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Retro

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  1. OK thanks for turning over that particular rock. There indeed seems to be a bug in our collision detection system (so that would fix the Fennek). I am not sure about the infantry though, how do you actually get them inside the minefield (they should refuse the order..). Or is this about engineering infantry on 'breach' routes only?
  2. Was there some time acceleration involved? We are talking about offline mode right?
  3. Sorry, by 'worked previously' you mean before 4.363? Can you nail down a version where it still worked (sorry I have to confess that I'm not 100% sure about the PE version numbers..)
  4. Actually there's some code there but right now the 'no stanchion' distance is 1m so we might have to tweak that. There's no check vs other objects, but it does check vs bodies of water (not the 'stream' line actors though). Note that right now, if such a 'collision' is being detected, the code simply does skip the creation of pylons. Sooo I guess we might at least tweak that 'avoidance radius' a bit.. (actually, looking at the screenshot, I'm wondering why it doesn't already skip creating the pylon hmm)
  5. Please read the documentation provided with the tool (there's a '?' button in the toolbar that should open the document), it's possible to do that by changing the XML configuration file
  6. 'Ajax' as in the Ajax vehicle family that is.. it was supposed to go into use in 2017 (with 500+ vehicles on order by the UK MOD!), but now I read that [quote]In June 2021 it was revealed that trials of Ajax variants were halted from November 2020 to March 2021 due to excessive vibration and noise, leaving crews suffering from nausea, swollen joints and tinnitus. Test crews were then limited to 105 minutes inside and 20 miles per hour (32 km/h). The excessive vibration while moving was also damaging electronic systems and preventing armament from stabilising. Suspension issues on the Ajax variant meant turrets could not fire while moving[/quote] Given that this is using the Ulan/Pizarro hull, how can that be? TBH I never gave much thought about such 'pedestrian' design issues in tracked vehicles like ride comfort, but I surely thought things such as this would be understood by now (especially if using a proven hull)?
  7. ..which the game really should be able to handle, and will be, with the next patch
  8. So I really like the vertical video format for watching on the smartphone..
  9. https://www.youtube.com/shorts/C9ON9V3pgcc So what you can do is to click the link to the 'shorts' youtube look at the address bar, which looks something like this https://www.youtube.com/shorts/C9ON9V3pgcc copy the text/ID after the 'shorts', ie C9ON9V3pgcc open a new browser window/tab, paste the following link into the address bar https://www.youtube.com/watch?v= append the 'shorts' video ID C9ON9V3pgcc press ENTER That's what I do..
  10. Hm I guess we could add a confirmation dialogue that shows the user where the maps would be placed?
  11. So it's actually a feature that, if the PSS (TC's panoramic sight system) is in ALIGNED mode, and if the gun goes into loading position, the PSS switches over to show whatever the GSS (gunner's sight system) is using. I guess that's another 'safety feature' so that the TC can keep an eye on his gunner (?). Upon leaving the loading position, the original view should be restored (I've found a bug in that code though, thanks for pointing that out). In the PSS's OBSERVATION mode (ie independend view) nothing should actually change. Hmm do you mean in multiplayer, that another player occuping the gunner's position hears the (AI) TC screaming commands? Or if you're in the TC position, you mean you hear TC sound samples being played?
  12. Could you upload the scenario as well please?
  13. https://en.wikipedia.org/wiki/Hofstadter's_law
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