Popular Post Pushwall Posted October 14, 2016 Popular Post Report Share Posted October 14, 2016 Red Alert: A Path Beyond Update This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! This is a minor one, just to fix a few crippling issues (and some less crippling ones that I noticed along the way) and tweak naval balance a tad. More maps will come soon! Changelist INFANTRY Credit yield of sergeant up from 20 to 30 (matches new price) Credit yield of rocket soldier up from 60 to 80 (matches new price) VEHICLES V2 arc shots no longer explode in midair at long range. Gunboat cannon damage down from 70 to 65. Gunboat depth charge splash damage down from 80 to 60. Gunboat depth charge splash radius down from 25 to 22.5. Gunboat maximum turret tilt up from 7.5 to 8.75 degrees. Longbow damage multiplier to naval units down by 10% (1 -> 0.9) Longbow damage multiplier to submerged subs down by 67% (0.15 -> 0.05) APC maximum turret tilt up from 30 to 45 degrees. APC projectile velocity up from 250 to 500m/s. APC damage multiplier to air units up by 17% (0.75 -> 0.875) Light Tank maximum turret tilt down from 35 to 30 degrees. Medium Tank, Heavy Tank, Mammoth Tank maximum turret tilt down from 20 to 17.5 degrees. Mobile AA Gun now has alternate cameras. Phase Tank physics redone to be less slippery and accelerate/decelerate more quickly. Hind damage multiplier to heavy vehicles up by 11% (0.225 -> 0.25) Hind damage multiplier to air units up by 10% (0.5 -> 0.55) Air units' rotors no longer have camera collision as this caused the camera to freak out when flying close to a friendly flier. BUILDINGS Pillbox has its old sound back. Pillbox damage down from 10 to 9. AESTHETICS Mobile AA Gun and Mobile Gap Generator driver/passenger no longer hover above their seats. MAPS RA_Antlion Added ambient sounds. RA_AS_Seamist Soviet Helipad should function properly now. Shallows are no longer darkened like deep water is. RA_CoastalInfluence Fixed terrain seam by Allied forward service depot. Fixed river transparency. RA_Fissure Re-enabled Thieves. Flamethrowers and Thieves (TL2 units) cost double the normal amount of credits. RA_RiverRaid Moved rock at front of Soviet WF that was easy to get stuck on. RA_ToTheCore Added ambient sounds. 10 Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted October 16, 2016 Report Share Posted October 16, 2016 Good set of changes, look forward to seeing how they play! 0 Quote Link to comment Share on other sites More sharing options...
Raap Posted October 27, 2016 Report Share Posted October 27, 2016 (edited) I don't know when this was introduced, but since it's occurring right now; Mobile AA Guns are incorrectly rigged, causing them to drive backwards when unoccupied after someone initially enters one. The front wheels seem to be the problem but I don't have the source to verify. Also, shouldn't it be called "Mobile A.A. Gun" instead of "Mobile AA Gun"? Unrelated note: I read Cargo Truck in one of the recent patch note threads. That vehicle was never designed for in-game use and was terribly optimized since I made it for a mock-up. I hope that model has been optimized for in-game use because the original model was made out of 67(!) unique objects. Edited October 27, 2016 by Raap 0 Quote Link to comment Share on other sites More sharing options...
Pushwall Posted October 27, 2016 Author Report Share Posted October 27, 2016 Also, shouldn't it be called "Mobile A.A. Gun" instead of "Mobile AA Gun"? If I wanted to break consistency with the (immobile) AA Gun, SAM Site, MAD Tank, APC, LST, and Volkov's AT and AP cannons, sure. Not seeing what purpose that actually serves though. Unrelated note: I read Cargo Truck in one of the recent patch note threads. That vehicle was never designed for in-game use and was terribly optimized since I made it for a mock-up. I hope that model has been optimized for in-game use because the original model was made out of 67(!) unique objects. Only 18 now (excluding bones). Which is still less than most tanks. I remade it and the mobile AA using the Mobile Gap as a base, since that's what the previous vehicles were based on. I don't know when this was introduced, but since it's occurring right now; Mobile AA Guns are incorrectly rigged, causing them to drive backwards when unoccupied after someone initially enters one. The front wheels seem to be the problem but I don't have the source to verify. Fucking shit TruYuri why am I still cleaning up after you. A quick test shows that this happens with the mobile AA because all 6 of its wheels are physics wheels when only 4 of them should be - which stems from the MGG. This might be affecting ore trucks, supply trucks and V2s as well. Edit 1: So ore trucks are affected but since AI ones are tracked they depend on their wheel setup to move at a specific speed and dropping it to 4 changes that, and I'm not recalculating ore truck speed for the economy again Supply trucks are certainly affected since they like to drift around when spawned at times. V2s aren't affected - possibly because their 8 wheels are spaced somewhat evenly from the centre of the vehicle, unlike the 6-wheelers? Edit 2: Also going down to 4 physics wheels on the MGG/related vehicles causes them to reverse at nearly double the speed of a ranger. And I've spent the past 40 minutes unsuccessfully tweaking their physics trying to find a way to prevent that while also allowing them to move forward at anything even close to their current speed. Fuck that noise, one of these 2 issues is clearly much bigger than the other. 0 Quote Link to comment Share on other sites More sharing options...
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