Azure Lion Posted August 23, 2016 Share Posted August 23, 2016 Driver? Hatch? On a Boxer? Just talking about the commander and commander's hatch on the Boxer. The commander popping up while the hatch is still closed sounds like the issue I encountered however. Probably one in the same. Didn't really pay that much attention since I felt it was a very minor issue. Sorry, I think I think I got a little off topic from the original poster concerning the Boxer. Which reminds me. Another very minor thing, the CV90-35 DK (and if you squint hard enough on the CV90-30 FI) port forward rear passenger helmet becomes visible when the turret turns such that the helmet is no longer hidden by the turret. 0 Quote Link to comment Share on other sites More sharing options...
Vikingo Posted August 24, 2016 Share Posted August 24, 2016 hey! Nice skin. Is game default or mod? Thanks! 0 Quote Link to comment Share on other sites More sharing options...
Azure Lion Posted August 24, 2016 Share Posted August 24, 2016 game default winter. 0 Quote Link to comment Share on other sites More sharing options...
Vikingo Posted August 24, 2016 Share Posted August 24, 2016 8 hours ago, Azure Lion said: game default winter. thanks! will test now 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted August 26, 2016 Moderators Share Posted August 26, 2016 On 8/23/2016 at 3:55 PM, Azure Lion said: Which reminds me. Another very minor thing, the CV90-35 DK (and if you squint hard enough on the CV90-30 FI) port forward rear passenger helmet becomes visible when the turret turns such that the helmet is no longer hidden by the turret. Thanks, yes, this is a an old known issue caused by the fact that, for technical reasons, the soldiers in the back can only have one sitting pose at the moment. Really that guy in the shorter hull area needs a unique sitting pose of his own, something where he is hunched over more. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted August 26, 2016 Moderators Share Posted August 26, 2016 1 hour ago, Volcano said: Thanks, yes, this is a an old known issue caused by the fact that, for technical reasons, the soldiers in the back can only have one sitting pose at the moment. Really that guy in the shorter hull area needs a unique sitting pose of his own, something where he is hunched over more. Actually, after some experimentation this has been fixed (the soldier sticking out of the top of the CV90 troop compartment). We just moved that specific soldier down a tad on the model. This may miss the first patch/update however... 0 Quote Link to comment Share on other sites More sharing options...
Vikingo Posted August 27, 2016 Share Posted August 27, 2016 The AI unit was trying to shoot the missiles to a Cobra helicopter very close to the ground (tree top behaviour) and all the missiles were fired well, to the ground... I was using the map "Wolfsburg_Germany.ter" Thanks! 0 Quote Link to comment Share on other sites More sharing options...
Vikingo Posted August 28, 2016 Share Posted August 28, 2016 I notice using some Marders: I force the troops dismount "if unit see any enemy forces", they dismount, the Marder go away and the Milan team never use the Milan, they stay hitting the floor while the enemy tanks approaches (still far away) If I give them for example LAWs or other shoulder weapons instead of Milan they fire back when tanks are closer... If I place an stoped Marder with dismounted troops with "defense" behaviour they use the Milan. 0 Quote Link to comment Share on other sites More sharing options...
Varjag Posted August 29, 2016 Share Posted August 29, 2016 (edited) Toggle laser rangefinder shown on the picture is not working. When you click it, nothing happens and the cursor blinks. Edited August 29, 2016 by Varjag 0 Quote Link to comment Share on other sites More sharing options...
Swordsmandk Posted August 29, 2016 Share Posted August 29, 2016 The pause and rejoin are causing some wierd map issues. When 20+ players and doing pause and rejoin fake enemy map icons shows up in map after game is resumed . I will post movie of it later today. Also during the pause and rejoin session some people froze at about 70 percent and had to close client and reconnect. 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted August 29, 2016 Share Posted August 29, 2016 Hmm interesting. We had similar numbers for TGIF and I don't recall people having issues with the pause and rejoin we did (was at the start though, if that makes a difference). 0 Quote Link to comment Share on other sites More sharing options...
Swordsmandk Posted August 29, 2016 Share Posted August 29, 2016 It was very wierd. One of the joiners is bad connection for sure. The two other shouldn't have had issues. It looks a bit strange. Could be the gazillion units we where facing. 0 Quote Link to comment Share on other sites More sharing options...
MikeKiloPapa Posted August 29, 2016 Share Posted August 29, 2016 The CV9035DK will not reload ABM/HEI (left feed?)when given the reload command from either the Commanders position or external view, it only works if you traverse the turret from the gunners position. It should be noted that the reload message/ feed back is shown when the command is given but no rounds are actually loaded. The right feed reloads just fine and the problem doesn't seem to affect the NL version either. 0 Quote Link to comment Share on other sites More sharing options...
Rotareneg Posted August 29, 2016 Share Posted August 29, 2016 Use ALT-B to tell the troops in back to button up, then it'll reload properly. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted August 29, 2016 Moderators Share Posted August 29, 2016 11 hours ago, Swordsmandk said: The pause and rejoin are causing some wierd map issues. When 20+ players and doing pause and rejoin fake enemy map icons shows up in map after game is resumed . I will post movie of it later today. Also during the pause and rejoin session some people froze at about 70 percent and had to close client and reconnect. Interesting, the Beta team saw this before during testing but at the time it was caused by user error -- someone somehow joined with the wrong version, or had installed 4.0 over 3.0, or something like that. I wonder if that is the case here too? Perhaps not though. In any case, we will keep an eye out for it. Can you upload the scenario please? 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted August 29, 2016 Moderators Share Posted August 29, 2016 On 8/27/2016 at 4:46 PM, Vikingo said: The AI unit was trying to shoot the missiles to a Cobra helicopter very close to the ground (tree top behaviour) and all the missiles were fired well, to the ground... I was using the map "Wolfsburg_Germany.ter" Thanks! Thanks, should be easy to fix. 0 Quote Link to comment Share on other sites More sharing options...
Vikingo Posted August 29, 2016 Share Posted August 29, 2016 Just now, Volcano said: Thanks, should be easy to fix. Great! Thanks for that The "easy" there is magic here 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted August 29, 2016 Members Share Posted August 29, 2016 Unfortunately, it turns out to be not quite so easy as thought. 0 Quote Link to comment Share on other sites More sharing options...
Vikingo Posted August 30, 2016 Share Posted August 30, 2016 5 hours ago, Ssnake said: Unfortunately, it turns out to be not quite so easy as thought. Well... we always have the Shilka Bad or good news is always nice to know the reality, thanks for the update Ssnake! 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted September 1, 2016 Share Posted September 1, 2016 Bridge graphic "confused": 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 3, 2016 Share Posted September 3, 2016 (edited) AI dont automatically change to 'fire at will' fire control when given an 'engage' or 'assault' route after being on a 'scout' route. Ie; it changes to 'return fire only' when told to scout, then when told to engage, does not adopt 'fire at will' unless explicitly told to do so. Edited September 3, 2016 by Bond_Villian 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 3, 2016 Members Share Posted September 3, 2016 Not sure if that qualifies as a bug but rather a consequence of the standard UI behavior to maintain fire control orders (or flight level) until a change is ordered. 0 Quote Link to comment Share on other sites More sharing options...
mpow66m Posted September 4, 2016 Share Posted September 4, 2016 Shadow bug on M60A3 TTS? SBProPE64cm 2016-09-03 21-00-17-57.avi 0 Quote Link to comment Share on other sites More sharing options...
Splash Posted September 4, 2016 Share Posted September 4, 2016 2 hours ago, mpow66m said: Shadow bug on M60A3 TTS? Reported here: 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 4, 2016 Share Posted September 4, 2016 16 hours ago, Ssnake said: Not sure if that qualifies as a bug but rather a consequence of the standard UI behavior to maintain fire control orders (or flight level) until a change is ordered. Thanks for the reply. If the AI takes the liberty of assuming 'return fire only' for a scout route (without being explicitly told to do so/ "change being ordered"), it seems counterintuitive and a bit inconsistent for it to not assume 'fire at will' for an attack route, dont you think? Food for thought anyway Cheers 0 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.