R3vo 2654 Posted January 17, 2018 Also, could you look at the MB 4WD? The suspension seems to be very stiff for an offroader. Share this post Link to post Share on other sites
dragon01 902 Posted January 17, 2018 I rather suspect someone dun goofed with the update. :) Share this post Link to post Share on other sites
dragon01 902 Posted January 17, 2018 1 hour ago, SuicideKing said: well they said it's WIP so i assume it's not done yet.... I rather suspect someone dun goofed with the update. They wouldn't release it if all it did was to break existing audio. 2 1 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 18, 2018 These keypad lights can be seen from unlimited distance at night. How to see them: On Tanoa, fly over Georgetown at night. All the little red dots are these things. I cant think this is healthy for FPS Example of how it looks: (all the little red dots are these keypad lights) 5 4 1 Share this post Link to post Share on other sites
kecske 46 Posted January 18, 2018 ahhaha I remember noticing those a few months back and I thought it was some work-in-progress attempt at creating city lights visible from a distance Now it makes sense why they were red 1 Share this post Link to post Share on other sites
x3kj 1247 Posted January 18, 2018 logistical issues... Did you have to evacuate all server hardware into the inside of Edita from the storm ? Hope you all get home safely. Share this post Link to post Share on other sites
teabagginpeople 398 Posted January 18, 2018 dayum with those keypad things might have been better off just doing broken ones that had wires hanging out, and no need for the lights. I get it probably was to help with the dark night no nvgs but still. Share this post Link to post Share on other sites
2nd ranger 282 Posted January 18, 2018 2 hours ago, kecske said: ahhaha I remember noticing those a few months back and I thought it was some work-in-progress attempt at creating city lights visible from a distance Now it makes sense why they were red Heh, that's what I thought too. Looked pretty good, except that it was red. Share this post Link to post Share on other sites
Igor Nikolaev 511 Posted January 19, 2018 The idea of recreating city lights is amazing. It is looking amazing even right now. Please BI, don't delete it unless you've got something better on your mind :) Share this post Link to post Share on other sites
Strike_NOR 898 Posted January 20, 2018 So while trying to test the new soundsets for vehicles introduced in latest devbranch update, I found out that your mechanics have incorrectly assembled some vehicle transmissions ;) Namely the Strider and Ifrit automatic transmission gear selectors. They are not behaving in a very healthy way :) Bugtracker here: https://feedback.bistudio.com/T127578 Video here: 1 Share this post Link to post Share on other sites
lex__1 422 Posted January 21, 2018 - The movement of cars in the rear movement causes some problems in collisions with bushes. Machines can easily turn over. - Look at BTR-K Kamysh. Through its texture you can enter on foot. If you sit behind the arrow, and turn the tower or shoot, the texture of BTR-K Kamysh acquires the right properties. If you have ideas how to change this: - T63264, T127260 problem of hives on servers - T79923 parachute collision with trees - T126270 the shooter is tangled in the definition of the target - T82167, T81982, T123368, T124077 problems with bipod - T82258 Transparency and Opacity of the Landscape Problem - T83081 fog in the monitor window of the camera video review of listed problems: 2 1 Share this post Link to post Share on other sites
dr. hladik 231 Posted January 22, 2018 > T82258 Transparency and Opacity of the Landscape Problem This not a bug and will not be fixed. It is unfortunate result of terrain LODing (we have to limit rendered geometry as it grows exponentially). Speed of LODing is affected by terrain detail. 3 Share this post Link to post Share on other sites
snoops_213 75 Posted January 22, 2018 2 hours ago, dr. hladik said: > T82258 Transparency and Opacity of the Landscape Problem This not a bug and will not be fixed. It is unfortunate result of terrain LODing (we have to limit rendered geometry as it grows exponentially). Speed of LODing is affected by terrain detail. Is it possible then not to render objects that are in the affected areas so we dont see them? On a different subject would you be able to make artillery cannons not take terrain into account with targeting and firing solutions? At the moment AI artillery will fire out to about 16km( seems to be hard limit for ai locking anything) and will shoot even with low view distance ie no los, but as soon as terrain blocks los thats it they refuse to fire even though they know where the enemy is. Im one step away from native non scripted AI artillery ( god the new datalink i fun) but this has me beat as i dont want to use scripts to force them to fire Share this post Link to post Share on other sites
SuicideKing 233 Posted January 22, 2018 (edited) These screenshots are from profiling branch, not dev but that shouldn't change much afaik. Issue 1: Tank's engine starts getting affected at this depth. Seeing what tanks are usually capable of going through, maybe the depth through which they can go be increased slightly? At least enough to not stall in the Limni marshes on Altis. Issue 2: Tanks don't cause a splashing effect when they enter water at speed, and there's no effect on the water surface when they traverse through it. Spoiler Issue 3: Buildings visibly clipping through each other in Larche, Malden.(at the CO marker) Spoiler Issue 4: Water texture seems to be missing when looking out of the CSAT VTOL's window (multiplayer, dedicated server) Spoiler Edited January 23, 2018 by SuicideKing Images hidden as spoilers to save space; clarified which VTOL 3 Share this post Link to post Share on other sites
lexx 1385 Posted January 23, 2018 Is there any chance to get a new hidden selection for the container on the HEMTT Box vehicle? Oh, and why not a hidden selection for the container object as well? That would be really great. 3 Share this post Link to post Share on other sites
SuicideKing 233 Posted January 23, 2018 Reposting this from #dev_rc_branch in discord because it looks like a pretty bad bug, found by Ulairi. The wheeled APCs' crew can be shot at and killed by small arms fired between the wheels. See the additional information in this ticket for the rest of the videos. https://feedback.bistudio.com/T127593 1 Share this post Link to post Share on other sites
R3vo 2654 Posted January 23, 2018 Are you going to revisit the vehicle suspensions? Many vehicles behave very weird, especially when accelerating and decelerating. Also, the Offroad seems to turn quicker than its front tires should allow. Just drive with it and turn left right quickly. Share this post Link to post Share on other sites
NoPOW 59 Posted January 23, 2018 2 sorts of Rahim ammo, one is unusable. https://imgur.com/a/RZTLG Share this post Link to post Share on other sites
oukej 2911 Posted January 24, 2018 9 hours ago, R3vo said: Are you going to revisit the vehicle suspensions? Many vehicles behave very weird, especially when accelerating and decelerating. 1 Most probably we won't have enough time for it but if you point us to individual vehicles we might be able to fix the most obvious ones 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted January 24, 2018 13 minutes ago, oukej said: Most probably we won't have enough time for it but if you point us to individual vehicles we might be able to fix the most obvious ones I noticed that the HEMTT seems to be the only truck where, when accelerating, the front suspension compresses. When decelerating, the rear suspension compresses. Most other vehicles "lift" in the front when accelerating, and compress in the front when decelerating. I actually recorded this ingame, but haven't posted the video on youtube yet. I think this is an error. Share this post Link to post Share on other sites
lexx 1385 Posted January 24, 2018 Yes, and while you try to fix the HEMTT suspension, plz also add a new hidden selection for the HEMTT Box container. :> 2 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted January 24, 2018 10 hours ago, R3vo said: Are you going to revisit the vehicle suspensions? Many vehicles behave very weird, especially when accelerating and decelerating. Also, the Offroad seems to turn quicker than its front tires should allow. Just drive with it and turn left right quickly. The opposite seems to be the case for the quad bike, it doesn't steer as much as the tires would indicate. Cheers 1 Share this post Link to post Share on other sites
lex__1 422 Posted January 24, 2018 At speeds of about 20 km / h of HEMT transport, the rear suspension does not fully work its way in the turns to the left or to the right, the rear wheels come off the ground. This behavior is more suitable for higher speeds. Share this post Link to post Share on other sites
R3vo 2654 Posted January 24, 2018 5 hours ago, oukej said: Most probably we won't have enough time for it but if you point us to individual vehicles we might be able to fix the most obvious ones Most vehicles have the issue that their front raises when driving backwards and the other way around. And exeception is the Offroad, it seems that it turns faster than its wheels would actually allow. Last but not least, the 4WD Jeep seems to be too stiff for an offroad vehicle a little more bounce would be appreciated. *Are you listening, lord of bounce?* 1 Share this post Link to post Share on other sites
reyhard 2082 Posted January 24, 2018 11 minutes ago, R3vo said: Last but not least, the 4WD Jeep seems to be too stiff for an offroad vehicle a little more bounce would be appreciated. *Are you listening, lord of bounce?* Tried it atm and it seems to behave pretty well - I don't feel that stiffnes at all. Suspension is pretty strong but that allows you to cross obstacles without breaking tires and I think that is more important for offroad vehicle. 5 Share this post Link to post Share on other sites