User Details
- User Since
- Jul 10 2017, 5:58 PM (384 w, 3 d)
Mar 29 2024
Dec 13 2021
Apologies! The addon "armor_f_tank" is actually in my P: drive. Windows tells me it was created the same day/time as everything else when I last attempted game data extraction. Why I did not see it then is a mystery to me - just blind I guess.
Nov 28 2021
Nov 13 2021
I've noticed that behaviour too, but never clued into the difference in player position before.
I'd always assumed it was bad mod interaction. Great insight!
Nov 5 2021
Similarly, the front canopy covers of vn_o_wheeled_z157_mg_02_nva65 & `
vn_o_wheeled_z157_mg_01_nva65` cannot be hidden. They have check boxes that appear in the virtual garage, but these don't work.
Oct 8 2021
I'm still getting this error in v2.06.
Sep 30 2021
I found a work-around: pull the nested #if... #endif structures out of the config.cpp into a separate HPP file.
Sep 23 2021
Sep 13 2021
Sep 11 2021
Sep 7 2021
Aug 29 2021
Feb 2 2020
Responding to this image you've since deleted...
...To be fair, the Tanks DLC did add camo nets in multiple camo patterns.
Oct 6 2019
Somewhat related:
The NATO-Pacific faction's Mk6 Gunner (classname = B_T_Support_Mort_F) carries a backpack with the displayname "Folded Mk6 Mortar Tube (Green) [NATO]" (classname = B_Mortar_01_Weapon_grn_F). However, the assembleTo line of that backpack's config references the AAF version of the Mk6 mortar (classname = I_Mortar_01_F); the appropriate classname would be B_T_Mortar_01_F...
Aug 11 2019
Jun 21 2019
Jun 12 2019
Hi @Astaroth. I just want to make sure this issue isn't overlooked. Have a great day!
Hi @Astaroth. I just want to make sure this issue isn't overlooked.
Jun 10 2019
This is still an issue in Dev Build 1.95.145746.
This issue is still unresolved in today's Dev Branch (0.95.145746).
Apr 30 2019
I'm having the same/similar issue. After clearing the first town I got onboard the APC as directed but it failed to get to its destination. It did figure-eights around the boarding location for a few minutes then finally "broke free", traveled maybe 50 or 100 m down the road and then just stopped. I can't exit or change seats, I'm just stuck.
Jan 2 2019
I experienced this playing on an unmodded, unofficial Warlords server yesterday. The misbehaviour was sporadic, by which I mean it works as expected one minute and then stops working for a while, and it might eventually return to normal.
Aug 24 2018
@Wulf, try the Mohawk helo. For me it's guaranteed to jiggle on the decks of both Freedom and Liberty if I place everything via the editor and then play the scenario in SP. I just re-tested today - main branch, vanilla, Stratis, 10 Mohawks placed randomly around the Freedom's deck - 10/10 are hopping up and down. Placing one Mohawk on the Liberty's helipad is also guaranteed to result in either hopping or an explosion.
Apr 25 2018
I've incorporated the script from my mod into the mission...
...and also uploaded the SQF for your convenience...
Apr 24 2018
Gladly! But before I do that, the script I'm working on is currently in the form of a mod. Is it alright if I upload separate PBOs for the mission and the mod along with repro steps, or would you rather I try to integrate my script into the mission?
Respectfully, it doesn't. I've tested my script without the flyInHeight line and it still completely ignores the flyInHeightASL command. The result of...
Apr 23 2018
Still broken.
Apr 9 2018
I've been looking into this issue as well. I found a few past tasks specific to the Blackfish...
Mar 15 2018
Is there any chance this'll be resolved in the Tanks DLC?
Is there any chance this'll be resolved in the Tanks DLC?
Mar 5 2018
My understanding of "reload tracer" is that there are a few tracer rounds near the end of the mag to alert the shooter that they'll need to reload right away. The balance of the mag is regular ammo.
Jan 21 2018
Nice fix Optio! I've been wondering about this issue for a while and stumbled on your year-old solution. No "reviewed" tag from BI yet; maybe we need to bug @Wulf :)
The missing bench pod is a config issue: https://feedback.bistudio.com/T117357
Jan 8 2018
Video of the desired behaviour as it occurs on a typical cargo HQ building: Land_Cargo_HQ_V1_F
Jan 5 2018
Nov 5 2017
That's not my experience...
Sep 3 2017
Agreed. In real life I assume there'd be a volume knob on the UAV terminal that the operator would turn down/off so it wasn't drowning out radio/direct voice comms.
Aug 1 2017
Jul 22 2017
Jul 17 2017
Jul 10 2017
nmdanny, could you elaborate on the method you've proposed? Are you speaking specifically of setting things up in the mission editor, or is there some way to do all that in-game via Zeus (and probably the Ares/Achilles mod)?
w.r.t. scripting the armed V-44 Blackfish to effectively loiter around a target: radius, altitude and probably speed will be key factors too. Only certain combinations result in guns' gimbals being able to aim at the desired target.
I'm looking to the UAV loiter waypoint as a way to solve a shortcoming of the armed Blackfish VTOL. Anyone who has tried to get an AI-piloted Blackfish to do their bidding will already understand where I'm coming from :)