fn_Quiksilver 1636 Posted November 15, 2017 15 hours ago, 2nd ranger said: Gosh darn, great commands! Adds new possibilities, for example tracking people in police missions or 'find the HVT' scenarios. yep, very nice to have usable license plates. Helps support civilian interaction in (para)military missions too 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted November 15, 2017 On 13/11/2017 at 4:48 PM, bars91 said: Getting purchase option despite having Supporter Edition Pretty sure this has happened with most dlc release for the edition owners Share this post Link to post Share on other sites
lexx 1381 Posted November 15, 2017 This new civilian module.. can we somehow limit which civilian will spawn? I haven't further investigated it yet. Share this post Link to post Share on other sites
R3vo 2654 Posted November 15, 2017 Quote Tweaked: MLRS elevation speed was slightly increased again for compatibility reasons Not sure what the reason for this change was, but there are several other issues with the MLRS: - Turret can be elevated too high - There is no sound when elevating up or down. Some sort of hydraulic sound would be nice. - When "Gun Elevation Up/Down" is bound to the mouse wheel. The elevation is very slow compared to when it's bound to a normal key. - The new suspension tweaks cause the turret to wobble when driving, very noticeable in rough terrain. - Also when driving, the turret direction changes. I believe while driving, the turret direction should be locked when AI is in gunner seat. It looks weird. 2 Share this post Link to post Share on other sites
UpperM 14 Posted November 15, 2017 I'm in dev branch (ladt version) , when i go to the Functions i don't see setPlateNumber & getPlateNumber it's normal ? Share this post Link to post Share on other sites
POLPOX 778 Posted November 15, 2017 16 minutes ago, UpperM said: I'm in dev branch (ladt version) , when i go to the Functions i don't see setPlateNumber & getPlateNumber it's normal ? Not a function, they are script commands. Share this post Link to post Share on other sites
mjolnir66 48 Posted November 16, 2017 Ignore me, problem solved Share this post Link to post Share on other sites
Strike_NOR 898 Posted November 16, 2017 Quote Fixed: Wrecks of armored vehicles could bounce in the air in some cases Fantastic. I was playing one of the Tac-Ops missions yesterday when a Varsuk decided to fire it's solid rocket boosters and head for low Malden orbit. Legend has it, it is now a modular part of the ISS (International Splendid™ Station). 3 2 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted November 16, 2017 24 minutes ago, Strike_NOR said: Fantastic. I was playing one of the Tac-Ops missions yesterday when a Varsuk decided to fire it's solid rocket boosters and head for low Malden orbit. Legend has it, it is now a modular part of the ISS (International Splendid™ Station). It's part of the USS Argo station now. ;) 1 Share this post Link to post Share on other sites
lex__1 422 Posted November 16, 2017 BIS, please make - damage of wheels (tracks) shouldn't be a reason for explosion of the vehicle. Share this post Link to post Share on other sites
teabagginpeople 398 Posted November 16, 2017 anyone have an issue with the panels not showing up or gps on dev branch? just before i revert may have been corrupted on download integrity says it ok but it not. Share this post Link to post Share on other sites
bumgie 49 Posted November 16, 2017 On 14.11.2017 at 4:48 PM, POLPOX said: It would be great if a similar system could be used to add some identifiers on all vehicles. Especially IFV's and other armored vehicles. 1 Share this post Link to post Share on other sites
Greenfist 1863 Posted November 16, 2017 10 minutes ago, teabagginpeople said: anyone have an issue with the panels not showing up or gps on dev branch? just before i revert may have been corrupted on download integrity says it ok but it not. I had that. Restoring the layout to default fixed it. I guess the updates for panel resizing messed it up. 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted November 16, 2017 12 minutes ago, Greenfist said: I had that. Restoring the layout to default fixed it. I guess the updates for panel resizing messed it up. cheers green just after I posted. then I remembered that happens. was in doing it, thanks again. Share this post Link to post Share on other sites
Strike_NOR 898 Posted November 16, 2017 5 hours ago, lex__1 said: BIS, please make - damage of wheels (tracks) shouldn't be a reason for explosion of the vehicle. While on the topic... Technically speaking - the only thing that would make a tank explode (disintegrate) is if the entire ammo storage cooked off at once. The immense pressure would not escape quickly enough, further accelerating the reaction causing a detonation. This would shred the tank or blow the turret off as popularly seen in real life examples. Any lower pressure caused from less ammo going off would simply make a hollowing wooooosh as everything burns violently, like a blowtorch. Explosive warheads and coaxial ammo create secondary explosions. Contrary to popular belief, hitting fuel tanks do not cause high energy explosions unless they are near empty. Even so, the fuel bladder/tank does not have sufficient strength to allow pressure to build up. After all, theres going to be a large entry/exit hole which the gas can escape from. There may be a large fireball (not explosion) and ensuing inferno. This may, if heating up ammunition, lead to detonation of the ammorack and hence the tank. However not instantly. I sincerely hope and wish for more complex damage models where hull damage, wheel damage, fuel tank damage, engine damage, gun, turret etc DO NOT lead to vehicle destruction. The only thing that physically blows up a tank is ammo detonation. This leads to more types of "kills": Mobility kill Crew kill Combat ineffectiveness kill Tank burndown Ammo rack kill This will make engineering more relevant, to salvage wrecked husks of steel, repair in the field etc. Only the detonated wreck would be "beyond repair". All other kill types could be 'fixed' and crew replenished. 3 Share this post Link to post Share on other sites
lex__1 422 Posted November 16, 2017 15 hours ago, Strike_NOR said: While on the topic... Technically speaking - the only thing that would make a tank explode (disintegrate) is if the entire ammo storage cooked off at once. The immense pressure would not escape quickly enough, further accelerating the reaction causing a detonation. This would shred the tank or blow the turret off as popularly seen in real life examples. Any lower pressure caused from less ammo going off would simply make a hollowing wooooosh as everything burns violently, like a blowtorch. Explosive warheads and coaxial ammo create secondary explosions. Contrary to popular belief, hitting fuel tanks do not cause high energy explosions unless they are near empty. Even so, the fuel bladder/tank does not have sufficient strength to allow pressure to build up. After all, theres going to be a large entry/exit hole which the gas can escape from. There may be a large fireball (not explosion) and ensuing inferno. This may, if heating up ammunition, lead to detonation of the ammorack and hence the tank. However not instantly. I sincerely hope and wish for more complex damage models where hull damage, wheel damage, fuel tank damage, engine damage, gun, turret etc DO NOT lead to vehicle destruction. The only thing that physically blows up a tank is ammo detonation. This leads to more types of "kills": Mobility kill Crew kill Combat ineffectiveness kill Tank burndown Ammo rack kill This will make engineering more relevant, to salvage wrecked husks of steel, repair in the field etc. Only the detonated wreck would be "beyond repair". All other kill types could be 'fixed' and crew replenished. Damage of wheels (tracks) has to make damage of wheels (tracks). In them there is no gasoline or ammunition. Even strongly critical damage of wheels of the car, shouldn't cause explosion of all transport. 1 Share this post Link to post Share on other sites
D_Donskoy 50 Posted November 16, 2017 To BIS or those who know tried and can answer: Hi ) Is there any possibility to fill a whole island / city on island civilians without placing the new modules at each location? And is it possible to link two new modules of civilian waypoints if one of them is outside the border of the module presence civilians? Thank you. Share this post Link to post Share on other sites
froggyluv 2136 Posted November 16, 2017 Were the enum errors (ie Camouflagecoef) acknowledged or better yet fixed? Dont want to redownload Dev branch as if still issue, it fires continuously Share this post Link to post Share on other sites
das attorney 858 Posted November 17, 2017 11 hours ago, froggyluv said: Were the enum errors (ie Camouflagecoef) acknowledged or better yet fixed? Dont want to redownload Dev branch as if still issue, it fires continuously Same here dude, my rpt is a shithouse of spam at the moment, so went back to stable. 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted November 17, 2017 Thank you team! A number of things in 1.78 update allow me to delete a few now-redundant script workarounds - fixed expectedDestination command - siren for police vehicles - beacons for service offroads - civilian module - new Unload Unconscious units action detected a small bug with the civilian module: the "threat" destination takes the unit to some likely unintended areas: (note the guy in the water) might have to loop a few times to find a land pos in some cases 2 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted November 18, 2017 1.78 RC Also plenty of enum errors on screen, specifically when setting custom unit traits https://community.bistudio.com/wiki/setUnitTrait 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted November 18, 2017 1.78 RC https://feedback.bistudio.com/T127144 please please please fix this issue for 1.78 stable "getCursorObjectParams" is no longer returning simple objects "cursorObject" returns the simple object as expected Please allow "getCursorObjectParams" to return simple objects again. edit: getCursorObjectParams is now returning "cursorTarget" instead of correctly "cursorObject" needs to be fixed 1 Share this post Link to post Share on other sites
oukej 2911 Posted November 20, 2017 On 11/15/2017 at 7:01 PM, R3vo said: Not sure what the reason for this change was, but there are several other issues with the MLRS: Turret can be elevated too high initially we tried to tone the traverse and elevation speed down to something more credible. We've also got requests to do so. But we've run into issues with the artillery computer and also existing scenarios. So we may have to stick with the old instantaneous gun adjustment :( The max. extent of turret elevation is something we'll definitely have to keep as it is not to change the available ranges. Sorry about that. On 11/16/2017 at 7:11 PM, teabagginpeople said: anyone have an issue with the panels not showing up or gps on dev branch? just before i revert may have been corrupted on download integrity says it ok but it not. Had you been using an adjusted layout previously? 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted November 20, 2017 3 hours ago, oukej said: Had you been using an adjusted layout previously? hmmm I am using different computers in different locations so can't be 100% sure on that . probably was as think I changed the afm dials around on that one. Butttt when going to dev branch at above date, I lost all my game profile settings from character to control mappings on the profile I was using. note to self save a copy of my totally remapped keybindings . note tested further on other pc. custom layout indeed resets going to dev branch. leading to just explanation markers where panels/gps is. testing on todays dev as of 13:00. Share this post Link to post Share on other sites