Give Motorcycle squads a 3rd trooper (and maybe some other improvements)

they have differences though.

not just a straight up ctrl + c & ctrl + v

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Digression, Is there a way to remove the coconut tree icon?

through decals. but i don’t really know much about them.

and i’m starting to believe decals do not work on non tank vehicles

( unless i’m using them wrong )

tried to follow @Devenddar advise, and thread, but most is lost in translation to me

and, to be fair, i’m working onto other things that presses me to release my police mod.

behind schedule as per usual…

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Yeah, I know one them is like version “a” and second one is version “b”.
But I personally don’t think it’s very significant, especially since even devs were too lazy to properly differentiate their names.

They are. Nothing changes for that squad. The unique visual and squad setup is there.

How far do we take the argument? Are we forever locking all bike squads to 2 troops and same or worse gun? Does a patronentrommel version of a free to unlock bike make the old one useless?

While i have some sympathy, just because the devs lazily implemented the exactly same bike for axis as free unlock, we cannot have nice things here? Seems kinda unreasonable tbh.

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now, that’s actually genious.

patronell version of the bike for 3 troopers.

and voilà.

original, and doesn’t piss people off.

i suppose the soviets could get the one with Dt-29 and the other with a Dp27.

img_55_3
img_55_2

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well… yes.

premium bikes should be better compared to the free to play one.

the argument is in not ripping off the ones who payed for that.

not necessarely lazy ( although… yeah in many other aspects )

EDIT. i’m not particular against having free to play with 3 bikes. but wouldn’t be really fair for those who bought them for that particular reason.

granted, free to play one does not come with unique uniforms, nor fully upgraded soldiers, or xp bonuses.

but you saw the controversy on the previous event plane.

bad reputation is the least they need right now.

but if they can fit a 3rd trooper in the f2p one, i suppose why not.

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Tbh that was my original idea of how to resolve it. I’m sadly just extremely cynical at this point.

I write these suggestions with thaäe assumption that “add 3rd trooper to bike squads” has somewhere between 5-2% chance of happening.

Going from that to “andddd adjust an existing bike squad model as a prerequisite for the other adjustment” and we’re probably looking at 1%-0.1% chance.

trivial situations the one those who finds their selves when suggesting something in the forum :joy:

but jokes aside,

the patronomel variant with 3 soldiers does sound somewhat better because it would provide something new without ripping someone off.

although, that’s how i see it.

we don’t know what devs we’ll see.

so, the thread at hand, and the options have been layed out.

( unlike someone else that ask to remove bikes entirely… audacity of some people these days… )

will be up to devs what to do next.

but, hey. the light of hope never fades away.

( your patience before actually getting those changes might though )

oh, and since we are talking of improvements, i would like to add one small of mine regarding bikes:

I know and i agree with that one. I mean, it’s incredibly cheeky to do something like this so close to releasing the premiums.

Doing something 2 (?) years after releasing the premium squad, which is off market, and as a move to increase the vehicle class viability is a different story.

I’m totally fine with that, so long as we see the main change at some point.

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Hi,

I will forward this idea later tonight.

Let’s see if devs consider it :slight_smile:

It’s also something I would like to see, 3rd biker on free bike squads./ a bike for ussr

I m trying to find a bike model with side car for ussr that saw usage in ww2, do you know any? If yes, please share it here so I can dig a litle into it

I have Google some, but I need to dig a litle for usage. Theres Alot of 2 seats one used.

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of veriafiable, with a gun, this one:

M72

then, you have the other model, but it did not had guns ( or really highly rated )
IMZ Ural

additionally, for the japanese:
Japanese Sidecar RT 97

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Dope. Thank you.

I will read it tonight and pass it to devs

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those were in miss order, my mistake.

i fixed them now though. ( plus a japanese varient )

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Much appreciated Erika.

Thank you.

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anyway, now that i think about it,

another improvement that i can think of,
would be cool if to use the submachinegun as a driver by pressing the button like tank commander.
perhaps when stationary:

f31a14e2ab631758819c761a2a691d89

and i know through mods can be done.

but generally, just to make bike drivers more responsive and quick for action
( especially when the gunner is dead )

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imo they´re only really useful to quickly zoom around the flank to place rally points maybe catch someone off guard. Besides that I still only see them as a gimmick like the Amphibious tanks or turretless TDs+M10. Even with 3 Riders they´re not gonna last very long in actual combat so I´m not sure how you guys imagine using them. While on the bikes they´re free kills for any bot for example.

Good fixes but dedicated Bike sqauds still seem a bit out of place in this game. Halftrack squads wich act as rally points would´ve made way more sense in Tunisia (and be worth the money for the Premium versions too).

Yeah, it’s funny AI can shoot with primary weapons from neutral vehicles like :blue_car::trolleybus::canoe: but cannot while riding bike. At least if i remember correctly.

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Great idea.

Code for ju_87d_3:

entity{
  _template:t="ju_87d_3+plane_spawn_in_air+item_in_world"
  transform:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [464.706, 81.5203, 17.8792]]

  "animcharDecalsData:array"{
    "animcharDecalsData:object"{
      textureName:t="simple_09"
      slot:i=0
      scale:r=2.0
      rotation:r=90.0
      twoSided:b=true
      oppositeMirrored:b=true
      mirrored:b=true
      dProj0:p4=0.1910, 0.7140, 2.76, -1.657
      dProj1:p4=0, 0, 0, 0
      uProj0:p4=-0.968, 0.251, 0.002, 2.037
      uProj1:p4=0, 0, 0, 0
      vProj0:p4=-0.241, -0.935, 0.259, 1.048
      vProj1:p4=0, 0, 0, 0
      locNorm0:p3=0.067, 0.25, 0.966
      locNorm1:p3=0, 0, 0
      locPos0:p3=1.659, 0273, 0.415
      locPos1:p3=0, 0, 0
    }
  }
}

I can’t tell much. But it pain to work with it.
As I know…

  • dProj affect to rendering limits.
Screenshots





  • uProj and vProj affects to stretching and decal position?
Screenshots - uProj





Screenshots - vProj





  • textureName affect to decal texture.
  • I don’t know how scale, rotation, locPos and locNorm work.
  • Same for mirrored/oppositeMirrored/twoSided. Probably they turns on locNorm1, dProj1, vProj1 and uProj1.

Probably you can add decal to any object that contains animchar__res.
Maybe need to add it in entities.blk code:

  _group{
    _tags:t="render"
    texturePendingCount:i=0
    needImmediateConstPS:b=no
    setToShader:b=no
    pendingDecals:b=yes

    "animcharDecals:AnimcharDecals"{
    }
  }

(Don’t forgot to add also animcharDecalsData array).

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