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Fairey Gannet

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Fairey Gannet last won the day on May 8 2020

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  1. True. But to be fair, MR is pretty easy. I play on hardcore exclusively, as I find making this kind of game easier would be really missing the point, and I had never any problem on any MR map. In fact, I completed all of them for one-star-achievement in C-256, road wheels 4x6. I actually never had to tow myself out. So while point limits were higher, overall difficulty I would say was average at best. I don't mind stight spots and difficult bits, as long as there is certain logic to them. MR I found to be smoother in overall difficulty - everything seemed more evenly distributed on the maps. B
  2. I agree. However, I think I know the anwser for it. Older maps usually are following circular layout with a lot of mud to conceal fact, that they are actually pretty small. Some even have very dubious design, when some architecture is included. Some blocks and oval road around. While driving, it doesn't feel too bad, but on map it isn't really looking great. "Coast" and "The River" are best examples, although circular pattern is clearly visible in "The Bog" or "The Hill" also. I guess only way to extend the playtime was put road around this 1x1 km square and put a lot of mud to slow down progr
  3. That's some great news. Tanks, @Zane (Oovee) and @Localhost (Oovee)! It is smoother gameplay all the way, to be sure. And it is also great to know that there are updates down the pipe. I think this is solid foundation for an upcoming changes and fixes. Personally, I would love to see differential mechanics expanded, but that is somewhat whishful thinking right now. Good to see progress, I am happy with introduced changes and can't wait for next ones.
  4. Because there are multiple types of differential locks - a good example is axial differential lock (when you lock both wheels on axis) and central lock (when you lock all axles that are driven), the latter one being related to transfer case power distribution. I am not sure if the game makes difference between those. It is, however, as far as I know, and I am no expert, sadly.
  5. Yeah, pretty much as I suspected. Maybe there is more to fix (and fix good) than it seems, maybe there is new content/feature planned (and it needs some changes to be implemented in the future), or maybe they switched to fewer, but more thorough updates. Whatever the reason, it is good to be reassured that something is going on - but I don't find it suprising. After all it is the product that feeds developers and pays their rents, to neglect it would be unwise. As for silence, I'm not fan of it, but as I stated earlier, there are much, much worse and damaging kinds of it in the game industry.
  6. + 1 on that. I am also not very fond of radio silence from the developers, however prolonged periods of inactivity and really annoying and game-breaking bugs are not domain of the ST devs at all. My main game is DCS, and it had moments, when it was notorious for being broken for months with little feedback from both main and third party devs. Now, I know that DCS is miles more complex than probably anything else, but stakes are also higher - one module is worth between 60 and 80 USD, it can be in early access for 3-4 years easily, it is study level, so you sink hours of reading (manual is
  7. So, if that would be the case, I totally agree. If new content is to follow-through on latest modifications, it needs to be tuned. I only assume it is not so simple - I know nothing about writing the codes and stuff. Since multiple requests were raised here and there, and we saw them implemented fully or partially, I assume they are working on it now, taking the feedback into account. After all, change of mud physics was needed at some point anyway, after ironing it out it will be major progress. We will wait and see.
  8. I do not belive, that any of you is to blame for the mud being much more difficult, than before. As we were informed, mud behaviour system was modified, along with weight distribution over axles and even each wheel independently, as well as tread type on the tyre and so on. Now, previous system probably had its quirks and way to balance things, with new variables it probably isn't working as intended, in some aspects at least. It was a big update, I can't honestly remember when mud behaviour was changed to this extend. Of course it has faults and needs tuning. But looking from practical perspe
  9. The problem could be also with weight balance on longitudal axis. When tractor has some counterweight in the back (like plows, mowers, tillers or scrapers) center of weight naturally moves back and front wheels aren't so prone of sinking, even in the soft soil. Probably same goes with dragged weight like a cart or trailer - as drag puts more pressure over main wheels, hence easing on the steering ones.
  10. I would like to report a small overlook regarding new tyre tyre deflation system: C-255: wheel rims seems to deform on the edge, along with the tyre when using default off-road wheels and Road Type 1. When using Offroad Type 2 rims behave normally. B-131: deflated tyres are clipping through rim model from inside.
  11. Summary:- Flat tyre and tyre pressure adjustment. Type:- Gameplay. Description:- New tyre pressure system is very interesting idea, and it creates some possibilities to expand it. 1. Flat tyre system and spare wheel tweak. After recieving damage to specific wheel, tyre would deflate and couldn't be managed with pressure control system anymore. To remedy that, spare wheel would be used, instead of being universal "medkit". To compensate loss of a spare wheel, lorries could use another addon like a toolbox or something similar, so they could carry some repair points with them. Spar
  12. Great! I am happy to see some familiar points and ideas made reality once again. From a quick glance I can say, that changes and fixes made are well thought, and they are pointing into right direction. I like them especially when coupled with previous Vehicle Pack Vol. 1 - then there was some solid ideas about useful and varied vehicles, here is mechanics expansion for future solutions. Like it, love it, keep at it. P.S. Right now I can tell, that while I like many new ideas, there is one thing that hits me hard right from beginning. Drivers animation in SHERP 4x4, especially on bum
  13. Thank you kindly! If I will happen to stumble upon some more problems, I will let know on the spot.
  14. It is good to see tweaks, however I'd like to direct your attention to very important issue - refuelling in multiplayer causes crash for player that is being refuelled. The games I've tested are both 1.5.0 and 1.5.1, Steam originals, all DLC's included. Also, we've stumbled upon multiplayer issue that during initial spawn, when vehicles are appearing onto each other, there is possibility to drag and roll over other player's lorry, even if it is in "jelly" state, and there should be no collision. Hovewer, it happened only once, and I am not sure about the cause of this - all I can say, is I did
  15. It is... interesting. At first glance it seems somewhat out of theme, to me at least. However, I won't jump into any conclusions, because it is not right or wrong per se. I am more interested in the thought and concept behind this new DLC as well as new functionalities, rather than in vehicle itself right now. Maybe during upcoming news SHERP will grow on me, right now I don't have any particular opinion about this choice. However, when it was mentioned in 1.5.0 topic, that some terrain interaction will be ironed out for new type of vehicle coming with special DLC, I was betting on either balo
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