cruzifer 0 Posted November 1, 2013 is it not possible to add a ppeffect to the thermal imaging or is it broken? Share this post Link to post Share on other sites
progamer 14 Posted November 2, 2013 is it not possible to add a ppeffect to the thermal imaging or is it broken? Effect? Share this post Link to post Share on other sites
barakokula31 10 Posted November 2, 2013 Effect? What's the question here? Share this post Link to post Share on other sites
progamer 14 Posted November 2, 2013 What's the question here? Curious to what he means. Share this post Link to post Share on other sites
das attorney 858 Posted November 2, 2013 Curious to what he means. He means what he says. He wants to know if it is possible to add a ppEffect to the TI. If you spent 5 seconds googling ppeffect, it would save you having to trouble others on this forum. This is the first google result on my PC for ppeffect: http://forums.bistudio.com/showthread.php?75528-ppEffect-collection Share this post Link to post Share on other sites
Tankbuster 1746 Posted November 2, 2013 I'm getting loads of errors when using an edited UI. Resetting it back to default cleared the errors. Error in expression <((safezoneW / safezoneH) min 1.2) / 40) + (profilenamespace getvariable ["IGUI> Error position: <+ (profilenamespace getvariable ["IGUI> Error Generic error in expression Error loading control config.bin/RscInGameUI/RscStanceInfo/StanceIndicator/ Share this post Link to post Share on other sites
smokedog3para 365 Posted November 2, 2013 Helicopters are louder inside than out side I can't hear my team speak to me now in the chopper because of engine noise Share this post Link to post Share on other sites
SnR 1 Posted November 2, 2013 Helicopters are louder inside than out side I can't hear my team speak to me now in the chopper because of engine noise Yes take me to the tracker, and i will vote. Share this post Link to post Share on other sites
Sgt.Spoetnik 10 Posted November 2, 2013 Hi guys,wanted to ask this if its a issue (in dev version)like on my stable version; when a ai get's shot and drops down(dead) and they fall onto a object like a tree/wall they take that object down with them. not sure if it happend before the release of the campaign, but i have seen it happen lots off times in the campaign and even in missions since the new updates. Share this post Link to post Share on other sites
2nd ranger 282 Posted November 2, 2013 Yeah that's been a problem since the Alpha. Share this post Link to post Share on other sites
papanowel 120 Posted November 2, 2013 Do you have any issue with AT mine on the devbranch? On the stable, it does no damage if you drive on it with a T100... Share this post Link to post Share on other sites
Ash712 1 Posted November 3, 2013 Helicopters are louder inside than out side I can't hear my team speak to me now in the chopper because of engine noise I'd like it if the devs made an "audio option" you could adjust that only applies to the Heli's, and Jets "engine" SFX ;) It's the only SFX/Audio that I ever have an issue with in TS as well. lol! Share this post Link to post Share on other sites
progamer 14 Posted November 3, 2013 I'd like it if the devs made an "audio option" you could adjust that only applies to the Heli's, and Jets "engine" SFX ;)It's the only SFX/Audio that I ever have an issue with in TS as well. lol! If they did that, we'd need a way to disable it via the mission. If you aren't in a position were you would have protection then the realistic gameplay is having to either speak up or wait for the helicopter to leave or power down. Share this post Link to post Share on other sites
PartyHead 10 Posted November 3, 2013 (edited) Post removed. I was wrong and I apologies to the Devs. The "SpeedofSound" sound mod was/is causing all the trouble with mortar rounds falling short of there target. My apologies again. Edited November 4, 2013 by PartyHead Share this post Link to post Share on other sites
mr_centipede 31 Posted November 4, 2013 Repro mission and feedback tracker if you want to get it fixed. Share this post Link to post Share on other sites
blackjacktom 10 Posted November 4, 2013 If they did that, we'd need a way to disable it via the mission. If you aren't in a position were you would have protection then the realistic gameplay is having to either speak up or wait for the helicopter to leave or power down. Except in real life people would get headphones. And I really don't want to have to change my helmet every time I get into a helicopter. Share this post Link to post Share on other sites
progamer 14 Posted November 4, 2013 Except in real life people would get headphones. And I really don't want to have to change my helmet every time I get into a helicopter. That's why I said simulate headphones were they would be used. But actual headphones would be a better solution: Share this post Link to post Share on other sites
nicolasroger 11 Posted November 4, 2013 Hey devs what in the hell has gone wrong with the mortars now, I made an AI operated mortars script a few weeks ago which worked perfectly and I just tried it now and the mortars fire their rounds but the rounds are all hitting way short of their targets. I'm getting really pissed off with this sort of shit happening all the time when are you all going to pull your fingers out of your asses and start getting things working right or stop stuffing up things that were already right I'm just about ready to chuck this game in the bin ???????? Calm down dude. You should consider opting out of the dev branch if you don't want to test things for the dev. Share this post Link to post Share on other sites
GranolaBar 10 Posted November 4, 2013 Fixed: Rear lights on HEMTTs Ooo :) after 6 months... Go on the other vehicules now :p especially choppers and trucks. Share this post Link to post Share on other sites
ericfr 0 Posted November 4, 2013 Tanks can see underwater SVD, and open fire of course with no luck. Share this post Link to post Share on other sites
PartyHead 10 Posted November 4, 2013 I was wrong and I apologies to the Devs. The "SpeedofSound" sound mod was/is causing all the trouble with mortar rounds falling short of there target. My apologies again. Share this post Link to post Share on other sites
mr_centipede 31 Posted November 4, 2013 Todays Sabot hit effects looks much better now.. About "•Independent soldiers have been visually tweaked", what exactly is tweaked? Share this post Link to post Share on other sites
DnA 5143 Posted November 4, 2013 About "•Independent soldiers have been visually tweaked", what exactly is tweaked? I got the low-down from artist Mr. Krofta: Fixed: Head (face) dissapearing in 5th LOD (diver) Fixed: Back armor dissapearing in 5th LOD (diver) Polished texture of AAF soldiers' black boots Polished specular / nohq textures of AAF helmet Polished texture of AAF olive bandoleer Share this post Link to post Share on other sites
NeuroFunker 11 Posted November 4, 2013 I got the low-down from artist Mr. Krofta: Fixed: Head (face) dissapearing in 5th LOD (diver) Fixed: Back armor dissapearing in 5th LOD (diver) Polished texture of AAF soldiers' black boots Polished specular / nohq textures of AAF helmet Polished texture of AAF olive bandoleer nice, i wish you could polish US boots and uniforms as well. When sitting at helicopter, and traveling long distances, it gets quite noticable, or when kneeling, boots have pretty low res texture, and the uniform, looks kinda low detailed as well. Just slithly cosmetic changes, for example the new british uniforms and boots, look fine to me. Share this post Link to post Share on other sites
kecske 46 Posted November 4, 2013 Fixed: Rear lights on HEMTTs Only fixed on the transport and covered transport versions. The other five or so variants still have the issue. Share this post Link to post Share on other sites