- ARGF-187·Projectile Rocket Sound in MP(broken)changed title toProjectile Rocket Sound in MP(broken)about 9 hours agogantelya
- ARGF-187·Projectile Rocket Sound in MP(broken)created issueabout 9 hours agogantelya
- gantelyacommented on [AREXP-321]17 days ago
Additionally:
It doesn't matter what the thickness of the armor is, at least 15 or 25 mm.Random breakthroughs occurred. - gantelyacommented on [AREXP-321]17 days ago
😭
"The best collider setup (in our opinion) is found inPrefabs\Vehicles\Wheeled\M1240A1_MATV\M1240A1_MATV_Base.et. Penetration occurs just below the windshield. The projectile first contactsUTM_Front_Horn, then passes throughUTM_Interiorand hits the player. Additionally, penetration sometimes happens randomly through the side doors.The door and hull colliders have been reworked – gaps between them and the main armour have been eliminated. This applies to:
UTM_Door_Front_Left,UTM_Door_Rear_Left,UTM_Door_Front_Right,UTM_Door_Rear_Right, andUTM_Cabin_Outside.The most serious issue we have is with the example
Prefabs\Vehicles\Wheeled\M998\M1151_armed_CROWS_M2.et. Since patch 1.6, during movement in multiplayer, the roof colliders (Roof) are simply ignored, or the penetration behavior becomes unpredictable. All tests were conducted using the M855 round. In ServerDiag, we ran a test while colliders were visually visible – everything seemed correct; they move properly and do not disappear. The problem is solely with the penetration itself." - AREXP-59·Diag Menuchanged3 months agogantelya
- AREXP-59·Diag Menucreated issue3 months agogantelya
- gantelyacommented on [AREXP-14]3 months ago
I would also like to add inertia to Q and E ))
- AREXP-6·Switch Sight Ranges (Turret)changed3 months agogantelya
- AREXP-6·Switch Sight Ranges (Turret)changed3 months agogantelya
- AREXP-6·Switch Sight Ranges (Turret)created issue3 months agogantelya
- AREXP-5·Optic Scope(switching Sight Ranges)changed3 months agogantelya
- AREXP-5·Optic Scope(switching Sight Ranges)created issue3 months agogantelya
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