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latest patch, old bugs or is it just me?


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Posted

hello everyone,

 

I just wanted to know if this was my version that bugged or if it's just that the old bugs are still present? currently, it happens that my turret turns on its own, without my having control of it, or that it locks itself "alone". it also happens that my crew members are considered dead, but in fact still alive (or vice versa) (traces of blood appear even sometimes without being touched ...). AI sometimes allows itself not to follow orders. the DD is sometimes in total contradiction with the "menu" of the tank (enter key). for the most part, it's a solo, but some appear in multi ... (of course, all this without mod ...)

 

Do I have to delete all my files again and reinstall everything?

Posted

In my game, turret has turned on it's own all the time. In SP, if you are not in control of turret, AI will turn and shoot on it's own. Maybe there is a setting that allows/prevents it and new update has changed that setting for you? In MP also, when I start tank and change position to gunner, turret will automatically to left and then will turn back to original position. Was like that before the update and is like that right now, too. I think that the turret locking does not happen any more, though.

  • Thanks 1
Posted

for my part, the turret still locks sometimes ... arf...

Posted

the turret will lock if not used for a while, like driving down a road for a long way

Posted

it's a bug that happens outside of that ... it happens when I go from one post to this one, it's a bit hazardous, sometimes yes, sometimes no ...

Posted

oh i see, cant say i have had that, but now that i said that itl happen

  • 2 weeks later...
Posted

Would be nice to know when we will get a fix for the simple stuff that did work and is now broken...

such as...

The hud keeps flashing when in gunner or commander position...

The ammo count does not work when in commander position...

Safe collisions when activated on a server makes tanks invulnerable (could have been a workaround for the invisible objects)...

 

  • Thanks 1
Posted

But hey we got a malcom hooded p51b, right? ?

 

Priorities are understandable but TC needs a little TLC to get the base game debugged a bit. The potential is there for a fantastic WW2 tank simulation even with the engine designed for aircraft.

  • Upvote 1
Posted

hello, has anyone noticed a difference in the fires / explosions of the tanks? they say there are new effects, but i don't see the difference ...

  • 2 weeks later...
Posted

I'm new to TC but honestly I was thinking the same thing, if they are it's not obvious to me.

Posted

One thing I've noticed...just testing out my upcoming mission... and the AT guns actually miss now instead of the 100 percent accuracy of the past.  This is a most welcomed addition if this holds firm.  You can hear rounds whizzing past your tank....Since I use a lot of AT guns in my missions this will be a welcomed change for our guys instead of getting nailed everytime on that first shot....

  • Upvote 3
Posted
7 hours ago, SCG_Neun said:

One thing I've noticed...just testing out my upcoming mission... and the AT guns actually miss now instead of the 100 percent accuracy of the past.  This is a most welcomed addition if this holds firm.  You can hear rounds whizzing past your tank....Since I use a lot of AT guns in my missions this will be a welcomed change for our guys instead of getting nailed everytime on that first shot....

 

What is their estimated hit chance now?

Posted

The parameters for the AI performance are contained in various text files contained in the scripts gtp. (The controlling files are contained inside \luascripts\worldobjects\bots)

Posted (edited)
6 hours ago, JG27_Steini said:

 

What is their estimated hit chance now?

Well all my observations are from ingame scenarios and nothing is from anything I've found in devs notes or scripts related.  I'd like to hear some confirmation from another player just to confirm what I've noticed.   I'll do a video when I get a chance.  Turn sound up and listen to rounds going past.....This is different from the every shot hits scenarios of the past.  Hope it holds firm for my other missions...and is not a fluke.

 

 

Edited by SCG_Neun
Posted

For example, the values look like this:

 

LandTargetMaxError =   2.0f, 4.0f, 8.0f
MaxLandTargetDisp  =   1.25f

targetingDistance = 1000.0f

SearchErrorTime = 12.0f

// Max Error - max error distance in metres
// on distance 1000

StartAimErr = 0.06, 0.12, 0.24    //Initial bracketing aim error (reduced twice with each shot)
KvSide = 0.5    //Modifier for side bracketing

TargetRecognitionDelay = 15.0, 30.0, 60.0    //Delay before start to aim to a new target at 1000m range

  • Thanks 1
  • Upvote 1
Posted

Good stuff MajorMagee, thanks for pointing this out.  I'd be curious to know if these values were changed recently because all I know is AI, just didn't miss for the most part, very rarely.

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