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AnimalMother92

New ARMA2 OA Beta Patch 72418 Available!

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I have question abou new tracked vehicles change : Do you prefer the original sliding tanks, that driven by player, where drifting 90 deg oversteer everytime when you were turning and slowing at the same time?

Beta exe does not fix AI driving with tanks. This has to be fixed in config. AI should be able to follow planned path without sudden changes in direction on straight roads.

Its much better in the beta.. if you drive at full speed the tank still slides a little.

And the way the a.i. slided with the tanks was one of the most annoying things since the days of CWC, if you can improve that go for it!

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Beta exe does not fix AI driving with tanks. This has to be fixed in config. AI should be able to follow planned path without sudden changes in direction on straight roads.

What does this mean? with the fix on sliding tanks, AI will now drive straight and not zigzag anymore?

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I have question abou new tracked vehicles change : Do you prefer the original sliding tanks, that driven by player, where drifting 90 deg oversteer everytime when you were turning and slowing at the same time?

Beta exe does not fix AI driving with tanks. This has to be fixed in config. AI should be able to follow planned path without sudden changes in direction on straight roads.

That is the type of post that has helped make BI the best developer in the business. The willingnes to listen and change things if they feel they might have got things a bit wrong is just so refreshing to see. So come on all you real life tankers, tell Sheepy how the tank handling should be.

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Do I have to uninstall the old beta first to install this one?

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Do I have to uninstall the old beta first to install this one?

Just remove the old beta folder from your expansions folder and then install the new beta. dont uninstall any other way.

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3) AI units need to much time to get in a vehicle or withdraw from combat/battle

suggestion: make the order "Disengage" functional and very strict for AI

Disengage is functional, but it has a different function. It is not supposed to withdraw your squad from a combat. It is supposed to disengage engaged units AFAIK.

i.e. "1 engage that officer" - "1 disengage"

correct me if I am mistaken.

---------- Post added at 02:47 PM ---------- Previous post was at 02:42 PM ----------

That is the type of post that has helped make BI the best developer in the business. The willingnes to listen and change things if they feel they might have got things a bit wrong is just so refreshing to see. So come on all you real life tankers, tell Sheepy how the tank handling should be.

Yes, I would also prefered tank behaviour based on experience of people who have driven tanks in real. If BIS could choose those people and discuss it, that would be great and imho better than deciding based on some superficial feeling of majority of people how a tank driving should look like. No offense, you know what I mean. I personally have no experience with it at all, so I would be grateful for opinions of real experts.

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Wow, if true that's just awsome news... :yay:

Id like to see the toning down of the drift. Looking at the vids that were posted earlier, most of that drifting was either done on a very slippery surface ie the leopard tank basically on a sheet of ice, or a wet surface ie the bradley parking (nicely done by the way, Ace Ventura would be proud). Previously in the game the AI would come bombing into a waypoint and basically powerslide to a stop way too often.

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I have question abou new tracked vehicles change : Do you prefer the original sliding tanks, that driven by player, where drifting 90 deg oversteer everytime when you were turning and slowing at the same time?

If you wanted, you could induce 90deg oversteer when slowing down, but it wasn't some thing that happened when you didn't want it to. It was perfectly controllable. The fact is it happened because you where speeding, just like it would in a real tank. If you drove at proper speeds the tank would not do that.

I think its a shame this was changed, these physics have been fine since OFP.

Yes, I would also prefered tank behaviour based on experience of people who have driven tanks in real. If BIS could choose those people and discuss it, that would be great and imho better than deciding based on some superficial feeling of majority of people how a tank driving should look like. No offense, you know what I mean. I personally have no experience with it at all, so I would be grateful for opinions of real experts.

I too, but the thing is here... Don't fix what isn't broken, No one asked for this change and no one voted for it.

Edited by -=seany=-

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the drifting was never right, especially not on the grounds depicted in the games, such drifts would break parts of the carriage in real life....tracks and suspesions are the weak spot of every armoured vehicle. A single broken trackwheel and its over...vehicles like the M113 tend to roll over in that case as the whole side would be blocked.

I noticed that A.I. foramaion driving in trackes vehicles is better now since they wont drift around after every stop or turn and halt the whole formation.

I skiped the whole tracks vehicle part because of this problem for the last 2 Years, now i finally can have a look into it again, thats nice as I served in the armoured branch back in my days.

++

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I have question abou new tracked vehicles change : Do you prefer the original sliding tanks, that driven by player, where drifting 90 deg oversteer everytime when you were turning and slowing at the same time?

Beta exe does not fix AI driving with tanks. This has to be fixed in config. AI should be able to follow planned path without sudden changes in direction on straight roads.

I haven't played the latest beta yet, but I do think the tanks slid too much before so I think any change to minimize that is a good thing. I vote for not returning to previous slide strength.

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the drifting was never right, especially not on the grounds depicted in the games, such drifts would break parts of the carriage in real life....tracks and suspesions are the weak spot of every armoured vehicle. A single broken trackwheel and its over...vehicles like the M113 tend to roll over in that case as the whole side would be blocked.

Then model this in to the game, so people wont speed and cause their tank to slide like it would in real life.

I noticed that A.I. foramaion driving in trackes vehicles is better now since they wont drift around after every stop or turn and halt the whole formation.

Beta exe does not fix AI driving with tanks. This has to be fixed in config. AI should be able to follow planned path without sudden changes in direction on straight roads.

I skiped the whole tracks vehicle part because of this problem for the last 2 Years, now i finally can have a look into it again, thats nice as I served in the armoured branch back in my days.

++

I can tell you haven't used tanks in 2 years because no one who used them often would even suggest that it would be better to have physics that cause the vehicles to roll over more often

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tank sliding on wet surface, mud, ice, snow, sand is way different

(while these videos are exactly for these types of surfaces)

and before You start bash me that i know nothing about tank sliding or driving

i was many times on CZ ARMY days (Bahna) and recreation of WW2 Kursk battle near Brno ...

and yes i driven there in and on tank :)

sliding exist but it's quite limited to certain situations only (speed, angle of terrain, type of surface, weight of vehicle )...

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Dedicated server crashes on this beta.....100% of the time, rolled our Combined Operations server back to beta 72291.

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In addition to sliding tanks...All modern tanks using rubber road pads on the tracks dont have a tendency to slide even on wet roads.

In fact I've never seen any slinding in my whole time in a armoured Recon Batttalion using M113 & Leopard II in the tracked or "heavy" section, and I have seen a lot vehicles in all kinds of terrain in ecercise actions from Baumholder to Shilo (Canada). The sliding gone is way better now and since A.I. wont slide anymore a lot af scenes in the game dont look silly anymore....the silliest was all that trackes vehicles sliding at every corner and at any stop spoiling formations all 20 meters.

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How about fixing the fact the wheeled vehicles in game of any type can climb steeper grades than tracked vehicles

It is silly that the bus or a FWD car can drive up steep slopes and restart from stationary on them wile all the tracked vehicles stop short with there tracks spinning.

This affect A2 & OA

dev-heaven.net - issues -12147 - Wheel adhesion (grip) vs. track adhesion & 4x2 drivelines vs. all wheel drive vs. tracked vehicles

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ARMA2_OA_Build_72418 still has the same problems as previous update! (72291)

Check the strobe.

Is there somewhere you can report these bugs direct to whoever's making the beta updates?

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Come on folks .... instead of griping about what is missing, start talking about what they put in!

You sound like whiny kids !

we are talking about what they put in, Bugs :)

Edited by jgaz-uk

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Dedicated server crashes on this beta.....100% of the time, rolled our Combined Operations server back to beta 72291.

Same here

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Same here

here here.

If I run mine as a shortcut then have the console up on my user it works fine, otherwise it crashes.

I hope this gets fixed soon.

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yes...this beta server crashes BUT I cannot confirm 100%.

Tried one takistan mission and it crashed but a zergabad mission did not.

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