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[BMF] Coanda

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About [BMF] Coanda

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    Fireteam Leader

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  1. [v13] Freelook Sensitivity

    Great & you are right. Initially it was not showing under C:\Users\user\AppData\Local\SquadGame\Saved\Config\WindowsNoEditor\GameUserSettings.ini file so I thought it had been removed. Once a change has been made from default it is written into the file. No issue. Thread closed.
  2. [v13] Freelook Sensitivity

    Please consider bringing back the Freelook Sensitivity option that was available in v12. I only run a medium DPI and the freelook is very slow and unrealistic. I imagine players on extremely low DPI settings are having greater issues.
  3. [v13] SMAA removed?

    Well that's promising at least. Thanks for the info & hope.
  4. [v13] SMAA removed?

    Why was SMAA removed from version 13? On a 1080p 120hz monitor FXAA is not very good and a bit of a shimmering mess and TAA is a blurry mess even with 1.0 sharpening. TAA also is notorious for ghosting issues. I have tried many UE4 commands to extra sharpen the temporal AA however I have had no luck. Whilst on the move the blurriness is far too much and then when you come to a standstill it's like the AA almost switches off and your left with lots of jaggies. So it is continually swapping between crisp images with jaggies and a blurry mess. Another sim I play that uses the latest UE4 Assetto Corsa Competizione also had this TAA blurriness issue however they were able to provide an advance sharpening filter on top of the normal sharpening filter. This works really well particularly when moving and as this is a racing tittle so it solved a lot of issues. We can not use nVidia Inspector to override any AA methods so please consider bringing back SMAA or enhance TAA with better filters so it will be less blurry in the future.
  5. What was that UE4 glitch the devs fixed?

    found it:- v12 log is in a funny place...Added World Origin Rebasing. As a player moves further from the map’s “origin point,” there is a subtle but exponential increase in tiny deviations or “scope jitter,” especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely. World Origin Rebasing essentially repositions the origin of the world for each player dynamically to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags.
  6. I am trying to find out some info on that glitch the unreal 4 engine was producing a version or two ago. My memory escapes me and I cant seem to find the fix in the update notes. The glitch they fixed was in relation to a micro sway on the aiming sights that technically had a small impact on your aim & physics etc.. I vaguely remember it having to do with your positioning on the map. They made some change that better calculates "something" more accurately... I only ask as another game I play in development runs the same engine & I believe they have the same issue. Any help is appreciated
  7. Squad vs Insurgency

    The ability to fight back whilst in a vehicle would be great.
  8. New/additional scoreboard information

    Since we are all putting our 2 cents in... The OP has some nice ideas however i doubt the developers will go that route. I like the the tickets taken & lossed idea as mentioned above. I would also like to see good BTR drivers given some credit somehow. I would also like a stat (% of time SL) for that game. Often no good SL's quit in the last 10 tickets or 3 SL's quit and you try your hardest for the last 50 tickets however your left looking like a fool at the end of the game. Who would want to sign up to your squad in games to come? Id also like SL's that create squads and dont SL to be put on the sidelines for 10+ minutes or blocked from making squads for 24 hours.
  9. Inbuilt Mortar Calculator

    As the tittle suggests. To many bogus calcs floating around the net + newbies jump on the Mortars without calcs and drain the ammo stock.
  10. Gun attachments

    I like how it is set for all. Its fast a fair. I hope we never see something like Arma with a million options...
  11. With the new UI we have the ability to toggle how squad members are displayed on the map. Please consider an additional option whereby members of your squad will be shown as numbers (1...9) or a little number inside their icon. If the squad list had numbers next to each member name then it would be easier to quickly gauge where certain members are rather than having to hover over each icon to find out.
  12. UI Text Chat Colours

    Please consider changing [ALL] & [TEAM] to differentiating colours. They are currently both set on blue.
  13. Night operations?

    I would love to see it. Optics & headgear mandatory. Only US v British forces though. Tech wars
  14. Alpha 12.1 Playtest

    I never swap teams once I have made a selection however today I noticed the UI bug and for the first time. Noobgamer is describing this behavior above. I joined the US team however all roles were Red/Locked and it was showing AK's instead of M4's. Other than that 12.1 feels nice, a little more fluid with less FPS spikes..
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