Re: Project Reality v0.8 Improvement Compilation
Posted: 2008-09-16 23:56
Ive done that and it still missed the lock on the first hit
Then why is he the one to be breaching doors? Bit oxymoronic isnt it?[R-CON]Wolfe wrote:Theoretically yes, but then again, engineers shouldn't be running around doing CQC.
I have been standing with my gun in the door lock and missed the first shot.[R-CON]Wolfe wrote:How close are we talking? You have to be less than 1/4 a meter to guarantee a hit; basically the barrel has to practically touch the door.
You should see his earlier works, Warren has a habit of making suggestions and feedback that are full of winjustman2005 wrote:sweeet mother of ****.. this thread is god like.. you should be proud man.
To say for sure that a list like this will be made for every major release depends upon the content of gameplay. I simply felt that there were a handful of issues that needed to be resolved as quickly as possible.the other Steve wrote:are you doing such a list by every new mayor release?
yea then the fin civs wont get in our way they whould be too distactedReaperMAC wrote:Lets just give the Insurgent Collaborator an iPhone. Then they could use the Google Earth/Map feature to call in arty.
Yeap sounds good. I still think Jets in Project Reality are critically hampered due to the size of maps and the view distance. 4km is simply too small for a jet in the BF2 engine IMO. If it was entirely up to me, 4km would be the minimum size in order to field a 2 seat attack helicopter and 8km would be the minimum size in order to field a jet. Obviously my opinion on this is not the opinion of all the dev team. PM CAS_117 about your concerns with the jet aircraft and Im sure he can tell you everything he is doing to improve this aspect of PR.Both short range and long range missles such as the AIM-9M, AA-11 and the AIM-120, AA-12 could use some serious rethinking. Currently short range missles have a enormous detection diameter and long range missles have an inadequate detection diameter. Which is apparently and almost logically backwards... This will be explained later. On another note, the overbearing effectiveness of short range missles has nearly eliminated an amount of player ability that was previously required.
A. Decrease the detection diameter of short range missles significantly.
B. Increase the detection diameter of long range missles greatly.
C. All missle detection diameters for both short and long range missles must coincide with thier respective HUD displays.
Agreed. This is a strange issue though because they SHOULD be set at 30 seconds on Kashan and Qinling, although it seems to be different than the settingAll large scale maps utilizing jet aircraft of any varient requires the out-of-bounds timer set to 15-20 seconds (Currently 10 seconds for jets and 20 seconds for helicopters).
Again speak with Mr. CAS117 about this as he is the most likely candidate to implement changes on these.Currently seen in Fighter-Bomber type aircraft the Co-Pilot may have difficulty delivering laser guided bombs. While the Co-Pilot is looking through the laser guided bomb interface there is a general lack of a sufficient arc to view during attack runs making it hard to maintain a bead on the target.
This is definitely an oversight - ALL laser guided munitions should have a minimum travel time before they become active. This will be adjusted in the future if better maps come out which benefit from having Fighter-Bombers. Speak with Mr CAS about getting this corrected.All Fighter-Bomber aircraft need a critical minimum altitude to use Laser Guided Bombs as currently there is none in place and/or an inconsistant defect.
Agreed, this is an oversight, as you can tell the 2 seat bombers were a late addition to v0.8, speak with CAS117 about implementing these.All Fighter-Bomber aircraft need the Co-Pilot seat altered so the player cannot have a 3rd person camera outside of the plane. Currently the Co-Pilot can have 3 different modes of camera viewing. These camera views are stationary fly-by, chase front, chase rear. Also the Co-Pilots view must be limited to the same as the Pilot; being that he can freelook from inside the cockpit and look rear to watchout for enemy aircraft.
The harrier in v0.8 is heavy WIP and is NOT in a releasable state currently. Direct any vehicle handling comments towards CAS117, we will probably see this aircraft complete in v0.9.The U.S. and/or British Harrier VTOL (Vertical Takeoff or Landing) needs to be immediately reverted back to it's previous control state as seen in v0.75 training.
The Merlin Loading ramp is a trivial and whimsical part of the vehicle, and may in fact be causing the "lag" of the vehicle. There is no usefulness in the loading ramp other than to "look" cool, unless we choose to make the entry positions inside the actual helicopter (something most devs opted against). Due to the nature of the BF2 engine, having players freely standing on/in vehicles will almost always kill them, thus having a loading ramp at all will be evaluated and possibly removed in future versions, but the sound of the loading ramp is of no relevance to the dev team, thanks for finding it though.The HC3 Merlin is currently missing a previously existing sound notification. While acting as the Co-Pilot and operating the boarding ramp it appears that the hydraulic actuation sound no longer exists. This minor detail will need to be resolved.
Agreed, makes sense. I think there is a feature like this currently? I could be mistaken though. If theres not its definitely a good idea.Attack Helicopters should have the 1st weapon slot as the Radar Off function.
Agree with giving them "FLIR", the same thing in thats in the scout helicopter but without the laser. But also allow them a normal view as well. Thats a very low priority though, send Falkun a message about it and see if he'd be willing to do it.The HC3 Merlin and the UH-1N Huey (Both transport and rocket varients.) need a FLIR (Forward Looking Infared Radar) camera system. Currently these two helicopters posess this equipment as displayed in thier models but they do not play any role in thier use.
Also for aircraft balancing, take note to remove the "laser designation" feature that the Light Scout Helicopters have. This is to prevent players from using Transport Helicopters in a role that they're not specified for.
According to our mil advisors, the BTR-90 is a very high-end vehicle that was not signifigantly produced / deployed by any Middle Eastern or Russian forces, and will be phased out of Project Reality in the coming versions.Alter the BTR-90 Rostok
This kind of delay is not possible (to delay switching). We have tried engine start delays before, but there was issues with that as well as bugginess.Rather than simply adding a 30 second delay to all armor turrets, but also add a new feature that prevents users from switching back to the Driver seat from the Gunner position as quickly. This idea was derived from the 3 second timer delay while switching to the gunner position on a jeep's mounted .50 caliber gun.
Rather than having a smoke screen launcher for the Tank drivers, a new approach is in need of a research. Although Gunners for Tanks already have access to smoke screen deployment, how about Tank (And possibly APC's aswell.) Drivers having access to whats referred to as a "Smoke Generator" created.
All 50cal do not recoil nearly as much as we would like... reference FH2 for some good 30cal recoil. This is still unanswered, we need someone with experience with this sort of stuff, our animator Chuc has been unable to solve this yet, contact him if you have any idea how to implement this.The British Challenger 2's mounted Browning M2 .50 caliber machine gun does not have a proper recoil animation. Rather than the weapon recoiling as it should, it appears that there are two different Browning M2 .50 caliber machine guns at once. There is a static representation of it while not firing, which also results in a second representation of the machine gun during it's recoil phase.
Most custom PR vehicles have these, and most new vehicles will be recieving these. We cannot edit vbf2 vehicles, so as more vbf2 vehicles get replaced, this problem will become less and less.Recommend adding "collision boxes" to the main guns on all armored assets, such as APC's and Tanks. Currently few APC's and Tanks actually have these "collision boxes" and creates an unrealistic advantage for some armor units over others.
Known issue thanks for bringing to attention.The British Scimitar has a Gunner Smoke Screen deployment issue. Rather than deploying smoke in a uniform and equal fashion, it appears that 2-3 Smoke Screen grenades seem to clump up on the front left hand cornor after deployed from the turret. This also results in a large gap in the Smoke Screen which will occur directly infront of the turret.
Not seen this issue before thanks for bringing it up.The British Scimitar has a Driver HUD indicator issue. There appears to be a numerical value of 10 or 11 which is ifficult to determine for sure as it's off-screen and hard to see. This can be viewed in the bottom left hand cornor of the screen. It seems to pose no particular use as left clicking, right clicking or attempting to switch weapon types produces no effects to it's purpose.
Agreed there needs to be better smoke system for vehicles, I believe they should create thicker smoke as well as launch further out, last much longer and much thicker, however as the reasons above suggest, there is problems with BF2 particle system, and rendering is not reliable. That being said, Alex is our main effects creator right now so PMing him your suggestion will help your cause.Vehicle deployed smoke screens could also use refinement. To help describe and identify these situational uses of smoke screens I needed to utilize screenshots. There are 2 different effects that occur based upon what happens to the grenades.
A. Smoke Screen Airburst Type (Time delayed.) - These are the common result of deploying smoke screens that do not impact with an object or the ground. They appear to hang in the air vertically rather than dispersing out in the air in volume. These results are inconsistant and on occassion vary in large gaps that appear between each deployed smoke screen canister. Other times the smoke deploys properly.
B. Smoke Screen Impact Type - These are not a common result while deploying smoke screens, however they provide a more desireable effect. These grenades generally provide a thicker and significantly better smoke screen as they've resultantly impacted with an object (Trees, rocks, buildings, etc.).
If there was a means to modify the smoke grenade itself so that when deployed they use a similar system to how deployable assets work we would see better smoke screen utilization. For example, razorwire when deployed comes in contact with the ground at a certain point. After it comes in contact with the ground the deployable object itself settles and the actual graphic representation of where the razorwire lays is shown a few moments later.
So, if we could fire these smoke screen grenades similar to deployable assets to have them detonate at a certain point above where it makes contact with the ground, we'd see an improvement in results, rather than having them simply time detonated... Or we could possibly have a mix of both worlds of "deployed impact" type and "time delayed airburst". This is so that it does not fall too far away from the vehicle itself, such as deploying a smoke screen over water where the "deployed impact" type would not function and "time delayed airburst" would come into play.
Here is several sample pictures of the previously mentioned situation.
Current Issue:
Smoke Screen Airburst Type Woodland
Smoke Screen Airburst Type Desert
Smoke Screen Impact Type Woodland
Smoke Screen Impact Type Desert
Agreed, read above for my response.One-man armor gunning (Tanks and APC's) should no longer be capable of occuring.
Strange vbf2 bug related to material types and explosion projectile. Will need to be investigated, Im not convinced that its just the LAV-25, needs extensive testing. In either case, I believe we will eventually be replacing or getting a custom model for the LAV-25 to replace the vanilla model, which may fix this problem if it is in fact an isolated incident (which I doubt)The LAV-25 Pirana for the U.S.M.C. forces has a major issue. While traveling through the water it is particularly vulnerable to explosives such as anti-tank rockets. The vehicle itself will take damage as expected, however the explosive charge of the missle projectile will severely injure or kill it's occupants.This issue still exists from the previous version of Project Reality, this was noted on a particular round on "Qwai River".
The British Stormer HVM Anti-Aircraft Vehicle is shockingly unrefined. The player must enter the vehicle from the rear, but when dismounting the vehicle he is released from the forward driver compartment and cannot reenter the vehicle from that point. Thusly the player after dismounting must get out and go around once again to the rear of the vehicle to get back in.
If the user presses the number "1" or "2" on his/her keyboard they will be switched out of the AAV's missle control interface. The player then will enter what appears as a non-existant driver seat with no possible means to switch back to the missle control interface and must exit and reenter the vehicle.
Also the green sighting reticule is horridly disfigured and appears as a blurr of neon-green-mess below the sighting system itself and randomly changes in appearance from time to time. This sighting reticule is also so relatively light in color that it does not contrast well against a brightly lit sky like what is seen on the "Battle for Qinling" map.
This vehicle also lacks an audible tone when a proper lock on is made. An enemy aircraft could possibly be right infront of you and you'll not even hear a sound.
As time goes on it's becoming increasingly noticeable that there is a need for additional asymmetrical balancing in game for Anti Aircraft Vehicles.
Dirtbikes and ATV's veer left or right slightly depending upon last directional input. Requires minor centering adjustments.
The British Landrover's mounted Browning M2 .50 caliber machine gun does not have a proper brass ejection animation. Rather than the spent brass cases and metal links dispersing to the right of the machine gun, it appears that the ejected materials collide with the gun and end up awkwardly on the left side of the front ironsight.
The 375 Ural (Chinese and M.E.C. support truck.) needs some minor visual corrections. When the driver attempts to turn left or right the vehicle's front wheels remain pointing forward rather than turning left or right respectively. This does not effect the vehicles driving in any way, just it's visual representation of directional control. This issue has been noticed since the v0.7b patch.
Simple vehicles such as Jeeps should be squad orientated vehicles. Any squad utilizing a standard Jeep all they need to do is keep a minimum of one person in the Driver or Gunner position. As soon as both of those spots has been exited it's free game to be utilized by another squad. This is to prevent random players from impeding gameplay progress and is way overdue to be implemented in game as this is not the first time the problem has occured.
After several testing sessions, it's clear that .50 caliber machine guns appear to be unbalanced between factions, this is primarily aimed at vehicles that utilize HMG's mounted on them. It appears that the Chinese and MEC .50 HMG fires at double the rate of the British and U.S. .50 caliber HMG. However the Chinese and MEC .50 caliber HMG overheats at roughly 5 seconds, whereas the British and U.S. .50 caliber HMG overheats at roughly 6 seconds.
To help bring this into perspective, there are two different specifications for modern .50 caliber weapons. The British and U.S. team uses an identical round. The Chinese PLA and fictional MEC army would theoretically use the Russian varient of a .50 caliber round.
A. Standard British and U.S. .50 caliber round = 12.7mm x 99
B. Standard Russian .50 caliber round = 12.7mm x 108
Although Project Reality has an abstract perspective on overheating weapons. Thermal conditions and rate of fire go hand in hand. Double the rate of fire, double the overheat condition. Also the fact that the Russian .50 caliber round ( 12.7mmm x 108 ) is slightly larger than the standard .50 caliber (12.7mm x 99) round.
Thusly the Chinese and MEC .50 caliber HMG should be able to maintain it's rate of fire and overheat at 5 seconds. Whereas the British and U.S. .50 caliber HMG fires at a rate almost half of the others and thusly should overheat at roughly 10 seconds of consistant fire rather than the limited 6 seconds.
This will give each .50 caliber varient of HMG's its own particular nature of Pro's and Cons. The Chinese and MEC .50 caliber HMG offers higher firepower volume at the loss of longevity, whereas the British and U.S. .50 caliber HMG offers lower firepower volume and increased longevity.
The return of the Engineer support jeep. The purpose of this vehicle seems elusive and undefined. However, this vehicle does not offer anything other than exclusive access to engineers and a single ammo box primarily for mine deployment. Apparently this vehicle has little use outside the fact for the deployment of mines.
To help improve gameplay dynamics it is recommended to increase the amount of soldiers a RIB can carry to 8 people.
The M249 on the RIB (Rigid Inflatable Boat) has some minor graphic issues and an incorrect shot location.
we're ready for Patrol Boats and Light Ships.
The Lee-Enfield Sniper Rifle for the Insurgent and Militia forces do not have a bolt actuating sound, despite that the standard Lee-Enfield iron-sight counterpart does.
Good observation,The U.S. M9 and the M.E.C. MR-444 pistols do not have an idle "breathing" animation. However the British L9 and the Chinese QSZ-92 pistols do. Minor corrections will be needed to fix this situation.
Known issue.The TM62 mine used by MEC and Militia forces still do not have an equip sound active. After drawing the mine out for use you cannot hear any sound effects for the fuse / detonator being placed into the explosives carridge.
Apparently Molotov Cocktails still have an effect on armor assets. However the damage is lessened, but this proceeds to injure the occupants of the vehicle. Seems odd for Molotov Cocktails to injure and/or kill it's occupants while behind a layer of armor. It is vague and undetermined if this was actually intended to occur or not.
If it is infact true that Molotov Cocktails are to effect armor assets, it would make better sense for it to cause damage to a vehicle and the occupants only after it is below 25% armor rating (health) or is disabled. Currently it seems awkward that a Molotov Cocktail would cause damage/harm to the vehicle or occupants while inside an unharmed and operational armor asset.
If it's possible to alter the effect of Molotov Cocktails against damaged armored vehicles when at 25% armor rating (health) or less, it would serve a more practical approach in the "ambushing" of armored vehicles. Otherwise as is, Molotov Cocktails still need some reevaluating.
PM CAS117 about this one...A majority of aircraft need to have the Pilot and/or Co-Pilot exit point relocated. There is a significant problem of aircraft colliding with the pilot while in flight or during ejection. This defeats the purpose of even trying to abandon an anotherwise compromised aircraft.
Special reconnaissance units like Snipers and Spec Ops require a high level of subtlety. However, for the Sniper there is still a lack of a supressed sidearm that is otherwise necessary.
Highly suggest increasing the rate of fire of all Pistols as they're currently lacking the ability to fire in rapid succession. A players ability to mouse click far exceeds its actual shot output making for a very awkward "fire overlapping" situation. Mechanical limitations should far exceed biological potential, a human being cannot pull a trigger faster than a modern self-loading weapon can fire.
Highly suggest increasing the rate of fire to all Assault Rifles, Carbines and Submachine guns as they're currently lacking the ability to fire in rapid succession. A players ability to mouse click far exceeds its actual shot output making for a very awkward "fire overlapping" situation. Mechanical limitations should far exceed biological potential, a human being cannot pull a trigger faster than a modern self-loading weapon can fire.
Agreed this is needed, albeit its hard to shot hte state of a bipod since its at the front of the weapon and is rarely in sight of the viewpoint of the player. PKM would need a remodeling since its a vanilla bf2 model and the bipods cannot "fold up"Recommend implementing some form of visual indication to aid a player in determining if his/her Squad Automatc Weapon (Automatic Rifleman) is in an assault state or a deployed state. Not all LMG's can be easily identified by the deployed bipod, as the M249 SAW for example has a majority of the rifle covering it and cannot be seen. Also the PKM has it's bipod constantly deployed as it's used for a handgrip. This may create some confusion and unwanted results in the middle of a combat situation.
All shotguns placed in game have had thier accuracy level reduced to a questionable level. Currently it seems that the accuracy level on these shotguns completely defeats the purpose of even using the ironsights to aim at a target. Also the use of Slugshot ammunition over 00 Buckshot remains an issue. A shotgun with slugshot should atleast be able to hit a target with the same width of a soldiers chest cavity at 15 meters (50 feet.) frequently on average.
Recoil and muzzle climb to all Assault Rifles, Carbines and Submachine guns seems odd and unnatural when firing a weapon in semi-automatic (Single Shot.) burst, and fully automatic modes. However, this visual representation of recoil is not entirely incorrect. It would be safe to say that a number of users may find themselves in a situation where they'll be saying to themselves "This feels strange, but I cannot exactly pinpoint where." if this is so, they maybe right. The main focus of this detail is primarily the awkward "scooping" or "dipping" motion the weapons have recently taken on. This also negatively impacts consistant followup on shots fired in rapid succession.
A. Semi-automatic mode (Single shot.) - When normally firing the weapon in semi-automatic mode it proceeds to force the rifle straight back against the users shoulder, then pivot up slightly from normal muzzle climb and internal mechanics. This is because of the recoil of the rifle itself from firing, then proceeding to pivot up against the users shoulder because of pneumatic and kinetic energy being dispersed through the weapon and user. However, the user normally DOES NOT need to "fight" or "compensate" for muzzle climb as severely as it is currently represented in Project Reality in semi-automatic mode.
B. Burst and fully-automatic mode - When normally firing the weapon in semi-automatic mode it proceeds to force the rifle straight back against the users shoulder, then pivot up slightly from normal muzzle climb and internal mechanics. This is because of the recoil of the rifle itself from firing, then proceeding to pivot up against the users shoulder because of pneumatic and kinetic energy being dispersed through the weapon and user.However, the user must now actively "fight" or "compensate" for both recoil and muzzle climb as the weapon operates at a consistant rate in burst and fully automatic mode. This is the only time where the "scooping" or "dipping" motion with the front sight is an acceptable occurance when firing the rifle in bursts or fully automatic mode.
To explain this as simply as possible... The recoil of weapons fired in semi-automatic mode should be viewed as previously seen in v0.75 where it recoils and has a slight muzzle climb. But weapons fired in burst mode or fully-automatic mode should have this "scooping" or "dipping" motion after the firing is done. This will simulate the soldier making compensations to counteract the recoil and muzzle climb of the weapon while discharging consecutive rounds.
Agreed needs to be more material sounds, very very very low priority,The U.S.M.C. and British plastic "restrainer" could use a more practical sound. Rather than a metallic clank upon striking the target, instead replace with a "cloth" or "thud" like sound.
This alternative "clothy" or "thud" like sound would be abit more practical. As if the soldier is actually striking the target with his fist and provide a generic sound that can be logically associated with almost any surface as opposed to the current and irregular metallic "clank".
The Insurgent Collaborator could use a more refined approach when using the cell phone. Rather than the dialing the phone and having to rely on a normal view to call in for a Morter Strike, I suggest an alternate method.
This method would be to devise a new aiming mode, this mode would have the Civilian Collaborator look directly at his Cell Phone screen and it would produce an image of the target he's trying to call a Mortar Strike on. This would be used to simulate the Civilian Collaborator using the "digital camera" function on his Cell Phone and allow a minor 2x to 4x zoom.
various problems make this unlikely, although there still might be some refinements to the CPR, were mostly happy with it and it is what it is.... a handy "tool" that basically makes a BF2 bug work favourably in our advantage sometimes.Recommend refinement of the "CPR Resusitation" animation for the Combat Medic. Rather than using CPR with one single push; see if it is possible to have the animation cycle repeatedly. For example, the Engineers repair ability with the wrench. While repairing with the wrench, the animation will continuously cycle. If this can somehow be implemented into the "CPR Resusitation" animation we would see a more realistic approach.
While this new animation occurs, a small invisible object is theoretically "fired" similar to dropping a field dressing on the ground to shake the body free. This animation will cycle continuously as it "fires" an invisible and harmless object repeatedly each time a CPR chest compression takes place in syncronization.
Destroyable runways should be capable of being repaired by a shovel instead of a wrench. Currently using a wrench to repair a runway is rather awkward. Slightly increasing the time to repair the runway in exchange for the abundant shovel would be an acceptable trade off.
The Engineer wrench tool could use an animation while it's being utilized. It is understandable if the wrench itself was hidden to cover up the "midair wrench turning" look, but a visual representation must be in place other than the repair icon.
A pratical solution to this should be an animation that allows the player to see the wrench being turned itself. But the particular work being performed is not viewable. As in the player can see the hands of the Engineer and the wrench handle being turned, but the head of the wrench itself is centered below "off screen" and is otherwise not viewable by the player.
PM CHuc your suggestion hes lead animator on he dev teamThe Medic bag could use an animation while it's being utilized. It is understandable if the Medic bag itself is able to be viewed by the player, but adding a visual representation should be in place other than the First Aid icon.
A pratical solution to this should be an animation that allows the player to see the Medic bag itself. But the particular work being performed is not entirely viewable. As in the player can see the left hand of the Medic and the Medic bag being held, but the right hand is holding a small roll of medical tape which is centered below "off screen" and is otherwise partially viewable by the player.
Adding a simple cycling gesture of the right hand wrapping tape around an unviewable object would be acceptable. There then would be no need for addtional sound effects as the application of First Aid is already represented by the sound of tape unrolling. An acceptable alternative example of this is the BF1942 Medical First Aid application animation.
putting "Friendly Fire" radio command on commo rose is a good idea, just need to stick it in there somewhere, possibly doubling up roger/negative into one placeFriendly Fire is still a continued issue in Project Reality. Sadly, nothing has been done to help prevent this from happening. And so the discussion remains open ended and unconfirmed but it is clear that there is still a need to provide communications over the radio of when a friendly fire incident has taken place.
Good suggestionWhen the Co-Pilot is using the FLIR interface in a Light Scout Chopper, it should act like the Co-Pilot is using a G.L.T.D. while in the cockpit. Of course the only difference is that the screen is black and white to simulate looking through infared optics.
Not heard of this before, thanksAs of the latest v0.8 patch, some of the sounds made over the Radio net for certain teams are different. The largest issue is the "Affirmative, a vehicle is on the way" radio call in particular. Although the radio call itself is not an issue, however the background sound has some intresting side-effects.
For those that are Piloting aircraft and still getting used to the new warning sound indicators, players will notice that the "Affirmative, a vehicle is on the way" background noise sounds nearly exact to the warning sound produced when you're being locked on. I must admit that even I had mistaken myself for being locked on more than several times.
A player that is using the "Affirmative, a vehicle on the way" radio call does not sound the same as one that is received from being broadcasted over the net. This is most easily noticed while playing as the British team on "The Battle for Qinling" map when another player uses the "Affirmative, a vehicle on the way" radio call. You'll see for yourself the next time you are flying a jet and freak out behind the controls thinking an enemy jet is behind you.
Good suggestionsAdd Need Fire Support to GLTD T-rose
Add Need Close Air Support to GLTD T-rose
Disagree, let them choose what they want to spawn with, most will gravitate towards the officer kit when they realize how mission critical it is. Plus there would be problems in implements this properly (Same with limiting medics).Prevention of Squad Leaders and Commanders from spawning or selecting kits other than what is mission critical.
Known issue, may or may not be fixed in v0.85, may require new AA assets or new target reticle. This has to do with a fix for the z buffering issue, which makes some things such as vehicle HUDs screwy (AAV, APC passengers, etc).Stinger and IGLA AA missle defense system. Currently these AA missle defense systems seem to be lacking the black backdrop while manning the gunner position. When a person sits in these AA missle emplacements, the player will notice the outline of the goggles with no outer "black edge" to simulate looking through an aiming system.
Agreed.Maps such as "Fools Road" and "Assault on Mestia" require team orientated asset location markers for the Militia faction for all stationary gun emplacements.
Fixed for v0.85 I believe?The stationary British / U.S. Vulcan AA gun needs significant graphic adjustments. Rather than the smoke escaping the barrel and proceeding out and away from it while firing, instead it is directed back at the operator. This makes using the AA Vulcan gun extremely hard to utilize, not only does it lack an aiming reticule to fire at targets with an acceptable accuracy level, it's inhibited by this unusual enveloping barrel smoke.
Disagree. Its precisely because of those small maps that the range should remain small. IMO Small maps should NOT have large amounts of Forward Outposts aka spawn points, as it turns the game into a spam fest. The idea behind 400m rule was to force spawnpoints to be spread out quite far, making them major "objectives" to destroy, and once destroyed can be assured there is no other fixed spawns in sigfigant area. Although this is up for discussion in dev team, I dont see major issue with the way it currently is, Small maps is not an issue IMO and should not be a factor as most maps are 2km sized.Recommend reducing the maximum allowable sphere of influence for Firebases and Bunkers (Forward Outpost.) be placed at 300 meters instead. The current limitation of 400 meters prevents adequate deployment of bunkers on small maps.
Agreed, except I think there should NEVER be destroyable runways, in fact I think there should never be runways near an area of operations but thats an entirely different topic...Highly recommend disabling destructable runways in Training mode. This will aid players in being able to focus on taking off and landing in a more suitable environment without the need to worry if it's destroyed. It is destroyed most frequently by friendly players firing weapons from thier aircraft while on the runway rather than an actual enemy attack.
Known Issue, Not sure why this is no longer working. Needs more testingWhen a player requests support from an Engineer, the icon no longer seems to be displayed on the Map or Minimap interface. However when requesting ammunition from a Rifleman or First Aid from a Medic it is always displayed. It cannot be confirmed or denied but it is unclear if Engineer icons are supposed to appear or not for users operating inside of vehicles.
Agreed, however check out Korengal for an example of how flora can be done RIGHT. OGT and Qinling are very good examples of very poor flora. Check out Sangin for an idea on how it IS possible to get very good and useful flora in a 4km map. Expect much more USEFUL, FULLY RENDERED flora coming in the future, Rhino has made some progress in regard to this, most new maps will be using this, maybe some older maps retrofitted as well.As time goes on it's becoming increasingly noticeable to myself that there is a general lack of valuable flora in game.
Known issue, solution will be there in v0.85On the "Muttrah City" map, the U.S.M.C. side cannot reload any of thier APC's or Boats. The Command Post is too far above the waterlevel on the U.S.S. Essex in order to resupply these crafts. Nor has there been any repair/rearm facilities implemented on the deployment ramp for the APC's or Boats to return to as an alternative method.
Al Basrah (and other maps) crashing after each round has been finally nailed down to the high networkable object count on the map. If a map has too many networkables (which includes players, vehicles, ammo caches, destroyable houses, basically anything player can affect physically) then it will cause a memory overload and hangs on the next map load.On the "Al Basrah" map, there are 2 different versions of clay/cement housing which are generally seen in rural and the suburban areas. These clay/cement houses are 2 stories high and were previously destructable as seen in the v0.7+ builds. But, this is no longer the case as these structures cannot be destroyed by any known explosive. Anti-tank missles, M2 Slams, C4 Explosives and even shells from armor assets cannot punch a hole in these structures.
Agreed. IMO this map plays out much better in AAS16 configuration with no jet aircraft.It has come to my attention that there are several issues reguarding aircraft on the "Battle for Qinling" map. It is quite apparent now that the problems resulting from aircraft handling or weight is not the issue, but more of an alternate matter. After continued research and repeated landing attempts it has now come down to the realization that the airfield runways presented on the British and Chinese teams are beyond inadequate.
Agree this is something that needs to be improved upon, currently dont have a solution but Ancientman is continuing to think of ways to make the browser bend to his will...There is a minor problem while accessing the "Deployment -> Join Internet -> Update" server list. After the list updates it still displays Training Servers in the "Deployment" server list. This creates and issue as the "Training" server list is supposed to be accessed through a different menu selection to begin with.
There has been several occurances where players had joined one of these servers and had no clue they were actually on a training server.
well cool![R-DEV]Jaymz wrote:I think Warren has gone AWOL or something. Anywho, don't worry about the M6 Linebacker issues. It will be replaced with the HMMWV Avenger from USI.