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Showing results for tags 'driver'.
Found 11 results
Current Alpha-stage: Driver view ports are ineffective and inhibit gameplay. MTLB: Lives up to its shitbox name, has a robotic like spasm from viewport to viewport. Stryker: Feels like a cask mixed in with a dog's anti-bite neck collar. BTR & BDRM: I am looking at still-art, in a war-zone. Coming from Project Reality (not an ARMA player), 90% of the time you'd find me in an APC Squad as the designated driver. And with the recent introduction of vehicles in Squad, I'd like to pitch in my two cents on the current state and needs of vehicle gameplay. In PR, the gunner, and sometimes the driver, had the ability to accurately range and bear a target. As well,two-man vehicle crews were enforced by the game: rest and warmup time for the turret, no one-manning, better viewpoint mechanics for the driver. Most of these aspects are missing from the current alpha, and the introduction of an advanced viewport system would be a good first step. As a driver, I need the ability to communicate direction bearings and spot targets for my crew. We need to be able to pivot our heads from viewport to viewport in a smooth, linear, fashion. And in the case of the Stryker, BDRM, and BTR: there needs to be a vehicle-interior mechanic where the driver can "lean" to different viewing angles when constricted to a single viewport. Spotting targets is also a huge component of driving, if I am equipped with binoculars I want to use them inside my vehicle. Similar to giving more functionality to SLs, there needs to be more form and function for vehicle crews. So please, discuss .-. Synonymous Posts:
Kriechbaum posted a topic in Feedback & SuggestionsHello everybody, Are there plans to implement a transition time when entering, leaving or switching seats inside vehicles? Anybody of you who served in an armored vehicle knows, that it is quite tricky to get from the drivers to the gunners seat. Takes some time. I think it would be beneficial to make it ca. 2 or 3 seconds (which is still pretty arcade) to transition between gunner and driver to make soloing more of a disadvantage and maybe even to enter and leave the vehicle. It would be also cool to make it always say two (non - crew) people at a time every second to leave the vehicle (for armored vehicles) , so there is some security needed before dropping infantry. Because at the moment you can fly through a village going 70km/h and dropping off an entire squad without even decreasing speed. With the time delay implemented, funny rushing/crashing into enemy positions and immediately deploying an entire squad would disappear as the most vulnerable moment of APCs would be part of the game. On the other hand, vehicles like technicals would maintain the fast disembarking, as they are open. The transition time could be a simple fade out - fade in phase.
Those are classes that unassigned players can play : The first is recon : No rifle, No nades, a pistol with 3 mags. he can put markers on the map. The second is nurse : He has 4 (5?) bandages, no nades. He has the medic rifle vesion if possible. Third one is the driver : He has a light equipement, maybe a pistol and a short range weapon, 2 mags for each guns, no nades. He doesn't need permission to drive logic and transport vehicules or SLs can let him permission and it's all he needs. He can hear SLs canal maybe but no more and if SLs doubt about the driver they can kick him out of the class with a right click on the map or scoreboard. I was wondering if they could put something next to unassigned players names so SLs see it and manage to make them join their squad.
UE website says 361.75 for UE4 (https://docs.unrealengine.com/latest/INT/Platforms/Linux/BeginnerLinuxDeveloper/SupportedGfxDrivers/) Is there any marked improvement using a driver newer than this one? What's the best driver to be running Squad?
Hi Support, had a issue with the new Nvidia GPU driver 375.86. After installing it, fps where locked at 10-15. Game was unplayable. A roleback fixed it, I got back my familar 60fps on Gigabyte Gaming Xtreme 1080 and i6700k. As I asked some other gamers, they had that issue as well.
I have never had problems launching or running this game (only when I had my AMD cpu it lagged like hell) I also played the game with my new cpu for around 5 hours without any issues. But I stopped playing about 4 weeks ago and I wanted to play the game again, but I can't launch the game anymore. It gives me the error seen in the title and after trying to fix it on my own and searching the internet for a solution for 3 days I still haven't found a solution. My specs: i7 6700K ASUS z170 Pro Gaming motherboard Kingston HyperX Fury 16GB Ram MSI GTX 970 (368.81 drivers I also tried without the lastest not-beta drivers and it didn't work) Windows 10 64bit (all latest updates installed) ples help me.
Devs, im really curious how are you going to solve kills and assists when you implement vechles in the game. 1) If gunner kills someone, who gets kill, if only him, everybody is going to fignt about gunner role. 2)If you put assists in the game, how they are going to be earned, only driver gets or all crew? At the end, if you out assists in the game, PLEASE, do not change current gun kill system (by this i mean, when you shoot somebody and you hurt him and at the end I shot him in the head, I got kill, it should stay that way). This game is not about K/D ratio, but if you are lets say humvee crew, driver, all the game, it would be like you were useless all the time if you look at statistic on the end of the game. Say what you think. Sorry for bad English.
Hello Squaders! System Specs Motherboard: MSI Z97 Gaming 5 Intel LGA1150 Z97 ATXCPU: Intel i7 4790K @ 4GHzMemory: 2x8GB DDR3 @ 1866MHzGPU: Radeon R9 390 8GB (stock clock - MSI)Storage: Samsung 850 EVO 250GBMonitor: BenQ XL2411 (144Hz Monitor)AMD Catalyst Driver Version: 15.7.1 Like many of you after months of high anticipation I finally got my hands on the closed-Alpha of Squad. The first game I played ran very smoothly after reducing some settings (dem shadows). After my second game though (I closed the game in-between) I experienced some random crashes with a message warning me that my GPU driver crashed. What happend in more details is that at random points in-game my game will freeze, I lose control, and after a few seconds the game goes dark and then closes with the warning message then popping up. Now since then I have updated my AMD Catalyst driver to Version 15.7.1 (the latest non-beta), I have reduced all my settings to medium and I tried the usual rebooting & checking the troubleshooting section of the Closed-Alpha download page. Doing so changed nothing and if anything made the crashes more prominent. I later foolishly changed my refresh rate from 120Hz to 60Hz using Catalyst Control Centre and I now freeze (not crash) on the login menu. After reverting back the freeze is still present. As you can expect I am very frustrated by this and I really want to help in anyway I can. If you experience similar issues please comment on this post in the hope of getting the attention of a developer/someone with a fix. I will answer any questions as quick as I can and of course will update with any solutions I find. Thank you TL;DR: Constant 'random' GPU driver crashes in game and with now some freezes at the login menu. Running an AMD card. Latest Catalyst Drivers. If I can even get in-game, it will crash sooner than later. Reduced all settings, changed some driver options, still crashes. Update 1: After a suggestion by a Redditor I have updated my GPU drivers (AMD Catalyst) to the beta one (15.8). This made me go past the Login Page freeze and actually got me to play a whole game! Though after the second game (dejas-vu...) my game started having GPU Driver Crashes again. The map where I crashed was a daytime map and was a very open one, with a lot going on on the screen (I don't know the map name). I reduced all my settings to minimum (except for textures on Medium - come on I have 8GB vram) and I still had the driver crash. The search continues...
Im writing this now because I will probably forget it later haha, and its good solution actualy. Some players are against tanks in the game because they would become over powered. I ve been thinking about this for some time. Gunner: Ussualy in games you control gun turret with the mouse, but in reallity, you dont, you have stick, like in airplanes, and it works like AWSD. What I wanted to say is that gunner should control turret this way because it would become realistic, and it would be much harder to aim. He can pres shift for faster turret movement. Gun stabilization should be implemented too. Driver: Nothing special, you should only implement fuel in the game. Comander: Ability to use binoculars from the cupola, or however you call that place from where he can peek from inside the tank. I 100% understand that tanks are not priority for next 6 months or more, but you should really consider this. What you think about that? Sorry for bad English.
URUNicoM posted a topic in Feedback & SuggestionsI'm making this thread to suggest several things just not to spam the Suggestions forum. In PR one of the things that is sometimes bothersome for vehicle gameplay is the engine cut "non-feature": there is no way for vehicle drivers to turn off their engines, so the only way to do it is to actually leave the driver position, either by switching to another seat or simply dismounting. Turning the engines off is very useful when using armor because the sounds of those 50 ton behemoths can be heard from hundreds of meters away. If you're trying to stay hidden/reduce your signature, to set an ambush, or just trying to hear and locate where the enemy armor is moving, the driver needs to switch seat (thus not being able to view anything/or seeing much less from that seat) or leave the vehicle, making him an easy target. A simple solution would be to have a key to kill the engine. I'm pretty sure that would not be hard to implement. On the topic of the "view from inside armored vehicles" I am referring to the current APC/IFV driver view in Project Reality: the driver's view is 360 degrees around, and that just doesn't seem balanced nor realistic to me. When you see an enemy APC in the distance (or maybe nearby) you automatically assume that the part that can "see you" is the turret. If the turret isn't facing towards you, you're good to move/go to another concealment (=/= cover!). This isn't true for current PR: the driver can see all around and you will have no clue where he's facing. So when you thought the enemy IFV/APC wasn't aware of your location, the turret suddenly turns to face directly at you and your squad, and proceeds to obliterate everyone with its cannons. What I would like to see done in Squad is a more realistic view from the driver seat of APCs (something more in the like of current tank driver view). Here's what this particular M113 driver would see: You can see he's not able to see behind the vehicle and not much to the sides either, so maybe the driver's view should be locked to 120º (depending on what vehicle it is, some would have a larger angle, some smaller, depending on the real life vehicle while also minding game balance of course). Another thing that could be done (although this starts getting too in depth for Squad which is still a game and not a simulator) is to allow the driver to pop his head out, being able to see more with the disadvantage of becomming vulnerable to small arms fire. I would also like to suggest adding a "switch seat" option for occupied seats, so that even if there are no free seats inside a vehicle, no one would have to get out and enter again just to swap positions (because that's somewhat inconvenient when you are in a helicopter), just like in Planetside 2, where you see a small text saying "URUNicoM [position 2] would like to trade seats with you [position 3], press Page Up to accept, or Page Down to decline". Lastly, I'd love to see the amount of seats large vehicles (*ahem* Chinook *ahem*) increased. Not to real life numbers, as you would be ablo to transport half the team on one chopper, and that would just break the game, but at least to be able to carry an entire eight man squad. In PR it drives me crazy when one person in the squad gets left out from the chopper and has to walk/get another chopper, and when you look inside the vehicle the soldiers are sitting five seasts apart from each other. (Oh, and of course, fast ropes!)