Dogs Of War Vu
Sim/Strategy/War => Steel Beasts Pro => Topic started by: Asid on December 22, 2014, 11:10:36 PM
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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)
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Im excited!
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"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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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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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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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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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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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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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.... :'(
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There are grumblings/rumblings that 3.023 has "issues"
Any input?
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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.
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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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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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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
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There are quite a few "problems" with 3.023
Maybe time to think about 3.011?
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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.