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I think items in inventories are rendered in 3D eventhough you can't see them. It's always been the case AFAIK.

 

I've just tested it with Intel GPA, I believe this theory is wrong.

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From today's dev change log:

 

Fixed: The Thermal Imagery mode would not reflect the shape of the Night Vision Goggles

 

I didn't see that as being "broken".  It night vision looks way better full screen, as it would be IRL.

This actually means that Goggles should correctly use their shape on eyes while using both NVG and TI modes. There was an issue before that TI mode showed goggles raised :icon_twisted:

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For some reason i can't start missions (singleplayer->scenario) that have unpacked files (not in a pbo but in a folder in /missions folder) anymore since the 1.6 updates. This worked flawlessly before. Is this intended?

Another issue: When using a secondary weapon in crouched stance, moving will revert the stance back to standing. Crouching does not have this issue.

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I've just tested it with Intel GPA, I believe this theory is wrong.

They may not be rendered (I am no specialist), but I'm pretty sure their models are somehow loaded by the engine : if you try to add to your inventory an item wich has its model textures misconfigured, you'll immediatly see the error pop-up - eventhough you can't see the item in the 3D scene.

Well... I'm almost pretty sure - I haven't tested this recently.

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This actually means that Goggles should correctly use their shape on eyes while using both NVG and TI modes. There was an issue before that TI mode showed goggles raised :icon_twisted:

 

Can I ask how the goggles know whether to have the raised or lowered position now? Is it for specific "NVG" and "TI" entries in the array, or just any index > 0 in the array?

 

I did some experimenting before the Apex content came out and concluded that I'd be super happy if BIS could add a way to have "Normal" vision mode that allows goggles lowered.

Would this be possible with a visionMode[] = {"Normal","Normal"}; entry in the config now, or would it require an extra vision mode option to be programmed?

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This bug is from the release of Tanoa
Buawa village

34iiwrb.jpg

 

Video of the bug

 

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is it just me or haS the map marker bug gotten worse? Because it seems like it's taken more and more relogs to get markers to properly show. And i've tried the old maybe unconfirmed fix of setting difficulty down to recruit.

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mNSLkPx.jpg

 

Am I the only one who thinks that the Bobcat could be very useful if it would make use of the sling loading feature and some new animation sources? Would be awesome if one could attach a broken vehicle to the crane and bring it back to base that way. (Just dreaming)

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If only such technology existed. :)

 

[bIS]

  • IA would not be able to do that
  • engine limitations
  • optimisation issue

[/bIS]

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Anyone else having issues with sounds after loading saved game files?  Mostly happening on Helis, but i have seen it on the Prowler as well... Example is the sound gets stuck on loop as heli is running when not, or after full startup of heli, the sound fades away

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Stratis - Airport Control Tower

It's quite hard to open/close that door. Ladder always get in the way.

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It seems that the number of items you carry significantly affects FPS, which I haven't observed earlier.

With 86x 9mm pistol magazines, the FPS as measured by BIS_fnc_fps drops by ~4 (on the VR map) compared to no gear. If you add ie. 10000 SmokeShells via setUnitLoadout, the FPS drops by ~30. Don't know if this is expected (something calculating weight for all items every frame), but it's much more pronounced with some modded items (like ACE3 medical) in much smaller quantities (~400 total = ~50 FPS drop).

As far as I can tell, this seems to be on 1.60 as well, was this always the case?

https://feedback.bistudio.com/T118201

Please write your own observations.

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Look at those color bushes:

This is what happens to them if there is a storm going on. They are highly affected by wind, which makes them look really bad under strong weather conditions.

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This is what happens to them if there is a storm going on. They are highly affected by wind, which makes them look really bad under strong weather conditions.

When quoting a post containing pictures, please remove the pics from your response.Thanks

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When quoting a post containing pictures, please remove the pics from your response.Thanks

As a moderator, you might want to remove them.

There is still something weird going on with ai and waypoints. Examples:

1. Final mission in the prologue, after arriving with the helicopter, the Hunter is already at his next waypoint, therefore making it impossible for the player to enter the vehicle.

2. That second mission in episode 2 of the main campaign, the Strider at the roadblock is already off the road.

3. Noticed it in a few of my custom missions as well- vehicles who shouldn't move yet, did move to their first waypoint.

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This actually means that Goggles should correctly use their shape on eyes while using both NVG and TI modes. There was an issue before that TI mode showed goggles raised :icon_twisted:

 

In latest 1.63.136975, ENVG-II now have black border when active (like vanilla NVG) which I think the poster was referring to, is this intended?

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Returning back to the main menu from the editor does not clear the chat window.

 

Edit: It seems that this issue does not only apply to the main menu.

 

Started the campaign:

 

ExgkuEk.jpg

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It was reported many times ago by many players at old feedback tracker, and now I'm reporting it one more time (I don't think it's hard to fix that, there is no engine limitations and etc)

Glowing ironsights textures at ACP-C2 are blinking and making fire from it hard, especially at night

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Could you fix the issue when you've controller plugged in, you can't assign controls because it bugs in keys from the controller. Assign something to W and it when you push W it registers W+controllerkey#1. Just example.

The bug has been in the game for a while, at least a year.

 

This issue https://feedback.bistudio.com/T82394

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g'evening, any plan to address this ?

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There's no way to rebind the "vectoring on/off" on the vtols. It's default key is X. Ideally it would be the same as auto hover.

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