Dogs Of War Vu

Sim/Strategy/War => Steel Beasts Pro => Topic started by: Asid on December 22, 2014, 11:10:36 PM

Title: Update 3.023 Discussion
Post by: Asid on December 22, 2014, 11:10:36 PM
Lets discuss the new update here. What do you find interesting and how will it impact SB.

Release notes here: http://www.esimgames.com/wp-content/uploads/2014/12/SBProPE-3.023-Release-Notes.pdf (http://www.esimgames.com/wp-content/uploads/2014/12/SBProPE-3.023-Release-Notes.pdf)
Title: Re: Update 3.023 Discussion
Post by: Stardog765 on December 22, 2014, 11:18:17 PM
Im excited!

Title: Re: Update 3.023 Discussion
Post by: Asid on December 22, 2014, 11:22:30 PM
"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.
Title: Re: Update 3.023 Discussion
Post by: Asid on December 23, 2014, 12:43:55 AM
Minor non-vehicle changes
Updated a dirt texture that was not dirty enough

Minor non-vehicle changes
Watered down two water textures

 ;D
Title: Re: Update 3.023 Discussion
Post by: Asid on December 23, 2014, 12:49:56 AM
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...  ::)
Title: Re: Update 3.023 Discussion
Post by: Asid on December 23, 2014, 03:08:45 AM
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
Title: Re: Update 3.023 Discussion
Post by: Asid on December 23, 2014, 04:06:31 AM
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...



Title: Re: Update 3.023 Discussion
Post by: Asid on December 24, 2014, 02:46:03 PM
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.
Title: Re: Update 3.023 Discussion
Post by: Asid on December 29, 2014, 04:49:53 PM
We played this mission on Sunday http://dogsofwarvu.com/forum/index.php?topic=119.0 (http://dogsofwarvu.com/forum/index.php?topic=119.0)

I had the same old issues with the brads and dismounts....  :'(
Title: Re: Update 3.023 Discussion
Post by: Asid on December 30, 2014, 07:56:06 PM
There are grumblings/rumblings that 3.023 has "issues"

Any input?
Title: Re: Update 3.023 Discussion
Post by: Colebrook on December 31, 2014, 11:45:49 AM
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.
Title: Re: Update 3.023 Discussion
Post by: Asid on December 31, 2014, 06:16:39 PM
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.....
Title: Re: Update 3.023 Discussion
Post by: Asid on December 31, 2014, 07:07:45 PM
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
Title: Re: Update 3.023 Discussion
Post by: Asid on January 07, 2015, 01:31:57 PM
We played this mission on Sunday http://dogsofwarvu.com/forum/index.php?topic=119.0 (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
Title: Re: Update 3.023 Discussion
Post by: Asid on January 11, 2015, 12:53:48 AM
There are quite a few "problems" with 3.023

Maybe time to think about 3.011?
Title: Re: Update 3.023 Discussion
Post by: Asid on January 14, 2015, 08:44:35 AM
AI Issues with 3.023?

Played a MP mission on Monday with a small group and there was something "funky" going on with the AI. No lag issues.

Playes another mission with the DOW on Tuesday night and there was an issue which Assassin and Colebrook have raised with support. Awaiting a response......


This is from the Monday session:
"The one vehicle I was in charge of drove off without any AI in tow.  I had to jump back to the second vehicle to move the other three.  According to the map they were in a platoon"

Reply:
"That sounds familiar, I think it is similar to what happened to me the last time I had a major AI problem. Would have been several months ago though, and I think it was during a mission that John led, but I thought Ed was involved in the mission. If so, this behavior existed in 3.11.

My recollection is that the map showed three tanks or Brads separated from a platoon leader - as it should. But I could not make ANY of the other three stay attached to the original platoon leader. I had to drive the new leader of the threesome separately from him.

Since it's been so long, I don't feel comfortable asserting any of this as a report, would have to see it happen again."

Will report back when i have an answer.