![]() |
Re: *Official 0.7 bug thread * 3 Attachment(s) 0.7 Midway, B17 - rear turret gunner sights are "off" 0.7 Push system - It's possible to capture the first enemy flag before capturing the grey "start" flag. The is a serious bug imo and effects Gold Beach and Foy. It was present in previous releases too. |
Re: *Official 0.7 bug thread * Prohrovaka is crashing to desktop when it is about 75% loaded. |
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * I guess it's a map design issue then. |
Re: *Official 0.7 bug thread * No, if it's a neutrla point it's optional for push mode. Why does the allied forcaes would need to take an empty field before attacking German positions? It's left for players decision. |
Re: *Official 0.7 bug thread * "DESERT ROSE - 1942" map: - Each class on the Axis side gets parachutes, like in BF1942 (there are no pilot kits on the airfield). Is this a bug or it's on purpose? - The name of the map is "DESERT ROSE - 1942", but the image shown while the map is loading says "DESERT ROSE 1943". Which one is the right year? - The map runs, sometimes, interrupted. You're driving a tank, or you're in a plane, the image suddenly stops, then you're moving again. Noticed that on "OPERATION ABERDEEN" too (vehicles seem to "jump" once in a while). |
Re: *Official 0.7 bug thread * STILL CANT FINISH CAMPAIGN MODE... CRASHES AT Zielona Gora futhermore.... lots of maps seem to be missing in campain mode(at least up to the zielona gora map...) is there a reason for this? |
Re: *Official 0.7 bug thread * Bug- FH .7 causes player to develop a lack of intrest in anything else in life. I.E. work, school, social life, etc |
Re: *Official 0.7 bug thread * Quote:
Quote:
Quote:
Quote:
|
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * The worm bug still with Luger / Ruby(?). It's not about it looks stupid, but reveals your position very easily. http://forums.filefront.com/attachme...6&d=1126902521 I'm still against that geballte ladung is contact fused. I remember that Hartmann said it's wrong but there are some problems coding it time fused. But BF1918 for example has it coded as time fused, so it's not impossible. Really why the Sdkfz. which carries Flak 38, Vierling or 88, turns so hardly, so the Hanomag should turn so too? Nah.. It flips also too easily and has the Third person too far angle problem as BF110 and something else has.. |
Re: *Official 0.7 bug thread * Gaballe Ladungs dont explode (hit ground and nothing happens). They are also seemingly useless vs infantry. The RPG43 (Russian ones) are the same, but I think the British/Australian ones work ok :uhm: |
Re: *Official 0.7 bug thread * Were they supposed to be usefl against infantry? They do damage, but for some reasons they explode only if you hit clear ground, if you'll hit a tank, it'll take damage from explosion that can't be seen. Also watch out, most vehicles explode after few seconds after throwing AT grenade on them. |
Re: *Official 0.7 bug thread * A couple minutes ago I was playing Breakthrough-1944 on Wolf. Suddenly I spoted something wird, I saw someone's tag name, gun fire and sound of fireing a tunk gun but there was nothing. When he moved a little suddenly the vehicle becomed visible. It was that british artillery...ummm...I forgot the name...Bishop?...not sure tough...well it's also in Liberation of Caen-1944. Anyway I haven't got a lag or enything, the vehicle was parked in a hedgerow, but it seemed to become invisible and visible even in other places. I'll post a screen of it as soon as I'll get programm that supports .tga files... |
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * Makin-One control point is called "Wespe Battery" |
Re: *Official 0.7 bug thread * Donno if these have been mentioned. - Betty spawn still causes massive team kills because of "over spawning" and people slamming against the wings. - When you jump with the rifle the crosshairs are giant, but when you jump with an at rifle the crosshairs are really small. |
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * The italian lil "STUG" (forgot the name) doesnt have any splash damage at all. You can turn the gun a single degree, and if you fire 1 cm in front of someone he aint damaged. Is that intended? I like it, but its totaly useless without any splash, since for aiming at infantery you have to turn the tank (its not like in the stug where you can turn the gun a bit) on the infantery and hit him like shooting with a rifle. |
Re: *Official 0.7 bug thread * Quote:
Quote:
|
Re: *Official 0.7 bug thread * "PROKHOROVKA" map, "Sawmill" spawnpoint. The position starts as being Russian, but it has a Flak 18 gun instead of a - for example - ZIS 3 gun. In the same map (same spawpoint) the Russians get bazooka kits. Were they really used by the Russians on the Eastern front? |
Re: *Official 0.7 bug thread * And another thing... For the SdKfz 7 that carries the 88 mm gun, besides the far too distant field of view in F10, F11, F12 cameras, you cannot raise / lower the lateral flaps (via Up / Down keys). Why? The SdKfz 7 carrying the AA Vierling gun has this option. |
Re: *Official 0.7 bug thread * On Pegasus Bridge, i take the mortar at first plane. Then i go to the left along the river juste behind the bushes. Somethimes when a put the mortar on the ground, it juste desapear. ( happen 3 times in one battle). |
Re: *Official 0.7 bug thread * Quote:
Quote:
|
Re: *Official 0.7 bug thread * "WAKE ISLAND" map, "The Airfield" spawnpoint (tip of the V-shaped island). There is a battery of four AA guns with ammunition values set to "-1" since the beginning (negative ammo?) and remaining at "-1" no matter how many rounds are fired. 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. |
Re: *Official 0.7 bug thread * On Pronovikinivoikiniavokova, at the Russian main base, there's a DP pick up kit, but when you pick it up you get an mg34. http://img72.imageshack.us/img72/637...base7gm.th.jpg |
Re: *Official 0.7 bug thread * Quote:
Quote:
|
Re: *Official 0.7 bug thread * Quote:
Is there any point in posting bugs, since this is the last version? |
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * I hope they will fix that italian "Stug" like thing, it has no splash damage at all. |
Re: *Official 0.7 bug thread * Quote:
|
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. |
Re: *Official 0.7 bug thread * Quote:
|
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.:p |
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? |
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? |
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... |
Re: *Official 0.7 bug thread * There is one satchel bug,but is till fun and donīt 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! |
Re: *Official 0.7 bug thread * Nakajima "Kate" torpedo plane - second F9 view (the one that should be without the cockpit, just with the small "normal" crosshairs) is... http://img.photobucket.com/albums/v4...Crosshairs.jpg |
Re: *Official 0.7 bug thread * We've got here some nice ironsights.:naughty: |
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * Are you running game on low details maybe? I know that if you run it on low settings then the tenk sights are not looking good, maybe this happens here too.:confused: |
Re: *Official 0.7 bug thread * Quote:
|
Re: *Official 0.7 bug thread * When carrying any placeable heavy MG's and you go to your F10 & F11 view. The gun changes to mines. |
Re: *Official 0.7 bug thread * Yeah, also it dissapears sometimes, if you throw all mines and deploy your mg, you'll still see mine in your hand. And the mg carrying animation is slowed down too much so it looks a little wird. |
Re: *Official 0.7 bug thread * I've only tried this on a local game on my machine. About the heavy machine gun kits; I placed the mg down, dropped my mines off to my flanks, then it switched to another heavy mg in my hands, so I got to where I could place TWO HMGs. |
Re: *Official 0.7 bug thread * You can't place two mgs in this situation, you just hold it but nothing will spawn if you'll drop it. |
Re: *Official 0.7 bug thread * FH just crashed to desktop for me playing Battle of Foy with 42 bots. I was about 20 mins into playing the round. It crashed near the East bridge while German bots were attacking I'm going to try Legi0n's Intensity minimod to see if its just the FH 0.7 bots :\ |
| All times are GMT -7. |
Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.