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Cant a graphic be dynamic? Meaning start with a clean one, switch it up as you dirty it up on country roads? Maybe not possible, dont understand these sorts of things. Such as never got why we cant have more than one walking animation at once

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Step #1: Crouch with a rifle

Step #2: Move forward

Step #3: Notice speed

Step #4: Move forward and left

Step #5: Notice speed

Step #6: Move forward and right

Step #7: Notice speed

Step #8: Get triggered by the animations' speed difference

 

Easier to see in Virtual Arsenal with the speed bar on the right.

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2 hours ago, xxgetbuck123 said:

 

If its annoying in game.. just imagine dirt on your optics IRL. 

 

I like the idea, just needs to be tweaked. 

Dirt of that kind would ony be acceptable if it was a temporary/removable feature like in Warthunder.

 

 

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1 hour ago, froggyluv said:

Cant a graphic be dynamic? Meaning start with a clean one, switch it up as you dirty it up on country roads? Maybe not possible, dont understand these sorts of things. Such as never got why we cant have more than one walking animation at once

 

From what I gather that technology is in Enfusion Engine. 

I is definitely not apart of the A3 RV engine as I've never seen it happen, though it may come with tanks DLC who knows.. However you could do a script or something whereby if you drive on a dirt surface for like 30 seconds (or whatever time) it applys a texture. However when it comes to WarThunder style dirt etc, you might have to wait for A4 for that. 

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2 hours ago, xxgetbuck123 said:

 

From what I gather that technology is in Enfusion Engine. 

I is definitely not apart of the A3 RV engine as I've never seen it happen, though it may come with tanks DLC who knows.. However you could do a script or something whereby if you drive on a dirt surface for like 30 seconds (or whatever time) it applys a texture. However when it comes to WarThunder style dirt etc, you might have to wait for A4 for that. 

In the cars there are broken glasses. Repair repairs them.
I think it's possible to do it.

 

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3 hours ago, lex__1 said:

In the cars there are broken glasses. Repair repairs them.
I think it's possible to do it.

 

I doubt it would be possible to have a smooth transition between two textures. So please don't.

 

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Dev branch feedback:

dBdGd3O.jpg 

Extra crosshair on Gorgon commander's display?

 

iiiTRJh.jpg 

Broken looking texture in the marid driver cockpit

 

puStKJ1.jpg

Marshall viewports are blocked

 

b806K4G.jpg 

Stratis Map textures look odd.

 

Album link: https://imgur.com/a/3XIFu

 

p.s. Could we get imgur album support please? Way more convenient and takes less space.

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10 minutes ago, SuicideKing said:

Marshall viewports are blocked

Take a look how it looks from outside ;)

 

10 minutes ago, SuicideKing said:

Extra crosshair on Gorgon commander's display?

It's UI crosshair, if you disable crosshair in difficulty settings then it should go away.

 

10 minutes ago, SuicideKing said:

Broken looking texture in the marid driver cockpit

What is broken with that texture?

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1 hour ago, SuicideKing said:

p.s. Could we get imgur album support please? Way more convenient and takes less space.

 

Personally i like the old school method of putting images in a post, however if you would like imgur support. Please post here (https://forums.bohemia.net/forums/forum/126-bohemia-interactive-web-pages/) to request it and the webteam will look at your request. Now lets get back on topic. :f:

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2 hours ago, SuicideKing said:

Stratis Map textures look odd.

 

 

The maps are looking like that for a couple weeks now. Don't think there was ever anything about it in the change logs. I got used to it rather quickly, tho I'm not sure why the visuals were changed.

 

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2 hours ago, SuicideKing said:

Extra crosshair on Gorgon commander's display? 

 

This is a thing that annoyed me. How about removing actual crosshair while the camera is inside of the vehicle?

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Please nobody even think of touching the new map relief shading! It's absolutely perfect and very useful!  

 

Are there plans to add it to the in-game map too? And not just the editor?

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10 hours ago, reyhard said:

Take a look how it looks from outside ;)

I assume you mean it's intentional? I'll take a look, but I can't say I understand why this was changed (don't remember this being there before).

 

10 hours ago, reyhard said:

It's UI crosshair, if you disable crosshair in difficulty settings then it should go away.

yeah but maybe it should be auto-disabled when inside the vehicle, irrespective of UI settings? (ditto for all vehicles with any sort of HUD/Camera, really)

 

10 hours ago, reyhard said:

What is broken with that texture?

Maybe broken was a bad word to use - more like the texture itself looks like a yellow rectangle with a broken area - like it's glass that was shattered. Neither the rectangle nor the shattered bit don't look like they have any purpose either...it's also kinda weird that every Marid has that broken bit? Ditto for the Marshall, why would every single Marshall that NATO has, have the viewport covered like  that (still haven't looked at it from the outside though...)?

 

8 hours ago, lexx said:

The maps are looking like that for a couple weeks now. Don't think there was ever anything about it in the change logs. I got used to it rather quickly, tho I'm not sure why the visuals were changed.

 

7 hours ago, Greenfist said:

Please nobody even think of touching the new map relief shading! It's absolutely perfect and very useful!  

Yeah I mean i can live with them but wasn't sure if it was deliberate, because I didn't read about it in the logs. Is useful though, i suppose.

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So, what's the reasoning behind the changing of the accuracy on many of the vehicles currently in-game?

Kajman 30MM and some others seem unreasonably inaccurate.

For the Gatling and other high ROF cannons I understand, but the 40mm on the Marshall is supposed to be quite accurate.

Atleast differentiate between APFSDS and HE, at least IMHO.

 

(I know guns have same accuracy regardless of ammo and that you'd need to change the way accuracy is calculated, maybe have base accuracy value ammo specific but give the gun a "multiplier"? 

Example: 120MM APFSDS 0.1mils accuracy ---- 120MM HE 0.2mils accuracy ----- Kuma 120MM cannon 1.0x accuracy multiplier ----- Slammer M2A1 "short" 120MM cannon 1.2x accuracy multiplier)

 

Multiplier would come in handy when you have two guns that use the same ammo but one is lower caliber so should have lower accuracy.

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2 hours ago, scavenjer said:

So, what's the reasoning behind the changing of the accuracy on many of the vehicles currently in-game?

Some weapons were too accurate even when compared to their real counterparts (especially gatling types, HMGs, GMGs) and it was possible to use them as way too accurate "sniper" weapons. Having similar long range single-shot kill certainty as with the tank cannons or APC autocannons. But even those were simply "laser precise" without any dispersion at all. It should be now scaled with a better understanding of the purpose of each weapon.

The Marshalls 40mm should still be very precise. This is few shots APFSDS at a 2m diameter target @1000m now (after the change):

7gguqha.jpgu7eY5nM.jpg
 

2 hours ago, scavenjer said:

t the 40mm on the Marshall is supposed to be quite accurate.

Atleast differentiate between APFSDS and HE, at least IMHO.

The difference should already be there in case of dual feed cannons (different muzzle) - e.g. the mentioned Marshall, Kamysh or also the Kajman.
Some test-firing

  • 500 40mm APFSDS shots @ 1000m
    • ~75% @ < 0.35m radius (which might be still more precise than what these weapons realistically are)
    • ~95% @ < 0.5m
  • 500 40mm GPR-T shots @ 1000m
    • ~60% @ < 0.35m radius
    • ~76% @ < 0.5m
    • ~95% @ < 0.9m

You can also check one article about gun test here https://quillorcapture.com/tag/90mm/ with a target image (but without actual data). (thx @Damian90 for the reference link)


Anyway, as always :), this is very much open to the feedback and changes are possible :)

 

 

 

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32 minutes ago, oukej said:

Some weapons were too accurate even when compared to their real counterparts (especially gatling types, HMGs, GMGs) and it was possible to use them as way too accurate "sniper" weapons. Having similar long range single-shot kill certainty as with the tank cannons or APC autocannons. But even those were simply "laser precise" without any dispersion at all. It should be now scaled with a better understanding of the purpose of each weapon.

The Marshalls 40mm should still be very precise. This is few shots APFSDS at a 2m diameter target @1000m now (after the change):

7gguqha.jpgu7eY5nM.jpg


# By test-firing 500 APFSDS shots @ 1000m later I've had ~75% < 0.35m, ~95% < 0.5m radius - which might be still more precise than what these weapons realistically are.
## You can also check one article about gun test here https://quillorcapture.com/tag/90mm/ with a target image (but without actual data). (thx @Damian90 for the reference link)

Anyway, as always :), this is very much open to the feedback and changes are possible :)

 

 

The difference should already be there in case of dual feed cannons (different muzzle) - e.g. the mentioned Marshall, Kamysh or also the Kajman.

Ah, good to know! Thanks for the quick response, I have read that the M61 Vulcan had 8 mils of accuracy which does seem consistent with what you show, 40MM did have 0.5 mils which seems accurate too, (I thought it was more from in game experience).

 

I'll see if I can find some 30mm charts that correspond to the cannon on the kajman.

 

EDIT: https://thesovietarmourblog.blogspot.be/2016/05/bmp-2.html

I know this might not be the best source but I've seen similar statements on the accuracy of the 2A42.

(2A42 is probably the closest cannon I can find to the kajman as it is fitted on many other Russian attack helicopters)

I understand that firing from a moving platform such as a helicopter has an accuracy penalty but with modern FCSs this shouldn't be too severe.

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10 hours ago, reyhard said:

Take a look how it looks from outside ;)

So I did! And I understand now why it's like this. But... it looks like someone's stuck cardboard over the viewport, instead of the camera and antenna being a short distance away. Looks very 2D, not at all obvious what it is.

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12 hours ago, oukej said:

u7eY5nM.jpg

 

Probably about time you upgrade the virtual shooting range with some metal supports to hold the target.

 

Nerves of steel you say? How about titanium...

 

PS I thought you said you introduced AI suppression a while back... ;)

 

 

 

On a more serious note though, it's nice to see how you are testing out various dispersion settings. Based on your post I would say you are definitely on the correct path for realism :)

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Having weapon dispersion is always good, arguably better than laser accuracy (unless of course your gun is soley for AT purposes). Better spread means better suppression and area of effect, nothing worse than trying to squirt down an enemy section with the coax and having every round land in like a 0.5cm grouping. 

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Has anyone done any playing around with the new license plate commands? If so, how do they work and when will those commands be put into the game?

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22 minutes ago, maihym said:

Has anyone done any playing around with the new license plate commands? If so, how do they work and when will those commands be put into the game?

 

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1 hour ago, xxgetbuck123 said:

Having weapon dispersion is always good, arguably better than laser accuracy (unless of course your gun is soley for AT purposes). Better spread means better suppression and area of effect, nothing worse than trying to squirt down an enemy section with the coax and having every round land in like a 0.5cm grouping. 

This is a myth, you always want the highest possible accuracy out of a weapon system, if you want area suppression you can simply adjust your fire accordingly.

 

Look up the bren gun myth on YouTube and find a video done by Forgotten Weapons or InrangeTV, very informative.

 

Regardless I see that most cannons have used I been changed correctly, the only one I think is a bit over the top is the Kajman 30MM.

It seems that it has roughly 5 mils of accuracy while that source I posted claims 2-4mils was standard.

IMO combined with the (relatively) low RoF the accuracy is a bit lacklustre and feels "forced".

 

That's just my opinion and people I've talked to seem to agree.

But if this is the way devs want it, so be it.

I thoroughly appreciate that they even take a look at the cannons this late in the game's development time.

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On a slightly different note, I've been trying out the addWeaponTurret commands in the editor to change the loadouts of certain vehicles with the intention to propose changes to the KoTH gamemode.

 

For example: me and my friends have always wondered why the Hellcat is armed with DARs instead of DAGRs, currently even if you equip it with DAGRs the pilot has control over them while the copilot has the FLIR camera.

Logically it would make more sense for the copilot to have control over the DAGRs so he can guide them with the FLIR camera.

 

Anyway, the question I have is wether or not you can at all change weapon characteristics in the editor without the need for mods.

(Changing ROF, FCS, maxzero range, bullet velocity, etc)

I know this is possible via mods but I also think this has been done to an extent in the KoTH gamemode(no mods).

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