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Found 6 results

  1. Alpha 16 Released

    Hey squaddies! It’s been a heck of a ride getting here and we certainly couldn’t have done it without the uncountable hours of testing you folks have put in to make sure we can get choppers off the ground! We’re finally ready to release the first iteration of choppers to the official Squad client! Helicopters represent one of our last milestones on the road to release and represent a big change to the flow of a match, so be sure to keep your feedback coming — there’s still work to be done. Of course, there’s more to the patch than a few game-changing airborne vehicles, so let’s dig in for the complete list of changes: ALPHA 16 CHANGELOG SYSTEMS Added Helicopters. Helicopters are an exciting new system of transport that (literally) brings about a new dimension to the battlefield. Each conventional faction will get access to medium-lift helicopters capable of transporting troops and supplies. Helicopters are piloted by special Pilot roles, similar to heavy vehicles requiring a dedicated Crewmen. Helicopters carry ammo as well as construction supplies. Additionally, all kit roles are available via choppers. (Just make sure someone’s got their wings before take-off!) Added Helicopter Tutorial. Instead of showing your teammates how fun it is to make craters, we’ve included a brand new Helicopter Tutorial, complete with rings! (This one’s for you, SNES fans.) Added a Soft-Boundary system for all map layers that feature helicopters. This new boundary system gives the player a warning to turn back to the battle area before they are killed by the system. Different tolerances are set depending on whether the player is on foot, in a ground vehicle, or in a helicopter. The goal is to make helicopter travel outside map boundaries less punishing. Fixed the limitation that caused servers to be able to only run three mods at a time. GAME MODES Territory Control: Added a HAB hex zone defense mechanic. When a team has an active HAB in a hex they control, that hex cannot be captured until the HAB is deactivated. Territory Control: Fixed Ticket Bleed not properly replicating. Territory Control: Fixed the “Cut off from Anchor Point” mechanic not working in many situations. Increased Skirmish ticket counts to 150 tickets (was 100 tickets) and increased staging phase timer to 3 minutes, previously 2 minutes. INFANTRY GAMEPLAY Decreased infantry ground friction from 5.0 to 3.0 to help reduce unnatural left/right zig-zag character movement. We’ll continue to evaluate these changes. Updated British L110A2 LMG mesh to use its own unique iron sight and Weaver rail. Updated British L129A1 DMR texture to a tan-colored finish. Updated M68 CCO texture. Updated TT33 Tokarev texture. Improved all Hand Held Smoke grenades to develop smoke quicker with increased smoke cloud volume and duration. Modified firing sounds for the M249, M9a1 pistol, and M110. Fixed weapon lowering not replicating correctly to other players when exiting a vehicle. Fixed player character offset when entering a vehicle while crouching or prone. Fixed ADS diagonal movement not having any footstep sounds. Fixed Recruit roles being able to change to Riflemen roles from deployables. Fixed US Army Squad Leader’s M4 Foregrip Optics having its zero misaligned. Fixed US Army Scoped Medic having a frag grenade; it has been removed. Fixed one of the Desert Russian Squad Leader roles not being able to rearm their pistol. VEHICLE GAMEPLAY Added the MI-8 “Hip” to the Russian Ground Forces. This is a medium-lift helicopter capable of carrying up to 9 passengers. (Not including the pilot, copilot and 2 door-gunners.) It is armed with 2 door mounted PKP machine guns for self-defense and can carry up to 1500 points of supplies. Added the UH-60M “Grouse” for the US Army and British Army Forces. This medium-lift helicopter can carry up to 9 passengers. (Not including pilot, copilot, and 2 door-gunners) It is armed with 2 window-mounted M240H machine guns suitable for some light degree of protection. It carries up to 1000 points of supplies. Removed ability for players to turn vehicle engines on during the staging/planning phase. Increased top speed on the Minsk to increase off-road effectiveness. Improved visibility and artwork for the DsHK Turret Shield. Improved visibility of vehicle health bar background being too hard to see. (Changed it from black to a shade of grey.) Adjusted FV432 APC kit requirements to no longer require a Crewman kit for the driver. Optimized effects on tank cannon shot and APC auto-cannon shot. Optimized tracer effects to improve performance. Fixed T72 autoload sound playing in other vehicles. Fixed BRDM-2 Spandrel being able to occasionally rapid-fire its missiles more quickly than intended. Fixed particles/vehicle glass shaders not blending properly with fog. Fixed being able to continue loading supplies onto a logistics truck after the FOB has run out of supplies. Fixed FV432 APC being stuck in 1st Gear all the time. Fixed BFV driver receiving splash damage while inside the vehicle. Fixed M1126 M240 destruction costing 10 tickets. Cost has been reduced to 5 tickets. Fixed wrong impact FX and sounds for tank shells being played. DEPLOYABLES GAMEPLAY Fixed bug where shoveling down friendly FOB Radio cost your team tickets. Fixed a bug that allowed infinite loading/unloading of supplies. Fixed FOB Radio low health not blocking spawning when damaged by anything except destruction by shovel. Fixed incorrect deployment requirements in the tooltips for FOB Radios for the Militia, Insurgents, and Russians. Fixed mortars not having extreme distance incoming sounds. Fixed DShk shielded deployable having floating ammo boxes. USER INTERFACE Removed Delta Fireteam and shifted colors up. (Bravo Fireteam is now dark blue and Charlie Fireteam is now cyan). Added an indicator for when a player is bleeding inside a vehicle. Added Show Full Servers and Sort by Ping functionality to the Server Browser. Adjusted Vehicle Supply Radial. If your vehicle cannot carry a certain supply type, that supply type will be greyed out. Updated Infantry Tutorial to include “Regional Training Center” on the Map Name. Fixed commander chat saying DIRECT when using ALL. Fixed scroll bar being too dark on the Command Map’s Vehicle List. Fixed player notifications when a player is kicked from a squad. It will no longer show the notification for the player both leaving squad AND getting kicked from squad. Fixed Call Medic button not being initially disabled on subsequent incapacitations. MAPS Added new map: Mutaha! Although this region seems idyllic and pastoral at first glance, it has become a contested area between Syria and Iraq due to its highway access and naturally irrigated farmland. The locals have long abandoned their houses and shops, but the war-town streets are anything but quiet as ground forces push to secure this crossroads in the desert. Mutaha map layers include AAS, Invasion, RAAS, Territory Control and Skirmish. (And maybe an old favorite building or two.) Added Helicopters to Gorodok, Kohat Toi, Tallil Outskirts, and Yehorivka map layers. Added Helipads at main bases that can repair and resupply helicopters on all map layers that have helicopters. Increased Skirmish ticket counts to 150 tickets (increased from 100 tickets), and increased staging phase timer to 3 minutes (previously 2 minutes). Adjusted Territory Control ticket values to 400/400 on Logar Valley, Chora, and Skorpo TC v2. Adjusted starting Hexes for Kokan TCv1: Insurgents start with 9, US Army starts with 6. Adjusted US Main for Al Basrah TC v2, moving it closer to the Territory Hexes for balancing. Updated minimaps for Gorodok, Belaya, and Yehorivka. Al Basrah: Added AAS v1, bringing back the classic CP layout with US vs Insurgents. Fools Road: Fixed RAAS v2 Hilltop Encampment flag having an incorrect collision. Fools Road: Fixed being able to prone underneath a landscape mesh near the northeastern map border on Fools Road. Kamdesh: Added TC v2, an alternate layer featuring a battle of unconventional forces: Insurgents vs Militia. Kokan: Fixed Logi Trucks that were Transport Trucks on AAS v1. Logar Valley: Added AAS v2, with an alternate route featuring US vs Insurgents. Narva: Added AAS v2, a new and improved Narva with classic layout. Narva: Optimized with new landscape materials, trees, grass, crops, and water. Narva: Optimized buildings in an initial optimization pass and gave more color variety. Skorpo: Improved and optimized rain weather effects. Tallil Outskirts: Fixed spawn point being outside the staging zone on Tallil Skirmish v1. Yehorivka: Additional optimizations. (See previous patches for more information.) Yehorivka: Improved detailing on “Overpass” POI and re-designed it for improved infantry gameplay. Fixed (Finally!) the landscape renderer bug on several maps that gave players strange discolored grass, foliage, rocks, and roads. Fixed some effects piercing through fog on certain maps. Fixed various foliage types that prevented leaning and construction. Fixed collision issues on various buildings and assets, including certain bridges on Yehorivka and Belaya that were uncrossable. Fixed staging zone pain volumes on Logar Valley and Sumari. Fixed distant snow effects turning on/off depending on your zoom resolution. Fixed some floating objects and minor visual bugs on several maps. KNOWN ISSUES Helicopter Tail Rotor component currently can only take damage from collisions with ground, statics and other vehicles. Projectile damage to tail rotors will come in a future update. Helicopters have various handling tweaks, damage values and small bugs that will be addressed in a future update. Localization for most language translations is currently out of date. Our plan is to push a full localization pass when we are much closer to full release and are locking down all the text that will need to be translated for the game. Clients frequently crash at the end of a round, upon map switch due to a (particle) bug. Actively investigating the cause for this crash. Occasional client crashes in various circumstances. Detailed crash reports help us fix things faster and we truly appreciate those that have filled out and sent crash reports. Players will occasionally spawn without full ammo on their first spawn on a server. This occurs if a player was in the match during map switch but did not spawn in during the staging phase. Actively investigating a fix for this bug. Occasionally a player will not spawn at a Rally Point, this often happens when numerous players are spawning in at the exact same time. Actively investigating a fix for this bug. Server performance may periodically dip when a server has a high population and high load. We are continuously working to improve server performance and optimization. Occasionally Self-bandaging fails. Actively investigating this issue. The CP Icon (Capture Point / Flag) will occasionally not show up on a client’s HUD. Investigating this issue. ATGM projectiles desync for other players that are not the gunner, however, what the gunner sees should be the true synced projectile. This is an inherent problem, and the solution will be in the long term. Local/Offline Bug with Vehicles: When playing offline on Jensen’s Range, Tracks, Wheels, and other components are not destructible while on the Jensen’s Range in Local play. Local/Offline Bug with Weapon damages: When playing offline on Jensen’s Range, Weapon damages with both Infantry and Vehicle weapons are not accurately replicated. SPECIAL THANKS As mentioned in the introduction, we wanted to give a special mention to all the squaddies that have come together to beat the heck out of this patch in testing: A special thanks to all those that took the time to write-up Bug Reports and detailed feedback posts! You all played an important role in getting one of the major releases of Squad off the ground, literally. THANK YOU! And a request to keep it coming! Thank you so much for your passion and support, it really keeps us motivated to continue making this game come to life! SIGN OFF You heard ’em, squaddies: we want to hear what you think. Be sure to drop by Discord, the official forums, reddit, or just keep an eye out for the next feedback survey in-game! If you’re REALLY feeling it, head over to the Squad store and get some new duds — you’ve earned ’em! OFFWORLD OUT.
  2. First impressions on helicopters. Training mission only. Piloting only. Handling Way too easy to accelerate from slow speeds Accelerated -4 to 43 knots in two-three meters distance when I accidentally dropped the nose. That is too fast. Inertia is off It feels very arcade like and hollow. In low speeds it is too sensitive. Not the tail rotor how ever, it feels sluggish at all speeds. These does not feel like heavy lifters, these big helicopters need to demand some respect from the user. Yaw Yaw is sluggish and it is true at all speeds, not only high speeds where it should(!) be sluggish Quick stops / Turns Tried a quickstop maneuver that is easiest described as a sideways flare. Spent 2h on this maneuver alone. This is conducted by turning either way aggressively having the fuselage tilted 90 degrees, applying rear rotor in the direction of the turn, pulling back hard on the stick and sliding along the flight path with the belly of the fuselage facing original direction of travel aligned with the horizon. Even though I have the full side tilt with the main rotor facing fully away from the direction of flight it does not produce the expected result. It went into a rather wide turn instead of slowing down at an accelerated pace. I did however notice that if you let the rear rotor fall lower the nose and do not keep the airframe aligned with the horizon the the flare is more effective. The game seems to interpret that pitching up above the horizon as the main means of deaccelerating and not the lift from the main rotor. The airframe itself when sideways does not seem to generate lift, or have the inertia set up perfectly, so even if I hold the aggressive turn for too long it does not fall sideways towards the ground. Spontaneously it feels that the game at the moment does not handle the lift from the rotors properly. Failures Autorotation Would love if you added it Tailrotor failure Love the panicked spinning It seems to maintain the spinning at the same altitude Needs to be correctable at perfect conditions with a good pilot Crashes Alarms - Great Warning Lights - Great Tumbeling, rolling and the dust that kicks up. Lovely. Can already hear my panicked passengers on local speech crying out in despair and anger over my poor flight skills. Love it. Controls Could not invert the mouse for helicopter. This was a grand contributor to my crashes. Did not try the joystick yet Collective slider with keyboard is to inprecise. A single tap of the key and you go up 5%. Looks Nice machines Nice details Final notes You will always be compared with ARMA and I do think that you can match, or outperform, ARMA if given time. I am sorry that I as well make the comparison. ARMA helicopters pilots needs to put in allot of hours to excel under fire. And it rewards the player with the ability to fix situations and failures that newer pilots could not resolve. Other games choose to have a more arcade approach were failures are always fatal and not resolvable. I do believe that you have the intention to give us incentives and rewards for putting in the training hours. If you haven't already tried please try to reach out to Dslyecxi at ShackTactical. He is a good instructor, judging from his video tutorials, and through these videos commands respect from the online flying community. His comments could prove to be of assistance to you in your endeavor. I have been flying transport helicopter in every game that have allowed me to so I hope, and believe, you will do a great work with this aspect as you already have done with the others parts that are implemented into the game. You have already created a great game! Keep your spirits high and stay motivated! //Primetarget83 [SMIL]
  3. Hello developers! Your game is wonderful in many ways. Squad perhaps the best representative of the game balancing well between hardcore and interesting gameplay. It seems to me that I understand your direction of development correctly. Helicopter Flight Model and Control. After trying a helicopter flight to Alpha16 I was surprised at such a primitive physical model of flight. It seems to me that even in the arcade Battlefield flight is more realistic. What I saw: A helicopter is extremely quickly able to change the thrust and movement vector along the vertical axis, but at the same time it is completely clamped and slowly moves along the rotation axes. This is an extremely arcade flight model with an artificial limitation of rotation speeds to give a visual resemblance to real helicopters. Of course, this approach will protect your game from gameplay records with twitching helicopters like in Arma, but at the same time, it will deprive players of the pleasure of overcoming the difficulties in trying to learn how to control a helicopter. Squad is a hardcore game and I very much hope that controlling the helicopter in your game will be no less hardcore and rely on realism. Please do not ignore fans of aviation simulators. Add support for FreeTrack / OpenTrack, TrackIR and Hotas. We need the ability to assign the joystick axis to any control axis.
  4. TL;DR: Helis NEED joystick support. As it stands, half the issues could be passively resolved with joystick support. Ground effect is not that strong, and all controls with a range of operation, ie: collective feel 'empty' These controls feel empty because of the lack of inertial physics. I can see the gauge move gradually, however I only see action in the extremes of range (Read: inertia). Where are the wheel brakes? First, a preface of my sim experience and where my opinions/ideas are coming from. I currently have a little over 800 hours on Squad, with about an hour of heli flight. 1200 hours on ArmA 3, 99% helicopter flight in little birds/MD-500's. A few hundred on DCS, flying the black shark, huey, and a few fixed wing aircraft. I will be comparing mainly to ArmA's flight model, which should've been copied religiously... ***Startup/Takeoff: Engine start is fine, doesn't need to be an elaborate act. However once main spools up, it's as if my anti torque (tail rotor) is biased to the right, meaning the heli will slowly turn to the left unless I'm constantly tapping 'A' for left rudder (Which shouldn't even do anything when you're on the ground, rudders/elevators/ailerons need air moving over them to impart any action on the airframe). Since there is no manual trim (perfectly fine for squad), this is a constant issue from startup to flight, to landing. *FOR WHATEVER REASON* this issue seems to have disappeared after startup this AM. Heli stays straight on the pad and in flight unless I say so. Also it seems the 'rudder' mapping is actually for the tail rotor, so heli being able to rotate on the pad is true to life. However there should absolutely be a separate binding for tail rotor and tail rudder as well as configurable bindings for roll and pitch. As it stands, roll and pitch are confined to a single mapping respectively, limiting it to the mouse. Collective mapping constraints should also be removed. If I have to use my mouse for airframe control, I should be able to use my scroll wheel for collective. *Currently I do not see a mapping for wheel brakes and the 'vehicle' mapping seems to do nothing. If a heli has wheels, it has brakes for many good reasons, many of them being relevant and necessary all at once. *The 'landed' light on display is honestly not needed, or could be put to better use, or removed altogether. A meter readout perhaps (height above sea level but simplified) I see the readout for meters. The pilot should know they're landed based on skill/common sense, or by the aid of crew chiefs/door gunners. They shouldn't be staring at the screen, zeroing collective until they slam into the earth. Things like that breed dependency and dependency breeds sloppiness. ***Flight: Helicopters lack inertia. I believe instead of one issue being overbearingly to blame, this issue plays with the others, and together they make for a bad time. *The landing section below essentially outlines the issues with flight well enough to say the lack of inertia means the helicopter acts faster than the input should warrant. If I flare, the helicopter comes to a stop far, far too quickly for example. ***Landing: What can I say besides g r o u n d e f f e c t. Big props for including that, however it isn't that significant, especially on such a heavy airframe. *If I'm at level flight, with collective just enough to maintain FL, I should be able to drop collective by 5% and begin dropping slowly. If I flare slightly, and drop another 5% I should maintain that drop, while bleeding speed. I should be able to continue this trio of gradual collective drop, flare, and speed/ altitude loss until coming in on a 'short final' to finally flare and put the deck in the dirt. It should all be a smooth action. This is a combat landing under fire. Heavily contested landings do not consist of a pilot coming in at level flight, flaring heavily, and coming to a hover to descend painfully slowly, however with the range management of collective, (range management is fine, alter heli inertial physics) and axis controls, pilots will be restricted to just these types of landings. I've just gotten off a 12 hour night shift, so I'm going to fly some more and get back to this post.There is more to list, and last but not least let all be reminded this post is for nothing but constructive criticism. Praise is deserved for a lot in fact. Just not here. Thanks to all involved for bringing this gameplay element to us, sincerely. I've waited a long time.
  5. Collective sensitivity

    Hello! Really enjoying the A16 public testing, choppers are an amazing addition to the game. One little problem I have though is that the collective adjustment is too sensitive and getting on the exact percentage you want can take way too much focus(Focus taken away from trying not to crash). Just adding a collective sensitivity setting would be an amazing! Just like we have pitch and roll sensitivity(great idea btw). Cheers
  6. Hey squaddies! The Canadian Armed Forces team has been hard at work since the Modding Weekend to incorporate your feedback, smash bugs, and make all sorts of tweaks! We’re happy to present those changes now, as well as provide an update on Alpha 16 and the OWI Company Holiday. CANADIAN ARMED FORCES UPDATE As mentioned, the CAF team has been hard at work polishing their release and are ready to roll out some of those changes! The update will release today, August 28, 2019, at 3 PM PDT. This is a separate update from Alpha 16, which we’ll touch on in just a minute. KITS AND LOADOUTS Added Arid (or Desert) Canadian faction. Added a second Medic role with C8A3+C79A2. LAT now receives two LAS instead of one. Changed HAT Kit to have 1 Tandem and 1 HEAT round. Added a second HAT Kit with 1 Tandem and 2 HE rounds. Added the proper C8A3 icon for the M203 Grenadier version. WEAPONS Reworked ballistics of C14 .338 round: The projectile arc is now flatter. Raised muzzle velocity. Increased one-hit kill range and damage over time. Updated C79A2 sights by making the base post smaller and adding the illuminated part. Streamlined ADS and weapon positions. Streamlined recoil on C7A2+C79A2. Increased ammo requirement for Carl Gustaf 751 Tandem to 80 instead of 60. Decreased ammo requirement for Carl Gustaf 441D HE to 30 instead of 60. Tweaked Carl Gustaf 441D damage. Tweaked zeroing on Carl Gustaf Tandem slightly. Fixed scope effect on Carl Gustaf. VEHICLES Added desert versions for all vehicles. Fixed accuracy on 2A6M’s Gunner Sight. Increased visibility on 2A6M’s Rangefinder. Increased zeroing speed on 2A6M. Fixed Hunter-Killer on 2A6M. Fixed Cage Collision on 2A6M. Fixed LODs on Turret of 2A6M. Fixed Armor on 2A6M. Fixed wreck effects on LUV-A1. Fixed missing components on LAV. Adjusted Passenger viewblocks on LAV. Adjusted Driver Camera on 2A6M and LAV. Increased LAV Mobility. LAV fixed dust effects. Fixed LAV armor model. Fixed armor on LAV side panels. ADDED LAYERS Added proper Jensens_Range_v4 with vehicles and ammo boxes Kohat: Invasion_V1, RAAS_V3, TC_V1 Kamdesh: Invasion_V2, RAAS_V4, TC_V1 UPDATED LAYERS Gorodok: RAAS_V2, Invasion_V2 Nanisivik: Invasion_V1, RAAS_V1, RAAS_V2 Manic 5: RAAS_V1, Skirmish_V1, TC_v1 Yehorivka: Invasion_V2, RAAS_V1 KNOWN ISSUES Parts of Nanisivik are still Work-in-Progress. Guns don’t drop on the floor when soldiers get incapacitated. Desert Canadian Forces don’t have their own ammo boxes yet. The Holosight Crosshair still reacts to resolution. Mouths on characters don’t move when Voicing. In some cases, a version mismatch may occur if a client updates before the server. Restarting the server should resolve the error. ALPHA 16 STATUS As some of the more observant of you noticed, we’ve been putting Alpha 16 through its paces through closed testing. While the results are encouraging, we feel the choppers aren’t quite there yet, so we’re planning to push the release back a little. First, choppers are fully flyable and can be used to transport troops and supplies. They come equipped with door guns for self-defense, a gimbal camera to aid in landing, and a functional cockpit to help you keep aloft. As mentioned, we’ve held full-scale internal testing recently and gathered a lot of feedback from the first folks outside of Offworld to take flight. While we’ve made some strides in getting performance improvements in place, especially for users with higher latency, the pilot experience still needs some work. In some rare cases, there are some crash bugs, plus some other quality-of-life improvements that need to be made before the patch is ready. As we’ve been striving to maintain the 4-6 week patch cadence, we wanted to be fully upfront about the delay. Our humble apologies, but we believe getting helicopters right is worth it. As we move forward, we’ll ask for your help in doing just that with periods of public testing. We hope you’ll share your feedback! Additionally, we want to ensure our modding community has better support and less downtime. With that in mind, releasing Alpha 16 too early would also cause a gap in SDK support. The hope is to have as little time possible between the patch and mod support for that patch being available, especially for communities using mods to host leagues and events. OWI COMPANY HOLIDAY Every year, the company takes a week off to get together, get to know everyone who’s joined us that year, hash out the next year (including planning the next trip), and recharge our batteries. It is, as you may have guessed, that time of year! From Monday, September 9th through Friday, September 13th (most) of Offworld Industries will be in Japan. We’ll have a crew on hand to monitor things, but you may experience delays from support. You can still find assistance on the forums, the help site, or in Discord though. Should you see a pack of Squad developers somewhere in Japan, please send help and a translator. =) SIGN-OFF We appreciate your patience and understanding! We’ll be back and in full swing, all bright-eyed and bushy-tailed before you know it. In the meantime, please enjoy the updates from the Canadian Armed Forces Team! OFFWORLD OUT.
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