Going to write out a rather general response to the Mike Force experimentation today.
First, I would like to say that I do appreciate people putting in feedback, and it will always be welcome here. It is critical to the continued development and curation of the experience we provide here...
All,
I'm going to be locking this thread as it's gotten beyond the point of being productive. Thank you all for your feedback, as it has helped us make adjustments to the I&A mission file and informed our decision to switch to Liberation. I've opened a new Feedback Thread for Liberation so we...
New thread for a new mission. This will be where feedback for Tactical Realism 2 is collected to help facilitate the development process. Please be constructive with feedback to provide clear changes that you would like to see made. Keep in mind that all mission devs are volunteers who have put...
New thread for a new mod pack and mission. This will be where feedback for Tactical Realism 2 is collected to help facilitate the development process. Please be constructive with feedback to provide clear changes that you would like to see made. Keep in mind that all mission devs are volunteers...
Hmm, I'll do some testing. We reduced the pilot repair permission from 2 to 1 in response to a previous post so it would only be able to be repaired yellow.
We are updating the modpack in 3 days to remove the F-15 so there isn't really any point in doing it now. Such things have been discussed...
Thank you for reporting this. Seems to be caused by TFC and is a prime example of why this mod is so screwed up. Ultimately the real fix is to get rid of TFC which is well on its way but in the meantime, we can remove the launchers from the arsenal.
https://github.com/7Cav/7Cav-Insurgency/pull/82
https://github.com/7Cav/7Cav-Insurgency/pull/81
We're simply not looking to bloat the modpack with more mods for minor features. It may be possible to work something in using the ace canteens that are already included instead
This was what I was looking into originally but it had some changes I didn't feel like dealing with. Notably that it attempts to remove the GPS slot from the inventory similar to how ACRE removes the radio slot which would change how we have to manage our kits and make UAV terminals more...
This is something we've been working on a total revamp for. Unfortunately with the current systems such scaling just isn't feasible, so we're working on an Invade & Annex that has better capacity to provide multiple types of objectives and scale enemies to the player count and assets. We're...
Fixed for all fixed-wing pilots. Please tell us about these issues in the future. This could have been fixed weeks ago. Expect the change to be on the server by tomorrow
https://github.com/7Cav/7Cav-Insurgency/pull/78
Are you saying you do not have any access to the arsenal? That should not be the case for any slots. This is why we need stuff like this reported on here instead of just being complained about. We can't fix what we don't know about
Added. We do keep the arsenals the same for all maps though to avoid confusion with additional issues with what may belong where.
https://github.com/7Cav/7Cav-Insurgency/pull/71
We're talking about UAVs right now. I don't know of any way to limit who can link to a UAV aside from limiting the UAV terminals themselves which is less than ideal. I'm ok with having some with the understanding that they are still beholden to the same RoE rules for support assets. We'll likely...
cTab will (hopefully) be arriving on the next modpack update. The date has not yet been determined for this as there are still logistics and testing to sort out before anything is finalized and I don't want to make empty promises.
The use of any flight-specific mods would really be a discussion...
Regarding longshot, it seems TFC played musical chairs with its classnames in the last update. Fix will be coming in an updated arsenal framework. New ammo for Tac-50 also added. The raider slots will also be handled with the new framework.
There seems to be an issue with the vehicle respawn...
Unfortunately, this seems to be something baked into the RHS configs and I haven't found a solution in probably 2 years of tracking this issue. The M80 Ball ammo should still be loadable and will jyst appear as a scroll wheel option from the gunner seat.
Thanks. That's something I was tracking...
1. Thermal optics for Longshot were adding in 2 days ago and should be appearing. If they're not just comment here. It might have been an old mission file that was up when the issue was seen...
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