- User Since
- Mar 22 2013, 2:33 PM (505 w, 23 h)
May 10 2016
I can confirm and reproduce all of thesse issues on my GTX 750 Ti. It happens on every detail setting and can only be "fixed" by turning off shadows completely.
I agree, this is something that has also annoyed me lately.It's not possible to chose positions of individual squad members freely.
It also makes it impossible to have artillery on the other side of the map share intel with infantry on the battlefield, since grouping them together will force them to regroup.
There should be a "no formation" option like in the editor. Or some sort of a new distinction between groups on a larger scale and squads.
Don't really understand this one. In your example you are controlling the former AI chopper pilot while your "real" character is in the back of the chopper. I don't see any problem with this ?!
You are right. I didn't know about this. So this is not Zeus related at all.
This shouldn't be the default behaviour of any units that don't wear NVGs, though. Civilian cars can drive around at night without lights on or NVGs and still not crash...
If it's not possible to compose completely custom loadouts, would it at least be possible to offer some very basic either/or loadout decisions that Zeus can make? I'd really like to see an option to decide whether players start with e.g. NVGs or Flashlights, if I am about to send them out into the pitch black night...
Aiming down sights seems to be fixed now, but Inventory interaction is still not possible.
Textures of bridges also look really strange when you drive over them at night with headlights on.
I have not been able to reproduce artifacts and very high GPU temperature with the developement build yet. However, alt-tabbing out of the game (at night) will always give me what you can see in the screenshot when I return to the game. I then have to start a daytime mission again to make this "effect" disappear.
I have uploaded an example mission to show what i mean. A very basic example to reproduce would be:
- Create an AI controlled Hunter at the Airfield and make it move to a Waypoint somewhere in Agia Marina (followed by a subordinate player-controlled Hunter)
- Place an empty Offroad somewhere on the roadside along that route (very close to the road but not on the road) e.g. near the hills just before the gas station
The AI Hunter will stop just before the spot where the Offroad is placed and never continue to go to its waypoint.
Same thing happens if a car is placed directly on the road or a car driving in a convoi just before the AI Team Leader gets destroyed and the wreck is blocking the road. No attempt to pick a different route is made by the AI whatsoever.
Same problem here. This has also been reported as issue 6310 and 6253.