this seems to be an issue related to Mike Force, not the content in itself.
If this issue still persists, please open a ticket on the Mike Force GitHub which you can find here:
https://github.com/Savage-Game-Design/Mike-Force/issues
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Jan 11 2023
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
we have looked into your issue and what you experienced is intended behaviour.
As the grenades themselves have no damage but the damage is applied via particles, to the AI it technically is smoke.
Hence we will close this ticket.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
as the content of this ticket unfortunately is outside of the scope of the CDLC, we have to close this ticket.
Jan 10 2023
as the content of this ticket unfortunately is outside of the scope of the CDLC, we have to close this ticket.
It is the same with Vanilla statics and AI.
we are happy to see that you were able to resolve your issue, so we will close this ticket.
In the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
this seems to be an issue related to Mike Force, not the content in itself.
If this issue still persists, please open a ticket on the Mike Force GitHub which you can find here:
https://github.com/Savage-Game-Design/Mike-Force/issues
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
due to insufficient information and/or our team not being able to reproduce this issue, we will close this ticket.
If you have additional information and/or in the unfortunate event that (part of) the issue persists, please open a new ticket and include a link to this one.
we have looked into your issue and what you experienced is intended behaviour.
Hence we will close this ticket.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Thank you for your feedback! It will now be reviewed by a specialist in our internal QA system.
Video no longer available - hence unclear
Please supply new clip.
Jan 2 2023
Good to know, thank you for the response. Love this DLC!
This is a base game bug, sometimes when you kill the AI, their weapon stays in AI only fire mode after being picked up by the player.
Jan 1 2023
Dec 31 2022
Dec 29 2022
Dec 28 2022
Could you please give an update on that ticket ?
Dec 26 2022
Dec 12 2022
Nov 29 2022
I was unable to reproduce the issue. Please upload the RPT file from session where you had the issue.
Is there some way to change the UI back to vanilla while still having S.O.G. Prairie Fire enabled?
Nov 17 2022
Nov 14 2022
Nov 12 2022
Nov 7 2022
Nov 6 2022
Oct 28 2022
Oct 27 2022
Oct 10 2022
Oct 6 2022
After more testing, the Radio Support Module Transport doesn't work on dedicated server whether it's the performance/profiling binary or the vanilla binary.
I had issues when using the performance/profiling binary. Which binary are you using?
Sirloin, I'm seeing issues with the Radio Support Transport module as well. Did you find-out anything more in your testing?
Oct 3 2022
Sep 25 2022
Sep 11 2022
Aug 27 2022
I've heard that getting downed, and then reviving also clears this bug... which isn't a fix, but a workaround.
Aug 26 2022
Additionally, I have a white dashed circle just below my crosshair with a translucent grey background in the middle of it. It looks like a bombing reticle. It's part of the same system. I tracked it down to one of the first two functions in: .\config\ui\hudShared\shared.hpp I didn't have time to go through it with a fine tooth comb, but when I comment out any of the first two functions, it just breaks the game (as expected).
Aug 23 2022
Aug 20 2022
Aug 16 2022
Jul 31 2022
The video with two airframes is 34 seconds long. I only meant to show this one, but I uploaded the short one by mistake. Here is the correct video. NOTE: Both videos showcase the issue. The first one just shows it on the Cayuse.
Jul 29 2022
Same issue: Mi-2 AI crew won't fire any weapons except the door guns, and seem to have trouble flying in general. Armed UH-1s are fine.
Jul 27 2022
Jul 24 2022
Jul 23 2022
Can't be replicated.
Both M60s are firing but due to a engine limitation it's not possible to have duplex tracers on a machinegun turret on a helicopter (UNLESS we make them as gunpods, which means no gas fx and no shellejection fx which are more important for these guns than say the external swivelmount m134s).
Jul 22 2022
Jul 21 2022
The modified gas block on SOG:PF M14A1 is solely to have the sling appear attached to the proper swivel - real-life M14A1 uses same gas block as the regular M14, and the different part on the SOG model is in fact the clamp mechanism of M2 bipod, which fits both variants of M14 rifle. Solution number two (separate bipod entity for M14) would be preferred.
Since patch 1.2 added M14A1 rifle, it might be interesting idea to allow it to use same optics as the M14/M21. That's because M14A1 was also used in a sniper guise in Vietnam. Used in very limited numbers by LRP company of 4th Infantry Division these rifles ditched the heavy M2 bipod (replacing it with a M16 clamp-on bipod), and (as evidenced by one surviving example) had the front-grip assembly removed, with a more traditional sling swivel appearing in it's place. They still had the pistol-gripped stocks and characteristic muzzle devices.
Regarding the sight appearance, it's something that people requested when SOG was released. IMO it should stay.
I have to disagree. Yes, it does look iffy (especially on the Garand), but it's what people wanted when the DLC first came out. Current version, despite the looks, performs more like real-life sight - until devs implement some other solution to the ironsight problem it should stay.
Jul 20 2022
Jul 19 2022
That is unfortunate but thank you very much.
Unfortunately, it is not possible, BI function will always use weapons assigned to gunner and this gun is not a pylon so it can't be reassigned.
Yes that works great. Thank you for the clarification.
Jul 18 2022
Sorry for the inconvinence, it's related to the Huey fleet update. BIS_fnc_UnitCapture does not save which turret fired the weapons, during the playback it always tells the vehicle gunner (gunner _vehicle) to fire the weapons. After the updates the vehicle copilot is considered the vehicle gunner (can be recognized by the icon in 3den).