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.kju

Iron Front in Arm3 LITE - preview versions

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Kju how goes the research into why the AI are driving tanks at full speed, any ideas yet?

 i was thinking, and im sure you guys do but do you guys have the previous version of the mod?

 

I know that in the previous version not the latest hotfix that the tanks were driving normal, so something in the update changed the AI's behavior, i recall this as i built a mission

that i released and it was playing how i wanted, after the update, the AI response changed, the tanks came sooner and kinda of ruined the atmosphere that worked previously.

 

I was thinking if i may do some testing for you with the previous version, if there was a way to list what files (not new additions) but what files in IFA3_AIO_Lite that were updated.

I like to compare notes with the previous working version with the new version, of the files, while using the changelog as a reference.

 

   My idea and i've done this in my WarMod series for locating bugs, or conflicts was to basically do a process of elimination where you take the previous version while

using the changelog (v34 - 2019-03-31) and basically apply 1 file based on what was done to the old version in terms of updating that file to the current version, then test and see

if it did something to the tanks in terms of the AI driving them fast.

 

Is this possible?

Or have you guys done this?

As theres something in that massive list of changes and fixes that made the AI tank drivers now drive the tanks at full speed and then also make

them drive in circles, like these guys had 2 cups more of coffee then they should, lol

 

What does this mean or fix do btw?

Fixed: standardized terrainCoef across all vehicles.

 

 

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planes taxiing/taking off bounce on their suspension and explode. tested on staszow and baranow.

 

many vehicles swerve wildly when driving on a road, specifically the willy's jeep.

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On 4/24/2019 at 1:36 AM, Gunter Severloh said:

Kju how goes the research into why the AI are driving tanks at full speed, any ideas yet?

 i was thinking, and im sure you guys do but do you guys have the previous version of the mod?

 

I know that in the previous version not the latest hotfix that the tanks were driving normal, so something in the update changed the AI's behavior, i recall this as i built a mission

that i released and it was playing how i wanted, after the update, the AI response changed, the tanks came sooner and kinda of ruined the atmosphere that worked previously.

 

I was thinking if i may do some testing for you with the previous version, if there was a way to list what files (not new additions) but what files in IFA3_AIO_Lite that were updated.

I like to compare notes with the previous working version with the new version, of the files, while using the changelog as a reference.

 

   My idea and i've done this in my WarMod series for locating bugs, or conflicts was to basically do a process of elimination where you take the previous version while

using the changelog (v34 - 2019-03-31) and basically apply 1 file based on what was done to the old version in terms of updating that file to the current version, then test and see

if it did something to the tanks in terms of the AI driving them fast.

 

Is this possible?

Or have you guys done this?

As theres something in that massive list of changes and fixes that made the AI tank drivers now drive the tanks at full speed and then also make

them drive in circles, like these guys had 2 cups more of coffee then they should, lol

 

What does this mean or fix do btw?

Fixed: standardized terrainCoef across all vehicles.

 

we believe the tank driving issue has been fixed, 99% sure.

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2 hours ago, Kerc Kasha said:

we believe the tank driving issue has been fixed, 99% sure.

Good to know, so what did you determine or are determining is the cause?

as i know for sure it was something in update 35 that they started driving fast and acting weird, driving in circles and such.

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BI exposed some of the AI driving configuration to vehicle configs, we (accidentally) broke inheritance to these classes and it was making the AI behave weirdly

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1 hour ago, Kerc Kasha said:

inheritance to these classes

So now that you know this, have you made a fixed version and tested it to see if the AI tankers are responding normally?

If so when can we expect to see an update for it? a small hotfix maybe when you guys are ready and satisfied.

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@.kju Hi, just downloaded the mod, looks great!

 

once question though, why does the camera shake when firing MG from airplane?

 

thx!

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@gc8 thank you 🙏

 

The cam shake is to simulate the force from firing the guns

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@.kju Ok thanks, makes sense.

 

I guess no other side than the allied has or will have boats/landing crafts? At least I didn't yet find them

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Not .. yet 🤐

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Is there also going to be artillery for the allied side?

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Has anyone been able to take off with the fighter planes from the jets carrier? If I use the catapult the plane explodes and runway it self does not allow the plane to accelerate

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@gc8 probably as we couldnt get planeX working yet. so you have to script them into their air yourself

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I keep getting injured when landing the green parachutes, it goes much quicker than the white ones which don't give damage when landing. Should I be doing anything other than pulling back to try and slow it down like steerable chutes?

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IIRC they simply have too high a rate of descent. Assume it's config related, little you can do.

 

Someone got the "Rupert" chutes mixed up with the real ones. 🙂 

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Ah ok lol as long as it's not just me...thanks.

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Love it, really pleased to see the Churchill make it to ArmA3! Would you consider removing the "Old British"  lettering from the sides? It looks a bit odd if you have several Churchills in action and they all have the same call-sign down the side, think they'd look a bit more generic without.

 

Thanks for the continued support!😀

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