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About Zeroid

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    Fireteam Leader
  1. The thread should be re-titled, to something about impact absorption qualities of surface materials and their effect on vehicular behaviour, especially at speed...
  2. I hope a graded solution could help, in which you can choose the level of detail available in the mirror from nothing, to shapes, and finally full detail. the number of degrees of detail could be up to the user.
  3. Mirrors don't seem to work in Post Scriptum, and and appear unusably blurred in Squad. Could we please have workin mirrors on vehicles as a graphics option, set on as default...possibly with a range of detail quality stepping steps? ^^ Vehicles need to reverse at times and the current mirror settings really hamper the driver from being able to do this to any reasonable level of ease. Please make it an option... Cheers P.s. I would post direct to Post Scriptum but they use discord when forums imo are better, and Squad is the base of PS... cheers o7
  4. I should think it would, to a degree, help avoid exploitative driving, and encourage drivers to take realistic routes on all terrains. This would hopefully add to immersion and thus the overall enjoyment of the game.
  5. Vehicle behaviour is the main thing, and soft off-road ground will absorb some of the energy that currently triggers vehicles to fly when crossing over bumpy terrain. The current suspension system I suspect is fine for on-road use but might not factor in the impact absorbing qualities of ground that is less firm. All I'm after is a greater sense of weight, and gravity, which seems currently lacking. This is very prominent in Post Scriptum, but am not sure how so in Squad, as I'm waiting for v12. ^^
  6. As physical materials will affect vehicle speeds, could they also be made to affect vehicle suspension... I'm guessing that's a thing in the real world... and could such a thing be rolled out for both Squad and Post Scriptum. The reason for the request is that off-road suspension seems to make the vehicles too bouncy, as if they don't weigh too much. That said, I don't have too much experience driving logistics trucks off-road so they could currently be quite accurate... but they do seem to hop jump and skip over bumps more than I'd imagine real-world trucks would do so... Cheers, and much appreciated. Zeroid o7
  7. Parts of an enemy soldier were clipping through a wall from an inaccessible cavity of the top floor of a building, next to the stairs. Said soldier was firing and I did recieve partial damage but... it was weird... and experienced in the settlement north of the airfield on Yehorivka.
  8. The meat grinder is awful

    I've added a note to my original post for clarity, I meant no additional time penalty incurred initially, until a set number of spawns have been used up and then presence of hostiles within a spawn area add addiontal time to the default spawn timer(s)...
  9. The meat grinder is awful

    1st point. ... actual use case is different... 2nd point. Not quite... P.s. Perhaps you'd like to start a discussion thread about rally points, if you've not done so already.
  10. Cheers o7 It's mainly when I get shot having pulled the pin, I've expected a louder explosion from the frag. perhaps that's been my issue, but then I have been incapacitated...
  11. If I've pulled the pin of a grenade but get shot before I throw it, will it still explode? Correct me if I'm wrong but currently it's as if they don't, yet I'd like the grenade to still explode, with or without an additional time delay as I'm guessing this is something would happen for reals.
  12. The meat grinder is awful

    Perhaps when enemies get close to a radio/FOB a finite number of spawns without time penalty[***due to having hostiles within a certain rage, normal timers still prevail***] is triggered and once those zero time penalty spawns have been used up a time penalty begins to be incurred on spawn times, determined by how many hostiles are within a range, or a stepped number of ranges. This would avoid a very small team from disabling a FOB that has significant time spent on it. How easy should FOBs be to disable?... +Why we somtimes spawn on the roof of a FOB, would queueing/stacking the spawn avoid this?
  13. Could use a system similar to what's used in the game called Spintires. That said, I wouuldn't mind seeing the introduction of recovery vehicles. Would that require another fundraiser??? ^^
  14. One sound for digging down, and another for digging up. Losing placed FOB's due to new bro's right clicking instead of left clicking to build, especially an issue during free weekends. If the two actions had unique sounds fellow more experienced placers may be able to intervene and avoid unintentional disruptions/disasters/salt. Also, I'm guessing the sounds of construction(creation) would naturally sound different to the sounds of deconstruction(destruction). They wouldn't have to be wildly different, just enough for a squad leader, or experienced squadies, to intervene and save new bro's from...
  15. Yes, so I strongly believe: I have eye adaptation enabled, and I've not modified it since I experienced said issue, so I must've had it on when it happened.