lex__1 422 Posted June 23, 2019 1 hour ago, POLPOX said: Not only for SG variant, but every Promets. Also that's not a Resting but Deploying. Forgot to report this by myself though. This issue also let your camera go underground (which isn't possible in RV4 so will misaligned with the scope). This was not an ideal solution to the problem, but it could solve the main part of the problem — immersion during deployment. It could be a long time in the past, but remained in the game. The proposed option was assessed as unworthy, and I think that they abandoned it in vain. Share this post Link to post Share on other sites
dna_uk 30 Posted June 23, 2019 On 6/22/2019 at 4:22 PM, AveryTheKitty said: I'm very happy to see that woodland items (and MTP CBRN + MTP radio pack) have been darkened to match each other. Can tropic / MTP items receive the same treatment to avoid this? Currently: Modified: Indeed please fix these vests, such a small change but it they look so out of place at the moment. 3 Share this post Link to post Share on other sites
bars91 956 Posted June 23, 2019 13 hours ago, roberthammer said: A3 AK-12 is suppose to be more like AK-15 meaning that they use 7.62x39 magazines... I know it's an AK-15 but not. The mag is just outright bent too steep in the middle. Weird thing: the AKM steel mag is the right shape while the AK-15 12 is too bent. Share this post Link to post Share on other sites
Toedeli 12 Posted June 23, 2019 Would it be possible of adding a black version of the Modular Carrier Rig? If it isn't too much of a hassle, it'd be great to also see a sand version of it. Another thing, will the LDF keep their fingerless gloves? I'd personally prefer normal gloves, it just looks good. But it's barely noticeable and still looks great. Otherwise, I'm in love with all the new great assets we're getting. Thanks Bohemia and all the guys behind it 🙂 1 Share this post Link to post Share on other sites
M. Glade 524 Posted June 23, 2019 I'd like to see more variants of the new LDF helmet, perhaps more paint schemes (black etc.) I saw certain parts of the helmet seems like you can use hidden selection Share this post Link to post Share on other sites
roberthammer 582 Posted June 24, 2019 10 hours ago, bars91 said: I know it's an AK-15 but not. The mag is just outright bent too steep in the middle. Weird thing: the AKM steel mag is the right shape while the AK-15 12 is too bent. That's because originally that model was 5.45 model but they changed it for 7.62x39 so they bended the mag to look like a banana shape , this was before mag proxy so thats the whole story but now they could easily get a correct magazine for it since now there is mag proxy , you can make the original AK-12 and AK-15 at the same time , but BI chose a easy way :P Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted June 24, 2019 16 hours ago, M. Glade said: I'd like to see more variants of the new LDF helmet, perhaps more paint schemes (black etc.) I saw certain parts of the helmet seems like you can use hidden selection Adding onto this, can we get a hiddenSelection to hide the cover? Share this post Link to post Share on other sites
Sanya 97 Posted June 24, 2019 May be you will make a real suit for spetsnaz like that with both its camouflage variants: https://youtu.be/0A_FW5NhdN4 http://guns.allzip.org/topic/275/2110652.html http://guns.allzip.org/topic/374/2088610.html Gorka's it is hunting, fishing and a suit like alpinistians equipment. It not for steppe area. Share this post Link to post Share on other sites
maccrawinthejaw 25 Posted June 24, 2019 When placing an LDF Pathfinder unit in the Editor (or with Zeus), they spawn with no weapons but they keep their ammunition and one explosive charge. Share this post Link to post Share on other sites
reyhard 2082 Posted June 25, 2019 8 hours ago, maccrawinthejaw said: When placing an LDF Pathfinder unit in the Editor (or with Zeus), they spawn with no weapons but they keep their ammunition and one explosive charge. That's most likely due to fact that weapons were not updated in last patch. It should be resolved in next devbranch update. On 6/22/2019 at 11:13 AM, Glow said: > unit classes in editor: Repair Specialist and Engineer - differ only by glasses; duplicated class? Just so it doesn't get lost: Repair Specialist can repair vehicles while Engineer can repair vehicles & detect/disarm mines. Share this post Link to post Share on other sites
lexx 1363 Posted June 25, 2019 I always thought the explosive specialist is the only one who disarms bombs. Isn't it all a bit redundant? Why do I need either if the engineer does both? Share this post Link to post Share on other sites
reyhard 2082 Posted June 25, 2019 1 minute ago, lexx said: I always thought the explosive specialist is the one who disarms bombs. Isn't it all a bit redundant? Why do I need either if the engineer does both? Explosive specialist cannot repair vehicles. Repair & explosive specialists were brought to game to give mission designers some options to game since you don't always want properties at once. Those classes were created before it was possible to change those traits via scripts but still, even nowadays, they are quite useful if you want to i.e. place them in Zeus. 1 Share this post Link to post Share on other sites
Blackwell_ninha 0 Posted June 25, 2019 I have just one small question; I noticed that LDF faction is in GREENFOR (independent). Shouldn’t they be BLUFOR, since they are in NATO? (or maybe there is some story reason why they are GREENFOR?). If someone wanted to do missions with them against Looters or other green faction, it would be more simpler if they were in blue. Or is there possibility they would be in both GREENFOR and BLUFOR like FIA? Share this post Link to post Share on other sites
POLPOX 778 Posted June 25, 2019 12 minutes ago, Blackwell_ninha said: I have just one small question; I noticed that LDF faction is in GREENFOR (independent). Shouldn’t they be BLUFOR, since they are in NATO? (or maybe there is some story reason why they are GREENFOR?). If someone wanted to do missions with them against Looters or other green faction, it would be more simpler if they were in blue. Or is there possibility they would be in both GREENFOR and BLUFOR like FIA? That's such a FAQ and they never explained us AFAIK. I also wondered why and wish there's a way to do setFriend also for factions. Of course and I know is an engine restriction. Share this post Link to post Share on other sites
ravenholme 50 Posted June 25, 2019 1 hour ago, Blackwell_ninha said: I have just one small question; I noticed that LDF faction is in GREENFOR (independent). Shouldn’t they be BLUFOR, since they are in NATO? (or maybe there is some story reason why they are GREENFOR?). If someone wanted to do missions with them against Looters or other green faction, it would be more simpler if they were in blue. Or is there possibility they would be in both GREENFOR and BLUFOR like FIA? I assume it is for gameplay limitation reasons, probably related to the (inevitable) Warlords Livonia so that they can act as the AAF stand-in. Share this post Link to post Share on other sites
Sbotkin 10 Posted June 25, 2019 The new script for CBRN units does not affect the CSAT APRs. In fact, it specifically removes hose connection in these cases. I'd assume it's intended but the APRs have hidden selections of no-filter variants and work perfectly with the hose model so it might be an oversight. Share this post Link to post Share on other sites
FoxFort 341 Posted June 25, 2019 I am sorry if this was mentioned before so that I'm just reposting now. New LDF vest has the same carry weight value regardless, being light, "standard" and heavy. Standard and Heavy LDF modular vests have the same pouches, it's just that heavy one (heavy rig) has extra shoulder and neck protection. So possible carry weight with standard and heavy should be the same, but light version (without pouches) should have less (or no) carry capacity value as other two variants. The other things is about RPK-12 left arm thumb (palec) has very un-natural, up-straight position. Could you please either move thumb into 45 degress angle or put thumb in the same position as SPAR-16S has (around grip) ? Third thing is that Black RPK-12 is missing front ironsight texture, it appears white: Share this post Link to post Share on other sites
EddieMcPickle 0 Posted June 26, 2019 The wrists while holding a gun with the CBRN suits are really wonky. Share this post Link to post Share on other sites
nikelzero 10 Posted June 26, 2019 something wrong inside Promet's mag Share this post Link to post Share on other sites
nikelzero 10 Posted June 26, 2019 eem, devs, ok, aliens is a priority, russians are not, but, this design, this clipping, this Altyn+Gorka+Smersh.... THIS IS TOO LAZY. Share this post Link to post Share on other sites
Rhyder_Morra 74 Posted June 26, 2019 Added: HEMTT (Cargo / Flatbed as Standard / Tropic) I thought we will also see tempest flatbed version... Sad it isn't ;c 2 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted June 26, 2019 The (Tropic) suffixes should be removed from the flatbed / cargo HEMTT, as none of the other NATO Pacific HEMTTs have such suffixes. No different textures for the different faction variants of the ED-1D/E? The lack of vehicles for NATO Woodland and Spetsnaz (Kajman, Orca, Quadbike, Qilin...?) is extremely disappointing. No armed LDF offroad? Arid NATO / CSAT on Livonia Warlords is also extremely disappointing. Love the moving antennas on the Offroad (Comms), I wish we could see this tech applied to other vehicles in the sandbox. Lack of unique textures for the LDF SAM and Radar turrets is very disappointing, again. 3 3 Share this post Link to post Share on other sites
icarus86 37 Posted June 26, 2019 Id like to see the open/closing of the offroads back added to the regular versons of the truck Share this post Link to post Share on other sites
kecske 46 Posted June 26, 2019 Small feature requests: Forest Ranger unit(s) as the vehicles already have this livery. The real life Polish forest guards wear rather similar attire as their military so something simple like a vest that says Straż Leśna and a baseball cap with their logo would be appreciated. +1 for Russian liveries for vehicles used by Spetsnaz. Not necessarily for every CSAT vehicle, but for those that would likely be used by spec-ops units (Ifrit, Qlin ?) Smaller tweaks/bugs: If AAF has a CBRN suit, why don't they have a CBRN specialist unit in the editor? Gendarmerie Offroad (covered) should spawn with police beacons by default imo The small orange beacon on Offroads should have an on/off toggle ingame like the police beacons The Benzyna livery for the van is the same as the FUEL livery. 1 Share this post Link to post Share on other sites
zukov 490 Posted June 26, 2019 please please look into the Gorka textures! to me seem still blurry! and the patches seem very small PLEASE! for the first time we have a decent OPFOR! Again, at least 1 (one) Ifrit in green/taiga /russian camo! Share this post Link to post Share on other sites