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Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 14:38
by Sgt.Ayllon
I didn't know that the Canadia Forces have the Leopard LOL
thank you for the explanation.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 14:53
by Moonlight
[R-CON]Outlawz wrote:No, the Canadian Leo 2, have you been living under a rock?
Now it can only be seen at yamalia vehicle warfare afaik so I doubt a lot of people have seen it.
Add Leopard on Archer! ;d
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 14:54
by Rudd
Looks fantastic, will help alot of people who had problems.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 14:55
by Smiddey723
thank you SO much for reducing the people required in a squad to request medic, that was so annoying having to have 4 people
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 14:56
by Wakain
what exactly is the artillery IED?
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 14:57
by Rich65
I didnt realise there was so many problems..... But im glad that you changed the rally points to reset every 10 minutes. And that you changed the medic kit so that you only need 2 men in your squad rather than 4. Good job guys. 10 thumbs up from me
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:05
by SoWiT
when will this patch come out?
no patient bears pl0x
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:12
by Arnoldio
Did you fellas (Chuc) Fix the canadian elcan being stretched vertically?
Dont see it in the changelog :/
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:14
by Chuc
It's fixed.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:38
by dtacs
Wakain wrote:what exactly is the artillery IED?
It is an IED which is a 155mm artillery shell with a fuse and detonator attached to it.
Essentially the pipebomb IED, but with an artillery shell in place of the pipebomb.
It is
very powerful, has a killing range of about 30m and will kill a vehicle in one hit. Its currently available on Insurgents as a pickup kit at the mains.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:42
by Wakain
dtacs wrote:It is an IED which is a 155mm artillery shell with a fuse and detonator attached to it.
Essentially the pipebomb IED, but with an artillery shell in place of the pipebomb.
It is very powerful, has a killing range of about 30m and will kill a vehicle in one hit. Its currently available on Insurgents as a pickup kit at the mains.
allright, thanks for the reply
let's me think of that movie, the hurt locker
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:48
by bad_nade
'[md wrote:MadMak[rus];1315407']Could you fix issue with undergrowth on Kozelsk? Bushes are like rocks... you just can't drive through them.
They are actually trees that are planted so deep only tips of upper branches are visible
![Smile :)](./images/smilies/icon_e_smile.gif)
Removing collision mesh from trees or even branches would mean all aircrafts could fly near trees without danger, which is not good.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 15:53
by dtacs
clueless_noob wrote:They are actually trees that are planted so deep only tips of upper branches are visible
![Smile :)](./images/smilies/icon_e_smile.gif)
Removing collision mesh from trees or even branches would mean all aircrafts could fly near trees without danger, which is not good.
Ah thanks for answering that, always wondered why you could walk through them but not drive through them, very annoying on Iron Ridge
![Confused :-?](./images/smilies/icon_e_confused.gif)
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 16:20
by K4on
[R-DEV]AncientMan wrote:
* Updated Silent Eagle, fixing out of bounds timer, reducing view distance to help with lag, and fixing some minor issues.
FAIL- It is hard enough to fly with the jets because of low viewdistance.
an now u r lowering it again.
all other fixes are fine
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 16:52
by Elektro
K4on wrote:FAIL- It is hard enough to fly with the jets because of low viewdistance.
an now u r lowering it again.
all other fixes are fine
Why is it hard to fly a jet because of view distance? You arent suppost to see the ground when flying jets, imo you should be flying + 1300 altitude and you can always use markers for landing and takeoff.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 17:22
by zebra.actual
Love all of the changes. Can't wait to play.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 17:48
by AcornBeing
Yay for the 4x zoom on deployable MGs! Not too happy about the view distance cuts, but I guess, one has to give a chance for all people to play.
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 17:52
by Biggaayal
Plz fix caches exploding due to explosions trough walls. I've been hoping for this fix for a few versions, as I keep sitting on caches that just over time get enough explosion damage trough wells and suddenly catch fire and explode without the bluefor actually getting inside where the cache is (taling about caches in cellars, caves etc). Hopeful for the next version.
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 17:55
by steve_06-07
So does this mean dragonfly is playable to more people now?!?!?!
Re: [Changelog] PR v0.91 Features
Posted: 2010-04-07 17:59
by burghUK
Don't see anything about yamalias mental lag being fixed
overall though it looks promising.