls[/QUOTE]
The target was ~2000 meters away and the rifle was sighted at 2000 meters, so the middle of the crosshairs is where I should aim for the bullet to go there.
Granted, yes, there was no wind, but vertical alignment was correct. And the target was actually a little bit higher than me, but the rangefinder distance is accurate in a straight line.
[QUOTE=Hellsing4682;47302488]The first two pictures make it look like a bunch of overlapping textures to me.[/QUOTE]
i don't know how that looks in motion but holy hell is it a clusterfuck mumbo-jumbo on the screenshots
[QUOTE=Watevaman;47302673]The target was ~2000 meters away and the rifle was sighted at 2000 meters, so the middle of the crosshairs is where I should aim for the bullet to go there.
Granted, yes, there was no wind, but vertical alignment was correct. And the target was actually a little bit higher than me, but the rangefinder distance is accurate in a straight line.[/QUOTE]
[QUOTE=paul simon;47302666]Well you misunderstood then. Not BI's fault.
He shouldn't have pointed the rifle higher, the target was at 2000 meters distance, and the rifle scope was zeroed to 2000 meters.
This means the scope is tilted slightly downwards so that the bullet will hit just in the middle of the reticule at a distance of 2000 meters. A bullet drop curve is predictable you know.[/QUOTE]
clearly i need to play arma more
Here's an interesting video on ballistics in ARMA 3:
[media]http://www.youtube.com/watch?v=cix07R1vlhI[/media]
That might be outdated now, they changed how muzzle velocity works with different ammo IIRC
Does anybody have any suggestions to what the name of this game i'm thinking of?
It was a kickstarter project that was funded as far as I can remember, kind of lovecraftian about investigation with a city and surrounding countryside, you could drive cars and motorcycles like old model T's or something and the whole game had a spooky vibe to it.
Again, not much to go on but I really want to find this and see how far it has progressed since
I'm guessing it cuts there because you got mauled?
yup
[img]http://cloud-4.steamusercontent.com/ugc/707400223352466241/ABB85A08F9B7E82CE6765AD1306ED41F245723FF/[/img]
[img]http://cloud-4.steamusercontent.com/ugc/707400223352465999/9BC4B99DC7438640228E4D943E53A6D30EF7A4A4/[/img]
[img]http://cloud-4.steamusercontent.com/ugc/707400223352466498/120D0271BA8B9BA40343249B7E44BA230F4BD201/[/img]
[img]http://cloud-4.steamusercontent.com/ugc/707400223352466784/3F10A919A0B1B3A533E28BEF0AE4FF1DF58348D4/[/img]
Republic at War mod for Empire at War Forces of Corruption
You might not believe me if I told you that during most battles I have about 65-70~ ish squadrons of fighter craft zipping around with 5~ craft in each. The scale of the RaW is great and fixes one of the biggest issues with EaW's battles.
i nearly shit myself thinking that was a new game based around the space assault in battlefront 2
Oh by the way, better scale representation
[img]http://cloud-4.steamusercontent.com/ugc/708528119651351862/9310C094839A389818AA77A4E0BA3A170814D7E7/[/img]
The giant ship taking up most of the picture is the Malevolence, which badly fucked up my fleet in this battle, just before the Arc-170's torpedoed its vital systems into oblivion. Its one of the two superheavy-superheavy-capitals.
What the hell is up with the skybox? It makes it look like there's a film grain effect over the game
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