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-   -   PR:BF2 v1.3.6.0 Changelog (https://www.realitymod.com/forum/showthread.php?t=139119)

fatalsushi83 2015-11-04 03:20

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Hadi (Post 2104055)
Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?

This might be useful for when there's a rally next to a FOB and you can't tell which one you've selected. Why don't you make a post on the suggestions forum, Hadi?

Fir3w411 2015-11-04 04:01

Re: PR:BF2 v1.3.6.0 Changelog
 
Update fixed the CTD issue for me. Not a single crash today as opposed to two consecutive days of crashing each seven times.

Quote:

Originally Posted by fatalsushi83 (Post 2104164)
This might be useful for when there's a rally next to a FOB and you can't tell which one you've selected. Why don't you make a post on the suggestions forum, Hadi?

Selecting a rally of another squad will spawn you in the nearest applicable spawn point (i.e. your squad's rally, an FOB)

Snaiper 2015-11-04 07:04

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by [R-DEV]Mineral (Post 2104004)
BINARIES:
  • Fixed PR launcher related CTD that crashed certain players during gameplay.

I hope this means that in an APC I won't suddenly lose my driver anymore... because that shit gets awkward.

Good job, you impressed me, when I saw "v1.3.6.0 changelog" on the PR launcher, I was like "already?!".

Atoli_Kusaka 2015-11-04 07:07

Re: PR:BF2 v1.3.6.0 Changelog
 
Are you going to fix a gap (misregistration?) of ATGM and Grenade Launcher of IFV?

Atoli_Kusaka 2015-11-04 07:23

Re: PR:BF2 v1.3.6.0 Changelog
 
Here is the gap between gun camera/cannon and ATGM
https://gyazo.com/ccd1ec07a38131cd263bc199f4052943

solidfire93 2015-11-04 09:48

Re: PR:BF2 v1.3.6.0 Changelog
 
nice and fast reply to our feed back hope the new update will fix everything ! (there still going to be issue and bugs to fix)

just be patient guys everything is going to be ok there is not need to rage and cry or argue with each other like the Turret topic Drama.

GG

UTurista 2015-11-04 10:22

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by MaSSive (Post 2104153)
turrets on vehicles might be ok, hadnt tried to increase sensitivity in controls, but if it has no effect its bullshit.

The whole purpose of the turret changes was to prevent the exploit of the mouse sensitivity. Now every player shares the maximum traverse speed, if your mouse(DPI) and your sensitivity tries to make the turret go any faster it will make a momentum that needs to be countered when stopping but the traverse speed will be capped at its maximum.


Quote:

Originally Posted by Godskalken (Post 2104161)
I'd love to help with feedback on crashes if someone can explain me how I do it.

Unfortunately crashes are hard to debug (understand their reason) only a few do give a crash error, and those only give said error if you're not playing in full-screen. So the best way to help with crashes would be to play in window mode and get a error or by finding a pattern in the crashes and then reporting in the Bugs Sub-Forum.


Quote:

Originally Posted by Hadi (Post 2104055)
Can you guys please add a way to select spawn points with the keyboard? like a spawnpoint list or some sort of hotkeys?

AFAIK that's just not possible. #BlameDice

Mats391 2015-11-04 11:43

Re: PR:BF2 v1.3.6.0 Changelog
 
PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.

wretchedegg 2015-11-04 11:51

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by [R-DEV]Mats391 (Post 2104287)
PR:BF2 v1.3.6.1 Changelog (2015/November/04)
-----------------------

LEVELS:
  • Ulyanovsk
    • Fixed vehicles not spawning.

Damn, I just updated to 1.3.6 10 minutes ago. Thanks Devs!

Yrkidding 2015-11-04 11:55

Re: PR:BF2 v1.3.6.0 Changelog
 
Quote:

Originally Posted by Diemarco (Post 2104133)
change the new model for vehicle turret movement and the ATGM's back to the old one. its not very "realistic" at all.

I think there needs to be a change in the momentum part of it, but other than that the maximum turret traverse speed is very realistic actually. I did a little research and looked into the BMP-2 and the AAVP7 and found that the turret traverse speeds, then timed them in-game. For the BMP-2, real traverse speed is 10.35 seconds for 360 degrees. In-game it was in the late 10 seconds area, possibly as a result of me slightly messing up my mouse dragging. The turret traverse speed I could find for the AAVP7 was 36 degrees per second which means 10 seconds for 360 degrees. In-game timing was 10 seconds.

I'm sorry, but this is how armour is, we've just had it ridiculously easy until now.


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