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Should you try to sneak in one or two more assets after release, please consider a complete EOD suit

1.jpg

 

The suit could prohibit sprinting, have an integrated tookit, weigth so much than one can't carry much more than maybe a handgun and some small items and have excellent explosive shielding.

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Might we see a variant of the Safari Hat with one side of the cover folded up? :)

 

800px-NarcosM4CQB.jpg

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3 minutes ago, beaar said:

Might we see a variant of the Safari Hat with one side of the cover folded up? :)

 

 

What movie is it?

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It's "Narcos", but we are getting bit offtopic here :P

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4 hours ago, R3vo said:

Should you try to sneak in one or two more assets after release, please consider a complete EOD suit

1.jpg

 

The suit could prohibit sprinting, have an integrated tookit, weigth so much than one can't carry much more than maybe a handgun and some small items and have excellent explosive shielding.

To be honest when the theme of the dlc was announced.  I was expecting this 100% to be in there. Was surprised it wasn't.  Would've been a really nice addition. 

 

As for the safari hat with side fold.  Yes please. Jungle camo complete. 

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Well, they retextured that heavy armor for that instead. I guess they didn't have the resources available to make a real suit. A part of me hopes that the DLC will be very successful and makes it possible to add such a suit pre-release at some point.

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7 hours ago, lexx said:

Well, they retextured that heavy armor for that instead. I guess they didn't have the resources available to make a real suit. A part of me hopes that the DLC will be very successful and makes it possible to add such a suit pre-release at some point.

It will do well. It branches across almost all mission types of the sandbox. It's only  one small bump and it  is short term lack of awareness. 

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Amazing DLC so far, I really like the new assets and I'm a huge fan of the van, but please consider the following points to make it even better:

 

- Rework the passenger variant's height on it's wheels. It's very low compared to the other variants which look much more natural. Can you maybe lift it up a little bit? Also, if possible, could you add the option to use the utility wheels from the other models (and not the "fancy" ones)?

 

- Since the last update, the headlights are not workable for me anymore on any van variant.

 

- Strobe lights and additional emergency lights vary a lot in their intensity and colour. I think the additional lights are very visible but the strobe lights are kind of dim - maybe adapt the strobe light's intensity to that of the additional lights?

 

- Are there options to open (and close) all the doors of the vans in-game? I can't seem to find them!

 

- You missed a huge opportunity in creating a bus paint scheme for the "extensive bus network" on Malden (and on Tanoa). If you were to sneak in one or two little public transit paint schemes for the passenger variant (such small buses are not uncommon for small islands!) that would be fantastic!

 

Cheers,

 

Mono

 

EDIT: Some other things I noticed:

 

- The vans accelerate a bit too quickly in my opinion - I think they should handle a bit more sluggish.

 

- At least the ambulance variant really needs some interior lighting. The bus would benefit from that as well.

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31 minutes ago, TrueMonolith said:

- Are there options to open (and close) all the doors of the vans in-game? I can't seem to find them!

You can open the doors via Edit Vehicle Appearance from context menu, or script command.

van animateDoor ["Door_1_source",1]

 

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Just had a thought, would that be possible to get a van configured as a minibus? Two rows of seats, with an aisle in the middle (or three rows, with an offset, one seat wide aisle). Pretty sure I've seen similar vans configured like that IRL. This would be useful on Malden, which supposedly has a bus network, but no actual buses are anywhere to be seen.

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On 11.8.2017 at 2:13 PM, DnA said:

It's on our wishlist, but not currently supported in the engine. We'll evaluate feasibility to handle that later, but no guarantees.

Can you maybe spawn those remnants as another type of submunition?

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On 12/08/2017 at 10:46 AM, R3vo said:

Should you try to sneak in one or two more assets after release, please consider a complete EOD suit

 

The suit could prohibit sprinting, have an integrated tookit, weigth so much than one can't carry much more than maybe a handgun and some small items and have excellent explosive shielding.

 

These aren't really the norm for NGO or even military demining however. Tends to be more the realm of military and police specialists tasked with making-safe with large-yield explosive devices in known positions. Sweeping for mines and UXO doesn't usually entail such large, heavy and immobile suits.

 

The new headgear selection in the DLC is missing something ubiquitous with mine and UXO clearance throughout the world though, and that's a visor:

1 2 3 4 5 6

Would fit in very well as an addition to the new kevlar helmets and construction helmets (maybe even as an NVG slot attachment with a secondary "normal" view mode, instead of the current limit of NVG or TI only) or as a standalone item

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4 hours ago, da12thMonkey said:

 

These aren't really the norm for NGO or even military demining however. Tends to be more the realm of military and police specialists tasked with making-safe with large-yield explosive devices in known positions. Sweeping for mines and UXO doesn't usually entail such large, heavy and immobile suits.

 

The new headgear selection in the DLC is missing something ubiquitous with mine and UXO clearance throughout the world though, and that's a visor:

1 2 3 4 5 6

Would fit in very well as an addition to the new kevlar helmets and construction helmets (maybe even as an NVG slot attachment with a secondary "normal" view mode, instead of the current limit of NVG or TI only) or as a standalone item

The eod suit and even the suggestion with the safari hat. These are hooks. It's a dlc. And cool little hooks like these sell.  People see someone running around with them in game and think I want that cool shit asap. 

 

Anyways veering off topic. These suggestions are not making it into dlc now.

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10 hours ago, da12thMonkey said:

The new headgear selection in the DLC is missing something ubiquitous with mine and UXO clearance throughout the world though, and that's a visor

We had it prototyped as part of the Basic Helmet, but sadly ran into too many clipping and rendering issues to solve properly :sad:

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That's unfortunate.

 

I think I've encountered similar rendering issues with mixtures of headgear and facewear in community modding though, and the hair-pulling of trying to resolve things like alpha rendering in certain problem conditions. So it's entirely understandable to me that it might not have been something you were happy with releasing.

 

I can thank you all for trying at least

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3 hours ago, DnA said:

We had it prototyped as part of the Basic Helmet, but sadly ran into too many clipping and rendering issues to solve properly :sad:

A thanks for trying indeed! However if I may ask could that prototype be added anyways? Just not used or visible in the arsenal so those of us who wish to configure it ourselves can do so? I figured this could be valid as last time I had checked through the game files there were models unused in the game, also stuff hidden in the config.

 

By the way, why has most of that stuff remained included with the games files despite not being used? (I.e textures for models that don't exist, or have any other parts used for other models)

 

Now back on topic.. I do feel that this DLC, especially the campaign was a good step in a direction that I personally like and have been hoping for. And the atmosphere was a much better improvement compared to previous campaigns in my opinion! I hope you dev's take the feedback from this campaign/DLC and incorporate that style and sense of atmosphere into what's to become of that Tac-Ops DLC. Other then that most other issues I know of have already been reported, so thank you all for this outstanding DLC!

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9 minutes ago, soldier2390@hotmail.com said:

By the way, why has most of that stuff remained included with the games files despite not being used? (I.e textures for models that don't exist, or have any other parts used for other models)

 

Because modders can always use that extra stuff. c;

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Can someone tell me what the script function is for attaching the little flags to the vehicles?

is it only possible for Light Vehicles?

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8 minutes ago, mrsandbox said:

Can someone tell me what the script function is for attaching the little flags to the vehicles?

is it only possible for Light Vehicles?

 

On 13.08.2017 at 2:05 PM, TrueMonolith said:

 

- Since the last update, the headlights are not workable for me anymore on any van variant.


couldn't reproduce on my end - do you have some details concerning above issue?

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didn't know to post this here or audio.

 

dlc van when moving from 1st person to 3rd sound cuts off. is not like this on any other assets in game.

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I can't seem to get the new  showAAANArticle function included with LOW to work. Anyone have luck with it so far? Also the new vans are really awesome, but it would be nice if we could control the side door/rear door via scroll wheel!

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43 minutes ago, Jedii said:

? Also the new vans are really awesome, but it would be nice if we could control the side door/rear door via scroll wheel!

Do you mean from the outside?  

 

I was using the transport van today and used the scroll wheel to open side and rear door( from inside seating). 

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47 minutes ago, teabagginpeople said:

Do you mean from the outside?  

 

I was using the transport van today and used the scroll wheel to open side and rear door( from inside seating). 

Yes, for example on the cargo van there is no way to open the doors. A scroll wheel would make it easier to see whats inside.

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16 hours ago, Jedii said:

Yes, for example on the cargo van there is no way to open the doors. A scroll wheel would make it easier to see whats inside.

this would be ideal . I think if anything the transport one should defo have this option as it does not conflict with seating through the back.

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