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I ain't in dev branch.

Does anyone have a video of the new showcase or campaign?

I don't mind the spoilers.

Thx

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suggestion to the DEVS

if you add the commander section in vanguard mode to SC 32+2 control edessa and remove the zeus section (and some modifications) you have a perfect Conquest mode BF2 style........

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Just finished the campaign and showcase. Didn't experienced any bugs.

 

It's no Laws of War, but pretty much about what I expected. I feel like there is one mission between 1 and 2 missing, though. Something to tie it all a bit more together. Not sure how to explain it... the jump in time is too big, imo. Too much weight on the second part, not enough weight on the introduction.

 

I liked the element of deserters. It makes sense and adds more depth to the general lore. I just feel like it could have been "explored" a tiny bit more. That "missing mission" I mentioned.


I don't think it is necessarily bad, but mission 3 is the weakest in my opinion. It shows exactly how A3 vehicle ai excels... in pure, stupid, brute force. One lemming at a time... This isn't a tank battle, this is a meat grinder. What makes this worse is that it's me (my tank) vs. everyone else. I guess adding a second or third tank to the players group would have been too chaotic, huh? (wink, wink)

Same a bit with the showcase, tho as the player is primarily in a natural defense position, it doesn't convey the same feeling. It's better, even though the concept is quite similar. Hey, at least you got to use the fancy toys like laser guided ammo.

 

All in all, it's good fun, but nothing exactly ground breaking. For a DLC with that price tag and the other content, I'm pretty cool with it.

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Just finished the first mission of the campaign, and while I didn't see any gamebreaker, I noticed an error message

 

23:08:42   Error scriptdone: Type String, expected Script
23:08:42 Error in expression <scriptDone _call02
>

Repeated several thousand times. Looks like this is a trigger condition maybe. It happens

 

Spoiler

... when I was moving to the town to clear it of the deserters. 

 

I wasn't playing without addons, so this might be a false alarm (I had JSRS loaded). I'll retry without.

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Tiny visual bug with both Angara variants:

YOgfuwJ.jpg

 

Turned on headlight and taillight textures are either missing or not configured to be emissive.

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Hi devs !
Could you add :
- An 'Olive' variant for the AAF's main Assault Rifle Mk20.
- A 'CTRG Sand' camo variant for the CTRG Stealth Uniform ( and Stealth Helmet ).
- Tanoa variant for NATO vehicles. ( Sorry I did not notice you already added it )

And thanks for Tanks DLC, what an amazing contents !

( Google Translation English, be understanding ) 

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A few versions of the AAF nyx seems to have a turret system that folds down possibly for storage/transport. Although you can't do it currently is this something we could see happening to allow them to fit in smaller helicopter/plane bays? 

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Some recommendation for CSAT. I don't really understand this, its like a cross between year 3050 warfare and 1970s soviet invasion of afghanistan, I think CSAT needs new tanker coveralls. 

 

Jw8K4gZ.png

 

g4KKO5w.png

 

 

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i reall like the look of the new headgear, but i agree that it does look bad with the ultra-sophisticated ventilated bodysuit.

also this ventilation does not make sense for vehicle crew. i hope we can get some new last-minute crew outfits. maybe just a retexture of the new aaf overalls or a modification of the csat officer uniform with the brown csat body armor...

 

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Tac-ops added a regular soldier version of the officer fatigues (named Light Fatigues IIRC). I believe they're not DLC restricted and they look pretty reasonable for more non-infantry troops like tank crewmen.

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27 minutes ago, twistking said:

also this ventilation does not make sense for vehicle crew

Vehicle crews are where the real life equivalents of those integrated cooling vests have seen actual use

http://www.safeeurope.co.uk/media/1054/steve-hunter-presentation.pdf

https://www.livescience.com/47327-army-personal-cooling-systems.html (aircrew)

http://www.dtic.mil/get-tr-doc/pdf?AD=ADA472976

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42 minutes ago, darkChozo said:

Tac-ops added a regular soldier version of the officer fatigues (named Light Fatigues IIRC). I believe they're not DLC restricted and they look pretty reasonable for more non-infantry troops like tank crewmen.

 

Not in the Jungle Hex tho.. 

 

Would be nice to maximize potential of this last minute, final DLC. Give the community as much that can be given with quality constraints and usability (ex. Tanoa colored vehicles etc.)

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46 minutes ago, da12thMonkey said:

Vehicle crews are where the real life equivalents of those integrated cooling vests have seen actual use

 

 

well, the ventilation is still unrealistic, as the systems you mention would rely on the vehicle to provide the cooling.

the fictional csat bodysuits seem to portray a system with the actually ac part integrated.

 

but let's not get off topic with nitpicking ;-)

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10 minutes ago, twistking said:

as the systems you mention would rely on the vehicle to provide the cooling

 

They don't though. The one in the video is tethered because it's liquid-cooled and hooked up to a pump which may or may not be already integrated in to the vehicle to cool the electronics, or specifically added to provide crew comfort. The British one hooks in to the air line of the ECS but can also operate with a small battery-powered air cooler. And the aircrew one is specifically battery-powered

It's mentioned in the article about the aircrew vest that the tethers were a problem, and that crews were choosing not to use the previous generation vest (which AFAIK was the same one shown in the video, now being used by ground vehicle crews - where movement is less of an issue).

 

If CSAT have the tech to produce a dismounted microclimate suit, I'm fairly certain they'd use the same suit for mounted troops. Even if it now just connects to the vehicle's power supply rather than an integrated battery.

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6 hours ago, Alwarren said:

Just finished the first mission of the campaign, and while I didn't see any gamebreaker, I noticed an error message

 

This one got discovered yesterday by our QA and should be fixed in the next dev-branch update. It's caused when...

Spoiler

...the supporting Nyx gets mobility or firepower kill.

 

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From todays devbranch update

 

Tweaked: Penetration materials on all armored vehicle models 

 

Care to elaborate a little? Making a change to all armored vehicle penetration warrants testing/feedback to test the new configuration :)

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A reminder..... please BI fix this texture

2w7fq07.jpg

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Quote

Fixed: Missing sounds across several assets 

SPG-9 is still too quiet...

 

Quote

Added: countermeasureActivationRadius (incoming missile warning range) set to 2km for AFVs, 10km for aircrafts 

I don't know how to feel about aircraft, but at least for the AFVs it might be a bit too much, given that 2km will usually be the effective radius of the AO. Most launches will be within this radius. Maybe 1 to 1.5km is a better balance? Gives some room for error. 

EDIT: also consider that the default view distance on servers is 1600m.

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@BIminions would you consider this ticket for the next release? https://feedback.bistudio.com/T127729

It's a pretty simple fix that would allow user missions to use the kbTell/conversation system in place. Right now, the oversight mentioned in the ticket will require that the Sentence class comes from an addon since it will always use configFile instead of going via BIS_fnc_kbTopicConfig as all the other related functions do.

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Has there been a change to the GBUS in game? I can not select GBU on the wipeout playing showcase or in editor. 

 

scratch that had cba and jsrs running . so mod clash. my bad.

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2 hours ago, Alwarren said:

@BIminions would you consider this ticket for the next release? https://feedback.bistudio.com/T127729

It's a pretty simple fix that would allow user missions to use the kbTell/conversation system in place. Right now, the oversight mentioned in the ticket will require that the Sentence class comes from an addon since it will always use configFile instead of going via BIS_fnc_kbTopicConfig as all the other related functions do.

 

Not sure if this is what you meant, but you can use BIS_fnc_kbTell in user missions, but it requires that you duplicate all of the kb topic & sentence stuff and put it into cfgSentences in the description file, as well as having the specific kb folders and files in place. It's obviously a huge pain in the neck and your fix would be very welcome though.

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The Vorona seems to guide to a point slightly higher than the central dot on the sight. It seems to hit closer to the point between the lower ends of the two diagonal lines.

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54 minutes ago, dragon01 said:

The Vorona seems to guide to a point slightly higher than the central dot on the sight. It seems to hit closer to the point between the lower ends of the two diagonal lines.

 

Works fine for me, how far is your target?

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