Tyl3r99 41 Posted July 26, 2013 all in all looks like a promising update just played and no error messages and game runs smooth a supermodel's ass :) Share this post Link to post Share on other sites
byku 13 Posted July 26, 2013 Wow... what a changelog! 200MB to go! Looks like amazing changes :D Share this post Link to post Share on other sites
instagoat 133 Posted July 26, 2013 (edited) Wow. The Alamut. Wow. I. Wow. Guys. This is just like the ACE Rpg. It even has the correct crosshairs! Guys. Guuuuuuuyyyysssss. I am fangirling so much right now even though its just a little thing. Hopefully the AI can cope with this too. Now we only need some fix for the magic titan missiles and then the AT stuff will be splendid³ I´ve not understood the changes for the weapon handling, though. Another thing that remains is the encumbrance/weight system. The light AT doesn't kill the IFVs anymore so easily, though, so that's good. Edit: Only thing that's missing from the Alamut right now is a launch effect. Edited July 26, 2013 by InstaGoat Share this post Link to post Share on other sites
byku 13 Posted July 26, 2013 (edited) Wow... what a changelog! 200MB to go! Looks like amazing changes :D. Edit. Very nice changes to the launchers! Edited July 26, 2013 by Byku Share this post Link to post Share on other sites
bigpickle 0 Posted July 26, 2013 Thank God for that. As a knee-fetishist this was one of my overriding concerns.;) http://24.media.tumblr.com/tumblr_luwmb1hv9A1qfeaoyo1_400.gif Share this post Link to post Share on other sites
fragmachine 12 Posted July 26, 2013 Great changelog :) New armour penetration system? That sounds very promising! It doesn't even have to be 100% accurate - just a thing that modders could make use of :) I wonder what are those fire-effects on APC - anyone? Share this post Link to post Share on other sites
petek 62 Posted July 26, 2013 "AMV and Kamysh properly eject shells" - Anyone seeing this? Like the new AT sights. Share this post Link to post Share on other sites
kremator 1065 Posted July 26, 2013 'Drivers have gone to training lessons to improve their driving capabilities' FINALLY ! Share this post Link to post Share on other sites
dale0404 5 Posted July 26, 2013 'Drivers have gone to training lessons to improve their driving capabilities'FINALLY ! And they can stay there for as long as needs be! Share this post Link to post Share on other sites
fragmachine 12 Posted July 26, 2013 'Drivers have gone to training lessons to improve their driving capabilities'FINALLY ! I won't believe till I see it in-game. Share this post Link to post Share on other sites
roberthammer 582 Posted July 26, 2013 Very nice changed and alamut is great - reminds me a ACE mod like InstaGoat said didnt tested the armour yet - i hope for a good improvement also Mk20 still reloads too fast , reload sound is slower Share this post Link to post Share on other sites
twisted 128 Posted July 26, 2013 some pretty frigging cool things in the dev! you guys sure are cranking things up a notch. impressed. Drivers have gone to training lessons to improve their driving capabilities Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow. and most importantly Knees of pilot look better :yay: Share this post Link to post Share on other sites
Alwarren 2767 Posted July 26, 2013 I won't believe till I see it in-game. I can confirm that driving has improved, I did the same test I did recently and the first case (waypoint only in the airbase) worked fine this time with a single hunter, even crossed the bridge. Still, convoy driving has issues left, mostly because different speeds don't really go well together All in all, though, an improvement. Me like :) Share this post Link to post Share on other sites
Varanon 892 Posted July 26, 2013 - APCs damage model has been improved- Added new penetration materials for armoured vehicles Would it be possible to get a clarification on these improvements ? This sounds very interesting, to say the least, but I don't want to get my hopes too high Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 26, 2013 Assigned new style collision envelopes to movement with rifle. This should fix several issues with clipping, sticking and walking through walls. Also improves character handling, as the rotation axis is now moved under characters head, instead of it's feet. Pistol envelopes remain old-style for comparison, but will shortly follow. We're particularly interested in feedback regarding this. Duke Vespa has already done some basic testing, but we're rolling this tweak out perhaps a bit earlier than usual to identify any potential problems early. Reduced sticking/snagging in confined spaces Clipping through walls reduced Looking through walls using Q/E reduced It's considered to be a 'small evolutionary step', but it should help reduce unexpected clunkiness particularly when navigating urban environments. Best, RiE Share this post Link to post Share on other sites
byku 13 Posted July 26, 2013 The armor system... well.. i don't see much difference except that now i can SHOOT THROUGH(!?) Panther with 30mm ap rounds(they enter from one side, exit from the other)... i've tested also 4000 7,62 rounds to panther and GMG effect on apcs. So not much difference for now. Share this post Link to post Share on other sites
comp_uter15776 1 Posted July 26, 2013 Still no sector module fix xP Ah well, I'm sure it will be resolved sooner or later. I like the sound of the driving enhancements though. Share this post Link to post Share on other sites
SaOk 112 Posted July 26, 2013 AI is stucking with pistols again. They only stay prone at the same position and rotate. Seem to happen usually after firefight. Share this post Link to post Share on other sites
GranolaBar 10 Posted July 26, 2013 (edited) Fixed lighting of 3D GUI objects Maybe my topic of lighting ? More info ? Edited July 26, 2013 by GranolaBar Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 26, 2013 (edited) I don't see much difference except that now i can SHOOT THROUGH Panther with 30mm ap rounds(they enter from one side, exit from the other) Yes, crew inside armoured vehicles has the possibility of being hit by AP rounds. Fire geometry is considered WIP, our Top Dentist is working splendidly on it. Still need to address issues of projectiles penetrating but not exiting/only penetrating the correct places (i.e. not frontal/turret armour). If these issues can be solved (hello, disclaimer), you'll be the . :cool:Best, RiE Edited July 26, 2013 by RoyaltyinExile Share this post Link to post Share on other sites
comp_uter15776 1 Posted July 26, 2013 Maybe my topic of lighting ?More info ? Also, if i understand, we can now kill the apc crews with penetrate ammo ? No. That's 3D GUI object lighting, which are Graphical User Interface objects... not your "beta LIGHTING of Vehicules Not-finished"... Share this post Link to post Share on other sites
GranolaBar 10 Posted July 26, 2013 No. That's 3D GUI object lighting, which are Graphical User Interface objects... not your "beta LIGHTING of Vehicules Not-finished"... OK damned :p^^ Some plants, roads and rocks have their specular materials tweaked For plants, roads and more, better LOD ? or other Share this post Link to post Share on other sites
petek 62 Posted July 26, 2013 Can some check a problem I'm having please? when I move from driver in marshall to gunner I either "twitch" back to driver or end up in the commander seat. Can successfully move from the commander seat to the gunner though. Haven't checked the rest of the armour yet. This is with me being the only unit in the vehicle BTW. Cheers Share this post Link to post Share on other sites
fragmachine 12 Posted July 26, 2013 (edited) I can confirm that driving has improved, I did the same test I did recently and the first case (waypoint only in the airbase) worked fine this time with a single hunter, even crossed the bridge. Still, convoy driving has issues left, mostly because different speeds don't really go well togetherAll in all, though, an improvement. Me like :) So you got me! I had no other possibility than believe you - so I did. :) If AI driving is smoother then that is definitely an improvement :cool: Yes, crew inside armoured vehicles has the possibility of being hit by AP rounds. Fire geometry is considered WIP, our Top Dentist is working on it. Best, RiE I believe that it was possible before, when inside the Marid i've been killed by AP rounds then or maybe the engine calculate things different for light APCs and differently for heavily-armoured APCs/tanks? Edited July 26, 2013 by fragmachine Share this post Link to post Share on other sites