True. Also, duplicate of 0015620.
May 10 2016
Yes, as far as i can tell this only occures if you halt the Truck immediately when Adams tells you to. Moving somewhat closer, the game progresses as expectet. Maybe a somewhat too small trigger area?
true. Also when using the custom face, the players skin turns blue.
seems to be caused by face and body textures being handled seperately now.
Issue still present, as of Dev Build 0.77.109940
+1 At first i thought they just changed the model a bit, witch wouldnt be bad if it wasn't for the camo net looking completely off. But obviously in the future we have invisible Hesco barriers, Brilliant ^^
This actually would be quiet neat.
True, even destroying a darter by accidentally running it into something or landing too quick will make other UAVs thirst for your blood somehow.
Actually it is possible to connect to an empty Qaudrocopter by disassemblying it and picking it up, then reassembling it, as this seems to somehow "sync" it with the soldier, i suppose due to the *take* action.
Still that doesn't work for the other drones as those cannot be picked up.
@Kol9yN: what du you mean with "add AI agent" how do i do that? Anyway, sounds more like a workaround than a fix.
I Agree, some sort of visual indication that a player is controlling an UAV would be great.
Yes to carrying the primary on the chest, as is most commonly done, while carying it on the back, at least during my service, only occured during Formal exercises.
No to modeling an actual Sling, as i feel that would be a waste of time and resources on a small cosmetic feature that more often than not would only cause a visual glitchfest.
Yeah, as ProGamer has pointet out several times, both seats should be equally usable as pilot or gunner Seat.
Since its possible to share control of the helicopter i wonder how easy or hard it would be to make it so when the "co-pilot" takes over flight controls, the other one gets access to the Weapon station. As that would finaly end this somewhat stupid crapfight about who sitting where is more "realistic", or so i hope.
I was looking for links about this myself, but DarkWanderer beat me to it.
As far as i can tell, every short- to midrange optic ingame right now, collimated as well as scoped actually ought to have an illuminated reticle.
From my own experience illuminated sights actually provide better visibility in low light conditions than in bright day light, due to higher contrast and the widened pupil of the shooter, while ingame it's the other way round right now.
I'm not experiencing too much of a performance hit but the smokescreen itself should definitively be bigger. Even with Wind turned completely off the resulting cloud is way to small in width and height making it necessary to throw three or more smokes to get some decent concealment, particularly in rather open enviroments.
+1, i think its still WiP though. Anyway, Stance adjust in prone as well as evasive roll left and right dont have sounds either.
@AD2001 There is a UAV control Unit and you have to have it in your Inventory to control drones. It goes in the same slot as the GPS, but the model, when you drop it on the Ground is the same as for the GPS. Might be a placeholder hell if i know.
Yes, it's way better now. Thanks.
@ceeeb: Yes, I guess the view should be moving somewhat, albeit less hefty than it is right now. My gripe with the current situation is mostly that designating targets and waypoints acurately ist getting almost impossible on long distances when standing (e.g. try commanding your troops from one of those badass drilling rig like towers on altis). After thinking about it maybe the Binoculars, rangefinder and Laser should be working like the rifle scopes. So the Screen and thus the UI for commanding is standing still while the Scope/Overlay is moving so using a laser still poses a challenge.
Yupp, in fact it looks a bit like the ARCO actually ist illuminated ingame, but only faintly so, as the reticle is visible when aiming at a dark spot but almost invisible in somewhat brighter areas, like in your screenshot. Maybe thats on purpose, seeing how the aimpoint on top of it is properly lit, but then i don't see the point (no pun intended).
Anyway, I couldn't find any real life information regarding this scope (or what it might be based on) but all comparable ones are illuminated, as is pretty much standard for this kind of optics, so untill i get a decent explanation why it should be like that I'll call it a bug.
yeah, this hassle needs to go. Since on a rifel it's not a firemode but a different trigger i'd go with option no. 1: Seperate button for the tube.
(Now we only have to figure out what button istn't already assigned thrice XD)
This is bugging me too. Im lefthanded and have some keys, like the swim up swim down keys, remapped for better accessibility. for the SDV im stuck with the default cotrols wich is kind of annoying.
The Grenadelauncher or GMG, found on the Hunter, Ifrit and other vehicles, also shouldn't be able to destroy heavyly armored vehicles like APCs.
Althogh i'd like to see it happen, i think the wristwatch/ compass animations might be a bit much to ask for, but its about time those fancy augmentet reality devices everybody and his mother on Stratis ist carying in his face, were put to good use.
Oh the pathfinding in confined spaces, so much joy ^^
Also, you might want to make that video you linked public, so people can watch it ;)
Also, the point at wich your avatar starts swimming right now ist kind of ridiculous, as you pretty much have to walk so far into the water that you are completely submerged while standing up. I'd expect to be abel to swim as soon as the waterline reaches the chest if not even a bit earlier, since water of that depth impedes movement so much that trying to walk instead of swimming strikes ma as a rather stupid decision.
Yeah, this. right now going uphill with an apc is a pain. At least beeing able to shift between a high and low gear, instead of the current forward and forward fast would be nice, since fast doesn't seem to do jack on anything steeper than a slope.
Yeah, that. Also, what's even more annoying, to me at least, ist that your firemode resets to single every time you get into a vehicle. Would be nice if firemodes were persistent.
This also works for vehicle countermeasures, like smokescreens and Flares, which are bound to the "G" Key by default, but doesn't seem to work when mapping other actions to it.
I'm pretty sure that pressing left on the D-Pad of the X360 controller closes the context menu imediatly, but being able to configure the controller instead of having to use the predefined sheme woud sure be nice.
Doesn't Repro since Update 0.61.106023, so i guess this is fixed. :)
I had the same Problem. Turns out it was caused by the mod: community base addons (@cba_A3).
According to the mods readme.txt this Bug is known to the cba-developers and they are working on it.