CIPPOZ Posted November 28, 2022 Posted November 28, 2022 Please remove the annoying and sometimes lethal fact that the cannon repositions itself in locked mode and sometimes I don't have time to deactivate it because in the meantime you get shot and you die while throwing the last curses, please it's a matter of life and death! I wanted to ask you why when you select the skins of the tanks, the image of the selected skin is not seen as for the planes?? Then if the commander dies there is no way to give orders to the rest of the team, it's a bit absurd, can't you do something? Maybe the selectable commands are more limited, at least the essential ones! Let's wait, the return of the M8, I hope it won't be long, tell me something please!! Hello and thank you .... Really !!? This is the dream of many, the king tiger is too beautiful and with your graphics it would be a show!! Let's hope one day.....!
moustache Posted November 28, 2022 Posted November 28, 2022 16 minutes ago, CIPPOZ said: Please remove the annoying and sometimes lethal fact that the cannon repositions itself in locked mode and sometimes I don't have time to deactivate it because in the meantime you get shot and you die while throwing the last curses, please it's a matter of life and death! Oulaaa, it's a very old bug that... if you have hope, post your bug on this part of the forum instead, and start praying very hard: https://forum.il2sturmovik.com/forum/89-technical-issues-and-bug-reports/ 1
CIPPOZ Posted November 28, 2022 Author Posted November 28, 2022 14 minutes ago, moustache said: Oulaaa, it's a very old bug that... if you have hope, post your bug on this part of the forum instead, and start praying very hard: https://forum.il2sturmovik.com/forum/89-technical-issues-and-bug-reports/ Thank you, you and I will sometimes find ourselves fighting together maybe in multiplayer in finland ... I don't remember but that's the one, I noticed, the most used, sorry for a question when I enter a multiplayer game I appear in the message part as a number , how do you change it to cippoz for example?? thank you
[DBS]Tx_Tip Posted December 4, 2022 Posted December 4, 2022 On 11/28/2022 at 5:59 AM, moustache said: Oulaaa, it's a very old bug that... if you have hope, post your bug on this part of the forum instead, and start praying very hard: https://forum.il2sturmovik.com/forum/89-technical-issues-and-bug-reports/ IIRC this locking of the main gun was done intentionally following some players requesting and delivering enough historic data to change how the tanks moved in transit. Seem to recall it also had something to do with the Tiger I driver not being able to unlatch his hatch and look out with the main gun unlocked. But I may be mistaken with regards to that. So, although not technically a bug when introduced, it certainly has become a real issue in gameplay. Some things are best left undone.
moustache Posted December 4, 2022 Posted December 4, 2022 29 minutes ago, [DBS]Tx_Tip said: So, although not technically a bug when introduced, it certainly has become a real issue in gameplay. in this case, it's a bug: either the gunner will lock automatically and without orders from the commander (or player) as soon as you leave the gunner's post, or even more annoying, just when you come back to the post of gunner... sprinkling all this with some bug like loss of control of the gun, it's a real joy when encountering an enemy... and it's really a bug... especially since it's not systematic, but quite recurrent... or else, it's what was coded that only works intermittently... it's fine getting hard to know...
352ndOscar Posted December 4, 2022 Posted December 4, 2022 This should have ALWAYS been a player option - not automatic. Most of the time the tank’s primary operation is combat mode - NOT - transit mode! We have been asking for this to get fixed over and over again. I wish we could really get this one fixed immediately. PLEASE push this to the top of the TC fix it list. 2
Wardog5711 Posted December 5, 2022 Posted December 5, 2022 I was just trading messages with the QA manger about this thread. And I got this back: "in theory AI gunners should keep aiming to the last direction for some time, and when there is no further visual control with the enemy, the gun is locked back to the traveling position. We'll take a look before the next update, if there's something wrong with the system." He is going to get more details on the programed function. And I have asked if there is a way it can be a user controlled function. Lets see how things go. 1 6
DD_Friar Posted December 5, 2022 Posted December 5, 2022 It may be that the trade off between single player and Multiplayer is getting all jumbled up in this long, long standing issue. I suppose when playing a single player campaign and you are acting as the commander with all AI crew the AI being able to find the enemy, attack them to they are no longer a threat and then return to a neutral position ready for the next target is sort of understood, but in a Multiplayer scenario where players operate all positions of a tank, AI decision making / maned / controlled positions has no place in the tank at all and all settings should remain where the player left them as they jump around from Commander to Gunner etc. As a gunner I may have positioned my gun facing a threat, I jump into the Commanders seat to check with binoculars (/Start Cheeky Request/Please ask about adding a compass indication to all tanks when looking through binoculars please/End Cheeky Request) looking for the target, I go to jump back to the gun to find it has re set itself. Many thanks @Wardog5711 for the useful interaction between the community and the developers you are providing since joining this mad house by the way.! 3
352ndOscar Posted December 5, 2022 Posted December 5, 2022 Well, if the criteria is “…and when there is no further visual control with the enemy,”. then it ain’t working because I can see the enemy at 1000yds and the gun pulls this locking stunt when I change from gunner to any other position and then back again. If I’m actually IN transit mode, then let ME set the gun to a locked position. Otherwise, I want it unlocked, and ready to go. This is war and I don’t have time to be unlocking and positioning the gun to be ready for action - Single OR multiplayer/multicrew! I echo DD-Friars comment concerning @Wardog5711’s active support! 1
[SN]_Reaper_ Posted December 6, 2022 Posted December 6, 2022 21 час назад, Wardog5711 сказал: and when there is no further visual control with the enemy, the gun is locked back to the traveling position. I don't understand why they made the cannon lock in the marching position. Okay (not really) let the gunner put the turret on the course of the tank, but why turn on the lock? When there is fighting all around. No tanker in his right mind would do this in a real battle. As soon as the attack command comes in, the gun is immediately put into the firing position and does not stall until the end of the battle. It's funny to see Pz.4's going into an attack with their barrels up. Because of such annoying little things accumulates irritation from the game. To better understand the problems of the tankers, the developers sometimes need to find time to play online themselves. 1
MajorMagee Posted December 6, 2022 Posted December 6, 2022 I agree that they wouldn't use the travel lock during active engagements, but it was well known that it didn't take very much movement over terrain to throw the gun / optics alignment out of registration. Crews in the Pz IV were particularly appreciative that they could engage the travel lock from inside the turret, allowing them to use it without needing to expose a crew member while they were under threat of taking fire. This let them use it during even short repositioning over broken ground. Certainly it would be more appropriate during defensive shoot and scoot situations, than during an advance to attack. 1
352ndOscar Posted December 6, 2022 Posted December 6, 2022 There! You said it! ”Crews in the Pz IV were particularly appreciative that they could engage the travel lock from inside the turret, ….” it wasn’t done “automatically”. The gunner or crew locked the gun in place - manually - when they felt it was necessary or time to do so. Not by some automatic system. It may have been a “policy’ or “procedure” for German tank crews to do this when “securing from combat” or “clearing for action”. I personally don’t care what the AI does with its tank, I’m not commanding it. There was “no automated system that could lock the gun when it detected there was no longer visual contact with the enemy”. It just didn’t exist. If it did, I want to see the unit information and it’s specifications. 1
Wardog5711 Posted December 6, 2022 Posted December 6, 2022 OK, the gun lock issue is being looked at to see if it working as it was programmed to do. And the desire to have the feature manually controlled has been passed up the chain of command. From what I was told, it had been discussed internally before. And now it's back on the table. If the system is functioning as it's programmed to, then the change to a manual system will require a change order and finding the time in the schedule to implement it. I will be keeping track of this one and let you know how it goes. 3 4
moustache Posted December 6, 2022 Posted December 6, 2022 22 minutes ago, Wardog5711 said: will require a change order and finding the time in the schedule wow... generally, this answer doesn't bode well... it's a bit like Tank Crew's "two week"...
Wardog5711 Posted December 6, 2022 Posted December 6, 2022 LOL. I love your optimism. By now, everyone should have figured out that adding anything new or process change related is a long lead time activity. And personally, I do not want somebody to give me an implementation date, just so I have one. If that is not a realistic date, I won't pass it on. Likewise, having multiple, multi-page threads of "this must change now, we want/need this now, I can't play the way I want to" etc. does not accomplish much of anything. Nor is it likely to get looked at by anyone above me. Nobody wants to sift through what is often a lot of emotion driven clutter to try and figure out what really needs to be done. And no matter what gets done, somebody will be happy and somebody else unhappy. ? 1 1
moustache Posted December 6, 2022 Posted December 6, 2022 1 hour ago, Wardog5711 said: LOL. I love your optimism. happy that you like my optimism... I am often told that I am too pragmatic... 1 hour ago, Wardog5711 said: Nobody wants to sift through what is often a lot of emotion driven clutter always nice to hear that our complaints are just "emotional mess"...
Wardog5711 Posted December 6, 2022 Posted December 6, 2022 I said "often" not "always".? There is a lot of good information in many of the threads. But it can get buried quickly as the threads drag on. 1
1CGS LukeFF Posted December 6, 2022 1CGS Posted December 6, 2022 (edited) The thing is, though, if turret-locking becomes something entirely controlled by the player, then there will be precisely zero players out there who will manually lock the turret. Without any consequences for leaving it unlocked when moving over very rough terrain (i.e., barrel-sight misalignment), what would be the point? Edited December 6, 2022 by LukeFF
Dusty_Steppes Posted December 6, 2022 Posted December 6, 2022 23 minutes ago, LukeFF said: The thing is, though, if turret-locking becomes something entirely controlled by the player, then there will be precisely zero players out there who will manually lock the turret. Without any consequences for leaving it unlocked when moving over very rough terrain (i.e., barrel-sight misalignment), what would be the point? Then define very rough terrain, list the possible consequences, give them the choice of whether to lock or not, and let them deal with the situation they created. 3 1
1CGS LukeFF Posted December 6, 2022 1CGS Posted December 6, 2022 (edited) 5 hours ago, Dusty_Steppes said: Then define very rough terrain, list the possible consequences, give them the choice of whether to lock or not, and let them deal with the situation they created. LOL, easier said than done - are all the maps suddenly going to be re-coded to define what is very rough terrain and then re-code each vehicle to define how and when a gunsight and barrel will come out of alignment? Edited December 6, 2022 by LukeFF
Dusty_Steppes Posted December 6, 2022 Posted December 6, 2022 1 hour ago, LukeFF said: LOL, easier said than done - are all the maps suddenly going to be re-coded to define what is very rough terrain and then re-code each vehicle to define how and when a gunsight and barrel will come out of alignment? Develop an algorithm for recoding the maps and there aren't that many player controllable vehicles that would need to be done. 1
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