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Showing posts from October, 2024

"Attempt to Increase Terrain LOD..."

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"Attempt to Increase Terrain LOD in WWII Battle Tanks: T-34 vs. Tiger – Challenges in Matching Binocular View Detail"   I've been trying to increase terrain LOD in WWII Battle Tanks: T-34 vs. Tiger to get the regular camera view to render terrain as fully detailed as it appears in binocular view. Here’s a breakdown of what I’ve done so far: ZNear Setting (PlayerUnit.script) : The binocular view uses a ZNear of 0.1f , so I tried applying that to the regular camera (default is 1.5f ). I thought it might impact LOD by reducing the near clipping distance, but no improvement—no visible change in distant terrain detail. Field of View (FOV) (PlayerUnit.script) : The binoculars use a narrower FOV, which might be forcing maximum LOD at further distances (just our guess). Tried applying this FOV setting to the normal camera, but it didn’t affect terrain detail outside binocular mode. Control State and Link Settings (PlayerUnit.script) : The binocular view uses SetControlState(0)...

Unfinished Potential: The T-34/76 in WWII Battle Tanks: T-34 vs. Tiger

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While tinkering with T-34 vs. Tiger , I came across something interesting in the script files—a reference to a "Cu_veh_t34_76_42_InsideModel." It looks like the devs might have planned to include a fully playable T-34/76, but it never made it into the final game. Considering the T-34/85 is fully realized, it wouldn’t be a stretch to think they intended to finish the T-34/76 too. I’m thinking it might be possible to adapt the T-34/85’s interior model for the T-34/76. They’re pretty close in design, and this could be a quick win to get the T-34/76 into playable shape, even if it was left unfinished. Fixing the Sound Issue in MMP7 On a different note, if you’ve been getting an error about a missing "bullethit_armour04.wav" sound in MMP7, I’ve fixed it. The missing sound file is restored, and I’ve made it JSGME-ready. Just drop it into the mods folder, activate it, and the error is gone. Download the fix here.

Star Citizen Revisited: Embracing the Game for What It Is Today

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A Quick Note Before We Dive In If you’ve been following my blog for a while, you’ll know it’s usually focused on tanks and military simulations. But after 12 years of writing, I thought I’d take a brief detour into something a bit different. This post is all about my recent experience re-engaging with Star Citizen , a space sim I’ve had a long and complicated relationship with. While it might seem like a departure from my usual content, there are still plenty of parallels—complex mechanics, immersive worlds, and the joy (and frustration) of getting lost in a simulation. So, if you’re up for something a little out of left field, stick around! TL;DR After nearly a year away from Star Citizen, I returned to find a game that’s improved in many ways, though it still has its frustrations. Performance is smoother, the graphics remain stunning, and features like the new HUD and jump drive system are much better than I expected, despite the negative buzz. I’ve decided to stop spending money on ...