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v1.10 is great: now let's talk about v1.11


c3k

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Version 1.11 is in the works now, so no worries there. For the most part it will only be tweaks/fixes and not fundamental changes like v1.10 released. Sure, we'll probably slip some new improvements in here and there, but it's not our focus like it has been for the last 1+ years.

Steve/BFC:

I understand your team cannot dwell on a title indefinitely and you are to be commended for advancing CMSF as far as you have. That said, there are obvious issues remaining with this game particularly in regard to WEGO playback.

In the past, several of the items below were sidelined due to prioritization concerns or because they were "only visual" in nature. If further updates for CMSF are in the process of winding down, please let this be the time to address the following issues in v1.11:

  • Vehicle pathfinding seems to have lost some of its fidelity in regard to plotted waypoints in v.1.10
  • Infantry models often slide (no run/walk animation) into final positions during WEGO playback
  • Vehicles sometimes hitch vertically when moving over uneven terrain during WEGO playback
  • Small arms disapper from infantry models when they are remounting vehicles in WEGO
  • Structural damage and craters do not reset when a turn is playback in WEGO
  • Vehicle movement playback in WEGO is sometimes choppy. This is typically accompanied by a stutter in the vehicle movement sound effect (save game file available)
  • The M16A4 hanguard is too short. The barrel and gas tube of the M16A4 are not exposed the way they are depicted in CMSF:M
  • LAV-25 troop compartment doors remain open when troops remount the vehicle (I believe BFC may already be aware of this)
  • "Face" commands cannot be executed by units that are hiding
  • AFV main guns remain at the elevation of their last target rather than realigning perpendicularly with the hull
  • The MEU TO&E lists a "SBCT" Howitzer battery
  • USMC Escort Platoon "Equipment" rating is backwards (Mk19=Poor, M2=Excellent)
  • User entered names ("Rename" function) for HQ units do not appear "in-game"

If I may suggest one new "feature:" the ability to directionally deploy smoke would be great.

I hope you will agree that the items above are by no means pie-in-the-sky requests, rather they are aimed at removing lingering rough edges to existing mechanics.

Lastly, is v1.11 planned to be released in conjunction with the British Module or is it on a faster/slower timetable?

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In 1.11 i would like to see some improvements in editor.

I usually use some vehicles with some units together, it is working fine, and I like how they cooperate. Now in editor we are painting the zone with yellow color where the group has to move - works fine, but for better result some precision in it will be needed. We have two houses, every on other side of the road. We paint the houses and the road between – units enter mostly the houses and vehicle stays on the road, but sometimes also some unit stays on the road. Could it be possible to have for example possibility to paint with dark yellow place where only vehicles can go and with brown places where only infantry can go? Usual yellow will mean both can go there. It will help for exact placing of vehicles without unit especially now, when there is this secondary explosion effect, which can ruin quite lot of nearby soldiers.

What do you think?

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Kinda wish that the reload sound was louder. I didn't even realize there was a sound until i read that there was supposed to be. Still couldn't hear it though.

Slightly more accurate JAVs when non-specs use it.

Standing when back against a high wall or building instead of kneeling or laying down?

Also, vehicles move faster than infantry when the vehicle is at slow and the inf is at move. Aren't they supposed to be coordinated?

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