R3vo 2654 Posted August 20, 2017 1 hour ago, reyhard said: are you sure? just tested it on devbranch and all of them produced sound although I think their volume could be indeed turned up. If they do, than it's really quiet. I even turned of ambient sounds and couldn't hear it. The sound produced by the long hose variant however, was very audible. Forget about it. They all produce a sound except the one that's turned off (obviously). The sound levels are also fine. Sorry for the inconvenience. 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted August 20, 2017 3 hours ago, R3vo said: If they do, than it's really quiet. I even turned of ambient sounds and couldn't hear it. The sound produced by the long hose variant however, was very audible. Forget about it. They all produce a sound except the one that's turned off (obviously). The sound levels are also fine. Sorry for the inconvenience. Not to worry revo. Shit happens. Sometimes that shit happens to be between your ears. :D yup just coined that one right now. Your Shit for brains are were my muse. :D . I kid. Please leave sounds as is. As revo said himself is fine. Share this post Link to post Share on other sites
EddieX 4 Posted August 21, 2017 Here's my 10 cents: Vans: All of their doors should be operable from drivers position atleast for opening, and closing of doors (like ambulance backside) should be able to be carried out by person standing near the door. On the service variant the yellow lights are hard to see on daylight (using default settings). Ambulance is somewhat noticeable but could be better. NATO CRV-6e Bobcat (the "antimining" engineer vehicle): The blade seems to have animation, and is used on the minicampaign, but nowhere else (or i missed the key)? Give players option to adjust the blade height for de-mining purposes like you can adjust commander camera on Strider with Q and E... 3 Share this post Link to post Share on other sites
lexx 1363 Posted August 21, 2017 Good idea, actually. It should totally be possible to operate the blade with the Q/E keys, just like the Strider camera. 6 Share this post Link to post Share on other sites
five_seven5-7 56 Posted August 22, 2017 9 hours ago, lexx said: Good idea, actually. It should totally be possible to operate the blade with the Q/E keys, just like the Strider camera. <off-topic>One step closer to FarmA </off topic> Something more dangerous to militaries and civilian population are IEDs, lack of some IEDs in the civilian faction. Spoiler after-all the in campaign we see Guerilla warfare 1 Share this post Link to post Share on other sites
POLPOX 778 Posted August 22, 2017 IMO the Van should slingloadable. I tried to sling it up by using Huron but I couldn't - this is little bit weird. Share this post Link to post Share on other sites
R3vo 2654 Posted August 22, 2017 1 hour ago, POLPOX said: IMO the Van should slingloadable. I tried to sling it up by using Huron but I couldn't - this is little bit weird. If you sling load that thing it would probably break in half. Are the other civ vehicles slingloadable? Share this post Link to post Share on other sites
POLPOX 778 Posted August 22, 2017 7 minutes ago, R3vo said: Are the other civ vehicles slingloadable? You can slingload Truck, Hatchback, Kart, MB 4WD, Offroad, Quad Bike, SUV. Share this post Link to post Share on other sites
reyhard 2082 Posted August 22, 2017 Vans were supposed to be slingloadable so expect fix on devbranch soon ;) 10 Share this post Link to post Share on other sites
Ninja-Wolves 9 Posted August 22, 2017 Here's what I think: A lot of this content is very useful for guerilla armies such as FIA and Syndikat. For example, the van is a perfect vehicle for them and the Basic Helmet finally fills a niche for a protective helmet for the guerilla infantry. I had a lot of fun creating custom Syndikat units with the new helmet and EOD vest. The IDAP stuff I can see useful in Life servers, or as an incidental third party during certain missions. The mini-campaign showcases its role within the game perfectly. It would be nice if the first aid props could be used as actual first aid gear, and if one could lie down upon the stretchers via menu action. The mine dispenser and cluster bombs are also welcome additions. I'm happy that the civilian content is expanded a bit too, with the paramedic, construction workers and additional clothing items. 4 Share this post Link to post Share on other sites
pr9inichek 133 Posted August 23, 2017 Sorry for my English. AI Can Disassamble UAV in different altitudes https://feedback.bistudio.com/T126543 1 Share this post Link to post Share on other sites
pr9inichek 133 Posted August 23, 2017 Sorry for my English. Some of editorPreview Images are untrue. Spoiler Messenger - Cap, not Scate Helmet. Not visible Messenger Bag. Paramedic - Messenger Bag. UAV Operator (Utility) - UAV Bag. UAV Operator (Utility, Medical) - UAV Bag, Respiratot. Utility Worker - Bandana. Markos Kouris - Messenger Bag. Aid Worker (Cargo) - Bonniehat. Aid Worker (Field) 3 - Messenger Bag. Aid Worker (Jeans) - Bonniehat. Aid Worker (Polo) - Bandana. Aid Worker (Polo, Shorts) - Cap. Paramedic - Messenger Bag. UAV Operator (Demining) - UAV Bag. UAV Operator (Drone) - Cap, UAV Bag. UAV Operator (Utility) - Bandana, UAV Bag. UAV Operator (Utility, Medical) - Bandana, UAV Bag. Nathan MacDade - Basic Helmet (White). Spoiler Examples: https://feedback.bistudio.com/T126544 1 Share this post Link to post Share on other sites
reyhard 2082 Posted August 23, 2017 53 minutes ago, pr9inichek said: enger - Cap, not Scate Helmet. Not visible Messenger Bag. Paramedic - Messenger Bag. UAV Operator (Utility) - UAV Bag. UAV Operator (Utility, Medical) - UAV Bag, Respiratot. Utility Worker - Bandana. Markos Kouris - Messenger Bag. Aid Worker (Cargo) - Bonniehat. Aid Worker (Field) 3 - Messenger Bag. Aid Worker (Jeans) - Bonniehat. Aid Worker (Polo) - Bandana. Aid Worker (Polo, Shorts) - Cap. Paramedic - Messenger Bag. UAV Operator (Demining) - UAV Bag. UAV Operator (Drone) - Cap, UAV Bag. UAV Operator (Utility) - Bandana, UAV Bag. UAV Operator (Utility, Medical) - Bandana, UAV Bag. Nathan MacDade - Basic Helmet (White). There are no backpacks on editor previews on all units & also remember that headgear is randomized. 1 Share this post Link to post Share on other sites
pr9inichek 133 Posted August 23, 2017 1 hour ago, reyhard said: also remember that headgear is randomized. Hmm. How many need place units for Messenger put on Scate helmet? Spoiler Share this post Link to post Share on other sites
reyhard 2082 Posted August 23, 2017 1 minute ago, pr9inichek said: Hmm. How many need place units for Messenger put on Scate helmet? Hide contents Sometimes single is enough. Press "Play Scenario" to see what happens ;) 1 Share this post Link to post Share on other sites
pr9inichek 133 Posted August 23, 2017 1 minute ago, reyhard said: Sometimes single is enough. Press "Play Scenario" to see what happens ;) Ohh, Sorry for this. Please close ticket. Spoiler Share this post Link to post Share on other sites
pr9inichek 133 Posted August 23, 2017 On 20.08.2017 at 9:41 PM, reyhard said: I will take a look at it tomorrow https://feedback.bistudio.com/T126529 Please change colour of backpack to "Coyote" or "MTP" Now it's "Khaki" Spoiler Share this post Link to post Share on other sites
pr9inichek 133 Posted August 23, 2017 UAV Terminal have bad angle after drop on the ground. https://feedback.bistudio.com/T126550 Hatchbacks lose all speed on surface #GdtForestMalden https://feedback.bistudio.com/T126551 Share this post Link to post Share on other sites
Col. Akhanteros 5 Posted August 26, 2017 Sorry if this was already answered, but will there be any coyote-brown/OD-green/hexacam/digital/triangle-cam texture variants for the tents? They would be really sweet for making nice FOBs, it would work really well for both command/briefing tents and barracks or armory/storage. Also, there could be texture variants with the white square and red diamond shape for military aid stations. As a side note, I really like the campaign. It's very detailed and well done. The content added (objects, vehicles) is awesome. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted August 26, 2017 32 minutes ago, Col. Akhanteros said: Sorry if this was already answered, but will there be any coyote-brown/OD-green/hexacam/digital/triangle-cam texture variants for the tents? They would be really sweet for making nice FOBs, it would work really well for both command/briefing tents and barracks or armory/storage. Also, there could be texture variants with the white square and red diamond shape for military aid stations. As a side note, I really like the campaign. It's very detailed and well done. The content added (objects, vehicles) is awesome. There already are. Search "Medical Tent" under "Structures (Altis)" or "Structures (Tanoa)". To remove the medical sign, you can put this in the init field: this animateSource ["MedSign_Hide",1,true]; this animateSource ["Door_Hide",1,true]; It'll also open the doors. :) EDIT Text is backwards on the Ambulance's front: 1 Share this post Link to post Share on other sites
Mynock 244 Posted August 26, 2017 30 minutes ago, Night515 said: Text is backwards on the Ambulance's front: I've seen this in real life though. It's done so that if you see the vehicle coming in your rear view mirror you can read it. 3 Share this post Link to post Share on other sites
GuyWithaJeep 82 Posted August 26, 2017 Yep. Working as intended. (Although good luck reading the thing before it rear-ends/passes you.) 7 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted August 26, 2017 1 hour ago, Mynock said: I've seen this in real life though. It's done so that if you see the vehicle coming in your rear view mirror you can read it. Ah, didn't know that. Thanks! Share this post Link to post Share on other sites
bad benson 1733 Posted September 3, 2017 On 10.8.2017 at 8:07 PM, Night515 said: I suppose this belongs here. :) how do i check those out? some new ammo type? Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted September 3, 2017 32 minutes ago, bad benson said: how do i check those out? some new ammo type? Probably, through config viewer > cfgAmmo. Share this post Link to post Share on other sites