Tonci87 163 Posted July 22, 2013 Quote Adjusted lift force of xH-9, AH-99 and PO-30 helicoptersAdjusted collective of xH-9 family helicopters I really like the changes. Collective now feels as responsive as it should be Share this post Link to post Share on other sites
Varanon 892 Posted July 22, 2013 zimms said: That's my guess too. Maybe they simply switched the words 'grass' and 'now' by accident."Hiding in the grass now affects AI better" makes sense. Ah, indeed, that makes it clearer. Thanks, that seems to be a reasonable explanation Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 22, 2013 tyl3r99 said: anyone noticed the AT iron sights have got the old type scope effect... is this intended?? thank you Probably intended. The PCML and RPG optics have an in-built night vision mode so you don't need Head-Mounted NV equipment to use them at night. IRL those sort of scopes require pushing your eye against a rubber cup to see into the eyepiece, which means you don't get the sort of peripheral vision seen on the rifle optics. Pretty sure BIS haven't implemented a way of rendering the scene so that only the part of the view through the optics is in Night-vision, while the rest of the peripheral view is in normal daylight either, so having this sort of in-built NV capability can't be made to look right a 3D scope. The alternative is to make the entire scene, including peripheral vision in NV, like how rifle optics currently do when used in conjunction with HMNVS. Considering that you shouldn't be able to use magnified optics in conjunction with HMNVS at all, I think this looks a a bit shite. Share this post Link to post Share on other sites
petek 62 Posted July 22, 2013 (edited) Good news that all the passenger / turn out issues seem to be fixed in the IFVs! Is it by design that the commander and gunner views do not have NightVision (only the driver) I can see why a driver wouldn't need Thermal but I would think it standard that both commander and gunner would use Night vision. Does the gunner never engage "cold targets in the dark??!! It seems wrong that you'd have to turn out to use personal NVG's as it is? Edited July 22, 2013 by petek Share this post Link to post Share on other sites
barakokula31 10 Posted July 22, 2013 Were these green squares here before or did they add them in the update? I just noticed them now. Could it be a sign of a new locking system? Share this post Link to post Share on other sites
danil-ch 165 Posted July 22, 2013 (edited) AI thread! http://forums.bistudio.com/showthread.php?159711-Development-Branch-AI-Captain-s-Log Edited July 22, 2013 by Danil-ch Share this post Link to post Share on other sites
roberthammer 582 Posted July 22, 2013 Those squares always were there btw they changed the Mk20 animation into another new animation - new one looks more believable Share this post Link to post Share on other sites
petek 62 Posted July 22, 2013 ADUILO said: Were these green squares here before or did they add them in the update? I just noticed them now.http://i.imgur.com/HG6v5b9h.jpg Could it be a sign of a new locking system? Hi they've been there for a while. I'm noticing the Comanche gunner being less accurate with the gun (locked "diamonds" in place) Anyone else? Share this post Link to post Share on other sites
instagoat 133 Posted July 22, 2013 petek said: Hi they've been there for a while. I'm noticing the Comanche gunner being less accurate with the gun (locked "diamonds" in place) Anyone else? Hopefully. The guns of the helicopters were -way- too accurate up until now. Share this post Link to post Share on other sites
mantls 2 Posted July 22, 2013 did they increase the splash damage of Helicopter Chain guns and the Marshall's Gun yet? Share this post Link to post Share on other sites
gvse 10 Posted July 22, 2013 Quote Revamped sound suppressor configuration I'd really appreciate some details on that one! Share this post Link to post Share on other sites
V-zwo_Null 10 Posted July 22, 2013 I had a 0 Byte Update. What? And now? Share this post Link to post Share on other sites
jiltedjock 10 Posted July 22, 2013 V-zwo_Null said: I had a 0 Byte Update. What? That's the AI improvements. Share this post Link to post Share on other sites
barakokula31 10 Posted July 22, 2013 jiltedjock said: That's the AI improvements. I severely LOLed. Share this post Link to post Share on other sites
klamacz 448 Posted July 22, 2013 jiltedjock said: That's the AI improvements. We are removing bugs, it should be negative number. Share this post Link to post Share on other sites
msy 22 Posted July 22, 2013 Thouse smoke screen I launched can't affect my view from the vehicle!:( Share this post Link to post Share on other sites
Smurf 12 Posted July 22, 2013 klamacz said: We are removing bugs, it should be negative number. RT by one of the BI Devs: https://twitter.com/irqed/status/358212928404586498 lol ________ @muzzleflashes: Are they suppose to be fully visible on daylight? When using supressors it is also a little strange due the light casting. Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 22, 2013 jiltedjock said: That's the AI improvements. hahahahaha i love this (in all fairness, the devs are now looking into the AI hence the new forum etc...), yeah can anyone give some details on suppressor config? Share this post Link to post Share on other sites
byku 13 Posted July 22, 2013 Smurf said: RT by one of the BI Devs:https://twitter.com/irqed/status/358212928404586498 Haha! Epic xD Share this post Link to post Share on other sites
pettka 694 Posted July 22, 2013 The change in suppressors was quite complex, we have adjusted the suppressors to have the same firemodes as the weapon that uses them and they now have (at least according to our testing) better characteristics in hands of AIs - they should use the weapon accordingly to optics mounted on it, this was something suppressors were missing. One of the most common bugs fixed is the infamous "Sniper switches to pistol" one - with great deal of help from our programmers. There may be some quite rare issues with this bug, but it is mainly on CQB range where pistol seems more usable for the AIs :icon_twisted: Share this post Link to post Share on other sites
petek 62 Posted July 22, 2013 pettka said: The change in suppressors was quite complex, we have adjusted the suppressors to have the same firemodes as the weapon that uses them and they now have (at least according to our testing) better characteristics in hands of AIs - they should use the weapon accordingly to optics mounted on it, this was something suppressors were missing. One of the most common bugs fixed is the infamous "Sniper switches to pistol" one - with great deal of help from our programmers. There may be some quite rare issues with this bug, but it is mainly on CQB range where pistol seems more usable for the AIs :icon_twisted: Thanks for the info Pettka - look forward to checking these out tomorrow cheers Share this post Link to post Share on other sites
Tonci87 163 Posted July 22, 2013 pettka said: The change in suppressors was quite complex, we have adjusted the suppressors to have the same firemodes as the weapon that uses them and they now have (at least according to our testing) better characteristics in hands of AIs - they should use the weapon accordingly to optics mounted on it, this was something suppressors were missing. One of the most common bugs fixed is the infamous "Sniper switches to pistol" one - with great deal of help from our programmers. There may be some quite rare issues with this bug, but it is mainly on CQB range where pistol seems more usable for the AIs :icon_twisted: Wow really, it is finally fixed? Congrats to everyone involved! Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 22, 2013 so can AI use lasers and flashlights on their own and if they have suppressors in backpack (for example) when commanded to stealth will they put these on in future updates? thanks Pettka (this should have probably gone in the AI discussion, sorry mods) Share this post Link to post Share on other sites
instagoat 133 Posted July 22, 2013 klamacz said: We are removing bugs, it should be negative number. :I If it only were that easy... I remember my coding classes from Uni: I hated that stuff, I didn´t understand anything. I couldn´t fix a single page code thingy, can´t get my head around how you´re able to fix things in such a massive game at all. Just begun my AI testing, and man, so many variables, it´s exhausting. Share this post Link to post Share on other sites
barakokula31 10 Posted July 22, 2013 tyl3r99 said: so can AI use flashlights on their own Yes, they can and they could before. tyl3r99 said: if they have suppressors in backpack (for example) when commanded to stealth will they put these on I highly doubt it. Share this post Link to post Share on other sites