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Everything posted by JarryHead

  1. Post Scriptum Keys

    Sweet! I'm getting really excited after watching recent gameplay videos. Hope this means Post Scriptum's release is not too far off!
  2. Post Scriptum for Squad Founders

    This is really an awesome gesture and it's much appreciated! Now we know at least that PS is going to kick-off with a solid, experienced player base.
  3. [WIP] Samland Peninsula [Vanilla]

    Very nice progress! Looks interesting to play. My only gripe: Would they ever leave any trees/bushes standing around an airfield like that
  4. 40vs40 upgrade 50vs50 v.10 ?

    The performance impact with 100 players are mostly a problem for the servers, not so much the clients. After V10, chances are good that the devs will focus again on optimization in general, but especially on the server side of things. I suspect with many large features still being worked on, like the core inventory system, new animations and so on, it is kind of counter-productive to work on server optimization before those are in. All of those things need to be replicated over clients by the server and will therefore have a big impact on server's performance, so the devs will only be able to optimize it after V10, when they have performance metrics/statistics from people playing V10 on full 80 player servers. So my guess is 100 player servers are still some ways off, but we should have it before full release.
  5. [WIP] Invasion of Uskedalen [Vanilla]

    Hope you can find a server to host it for a play-test. Looking at the area on Google maps, it looks like you made this map almost to a 1:1 scale?
  6. October 2017 Recap

    Man, the wait for V10 is getting intense... but a few goodies before then will much appreciated
  7. The End of Humvees? :(

    Uh... isn't the problem just the licensing of the specific model that they might have bought from somewhere? Or did they make the humvee model themselves? In other words, the creator of the model wants more money, nothing to do with the real-world humvee manufacturers doing licensing, that makes absolutely no sense...
  8. The Road to Fallujah, Part 1

    It's looking bloody fantastic! Can't wait to play it
  9. @Kendo I read the entire thread and completely agree with all your points, you explained it really well. CQ combat is almost perfect in Squad right now, except for snap proning, but we already know that it's fixed in V10. Sight misalignment, as far as I can tell, was implemented from the very start. I'm very interested to see how much it's going to be affected by the new animation system in V10. I have a feeling accuracy at long range will be harder, I'm sure the devs want to make it more realistic than it is now. I also don't like that weapons fire like lasers (except for bullet drop), weapons are too precise. At long ranges, wind and other environmental factors affects the precision of any projectile. So just having a very small random deviation is a way of simulating that, without making it complex. If they eventually can simulate something like wind, it would be awesome, especially with mortars and snipers, making it so much more rewarding to land hits. It's a matter of balancing accuracy versus precision: http://cdn.antarcticglaciers.org/wp-content/uploads/2013/11/precision_accuracy.png
  10. Animation System Update

    Yes! Optics are finally going to work correctly!!! With zeroing!!! Can't wait!
  11. FPS tweak for GTX 9xx users

    I got around to testing the 368.81 drivers on my GTX 1070 this weekend, and to my surprise it also gave me 15 - 20 FPS more in all cases I tested versus 372.90 and the latest 384.94 drivers. On full servers playing maps like Fool's Road/Gorodok/Narva, it really makes a huge difference. FPS would previously drop below 40 at times, but with 368.81 it stays above 50, which makes it much more enjoyable to play. I wonder if any devs are aware of this and whether they could say what is causing this large difference? I think either something isn't being rendered properly with 368.81, although I haven't noticed any difference, or stuff off screen are unnecessary rendered with newer drivers, or there is some other overhead that is causing a bottleneck with the older UE 4 engine version Squad is still using? Hopefully with V10 newer drivers will work as well as 368.81.
  12. FPS tweak for GTX 9xx users

    Yesterday I tested 372.90 versus the latest 384.94 on my GTX 1070. In the same scenes on Fool's Road and Gorodok on local, 372.90 only gave 1-3 FPS more, but that might as well just be because I did a clean install and cleared my game cache. After playing a bit on a full server, I would say it made no difference. I'm on the fence about trying 368.81, as that was released just a month after the GTX 1070, so I doubt it will make a difference. I'm glad it's helping Maxwell owners though.
  13. Need new PC screen

    Just to check, have you at least tried another cable?
  14. Cookers

    Choppers people! When we one day get helos in the game it will be much faster and fun for people to do logistics with them. Since most maps aren't really that large (yet), logistics with trucks are fine for now. The only issue for me is ammunition. I think it would be good if other vehicles could drop smaller amounts of only ammunition points at FOBs, such as humvees and normal transport trucks.Hopefully they'll consider letting soldiers get ammo from vehicles directly later on with the core inventory system, much like Arma.
  15. Yes, I approve. Your C++ implementation will have minimal performance impact compared to silly UE4 blueprints. Bravo!
  16. Road Blocking

    It's the type of thing that is definitely unreasonable to do, but you can't punish or blame people for doing it, except if server admins make it an explicit rule. It's a game play issue that needs to be addressed by the devs.
  17. Any ETA on V10?

    I love all these guesses of what content we might get before V10
  18. a mild way to soften down the rushes

    It's not a bad idea, but the penalty would have to be pretty severe in order for it to make people change their mind about rushing. It's definitely better than trying to get people to listen to server rules. One problem I foresee is how it would differ with vastly different sized maps.
  19. Mortars, IEDs, Mine low blast range

    It's clear mortars and IEDs need a buff. It shouldn't necessarily have a bigger "kill" radius, but definitely do damage further out, even if it's just enough to make you bleed. This would make mortars much more effective at suppressing enemies in an area. You'll think twice about staying in the open then. The current IED is just two smallish mortars rounds strapped together, so it should do more damage, but not really in a larger radius than a mortar round I would say.
  20. Gaz Tiger-M / Arbalet-DM - HI poly

    Very nice! I hope this will be added to Squad? Would be so awesome!
  21. Steam Audio SDK for UE4

    I see that the Steam Audio SDK is being implemented with the new Unreal audio engine in UE 4.16, which will be released soon. Steam Audio for UE4 announcement: http://steamcommunity.com/games/596420/announcements/detail/1291814401937895208 UE 4.16 preview summary: https://forums.unrealengine.com/showthread.php?142071 So to the devs, do you see this being usable for Squad? Or do you have your own plans for implementing more advanced audio features?
  22. Vehicles Sound too close

    I haven't been able to play much recently, so I haven't noticed it, but it might be purposeful. In buildings it should be harder to tell where the source of sound is coming from IRL due to reflections. In-game it should'nt be completely non-positional, but maybe they tried a way of spoofing reflections, which AFAIK isn't implemented yet, if you catch my drift? I'm sure the devs are experimenting a lot with the audio, and might be building some changes into updates without specifically mentioning it in change logs.
  23. Vehicles Sound too close

    I know you're gonna amaze us in the future The problem is that you can't, at the moment, make the sound different of a car 100m away behind a hill, and 100m away in an open field.
  24. Vehicles Sound too close

    I know what you mean, I also typically think vehicles sound much closer than they really are. However, I don't think it's that the volume or fall off is wrong, but rather the way it sounds. IRL you can here the sounds of vehicle engines from very far, but it sounds much different due to reflections. This is where dynamic audio reflection should make a big difference I feel. It is possible in UE4, the devs showed a demo of it sometime last year. Another feature that would help is audio occlusion. The problem I find is that a vehicle sounds close, and technically it is, but it might be behind two blocks of buildings (Al Basrah for instance), that would in reality block the sound are make it sound very reverberated.
  25. MTLB

    Well, thank you for answering, now you've given a basis for your argument. That is an interesting laser tank prototype, if there was a good use for it, the devs could make it