lex__1 422 Posted March 27, 2018 Correct TT17 and TT18 , incorrectly determined the time for gold in the competition. The time for the entire route is set to 00:00:05 Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 27, 2018 6 minutes ago, lex__1 said: Correct TT17 and TT18 , incorrectly determined the time for gold in the competition. The time for the entire route is set to 00:00:05 Yeah I can confirm this. Share this post Link to post Share on other sites
lex__1 422 Posted March 27, 2018 Look at the construction of the AI group. The infantry group ideally moves and maintains the formation. Motorized AI groups are a very bad build keeping positions. https://feedback.bistudio.com/T82259 4 Share this post Link to post Share on other sites
DnA 5162 Posted March 28, 2018 18 hours ago, lex__1 said: Correct TT17 and TT18 , incorrectly determined the time for gold in the competition. The time for the entire route is set to 00:00:05 It's deliberate until we find reasonable (read: internal best * community skills ^ ninjas) medal times to set. Several more structural changes were still happening, such as new CPs, so medal times would not yet mean much. The final times will probably be plugged in next week. 4 1 Share this post Link to post Share on other sites
dasWurmtMich 1 Posted March 28, 2018 Would it please be possible to seperate the gunner controls from driver controls? Because if you map the turret movement to WASD (because that helps immensly with fast turret rotation in urban and on the flight combat where you as the gunner have to react fast) and then later on try to go to the driver seat and you try to move the tank it won't move because the game is trying to move your turret instead of the actual tank. So everytime you'd have to add/remove keybindings and thats kinda annoying. Also it would be greatly appricated if the helicopter pedals get a seperate keybinding from the jet pedals. Some people like me prefer to use A/D for helicopter pedals and Q/E for jet pedals. Constantly changing keybindings is kinda annoying. I would greatly appricate it to see these QOL changes in game. 1 Share this post Link to post Share on other sites
Strike_NOR 898 Posted March 28, 2018 Thanks for the update! Are you guys working holidays now to press the release or are you taking some days off? Quote Added: Cannon-launched missiles, Jian, Macer, Sharur, Vorona, Firefist, RPG42, RPG7, MRAAWS, SPG9, Tratnyr, Shrieker, DAR and DAGR now use HEAT submunitions Added: Scalpel and Macer top-down flight profile Yeah! You go guys! Fantastic :) Quote Tweaked: Increased hit damage dealt by HEAT submunition Hmm... I take it the internal hit damage is going to get a buff from this, and increase hithull damage and crew damage, regardless of where the shot lands. Not sure how I feel about that. Quote ENGINE Fixed: Speed property in the CfgArmorSimulations did not work Can you elaborate? What was broken? Did the new components fail to add/remove projectile velocity? There have been reports of ERA not working well against single HEAT warhead munitions. Happy Easter guys :) Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted March 28, 2018 1:58:44 I_LT_01_AT_F: cannon_ready_light - unknown animation source muzzle_hide_cannon 1:58:44 I_LT_01_AT_F: indicator_com_turret_mfd_driver - unknown animation source obsturret 1:58:44 I_LT_01_AT_F: indicator_com_turret_mfd_gunner - unknown animation source obsturret 1:58:44 unable to connect anim. source "Hit" to hitpoint "HitComTurret" in I_LT_01_AT_F 1:58:44 Error in expression <(ammo1+ammo2)> 1:58:44 Error position: <ammo1+ammo2)> 1:58:44 Error Undefined variable in expression: ammo1 1:58:44 unable to compile MFD condition '(ammo1+ammo2)' 1:58:44 Warning: Convex component representing Track_L not found RC 1.82.144574 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted March 28, 2018 Could we please get camo selections for backpacks on tanks? Share this post Link to post Share on other sites
R3vo 2654 Posted March 28, 2018 5 minutes ago, Night515 said: Could we please get camo selections for backpacks on tanks? Yes, please! 3 Share this post Link to post Share on other sites
rübe 127 Posted March 28, 2018 Could someone please either confirm, or deny that the following is still a problem on the devel branch? https://feedback.bistudio.com/T128002 1) doStop all units (with scripting) 2) try to make them follow you again with direct commanding (radio 1-1) Does it work/do AI units follow you again? For if not, this kind of AI direct command deadlocking seems to be pretty game breaking to me. Share this post Link to post Share on other sites
mrchooch 11 Posted March 28, 2018 How do you get the achievement "No Requiem"? I finished the "Altis Requiem" campaign but didn't get it Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 29, 2018 So Scalpel missiles might need a slight adjustment to their maneuverability. The first target is destroyed while launching at almost 90 degrees while the second target is launched with the target 180 degrees behind me. 1 Share this post Link to post Share on other sites
scavenjer 112 Posted March 29, 2018 Just now, Imperator[TFD] said: So Scalpel missiles might need a slight adjustment to their maneuverability. The first target is destroyed while launching at almost 90 degrees while the second target is launched with the target 180 degrees behind me. Yup, agreed! Biggest rule of Proportional Navigation: NO U TURNS! 1 Share this post Link to post Share on other sites
POLPOX 779 Posted March 29, 2018 Does anybody notice the Pistol Flashlight for ACP-C2, 4-Five, Zubr? When and why it is now available in vanilla? IIRC it is not available in vanilla recently... 1 Share this post Link to post Share on other sites
Electricleash 133 Posted March 29, 2018 It's been there since sometime last year. To my knowledge it wasn't mentioned in any of the changelogs though. Nice little surprise. Share this post Link to post Share on other sites
R3vo 2654 Posted March 29, 2018 Wasn't it added with Tac Ops? Share this post Link to post Share on other sites
D_Donskoy 50 Posted March 29, 2018 1 hour ago, R3vo said: Wasn't it added with Tac Ops? No. It was add last year. 1 Share this post Link to post Share on other sites
twistking 204 Posted March 29, 2018 so, since the new camo nets for vehicles will reduce your heat signature, will that also work for AI or only human players? in other words, does AI with thermal capabilities (thermal weapon-scope, vehicles with thermal sights, but no automatic "sensor array") have spotting capabilities dependant on varying heat signature? i did some very quick tests back when jet dlc released, but did not get definite results... (a tank is obviously still a big target, even when cold...) Share this post Link to post Share on other sites
Strike_NOR 898 Posted March 29, 2018 I suspect the camo nets are largely there for visual variation as I have not seen any connection/link to vehicle detectability for sensors or AI. I have asked the devs for this, but not really got an answer, but I do believe they make a difference in what you, as a human player, will see in IR mode and therefore how hard it is to detect you. 1 Share this post Link to post Share on other sites
ski2060 167 Posted March 29, 2018 Strike_NOR, have you seen today's tweak about interior geometry not overlapping crew fire geometry? Possibly a fix for all the external damage killing crew without penetrating the vehicle? Share this post Link to post Share on other sites
Strike_NOR 898 Posted March 29, 2018 53 minutes ago, ski2060 said: Strike_NOR, have you seen today's tweak about interior geometry not overlapping crew fire geometry? Possibly a fix for all the external damage killing crew without penetrating the vehicle? Yeah, I don't know. Will have to perform tests - I am working on something else at the moment, maybe I'll have something to show for tonight :) Share this post Link to post Share on other sites
twistking 204 Posted March 29, 2018 1 hour ago, Strike_NOR said: I suspect the camo nets are largely there for visual variation as I have not seen any connection/link to vehicle detectability for sensors or AI. I have asked the devs for this, but not really got an answer, but I do believe they make a difference in what you, as a human player, will see in IR mode and therefore how hard it is to detect you. the question is, if IR detection is based on some config/variable, or if detection probability is somehow taken directly from the brightness value of the thermal texture, in which case there would not be a seperate config linking the nets to AI detection. the latter does seem a bit to sophisticated to be true, but i would not rule it out... Share this post Link to post Share on other sites
Alwarren 2767 Posted March 29, 2018 On 27.3.2018 at 12:20 PM, lexx said: I'm curious, is it even possible for "generic folks" to get a full vehicle crew in multiplayer? All the times I played online and had matches where vehicles were a thing at all, everyone used their own. Play with a Coop-oriented clan, and you'll get there in no time :) 3 Share this post Link to post Share on other sites
heavygunner 179 Posted March 29, 2018 Anybody else experience crashes in the Tank Destroyer showcase when engaging the tanks coming after you shot the spotter? Especially when firing your main cannon and hitting them? Could be my system, but outside of this mission everything seems fine. Full system crash btw. Share this post Link to post Share on other sites
dragon01 903 Posted March 30, 2018 8 hours ago, Strike_NOR said: I suspect the camo nets are largely there for visual variation as I have not seen any connection/link to vehicle detectability for sensors or AI. I have asked the devs for this, but not really got an answer, but I do believe they make a difference in what you, as a human player, will see in IR mode and therefore how hard it is to detect you. Well, they're definitely good for visual camouflage. On Tanoa, especially, compare Green Hex tanks with and without camo nets. The latter are definitely harder to spot, especially at a distance. Didn't test in NV, but I'd expect similar results. If it doesn't affect AI, it definitely should. Share this post Link to post Share on other sites