SuicideKing 233 Posted February 22, 2018 Excellent to see those Revive related changes! Should fix quite a few issues we had to work around. Thanks! 2 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 23, 2018 2 hours ago, SuicideKing said: Excellent to see those Revive related changes! Should fix quite a few issues we had to work around. Thanks! yes the new "Unload Incapacitated" vehicle action is most welcome! Prevents having to use code like this: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_incapacitated.sqf#L438-L457 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 23, 2018 Today's update released early without a changelog. New olive textures for NATO's Pacific vehicles. :D 7 Share this post Link to post Share on other sites
R3vo 2654 Posted February 23, 2018 9 minutes ago, Night515 said: Today's update released early without a changelog. New olive textures for NATO's Pacific vehicles. :D Looks nice, but I am curious why those textures are not available for the normal NATO vehicles too. Same thing for CSAT vs CSAT (Pacific). Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 23, 2018 4 minutes ago, R3vo said: Looks nice, but I am curious why those textures are not available for the normal NATO vehicles too. Same thing for CSAT vs CSAT (Pacific). What do you mean? Also Hunter, Quad Bike, UGV and HEMTT don't have textures (yet). Share this post Link to post Share on other sites
SuicideKing 233 Posted February 23, 2018 4 minutes ago, Night515 said: What do you mean? Also Hunter, Quad Bike, UGV and HEMTT don't have textures (yet). You can't select a NATO tank/vic, go to editor customisation and apply olive camo. You have to specifically spawn a NATO (Pacific) vehicle. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 23, 2018 5 hours ago, SuicideKing said: You can't select a NATO tank/vic, go to editor customisation and apply olive camo. You have to specifically spawn a NATO (Pacific) vehicle. I'm assuming it's just WIP and will be added later. EDIT: Suggestion, add a UGV Stomper (with olive retextures) for NATO Pacific. 3 Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted February 23, 2018 Loving the re-visit on revive, now the only thing missing is the ability to move incapacitated players; please add that and I'll be as happy as a pig in mud! Share this post Link to post Share on other sites
Tankbuster 1744 Posted February 24, 2018 58 minutes ago, Imperator[TFD] said: Loving the re-visit on revive, now the only thing missing is the ability to move incapacitated players; please add that and I'll be as happy as a pig in mud! If you mean 'drag incapacitated players' then yes, I'm all for that 1 Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted February 24, 2018 On another note; can we pretty pretty please have the Slammer Co-ax MG changed from 6.5 to 7.62 and the turret on the Bobcat changed from 6.5 to .50bmg? This would bring them in line with the rest of the armoured vehicle line ups. 3 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 24, 2018 Slammer coax looks a bit weird. Suggestion: either add the coaxile Mk200 model from the AFV-4 Gorgon / BTR-K Kamysh into that gap, or remove the muzzle flash. EDIT: One other thing, the sounds of casings from the coaxile MG can be heard (turn off engine and just do a short burst of the coax and listen closely) which doesn't make sense since it's a caseless MG. :P 3 hours ago, Imperator[TFD] said: On another note; can we pretty pretty please have the Slammer Co-ax MG changed from 6.5 to 7.62 and the turret on the Bobcat changed from 6.5 to .50bmg? This would bring them in line with the rest of the armoured vehicle line ups. I'm pretty sure the reason why NATO tanks have 6.5 mm MGs is the following: I'll use the Abrams as an example. Irl it has a 7.62 mm M240 coaxile MG. Since the M240 was seemingly replaced with the 6.5 mm Mk200 in the Armaverse, that's why the tanks have 6.5 mm instead of 7.62 mm. 6.5 mm miniguns don't make sense though, especially since the Hellcat and Pawnee have the same miniguns yet they're 7.62 mm. 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted February 24, 2018 9 hours ago, Imperator[TFD] said: Loving the re-visit on revive, now the only thing missing is the ability to move incapacitated players; please add that and I'll be as happy as a pig in mud! Also having this work for AI as well, including AI medics. AFAIR the AI dies instantaneously and doesn't know how to treat you. 3 Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted February 24, 2018 11 minutes ago, Alwarren said: Also having this work for AI as well, including AI medics. AFAIR the AI dies instantaneously and doesn't know how to treat you. I dream of that day but I'm not holding my breath :) Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 24, 2018 Can a Dev please verify this ticket, is pretty major issue, not sure if it is affecting just me though. https://feedback.bistudio.com/T127774 Also while there is work being done on the revive system and incapacitated units, can we please prevent incapacitated vehicle drivers from having vehicle control (as well as the ability to fire turrets). Until that is done, we have no choice but to eject drivers from the vehicle or move them to a passenger seat NM appears to be taken care of! Share this post Link to post Share on other sites
Muecke 114 Posted February 24, 2018 Yes yes yes... So for the most played gamemode since OFP and for gods sake. We need a tracked vehicle as support or medic for west and east. I dont care how it looks. Make a tracked brick with a red cross on it would be fine. 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted February 24, 2018 2 hours ago, Muecke said: Yes yes yes... So for the most played gamemode since OFP and for gods sake. We need a tracked vehicle as support or medic for west and east. I dont care how it looks. Make a tracked brick with a red cross on it would be fine. it is on the way. only not going to look as shit as you may have been willing to settle for :D. Share this post Link to post Share on other sites
Muecke 114 Posted February 24, 2018 13 minutes ago, teabagginpeople said: it is on the way. only not going to look as shit as you may have been willing to settle for :D. How do you know ? Share this post Link to post Share on other sites
teabagginpeople 398 Posted February 24, 2018 16 minutes ago, Muecke said: How do you know ? because I post under the guise of a forum member to keep tabs on my employees, and get a general vibe of how the game is being perceived at ground level. otherwise how would I know about temples before apex launch , or the upcoming tank you have wished for..... but seriously dev branch changes are pretty much laying out the foundations for what I see as an armoured medic carrier. to compliment the new changes to tank damage system. 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 24, 2018 35 minutes ago, teabagginpeople said: because I post under the guise of a forum member to keep tabs on my employees, and get a general vibe of how the game is being perceived at ground level. otherwise how would I know about temples before apex launch , or the upcoming tank you have wished for..... but seriously dev branch changes are pretty much laying out the foundations for what I see as an armoured medic carrier. to compliment the new changes to tank damage system. to be fair the fixes to Revive are things we reported to feedback tracker and requested 1+ year ago :) I did not expect the Unconscious/Incapacitation fixes, so they are very welcome. I don't see a medical vehicle coming though, although if there was some work done during LoW DLC on one (armored ambulance or whatever) then I guess the work could have been handed off to the Tonks DLC crew to finish off. If I was to expect a medical vehicle, it would be an unarmed Marid/Panther/Gorgon variant with a different livery and the "Treat" action attached to it. And to throw a log on that fire, they are actually introducing a new Marid model with no Gunner position :) "O_APC_Wheeled_02_rcws_v2_F" Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 24, 2018 For some reason, when looking at damaged vehicles in first person (either a single gunshot from a 9 mm or actual damage) it turns dark like so: But in third person: It also appears darker in first person while manning the vehicle regardless of damage. 3 1 Share this post Link to post Share on other sites
pr9inichek 133 Posted February 24, 2018 The names of the blocks are too small and should be centered. Spoiler https://feedback.bistudio.com/T127778 We can see part of foot a driver in T-100 Varsuk Spoiler https://feedback.bistudio.com/T127779 Very bad shade from hands a driver of Offroad Spoiler https://feedback.bistudio.com/T127780 1 Share this post Link to post Share on other sites
lonewolf96 44 Posted February 24, 2018 Would be nice for some new AT weapons... Like the good ol' Carl Gustaf ;) I also don't see why the hidden textures for certain uniforms haven't been released as their own uniforms yet? Sage nato uniform? Woodland nato uniform? Syndikat combat uniform? These all look great and should be released, whoever made them deserves them to be released. 7 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted February 25, 2018 Literally unplayable. The RCWS on every vehicle apart from the Strider doesn't animate properly. For reference, this is how it should animate. Note that the base doesn't move while the turret actually does. The following vehicles... 2S9 Sochor Speedboat Ifrit MSE-3 Marid IFV-6c Panther CRV-6e Bobcat UGV Stomper M4 Scorcher ...have RCWS's that don't animate properly. The base moves with the turret like so: While we're on the topic, the hatch on the hunter shouldn't turn with the turret. Rather it should remain still - along with the RCWS's base, while the RCWS turns. Also, the unarmed Strider has a base which probably shouldn't be there. Please take care of this, I can't unsee it now. EDIT: Also, the FIA Gorgons still have AO for the tools, and the shovel handle is still there. 3 Share this post Link to post Share on other sites
R3vo 2654 Posted February 25, 2018 Anyone ran over an AI lately? 1 Share this post Link to post Share on other sites
POLPOX 778 Posted February 25, 2018 Turrets of every Armored vehicle are don't have any collision. Share this post Link to post Share on other sites