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Everything posted by OLDZEKE

  1. Not sure you can with mac.... @SCKING might be able to answer. With PC though the only limiter is your machine. In testing I've had 5 spawned in on this rig at the same time.
  2. Font size in the preferences also scales the town icons...Not sure as to the others though
  3. Go into control panel, devices and printers. Right click the icon for your stick Select game controller settings Select your stick and click advanced Select your stick as preferred device and click ok
  4. Time can be deceptive. Sound travels at 343 meters per second or 1125 feet per second. The above vid was taken around 300m from the depot and the lmg sound is near a second behind the 1st tracer.
  5. Ahh, yes early on the game modeled something like the concussion wave that was visible. I'm guessing that was a directx effect that was lost in the switch over to openGL. But that's just a guess.
  6. We don't have anything that exceeds the speed of sound.
  7. You have to run playgate from the install folder, where ever you installed to run playgate from that folder
  8. Prone should give least possibility of a shrap hit.
  9. Server is down for patch setup.
  10. As you are aware I can't go into detail. Not my area. This would require Hatch or Scotsman imput. All I can say is that when I test them and grenades they act similarly.
  11. When a round explodes and breaks into shrapnel that shrapnel moves away from the center of the explosion. So lets say you create 360 pieces of shrapnel. On a single plane if you draw 36 rays from the center radiating out that's 1/10 of your potential shrap in a single plane. Now create 9 more planes from center and you'll notice the separation between the rays grows quickly. 360 is just a easy number as there are 360 degrees in a circle.
  12. The barbed wire PPOs are RA leftover static objects that we've managed to repurpose. As such they really need to be redone as to collider type and code so as to function better as PPOs.
  13. BTW, very neat looking stick and throttle!
  14. Control panel, devices and printers, right click the icon for your controller and select game controller settings in the popup, select advanced, select your controller and click ok.
  15. Not sure that will be doable because the game infact does see it as a button held down. Maybe Merlin can come up with a better answer.
  16. wsad may not be the best to test as they are special cased I think. you are wanting a on/off toggle. I would map each throw to something like the rpm up/down and see if it writes to the cfml and how it writes it.
  17. I can't remember now but I got cable 1 month before crs dropped dialup
  18. Needs the way the colliders are handled to be changed in the models so as to allow them closer setups. Being discussed as to best adjustment without creating other issues.
  19. Merlin has a full time real life job with some crazy long hours at work.
  20. I hope everyone realizes the time and effort Merlin51 has put into learning how to use that old terrain editor to not only fix broken terrain bits like funky clipped fbs, floating or lost buildings, trees in building etc but also to create new terrain.
  21. T key should allow you to move quieter. Default w key movement is jog, hitting t slows you to a walk and makes you quieter in movement. Ground textures, given time and talent to do so it's definitely something we'd like to explore. We had leaf/branch movement when speedtree was 1st added years ago. It was turned off due, I assume, to some issue it caused ingame. I'm hopeful (and have been lobbying) that after 1.36 and some other coder heavy tasks that we will get to go digging into why it was turned off and if we can get it back. Definitely one of my wishlist items. Clouds/weather..... Preaching to the choir No idea if or when as I honestly can't say what would be involved.