WARNO
SURM
1.601 kommentarer
Banzaikampai For 20 timer siden 
Truly the Realism Mod to end all Realism Mods. Nice work!

Balance in AG feels completely broken (as expected), yet there is something very entertaining about seeing T-55s getting sniped all the way across the map by Abrams.

I wonder though, how the mod would be without the LoS adjustments, since most maps are just far too small and crowded with treelines for them to have the intended "realistic" effect.
themediocrity  [ophavsmand] 26. juni kl. 20:35 
@cjprince apologies, both issues are due to oversights on my part. I'll fix things up on the next update so everything relevant is clearly marked STAT and set correctly.

@American I've added a few infantry units and command tanks and such, but in terms of new models I have nothing planned right now. The main thing I would want to put in if I ever got into that would be recovery vehicles.
American 26. juni kl. 18:34 
May I ask will you consider adding any units of your own?
cjprince 26. juni kl. 18:08 
there are other vehicles with unstabilised guns that have small amount of motion accuracy

or just change the amx gun stat so it can only be fired while stationary
themediocrity  [ophavsmand] 26. juni kl. 16:10 
Because the AMX-30 main gun is not stabilized
cjprince 26. juni kl. 12:52 
why dont any of the amx 30 main guns have accuracy stat for firing on the move
themediocrity  [ophavsmand] 26. juni kl. 6:42 
Thanks guys! I will try to address that stuff as best I can. Unfortunately, a bunch of these are issues on Nemesis 3 units which I don't have so it's hard for me to check my work, but I'll do my best. I will have SOUTHAG, when that comes, but the micro transaction stuff with the Nemesis packs is just less appealing for me. It may be possible to work around, but I might fall afoul of Eugen doing that so I've avoided it.
Gdsm. R. Finio [6th GA] 26. juni kl. 4:37 
T-34-85 costs more than some T-55's
Gdsm. R. Finio [6th GA] 26. juni kl. 4:35 
No Smoke Launchers for Merida?
Gdsm. R. Finio [6th GA] 26. juni kl. 4:34 
Rez. T-55 / T-54 have weird stats. For example 7/15km autonomy compared to 300+ of standard versions. T-55 obr 81 have INSANE 50% accuracy and 30% Motion. Same with AM-1
American 26. juni kl. 1:34 
Hey good stuff man, I just hope you update it when the new dlc comes out
堕落震荡 26. juni kl. 1:12 
When I selected REZ.br-5m280mm in armory, the game crash
Token'Texture_Interface_Weapon_M115' not found in TBUCKTool texture bank.
themediocrity  [ophavsmand] 25. juni kl. 21:33 
Ok, I just pushed an attempted quick fix for the STNEW tag issue.It's hard for me to heck because I don't have Nem 3. Redownload and let me know what you see
themediocrity  [ophavsmand] 25. juni kl. 11:39 
Sorry folks. I can't exactly figure out why that's happening (the string exists). I should be able to just eliminate it and hopefully that fixes the problem. I don't have Nem 3 (and it's a Nem 3 unit associated with this token) so that may be why I haven't been getting it.
Gdsm. R. Finio [6th GA] 25. juni kl. 4:40 
Same here, STNEW error
American 24. juni kl. 14:40 
same here it always crashes when I head to the armory
cjprince 23. juni kl. 13:24 
Trying to enter armory crashes
Dictionary error: No string token found for token 'STNEW' in dictionary list 'UNITS'
themediocrity  [ophavsmand] 22. juni kl. 19:16 
Alright, another quick fix. I hacked together a solution that kinda works for EW (after the last patch, aircraft could cast EW without being called in). I also think I fixed some issues with FOs. I've also replaced more arty units with FOs in AG.
themediocrity  [ophavsmand] 21. juni kl. 10:46 
Alright, I put up a quick fix for FOs and morale levels. I think FOs will not be counterbatteried anymore either (at least they aren't in my tests). I also added smart orders for FOs (though I can't imagine they'll be very useful).
themediocrity  [ophavsmand] 20. juni kl. 18:12 
Updated for the new patch, restored long aircraft reload times, hid arty shell trails, addedhigh point settings again, fixed aircraft numbers, made several FX changes. A fewother tweaks. FUll change log on in the change notes.
themediocrity  [ophavsmand] 11. juni kl. 12:16 
@Koreets. Thanks! I''ll keep on the bombers. It's gradually getting better. I can study the buratino more, but it should be pretty overwhelming against infantry in built up areas because of the nature of FAEs. I have tried to learn more about what the yield really should be there, and I'll keep at it.
Koreets 11. juni kl. 12:05 
Welcome back!

Some new captured bugs:

Jaguar GR1 don't drop bombs

Phantom FGR2 and Tornado HE drops half of the bombs.

And maybe it's worth to consider some nerf of Buratino because just half of its salvo wipes almost everything even in towns.
themediocrity  [ophavsmand] 7. juni kl. 11:39 
Off the hill early due to bad weather. Did not die. It'll be a while before I'm back at a computer.

@Kotch, I'll look into AGLs, I haven't done much to tune those. Probably dispersion/accuracy need a bit of work.
Kotch 1. juni kl. 7:11 
Mod is great. There are some overpowered things like grenade launchers which can delete an infintary squad in about 1-2 seconds from max range but other than that haven't seen anything too annoying which is rare in mods going for realism.
themediocrity  [ophavsmand] 13. maj kl. 8:43 
"Muscle velocity" sounds like a protein shake from a convenience store.
themediocrity  [ophavsmand] 12. maj kl. 20:35 
It's a bug, sorry.

Basically I haven't fully converted all AG units, especially in the new campaigns. As a result, some heavy artillery units remain, but they don't have the right muscle velocities anymore (due to unit conversions in the range). I never fixed them because I didn't intend for them to be on NATO assets, but of course, they're still on map in AG because I haven't fully converted to FOs, hence the problem you're seeing.
Limited strategy time 12. maj kl. 16:26 
I noticed that in AG, some units have SP-ART units that are actually deployed on the map...but they can't fire because the "angle is too high", as if to say they are to close because they are on the map...is that an error or intentional? I really like the concept of FO's for ART btw...that's a great way to do it.
Koreets 12. maj kl. 1:28 
Thank you! Have fun!
themediocrity  [ophavsmand] 11. maj kl. 18:52 
All, be aware that I will be gone for roughly 4 weeks starting week with limited to no communication. Announcement on the description above.
themediocrity  [ophavsmand] 11. maj kl. 18:38 
Minor crash fix update.
Old Spice 6. maj kl. 19:51 
@Orange, yes it is but you'll experience some glitches.
Koreets 6. maj kl. 12:34 
New critical bug with crash with NVA 7pz:
fireeffect_rocketinf_RPG22_64mm missing in Mimetic World Descriptor.

Screenshot:
https://disk.yandex.com/i/9uQsGvwqwvCmNA
Orange 6. maj kl. 5:53 
i just saw this on youtube and this mod is amazing
themediocrity  [ophavsmand] 1. maj kl. 13:35 
Maneuverability is hard. Current stats for those fighters do align to reasonable g-loads at those speeds (assuming I did the math right, which I might not have). Of course, in reality, dumping speed will get you a faster turn, but the game enforces that aircraft go only one speed so you get somewhat wide turns at high speed vs tighter cornering at lower speeds. I could make the fighters shower, but that increases MANPADS threat. The game just doesn't have loads of aircraft simulation built in.

Based on that feedback, it sounds like having the dive bombers come in higher would work reasonably then. I can do a few other tricks to get all the bombs released.
Koreets 1. maj kl. 8:48 
My friend and I played a lot and continue to play SURM and, in our experience, the most survivable (and effective) bomber without LGB is the MiG-25RBF. Su-24 and F-111 are also good. And they all are flying at high altitude. So the benefit of low altitude is relative when main AA is close ranged (like MANPADS). Only the Su-25 and A-10 stand out. Maybe try to reduce the bomb load (half of current or less) for low-altitude aircraft, but significantly increase their agilty and speed so that they can quickly leave the air defense zone? Then the problem of incomplete bomb dropping may go away. By the way, best fighters, including the F-15 and Su-27, also do not seem to have realistic maneuverability at the moment.
themediocrity  [ophavsmand] 30. apr. kl. 19:15 
@ Koreets, yeah I think it has to do with some consequence of unit conversions and a lower maneuverability. It seems to work when I push up dive bomber flying heights, but that makes them more vulnerable so I've been trying to nudge them up gradually to where they seem to work.

I wish I had a nice way to take a poll on whether people prefer to see low altitude level bombing or dive bombing with a higher altitude, and thus more risk from SAMs?
Koreets 30. apr. kl. 6:40 
Thank you!

About bombers: NF-5A started to drop bombs sometimes, but only 1 of 2 and not every time. Many bombers still dropping not all of the bombs
themediocrity  [ophavsmand] 29. apr. kl. 19:13 
small fix for the 53T2 crash and attempting to get the dive bombers working.
themediocrity  [ophavsmand] 29. apr. kl. 16:27 
What's the issue?
Esaar 29. apr. kl. 7:43 
Very thankful on your great Mod. Can anybody help me on this Supply Issue the Mod Has?
themediocrity  [ophavsmand] 29. apr. kl. 7:13 
threw up a quick fix on the SAM issue. I'll have a look at the 53t2 later today
Koreets 29. apr. kl. 6:42 
Thanks for answer! Please also fix the bug with french 53t2 20 mm (regular and para).(Game crash on deploy).

And new bit: Gurkha Plt. HQ not capturing points.
Su-22M4clus and NF-5 clus not dropping bombs.
themediocrity  [ophavsmand] 29. apr. kl. 6:12 
@Koreets: I'll get a look. Since I'm pretty confident I know the cause, I probably just missed part of the fix for those units. I found two other possible crash sources as well, so it'll be good to push a hotfix anyway. One issue is I can't really play test right now because of the base game problems with NVIDIA cards so it's a slow process to debug things unfortunately.
Koreets 29. apr. kl. 5:01 
Sadly SAM bug is still there. Just played battle. Rapier FSB1 and Strela-2 killed themselves a few seconds after missle launch. In case of Rapier 2 it was second missile. Strela-2 was in house and still did it.

https://disk.yandex.com/i/CFrpyEjL6Q-ijw
themediocrity  [ophavsmand] 27. apr. kl. 18:27 
Alrighty, update is live, should have fixed the SAM problem. I think we're back to infinite chase SAMs and MANPADS unfortunately (unless Eugen fixed that on their end). I can't think of any other notable changes.
Koreets 27. apr. kl. 5:00 
Great news! Maybe there is a way to compensate it? For example, make MANPADS more vulnerable to flares to make it hard to kill most modern planes? Or make planes evac sooner?
themediocrity  [ophavsmand] 26. apr. kl. 22:51 
Ok I figured out the problem on SAMs. I will have a fix up tomorrow. Unfortunately, there's been an unannounced change to the ability to use unit effects on missiles which forces us back to missiles that chase forever. This will unrealistically improve MANPADS against planes, but it doesn't seem like I can get around it. Sorry.
themediocrity  [ophavsmand] 26. apr. kl. 6:25 
I have another attempted fix queued, but I'm very low on play test time this weekend. There's a chance I could get it up tonight, but I won't know if it works.
Old Spice 25. apr. kl. 15:49 
When will the AA be updated?
themediocrity  [ophavsmand] 24. apr. kl. 8:28 
@Erica Hartmann: Doh! That's a leftover from messing with ACs that I should have reverted.