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Update 3.023 Discussion

Started by Asid, December 22, 2014, 11:10:36 PM

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Asid

Lets discuss the new update here. What do you find interesting and how will it impact SB.

Release notes here:

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Stardog765


Asid

#2
"Local obstacle handling

Generally improved the infantry's ability to maintain formation in
restrictive terrain; still not perfect, but every bit helps

When crossing bridges they will now reliably form a column on the
move and trail the lead character, then resume line formation after
leaving the bridge

Tanks will no longer drive around minor walls if their path is
routed across them if the wall is weak enough to be crushed

Reduced the resistance of the pine hedge allowing M113 and Piranha-
III vehicles to pass through "


This is great news especially if you use the infantry a lot...like me :) . It has been quite a struggle to coordinate dismounts especially in built up areas. Some of the problems have been:

•   They get stuck behind walls
•   They get stuck behind buildings

Lets see how the infantry handle the walls. Will they stop at any wall and wonder about? Would it not be great if they could climb the walls?  They have fixed an issue which allows tanks to drive through minor walls. This is great. Makes things a lot easier.

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Asid

#3
Minor non-vehicle changes
Updated a dirt texture that was not dirty enough

Minor non-vehicle changes
Watered down two water textures

;D

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Asid

CHALLENGER2:

Added new ammunition: L26 APFSDS ("CHARM1" ... the real one)

Reduced the reflectivity of the antennas

Updated the turret interior (plugged a hole in the mantlet
region)

Updated the vulnerability definition

Removed the commander's MG that never was (but still produced
damage reports)


Nice. I hope the "vulnerability" update is in my favour...  ::)

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Asid

#5
Fixed bug #3376; when clients
Join in Progress
the counter for user kills and losses is no longer reset to zero for everyone (which also could affect the mission score)

This is also welcome :)


Fixed bug #3558; in network sessions, when starting in the vehicle commander's position the player will no longer be buttoned up but with binocul ar view magnification and reticule

Interesting

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Asid

Fixed bug #2565; IFVs and APCs should no longer freeze in place

This is the dreaded "start-srtop" issue. This is when you dismount/mount from a vehicle and it refuses to operate correctly. It is difficult to plot a route and have it follow. It keeps stopping which leads the controller to "manuall drive" each vehicle. A royal pain. Hope it is resolved...




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Asid

We played a mission yesterday (8 players). We  found the following:

Player if condition does not work in  on a multiplayer session

M1A2sep 50 cal does not work if main gun is damaged.

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Asid

We played this mission on Sunday http://dogsofwarvu.com/forum/index.php?topic=119.0

I had the same old issues with the brads and dismounts....  :'(

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Asid

There are grumblings/rumblings that 3.023 has "issues"

Any input?

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Colebrook

Well, i think it creates more bugs than it solves.The helicopters bug, the switch to player command trigger bug,problems with ammo range,and I have seen some IA problems when shooting the M1, not sure about what happened yet.


Asid

Colebrook. On that mission where we had to take the General alive  :'( .... I had BIG problems with infantry and start stop bug of Bradleys. It was driving me crazy.....

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Asid

I think we need more time to gather information on issues within 3.023. There is a Hotfix coming in the new year.

We can then decide how we move forward. Maybe revert to 3.011? This would only happen if 3.023 was a problem

Regards

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Asid

Quote from: Asid on December 29, 2014, 04:49:53 PM
We played this mission on Sunday http://dogsofwarvu.com/forum/index.php?topic=119.0

I had the same old issues with the brads and dismounts....  :'(

MasterGunner has officially reported this. Lets see what happens

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Asid

There are quite a few "problems" with 3.023

Maybe time to think about 3.011?

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