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PacUK

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Everything posted by PacUK

  1. Heh 144 posts jiltedjock, I really hope that one was posting here lol... love it when than happens! Yeah the FO module sure does add some tension, take out the observer!
  2. Somehow a line of code had snuck into the tank recoil script that broke that, very glad Mac spotted that one. Just remember the more recent beta's will break features like that, on that note if anyone experimenting with the latest beta's does figure out any reason/cause for this and other features not to work, please get in touch we are trying to locate the problem so we can submit a ticket to BI and get it dealt with before 1.63 rolls out as a stable patch!
  3. So glad I fixed that BMW bike... now I just need to make a Hilts model and find some sweet jumps to take it off to practice that leap over the border to Switzerland!
  4. Those of you after the 7z Archive version it should now be available on Armaholic thanks Foxhound!
  5. Invasion 1944 v2.65 Released! V2.65 Changelog- - [2.65] NEW Ambulance units (I44_Car_G_Kfz1_GrayOpen_Medic_WH, I44_Car_B_WillysAB_Medic_Army, I44_Car_A_WillysMB_Medic_Army) - [2.65] NEW Warfare salvage and supply trucks (I44_Truck_G_Kfz305_Warfare_Salvage_WH, I44_Truck_G_Kfz305_Warfare_Supply_WH, I44_Truck_A_GMC_CCKW_Warfare_Salvage_Army, I44_Truck_A_GMC_CCKW_Warfare_Supply_Army) - [2.65] NEW Improved behind armor effects on low caliber rounds - [2.65] NEW Sherman tanks cannon gyro-stabilizers - [2.65] FIXED BMW75 Bike wheels - [2.65] FIXED Zeroing options removed from AT weapons - [2.65] FIXED Hetzer main cannon name - [2.65] FIXED Infantry standing close/boarding tanks registering as a hit - [2.65] FIXED Some issues with armor penetration system - [2.65] FIXED Churchill tank disappearing at distance - [2.65] FIXED Churchill and Cromwell not working correctly with penetration system - [2.65] FIXED Missing/incorrect file reference for shell bouncing sound - [2.65] FIXED Top mounted MG's on tanks could be fired while turned in on tanks that did not have interior controls - [2.65] FIXED Tank cannon recoil - [2.65] FIXED Hanomag with GrW34 not working with Artillery computer MP Missions: [uPDATED] All Battlegrounds C&H updated to v2.65 with the following changes: -TPW Suppression updated to latest release (http://forums.bistudio.com/showthread.php?143797-TPWCAS-TPWC-AI-Suppression-System) -Squad leader teleport available from main base flag -Armored vehicle side crew checks (can no longer drive enemy armor) -Rebalanced vehicle selection -Diary updated with accurate information and tips on gameplay NOTE: Two versions of the 100 player C&H Omaha Invasion mission included, v2.65a with landing sequence, and v2.65b with Rangers starting on the beach. Version 2.65a is the intended version, but in case landing sequence degrades performance v2.65b has been included. WARNING: There are some issues with the latest A2OA beta patches after build 100697, suggest rolling back if you are using a higher version until BI can solve the issues caused, recommended beta available here - ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_100697.zip -Download and Installation- Click the button below for instructions on how to download and install Invasion 1944 using Play withSix: Archive versions available soon on Armaholic and ModDB.
  6. Yup Animosity has fixed that for 2.65 so no worries! Ok here's ALL the battlegrounds updated for 2.65, a few of the features that I've been playing with on the 50v50's are now applied to the 25v25's as well (updated to current TPW suppression scripts, squad leader teleport, armoured vehicle side crew checks, couple of other odd fixes n tweaks + balancing). There are no planned changes to be made before the 2.65 hotfix but I'm putting them out early in case anyone wants to give them a bash locally or on your dedicated servers. Battlegrounds v2.65 Update news! v2.65 is now all packed and ready to go, doing some final testing but I think we should be good to release tonight/monday morning :) Changelog below: - [2.65] NEW Ambulance units (I44_Car_G_Kfz1_GrayOpen_Medic_WH, I44_Car_B_WillysAB_Medic_Army, I44_Car_A_WillysMB_Medic_Army) - [2.65] NEW Warfare salvage and supply trucks (I44_Truck_G_Kfz305_Warfare_Salvage_WH, I44_Truck_G_Kfz305_Warfare_Supply_WH, I44_Truck_A_GMC_CCKW_Warfare_Salvage_Army, I44_Truck_A_GMC_CCKW_Warfare_Supply_Army) - [2.65] NEW Improved behind armor effects on low caliber rounds - [2.65] NEW Sherman tanks cannon gyro-stabilizers - [2.65] FIXED BMW75 Bike wheels - [2.65] FIXED Zeroing options removed from AT weapons - [2.65] FIXED Hetzer main cannon name - [2.65] FIXED Infantry standing close/boarding tanks registering as a hit - [2.65] FIXED Some issues with armor penetration system - [2.65] FIXED Churchill tank disappearing at distance - [2.65] FIXED Churchill and Cromwell not working correctly with penetration system - [2.65] FIXED Missing/incorrect file reference for shell bouncing sound - [2.65] FIXED Top mounted MG's on tanks could be fired while turned in on tanks that did not have interior controls - [2.65] FIXED Tank cannon recoil - [2.65] FIXED Hanomag with GrW34 not working with Artillery computer MP Missions: [uPDATED] All Battlegrounds C&H updated to v2.65 with the following changes: -TPW Suppression updated to latest release (http://forums.bistudio.com/showthread.php?143797-TPWCAS-TPWC-AI-Suppression-System) -Squad leader teleport available from main base flag -Armored vehicle side crew checks (can no longer drive enemy armor) -Rebalanced vehicle selection -Diary updated with accurate information and tips on gameplay NOTE: Two versions of the 100 player C&H Omaha Invasion mission included, v2.65a with landing sequence, and v2.65b with Rangers starting on the beach. Version 2.65a is the intended version, but in case landing sequence degrades performance v2.65b has been included. WARNING: There are some issues with the latest A2OA beta patches after build 100697, suggest rolling back if you are using a higher version until BI can solve the issues caused, recommended beta available here - ftp://downloads.bistudio.com/arma2.com/update/beta/ARMA2_OA_Build_100697.zip
  7. The problems we've had with I44 are both SP and MP can't really speak for anything else :)
  8. Lil present for the dedicated servers again, these are the updated 50v50 battlegrounds that will be included with 2.65 hotfix, should address a few balance issues and perform a lot better server FPS wise! Again I've included a landing and no landing version of Omaha as I've yet to be able to stress test either on a server and see if there's much/any difference between the two. *Doh files removed, fixes coming soon!*
  9. I've rolled back my beta version to 100697 and everything in I44 seems to be working just fine again. Any versions after that seem to get progressively worse up to the current build when a large portion of our mods features just do not function at all.
  10. Just to let you all know, rolling back to beta 100697 and everything should work as intended, if you use PwS this should now be the beta you download automatically, thanks Sickboy!
  11. Hmm interesting, there does definitely seem to be a problem with the smoke + illum shells I'll see what I can do about that. However there should be multiple types of shells for all mortars, however the weapon itself is only loaded with HE by default (as AI used to spam the WP rounds which were very laggy, but have since been fixed so they don't bring FPS to a screeching halt). To access the rounds you need to place the relevant ammo box for the mortar nearby. Put whichever rounds you want to use into your inventory, then get close to the mortar and press tab or whichever key you have bound to our user interface. Use the static weapon interface button on the right and select 'Interact w/ item' and then press the 'Add Ammo' button. This will load any usable rounds from your inventory into the weapon. Each mortar has a slightly different selection of rounds available from their ammo crates, we just had no way for AI to distinguish between them so they would fire everything they had, so we limited preloaded ammo to HE only to limit the lag originally. Quite what's happened to make the illum rounds not work (and smoke rounds not work or at least as intended) I'm not too sure. I'll take a look and poke the guys and see if there's anything we can do for this for 2.65 but more likely we'll have to address it in 2.7, thanks for spotting it!
  12. It definitely looks like the latest beta patches have completely broken I44 or at least a lot of our features. It doesn't appear to be something we can fix so I'm hoping BI will be putting out a new patch soon that corrects whatever broke in the last couple of patches. But for now I would highly recommend rolling beta versions back or using the current stable version when playing I44 as systems such as the new tank damage/penetration just do not function at all right now with the beta.
  13. We seem to be having some major issues with the latest beta patch and Invasion 1944, it seems like CBA's extended event handlers no longer work so most/all of our features (such as the brand new tank damage system) no longer work at all. Still trying to find out more information on whats actually happening but its a bit out of my depth. Anyone else having issues with their mods?
  14. v2.65 hotfix is very nearly ready and should solve a few issues encountered with this release. Expect more news in a couple of days once testing is complete!
  15. Just to let you know I had a little time so implement turned out firing only on the Sherman and Stuart tanks with external mounted MG's. I think the only vehicles left that you can fire the external mg's on are those that had interior controls for them (StuG/H, Hetzer). The only exception being the Greyhound as it doesn't have a turn out option. But this should balance things a bit more. The top mounted MG's on all tanks were intended for AA defence rather than infantry engagement for the most part so this should prevent people using them as infantry lawn mowers :)
  16. I would agree with this, for the most part, it would be nice to be able to turn out and not have the crew join you when AI controlled. Though if memory servers they *should* turn in when under fire, not something I've been able to play with for a while though so can't be sure. However not sure if you've actually tried turning out or staying turned out in front of enemy tanks, you very quickly become a target for just about every machine gun as you become a priority target over the tank itself. So I think this is really just a limitation we'll have to put up with in SP. In MP though, turning out works really nicely with the commander turning out and using binos for a better field of view guiding the rest of the crew who are "safely" tucked inside :) I'm sure its something that could be done one way or another. Though I tend to use DAC for most of my infantry in missions where you can define classtypes which will suppress from a prone position and that works pretty well for MG'ers. We can look into something along these lines for 2.7 if theres time though (and I remember), might be worth adding it as a feature suggestion on Dev-Heaven so I do ;)
  17. That issue is about hull. gunners, as in co-drivers and radio operators using their machine guns, not the top mounted Commander MG's. The Hull gunners can and should be able to fire turned in or out as the trigger is inside the hull. The top mounted mg's however you have to climb out to reach the trigger unless the tank (such as the hetzer) users a linked periscope to control movement from inside.
  18. Its only possible on some tanks, the Tiger with MG34 commander mount for example you have to turn out. It used to be a limitation of the engine we were stuck with, but Mac figured out how to implement so that you had to turn out. However I dunno how it was done so haven't been able to implement anywhere else since but I'm sure we'll get around to it at somepoint. Update: ahah inGunnerMayFire = false; in the turrets config seems to do it. Can't promise I'll have time to implement it for 2.65 hotfix but will try to. Gets a bit tough as some vehicles have interior periscopes etc and I 100% do not have a clue which those were. So likely to get a few complaints when I get it wrong ;)
  19. You and me both :) We've had Gnat locked in a bunker so we've seen as much as anyone really on the progress, it should really help bring the final piece of the mod into play alongside the tank penetration system, and injury/medical system, we'll probably have the only WW2 game with Infantry, Armor and Aircraft to near simulation levels of detail on the market! Oh and we're free! We really do spoil you :D
  20. Gliders will be coming with the 2.7 aircraft overhaul at the earliest, Yac just finished the Horsa (Waco was previously pictured) so they'll be plenty of options for players to make sure of them. Not sure if we'll have an actual tow mechanism or just allow them to be put in flying and land. We'll have to wait and see what magic Gnat and Yac can come up with!
  21. 1. Its no use reporting issues on here, please use Dev-Heaven. 2. We're well aware of plane issues, but have avoided fixing any as Gnat is working on a complete plane overhaul so any and all changes to planes will be coming in the 2.7 patch. A little note on A2 beta's it seems the lastest build 101480 is causing numerous problems and preventing our extended event handlers from working, we're trying to track the cause but so far are coming up blank. Suggest you all use build 101334 or earlier to avoid issues with I44 for now until we or BI can address the problems raised with the latest version. Gonna try and get a hotfix out in the next week or two, but we're pretty dependant on a new beta patch solving the XEH issues we seem to be having with the new beta build. It will be purely a bug-fix patch so no new units etc. Got a number of issues fixed so far (new and old) and gonna try and hit a few more. Please be sure to use Dev-Heaven and report any issues you encounter so we can fix as much as possible! Thanks to those of you who already are, it really does make our lives a lot easier!
  22. Confirmed 101480 breaks the HUD on both ATI and Nvidia.
  23. The past two beta patches seem to be causing some people some issues, especially with the tank HUD. If you are experiencing troubles please check our dev-heaven post for it here: https://dev-heaven.net/issues/70587 Let us know if you're using ATI or Nvidia, and if versions both 101334 and 101480 builds of the beta patch are affected. I'm running 101334 on ATI and don't appear to have the issue (will be checking latest asap). Seems to be an issue caused by the beta rather than by us though.
  24. Its always been a sporadic issue, as its a scripted event, sometimes the script was unable to fire. I know nothing changed with the models, so its entirely a scripting issue, but the reason/cause is a mystery to me. But with 2.64 I became well aware that it had stopped entirely as I spent about 2 solid days chasing it to no avail.
  25. Doubt it, but as I'm not a coder and didn't make either system, I really can't say. Wouldn't hold out much hope that it'll get fixed I'm afraid.
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