Top Vehicle Community Bug List

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Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
With a renewed focus on vehicles with the upcoming transports, I would like for us to hammer down some of the bigger problems that currently exist in the vehicle code.

I would like the communities input to highlight their top priority items to get into our bug database.

Please post the issue, and a direct link to a bug report in this forum with reproduction steps. If one does not exist, please make one based on the sticky at the top of the sub-forum.

We really need solid reproductions on how to make these bugs happens, and it includes things like locations vehicles get stuck or can't drive through something you feel they should be able to (report as many of these as you can) and/or how to get a vehicle stuck in something (like a wall).

The current list:

 

Jpz38 Hetzer

FNG / Fresh Meat
Feb 21, 2013
1,713
4
0
Tanks can switch between HE rounds and AP rounds without reloading. Not sure if this is a bug but I and many others would like to see this addressed.
 

Jpz38 Hetzer

FNG / Fresh Meat
Feb 21, 2013
1,713
4
0
Tanks often get stuck, fireing an HE shell frees them. I will try to upload pics when I get a chance.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
Please get me full reproduction cases so our QA team can reproduce it here by following step by step instructions. That is key to getting something fixed.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
113
34
Amsterdam, Netherlands

That is a suggestion thread even though it got an issue embedded in it, it's best to seperate those and rewrite it into something like:

Issue: Tanks - Main gun/ Machinegun Firing off too far towards the left, when trying to shoot over or through a closeby object

Summary:When using a tank, and you have your sights right over an close by object
like: http://imageshack.us/a/img89/3707/74053008c.jpg
While trying to hit an object far behind it (like the house in the picture), the gun will fire off towards the left.

Repro:
1. Have a closeby object at the center of your screen, which wont be hit by your main gun (be it an object that can be shot through, or something you just barely shoot over)
2. Fire your main gun
3. Notice that your main gun fires off towards the left, so it would have hit the close by object at the center of your screen, but actually misses the object you were trying to hit behind it.

Note: similar issues happen with the mounted machinegun, if you try to aim somewhere taking into account the ability to penetrate what you are directly looking at your gun will fire off to the left as well.
Say you were trying to hit the building behind this wall, by penetrating the wall: http://imageshack.us/a/img694/6678/99417629.jpg
And it results in your bullets going way off toward the left.

Desired effect:
If you're aiming behind a close by object but try to hit something behind it, your round wont move to the left.

Essentially mostly the same thing, and I know you guys want to have parallel gun lines and aim sights. But its important to keep the issue you guys are having separate from suggestions. Feel free to add a possible suggestion at the end like:

Possible Suggestion:
Perhaps add a clientside/serverside option to turn on the ability to fire the maingun always parallel to the sights. So the gun fires with a constant offset to the weapon sights. Allowing experienced tankers to shoot through objects or keep a low profile, while new tankers can get to grips with the default easier system

This might not be exactly as you guys intend this to be written, so its important to write it yourself. But keep suggestions and issues separated and try to report them that way. As thats the best way to actually get issues fixed.
 
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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
Hi all,
First of all thanx a thousand times TWI for this great game!!!

Now my help:
Not that easy to reproduce a tank bug.
The stuck one.

I've always ended up getting kill before....

Here's a picture from PAVLOVHOUSE with showdebug.
My first try to report...

In theory the tank should easily pass the obstacle...but in reality it doesn't which is not a problem..if it can't it can't.
But the problem is that we get stuck to it and can't move backwards or anything....the only solution I had was suicide. I tried for 2 min before the end of the round....firing...going side walks...slow engine rythm...everything.

I hope this helps.

My Pc runs everything on ultra except bloom
I use 760gtx and i7 4***

My english is not very good but my understanding is worse.:IS2:
Please save us from the tank bugs!
 

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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
2nd one

Still Tank stuck bug on Bridges of Druzhina.

There are tank defenses all around the first bridge.
No possibility to pass without engineer.

But why do I get stuck into this. Unable to withdraw....
 

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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
And one of my favourites ones...the one I was really looking for.

The tank stuck bug with respawn on obstacle:

Still on Bridges of Druzhina

SHOWDEBUG

PLEASE get rid of this!!!:IS2:
 

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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
Another one on RAKOWICE

TANK stuck bug in an open door

Unable to move, firing is useless.
Needed to suicide
 

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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
Another tank stuck and respawn bug on Red October Factory.
Campaign mode russian defending
 

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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
Another tank stuck on Bridges of Druzhina

This is a really far-fetched one.
I spend a long time trying to find some others on Bridges firt part....it's seems bug free. Many of the bugs were easy to escape ones.
 

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Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
Would be good to have a list of known and confirm tank bugs in the first post, for a better overview.

Right know it
 
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eXplosetoi

FNG / Fresh Meat
Apr 6, 2012
327
0
0
Tank stuck on RAKOWICE in some kind of fence.
 

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Catalavos

FNG / Fresh Meat
Oct 5, 2010
1,327
53
0
Baltimore, MD
Please fix issue with gun sight that makes the range setting default to zero when switching between HE/AP/COAX

Also, not a bug but an issue nonetheless; the tanks really need to make a heck of a lot more noise, especially the tracks. They should be squealing and crunching like nobody's business. Also, we need a third-person animation for a disable track. As it is there's no way of knowing that you have disabled a tank.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
Also, not a bug but an issue nonetheless; the tanks really need to make a heck of a lot more noise, especially the tracks. They should be squealing and crunching like nobody's business. Also, we need a third-person animation for a disable track. As it is there's no way of knowing that you have disabled a tank.

This is a good suggestion. I do get the suppression effects from being near an enemy tank, but the overall 'clanking' sounds are a little quieter than I would imagine.