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Posted: Mon Jan 26, 2015 4:27 pm     Super secret spam barrier
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arf wrote:
Update to my last post about supply dump: You can't sling small ammo- and weapon boxes. Supply box [*Faction] is the only one that we can lift with all the helicopter avable (even MH-9's). So can we have few of those supply boxes with different contents? (no arsenal on them please, it's bit overkill)
Or if we could have a script to spawn those boxes like the vehicle cargo script. This will fully utilize the logistic power of helicopters. Some balance tweaks are welcome so we don't misuse it.

Thanks for the feedback Arf.

The small ammo and weapon boxes are there to be loaded into ground vehicles.

I'll look at adding some more sling-loadable containers for you.


Posted: Tue Jan 27, 2015 7:56 pm     Super secret spam barrier
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Not sure if this is the right place to post, but I'm really impressed with the new vehicle loading bay!
there are some issues with it though:

- if you're trying to load up a second vehicle straight after the first, or if another player is trying to load theirs up after yours is complete, then I tends to be quite buggy/ not show up the scroll wheel menu

- the loading in sounds when the bay has loaded up a piece of gear can be heard from all vehicles of that type ( I was in a Jackal in the base and the other Jackal was loading up, but my own Jackal was making the loading noise)

hope me this helps and sorry if it's already known! 


Posted: Tue Jan 27, 2015 10:57 pm     Super secret spam barrier
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If you guys see Goodson on TS, badger him about the vehicle loading script as it's his baby.  ;-)


Posted: Tue Jan 27, 2015 11:08 pm     Super secret spam barrier
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RDogg wrote:
Wondered why I could always hear that sound from any Jackal. 

Also, how come the vehicle loading bay can load tons of supplies into a Jackal, yet the boxes at spawn won't? The other day I used the vehicle bay to load the AT and Squad Supplies option twice and it fitted. The idea is great and very useful, but would be handy if we could choose specifics i.e. Javelins, AT4's, etc.. Obviously given that is possible. I should really learn a few things about scripting! 

It's possible, but the idea of the script was to get rid of all the 'faffing around' at base where people would spend ages transferring specific kit from crate to vehicle. With the vehicle loader, you just select a loadout and go. I can add more loadouts if people wish, but I feel that adding options for specifics (e.g AT4s, Javelins, etc) will result back in people spending ages deciding/loading kit into vehicles.

Of course, the ultimate solution to what you're asking for is the Virtual Arsenal for vehicles, which I'm pretty sure BI are releasing soon.


Posted: Tue Jan 27, 2015 11:43 pm     Super secret spam barrier
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Thompson wrote:
Mission went well from my perspective right up until the 500 Ai charging us as we left.

Reminds me of:

Half a league, half a league,
Half a league onward,
All in the valley of Death
Rode the six hundred...



Posted: Wed Jan 28, 2015 2:46 am     Super secret spam barrier
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Glad to hear you're having a good time on Podagorsk.
Something new is on the way soon though... :-)


Posted: Wed Jan 28, 2015 10:29 am     Super secret spam barrier
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Thanks RDogg - I've passed all those reports into the mod team. I think they're mostly CUP/AGM related and there may be something we can do with the forthcoming 3CB Config mod to over-write values, but no promises.

Regarding maps, I'm afraid it's less democratic than voting. I make the decision on what mods are added next based on the Mod Roadmap (priorities list), recommendations from Serjames (our mod guru) and suggestions posted on the forums by marines. We're at the stage of introducing as many new maps as possible to increase the variety for Op mission designers, so we've already 'done' the A3 maps, AllinArma (A2) maps, Podagorsk, Reshmaan, Celle, Namalsk and Capraia. In addition, the map needs to be supported by @Alive. I obviously try to put in variety and keep the public server fresh by changing the mission every couple of weeks. All suggestions of cool new mods / maps are looked at I promise, but some don't make it because of rpt errors or not fitting in with our Roadmap priorities.


Posted: Wed Jan 28, 2015 6:05 pm     Super secret spam barrier
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Apollo I think this was mentioned already but I'm not really sure but if you use any kind of minigun as a Gunner in the Chinook it desyncs the game like crazy for the person who's shooting, also seems to happen with the Wildcat (Couldn't confirm it yet! But I was getting some strange desync in the Wildcat aswell). It probably has something to do with the new 1.38 update?

Image


Posted: Wed Jan 28, 2015 6:23 pm     Super secret spam barrier
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Thanks Niko, I don't remember hearing about it before.
The Wildcat is a vanilla model pretty much, just with retexturing - I wonder if it happens with the AAF Wildcat too.


Posted: Thu Jan 29, 2015 9:36 am     Super secret spam barrier
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All I can say for now is that for the first 20 minutes or so, I experienced a lot of rubber banding and desync on the server. It got better after those 20 minutes and you get some drops in the framerate when stuff is spawning.

There is no war to end all wars.


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