- User Since
- Jul 5 2015, 10:33 AM (341 w, 2 d)
Sep 4 2021
Aug 26 2021
Apr 28 2021
Apr 21 2021
Mar 29 2021
kombat and predator backpacks also have the same issue
Feb 22 2021
also seems like the game deletes the duplicate part of the ship in EDEN after a while too, no idea what triggers it.
uses vanilla functions, no idea on how to fix this on our end.
restarting the game or hosting on dedicated should fix it.
duplicate of T4070, cannot be fixed on our end, restart your game to fix it
Jan 1 2021
it is remote controlled indeed, like vanilla weapon stations
Nov 22 2020
thats a vanilla magazine, nothing we can do about it unfortunately
Nov 18 2020
ok but thats on RHS to do, there's nothing we can do about it, the bounding box of the VIV area should already be as big as the cabin
Nov 15 2020
Oct 27 2020
Oct 11 2020
duplicate of T4211
Oct 1 2020
Sep 29 2020
Sep 28 2020
harrier will remain stovl for the foreseeable future, the other stuff looks like wrong conditions for animations
still broken/was broken again sometime later
seems like occasionally the two sections of the ship dont spawn perfectly aligned together and players clip into the geometry
Sep 24 2020
Sep 21 2020
Sep 15 2020
you cant have two types of ammo in the same magazine
Sep 14 2020
proper guidance for the rbs70 is impossible in the engine, the current saclos guidance is not accurate enough to be used effectively. IRL the targeting system does some automation for the gunner and they only have to slew the camera on target, which we cant replicate in this game
i've removed them for the time being, might go back to it sometime later and add a camera/targeting pod for the vikhr.
the proper su25t is different however, as its designed from the twin seater and the notable difference is the big hunch behind the pilot's seat. making an accurate model would be too complicated.
we lack a targeting computer for this
the vikhr requires a targeting pod or camera to be manually guided, however our su25 doesn't have that, reason why it behaves so weirdly, will need either be removed from the pool of available weapons or a new separate version be created to use them (very unlikely)
Sep 8 2020
Sep 7 2020
likely an engine issue, have you tried a vanilla vehicle to see if it happens there as well?
this is one of the strangest things i've ever seen, cant even recall seeing anything that would affect the behavior like this
does it happen on vanilla vehicles as well? like the armed offroad?
Sep 4 2020
its by design, all amphib vehicles go at 20kph in water, its probably the only instance in the mod where values are deliberately exaggerated
Sep 2 2020
they also had the shiny ones
Aug 31 2020
works as intended
SF groups done, vics still to be done
Aug 29 2020
Aug 26 2020
im going with no, as we dont do this for any other faction and it sounds like a giant asspain to maintain
Aug 25 2020
Aug 24 2020
probably caused by autogenerated shadows, big pain in the ass to fix
Aug 22 2020
Aug 21 2020
Aug 19 2020
Aug 12 2020
Aug 11 2020
for whatever reason sometimes the models are duplicated,i thought i fixed this but apparently not
Aug 9 2020
also the mounting bracket on the two guns is very different
they use two different magazines, so it shouldnt be done
Aug 7 2020
unfortunately the engine doesnt allow that without substantial scripting and/or breaking AI behavior, in short the optics are on a turret basis, and not a weapon basis
Aug 5 2020
if you're making a reskin you should consider making your own rvmats tweaking values in them, on the HIL uniforms its not evident (probably due to the color of the boots)
Aug 3 2020
Aug 1 2020
For whatever reason whenever the boats are loaded in the boat davits the game only allows you to get into the first available slot on top of the stack, so if you have say a gunner a driver and a passenger seat, you can occupy the next one in queue only after the previous one has been filled. Not sure what's going on, either im missing some memory points the game requires, or its just how VIV behaves.
Jul 20 2020
Jul 16 2020
i tried that, still didnt work
Jul 14 2020
i think we fixed this, issue was the optics model
the config flag to force gunner out to fire the gun breaks the turret, dunno if it was ever fixed, changing reticle is easy, will do
clan selection is missing
i tested the SU34 and as a pilot i can command the AI to fire the missile onto target correctly, however you need to aim the plane in the direction of the target to select it, designate it with R/T, then when the fire command is used the pilot will fly the missile to target correctly. the problem might be the fact its a twin seater plane and the AI cant handle that right as no other twin seater plane exists in the game.
idk where the problem is, config entries are the same and base classes are the same as well, tried changing turret inheritances and it didnt fix it, im out of ideas and i cant be bothered spending any more time on this. if you find out what the issue is let us know.
too complicated, and the cockpit has very low tolerances
Jul 12 2020
Jul 8 2020
Jun 27 2020
loads shotgun this will only take a second...
Jun 19 2020
Jun 14 2020
Jun 3 2020
isnt that controlled with 8 and 2 from the number keypad?
Jun 2 2020
May 30 2020
fine by me, can you take care of it?
May 29 2020
im a bit confused, are you saying that the scope is not behaving correctly, or are you requesting an extra variant with special features?
May 26 2020
PIP mirror is basically just a screen broadcasting an image from a still position, it's impossible to make it look right as it doesnt move dynamically with the head.
IIRC the memory points are almost on top of the mirror mesh on this one.
Feel free to tweak it.