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FH Bug reporting
Have you discovered a bug with the mod? Let us know here, so we can have it fixed in a future release.

 
 
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Old November 10th, 2005   #131
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Default Re: *Official 0.7 bug thread *

Quote:
Originally Posted by Legion
somebody flubbed up 0.7 vis a vis sounds -- there are no ricochet or shellwhine sounds showing up in-game for the 0.7 release. I added them back in for the original version of Intensity, and they make a world of difference.
If he's right about this...well...it's a big deal
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Old November 11th, 2005   #132
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Default Re: *Official 0.7 bug thread *

I hope they will fix that italian "Stug" like thing, it has no splash damage at all.



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Old November 11th, 2005   #133
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Default Re: *Official 0.7 bug thread *

Quote:
Originally Posted by -BMN-
Also, these four AA guns fire much more slowly than other identical (and individual) AA guns on the island, being unusable for shooting down planes.
These guns fire 4 at a time, and have a lot of splash damage. They are extremely deadly if you know how to use them.
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Old November 11th, 2005   #134
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Default Re: *Official 0.7 bug thread *

I read the first 3 pages so I'm hoping not to repeat...

On Iwo Jima, as Allies, if you go in the Sherman's top mg position, you get a view of the deep blue sea.

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Old November 11th, 2005   #135
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Default Re: *Official 0.7 bug thread *

Quote:
Originally Posted by pvt. Allen
It's not a bug, those AAs are intended to have unlimited ammo
Well, they have unlimited ammo, but why the "-1" display of ammo loadout? Other artillery pieces (ex. the mortars on "PEGASUS" map) also have unlimited ammo, but they're set - for example - at "30". You shoot a round, the ammo level drops by one, then returns to 30. But "-1" is meaningless and odd looking...
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Old November 11th, 2005   #136
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Default Re: *Official 0.7 bug thread *

Maybe on Pegasus you just have to imagine that there are soldiers bringing you another crates of ammo after you fire 30 rounds. With those aas imagine there are loaders loading arty all the time.
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Old November 12th, 2005   #137
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Default Re: *Official 0.7 bug thread *

Another thing (not necessarily a bug, but a question)... Why does the top-turret AA machineguns mounted on some tanks (ex. Panther A, King Tiger) have an incomplete traverse (with a 90 degrees "blind angle" on the back-left side) while other identical AA MG's (ex. for Tiger tank) can be freely rotated 360 degrees?
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Old November 12th, 2005   #138
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Default Re: *Official 0.7 bug thread *

Hard to say. I only remember that there was said something about gunners that would stand on tank back and operate the mg. If done so it would have to be coded only for 90 digrees, otherwise going any further would result in operator standing in the air. But there are no out tank gun operators, aren't there?
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Old November 12th, 2005   #139
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Default Re: *Official 0.7 bug thread *

I really can't find any reason for the limited traverse of the top-turret MG. Panzer IV H, Tiger etc. have full rotation for it, while for Panther A and King Tiger you get only 270 degrees. Odd...

Last edited by -BMN-; November 12th, 2005 at 06:12 AM.
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Old November 12th, 2005   #140
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Default Re: *Official 0.7 bug thread *

There is one satchel bug,but is till fun and don´t need to be fixed...
Stand near an ammo-box and start trowing 10 seconds satchels.
After some drops,most of the satchels will blow and some will fail!!!And stay there!

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