#OHD Vehicle Overhaul
1 messages ยท Page 30 of 1
get the helis back in game and you will be blessed with a new cat from the cat distribution system (source: trust me)
One day my sweet one.
Please dont post videos like that because Yoshi gonna say "Update 2026" lol
let`s make it 2027 
update
lmfao
mnow mrow nmom nom
you are the mod we need ๐ฅ
One day
Yoshi when
Your banned
atom bomb versus your eardrums
I had a dream OHD got the new 1.0 update, it was basically sandstorm mixed with battlefield.
I'm having withdrawals symptoms due to lack of updots

If you have too many dreams bluedrake will give you the MLK treatment
I had a dream that yoshi mod is back, It was terrible when I woke up and realized that unfortunately it was a retro mod or vanilla to play :/
shhh, sweet children. All the rumblings lean towards it's slurpage into core.
yoshi in the year 2200
The norm on YouTube now unfortunately
This thread is 89 messages away from 30k holy shit.
i'm about to hit 512k messages, myself.
i've already sent over half a million messages
add femboy
fear your wishes
+1
Update when? Yoshi โน๏ธ
Is he fuckin JACKIN' IT?
been a month yoshi update it fr ๐ฑ plz ๐
I don't think nagging will help here
I beg of you update the Vicโs Iโm deprived of the joy i get from sniping someone with HE
This is like a full course meal for Yoshi https://vxtwitter.com/NoContextCrap/status/1958374501697167499?t=fNMFZw7yoeoW7xdqj1_Wjw&s=19
meowl
yup, mod's broken since last game update.
How and why
How? It crashes. Why? Because the mod author hasn't updated the mod since the game last updated.
Yoshi, you are awesome. We luv uwu
Share this with a friend who would laugh ๐คฃ
#parody #voiceover #winniethepoo
#comedy #viralreels #winnie
51558
FIX IT
Wow, is that mechanic actually also in OHD? According to my testing probably not. It is definitely present in Stalker
is the vein ?
the top left corner answers your question
(yes, from their devlog ~2 months ago, lol)
mf that is a right not a left
stares at hands
.... shit. you're correct, that is the mouse hands side.
that side then.
depends on the weapon and what kind of projectile it spawns, or doesn't
i think a lot of OHD's weapons probably don't depend on spawning Actors
but there's absolutely no reason you can't do this in OHD already. Spawn a projectile Actor, enable rigidbody physics for it, and let the velocity decay, zero, and reverse until physics' terminal limit is reached
~10m/sec if you don't fool with it in unreal
or, if I recall correct, 100 units/sec?
i think unreal's weird little inhouse measurement is 1/10th of a meter, but i'm not exactly sure.
either way, it's 'close enough' to the 9.78m/sec experienced on le earf
Current vanilla projectiles seem to be disappearing or not being affected by gravity, if someone cared enough and put effort for that sure itโs possible
Whatโs crazy is that mechanic could make exploits such as using rpg instead of artillery, by sending arrays of rockets with different trajectories that would arrive as a volley from rocket system
as i said, they probably don't depend on spawning unreal Actors
Maybe itโs a good thing itโs not in game xd
it depends on the weapon blueprint and the ammo blueprint
uhh... wasn't that already done by globalconflicts' faction placable mortars and howitzers?
pretty sure you can already do this in game in OHD with that
i don't know if it's actually plotting the trajectory arc and then spawning an explosive on arrival, or if it's an actual Actor that impacts and sphere-colliders with any damagable object in range.
nobody actually coordinated it to create something like that
uh, no, I distinctly remember that being an ongoing thing for like three months
people made artillery calculators and everything
As a legit mechanic, but as exploit of spam? I didnโt see it
oh, not visibly used as a spam exploit, but just as potential, as i believe up to half the team can spawn them, and then coordinate firing.
as it depends on which class you spawn in as
if class restrictions are off for the server, then the whole team can spawn as engineers and mass-spam artillery fire... if they develop specific placement tactics and known ranges and directions, they can very rapidly overwhelm almost any position
odsfp had the indirect fire placements, not global conflicts
looks like i'm wrong, and it has inbuilt rules to prevent exploitation, only 3 can be built per team according to the guide
That was very smart planning, and Yoshi also considered exploits with various mechanics, unlike the situation with vanilla constructions
eh, well, some other faction also had very exploitable placeables
marchish of last year
simpler mortars, placable sandbags, few other things
I had a great time pissing people off building sandbags in various map spots they oughtent be, and using them to get on geometry I shouldn't have...
placed just right and they ended up to be a staircase to roofheaven
or let you dip out of the map bounds in a few of the CQB maps with fenced in borders
I have a WIP ballistics system in C++ built on UE5.6 that explicitly uses line traces over time following arcs and whatnot. One thing that ive found is you can build into the system some anti-cheat tech.
One thing I did was make it so that when the player sends an RPC to fire, they will send the projectile data for 1 of the projectile types, as well as their muzzle socket location data.
The anti-cheat system is really simple. Each time a player fires it will count as a 'ticket', and the ticket amount per player per second will be capped at a specified limit per projectile type, so 1/sec for an RPG. Any request over that is blocked and sends a report to the admin console.
The other thing is that the server will cross-reference the data such as player transform with the server-side player transform, this prevents certain hacks like firing projectiles from across the map, any infractions also get sent to admin console, and I could make that an auto kick or something too.
....... You shouldn't do that if you want proper server authority.
Just simulate the shot from both the client and the server, and believe the server over the client. No "anti-cheat" needed. And, you can already set rate control on an unreal actor.
enable UseAdaptiveNetUpdateFrequency, set AActor::NetUpdateFrequency to the maximum, and AActor::MinNetUpdateFrequency to the minimum.
You can do it with any mathmatical shot representation; raycast or arccast.
On the serverside, you use the hitbox to determine if there was a interpenetration or collision. The more polygonally accurate the physics hitbox, the more server load there is. But you can get away with a lot with newer unreal versions and the multithreaded blueprint transpiler now.
on the client, you can either use the hitbox mesh, or if you want to apply visual effects, the actual mesh
this is the only thing you want to trust the client to do on it's own.
otherwise, for most of the playerpawn's lifecycle, it should be forwarding player impulses (keybinds) to the server, predicting the result, and then correcting for it, as part of unreal engine's ~30 years of netcode starting with the modem era and high latency.
I am not using actors for the projectiles. Just a ballistic manager for server-wide calculations which loops through an array of projectiles (data) and updates their line traces per tick. The projectile manager is set to tick at a reasonable rate, but that is for performance reasons and wouldnt serve to clamp firerates.
Wasn't suggesting to use actors for the projectiles -- Actors emit projectile RPCs over a rate controlled channel.
like, there's an Actor involved somewhere
I see. I simply rate-control the firer (initiator) in the ballistics manager.
but i wasn't suggesting using a pool of Actors for the projectiles, that would be abuse of the system lmfao
The actor would be the weapon which fires i suppose.
Yeah dont use actors for projectiles lol
yep, but then you're doubly managing it, and now you have to exchange RPCs on the state of the ballistics manager
instead of decreasing chatter, you've increased it
i've drawn myself into a corner like that several times
thinking i was being clever
i'm not saying you're wrong, I'm just saying, there's simpler ways to let the pipework handle the moving shit
There are many ways to skin a cat in unreal.
and, if you're doing things in ways different than the engine expects, you may have to bodge around it by having a ballistics manager -- EG if you've split up your map into different regions
and don't send updates at all to clients outside of the region
that's when it starts making sense to go off-road a bit
I have.. I am using replication graphs
I have also heard that for larger scale that this is a common industry approach for handling ballistics, in my testing it is extremely performant
What would you say is replacing this approach?
I believe Iris is the intended replacement
Replication is the process of synchronizing state between the server and clients to create the illusion that players are all participating in one consistent game world. In Unreal, replication occurs at the level of Actors, and there are three primary settings that control how an Actor replicates: Update Frequency, Relevancy and Priority.
Note: This post is only related to the built-in replication system, the Replication Graph plugin and the new Iris Replication System handle things differently than described here.
https://dev.epicgames.com/documentation/en-us/unreal-engine/iris-replication-system-in-unreal-engine
not sure how it relates to the older replication graph, as i'm not a fortnite player
Seems to be able to scale past the stated limits of 100 players per instance, however
That is good
they don't indicate how many instances may be stood up for "a server"
(EG, split-world regions)
Rep graphs are great, but not easy to create for a longer range shooter
yeah, and the whole "valorant problem" is also unsolved; just worked around with intentional blindness
Yep, ive looked into that and instead stuck to a view frustum type of rep culling
Haven't properly tested it out
their blog posts are quite helpful in learning
Appreciate it, got some reading to do
yep, the one hard and fast rule we will always have: "multiplayer is hard."
clustered region servers are also robust against cheaters
simply dump them into their own cheater-ring with the other cheaters
Its very hard lol, especially as a hobbyist
Ive learned a lot, especially with converting stuff to c++
yeah, do some research on Determinism in gaming
There's a lot you can do to reduce network bandwidth simply by the power of math being the same everywhere
especially for visual effects in gaming. Clientside decorations like that almost never need to be completely accurately transferred from the server to the client. The client can figure out bloodspatters on it's own, and despawn them, without the server caring a single wit.
You are learning well son.
Keep it up
Edd what the fuck
Ngl I kinda miss this chat
๐ซ
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รlvsbyn has a railway station that is served by trains running between Boden and Stockholm along the Swed...
I do too.
I declare this chat dead forever ๐ฃ๏ธ
โค๏ธ
born to shit
forced to goon
he was forced to
haha lol
wen jets
thanks for adding cruising missiles Yoshi โค๏ธ
Update wen 

When update ๐ญ
Yoshi dozens of players were there only for your mod it made ohd so much better
the game is about to come with all his stuff chill
wat
apollo brokey
@weary lark my car is not moving, can you fix it? ๐ฅบ
The entire hud isn't showing. I'm packaging the fix rn.

Very cute gato.
Current known bugs
- Vehicle UI disappear if you open map *fixed
- Flags are not capturable *fixed
Flags are not capturable period, or if you in a vehicle?
Period
@weary lark and the HUD disappears on vehicles after pressing M to open the map
The fucking HUD BP for some reason always like to revert these variables randomly.
I think the flags might be capturable it's just the UI isn't showing it.
nope... bots stayed 30 mins trying to cap neutral flag.. ๐
sad
Not capturable as of 4 hours ago
Ye I know. Fixing right now.
PATCH
- Fixed flags not being capturable
- Fixed UI disappearing after closing deploy menu inside a vehicle
uploaded
Dude the server is actually kinda fun
People were actually using the attack helis well
Yesss it is fun
We just need to set the respawn times higher on the attack helis
Also @weary lark I noticed some vehicles might be stuck in second gear so they're slow as hell and struggle to speed up
+70 players last night thanks to your mod ๐ฅ
Yoshi sigma cat
Ya the mrap?
Ive noticed people trying to communicate more
The only thing that irratates me is the voip bug
I might disable local voip when people are in vehicles
Cuz im sick of some hearing some random russain kid on theo ther side of the map
can you make the bmp and m113 work as spawns when stationary? ๐ sometimes a team just dont remember how to place a FOB.
Idk about that
I remember when the vehicles doubled as spawn points
It was cock and ball torture
That would make it too easy to spawn and disrupt the balance
What about limits to HABs, can they be built around enemy points? Radius around enemy point that denies building would help, to prevent capturing by building spawn on enemy spawns. Was it in this mod like only main base building limiter and it seems to be disabled now on Loyalgames?
Welcome back Sly
We might be back to the old days of people not caring about download sizes, they just want helis no matter what 
yeah, I know that very well ๐
wait, it was me who keeps saying people dont want to downloads mods if there is no armed vehicles and helis
you were right with that
Yoshi thanks for adding kinetic orbital strikes to the game โค๏ธ 
Hello. Btw new Specialist kit dropped with silenced M4
Super stealthy kit that can do insane things. #๐ฅcontent_creation message (Grenade launcher already removed for balance)
Oooh
I haven't been here
for a long time
Had to pursue my own endeavors and deal with some irl things
@weary lark BLUFOR MT-LB (the Russian mini btr) couldnโt damage enemy vehicles but could kill infantry. Opfor M113 couldnโt be destroyed by C4 with specialist kit, even after 2 blows.
Thatโs how it was yesterday on Loyalgames UKR RUS. Is it known bug?
Seems like vehicles were enabled on server like that
the MT-LB can't kill other vehicles, the gun is 7.62mm. Idk why the M113 isn't blowing up from the C4.
I was trying to shoot down KA-52 with it lol. Thatโs what happens when not learning specs
Guys I have an idea for logistics for my mod.
What if there were separate logistics trucks that anyone could just deploy a HAB from?
The truck would start off with a bunch of supplies in the back which are used up once the HAB is placed. To re-fill the truck you just go back into main.
I was thinking you could just press F on the back of the truck to unload (build) and load the truck.

I think it would be better than the current system. Half the time people try to put a hab down they are hindered by the fact that they need 2 randos to just stand still near them. the requirement is kinda arbitrary and doesn't really encourage teamwork imo.
Yoshi, I am new but I love this mod over all, I was talking with Edd and we both agreed that transport helis need something to defend themselves. especially on the UH-60 as it already has the windows for the vulcan miniguns, I suggested to him a basic window for a PKM to be mounted so that our helis can carry out more realistic ops, being limited on ammo as well so we cant use them as main helicopter gunships, and maybe only one of the two transport helis to be an armed one, the varient of the specific UH-60 I have in mind is the UH-60L, I love what you are doing though, good luck on your expansions of this mod
I have about 30 of my 90 hours on the game flying these helos btw, so I can definitely back my need for this
||you can climb on top then mount with guns
||
what I hate about the current state is that whenever I tried to place a hab using the heli, a random would just immediately took it and crash it 5 seconds later
lol that is why I never get out of the hot seat, carry a team and drop em and let them sort it out
oh that is smart too for now, but come on, who would get into an mrap when a black hawk has two vulcan miniguns strapped to the windows, badass
one day
I hope so, if anyone needs support with it, or a decent pilot, I got you
elite, wish we had better pilots most days for me to fly with like this
me and @amber wigeon just make due with the guys online lol

Feels like the BRDM 50 cal chews those things up ๐
my rpg will send them helis some love ๐ฅฐ
@weary lark
Yoshi, no way, I was gone for half a year, and fast roping and machine guns for helis are still not a thing?
Is that bait? Cuz if it is I love it.
lmao
lol
'uu'
idk you tell me
i don't either i'm in heat rn
judging by that gif
I assume that
at least door mgs are not a thing
although I leave the pissibility that they are a thing now
Everything dies pretty fast. The helis get shredded within like 3 seconds lol.
el gato
kitler
@keen cargo I also just got back into modding after like 6 months. I literally just updated my mod a couple days ago after it being broken for over half a year.
no way
yes look at the previous messages in this thread
lol glad ya did
but yeah door mgs hopefully one day
idk how to create the modeling and stuff but if I could or learn quickly I would help
itโs the one thing I think is missing from your mod, besides a chinook or actual battle tanks
I have some MBTs that I might resume working on.
And warships. But idk if the warships are worth it. What map are they going to be played on? IMO it's better for me to keep focusing on ground vehicles.
Tbh I would love so much to have full crewed battleships
I wanna play battleship vs battleship while listening to Sabaton
But from the POV of the crew
There are plenty of ัั ะตัะฐs on the ship
https://www.youtube.com/shorts/wy_VwdY7cM0
https://www.youtube.com/watch?v=Ds41dnc1Fiw
Be the Penguin.
But WHY?
Music: Andreas Gรคrtner spielt: L'Amour toujours von Gigi d'Agostino.
Credits to the original creator of the video, idk who it is.
The third single of NANI, Vol. 1
L' Amour Toujours
by Gigi D'Agostino
Constanze Hochwartner, organ
This album & single is available on all streaming platforms: https://lnkfi.re/NANIVOL1
CD: https://constanzehochwartner.gumroad.com/l/NANIVol1
Label: Penthouse Studios
Producer: Peter Steiner @PeterSteinerOfficial
Mix & Master: Stefan Gantiole...
Is ัั ะตัะฐs slang for something idk?
Russian seaman slang for small secluded compartments on the ship
Yoshi
Can you tell me pls if there any plans to add jets for basic version
Because if ohd add planes then ohd can take more players
If ohd have and squad not then players can start choose ohd, not squad
thanks yoshi for adding orbital fobs ๐ ๐
https://www.youtube.com/watch?v=9n7d9iLZ0I0 annoy @plain ravine for jets
Hahahaha ๐
I want this
yea i agree, and of course the addition of the vulcan miniguns ๐
yes cool and all, what about steel rods from space?
@weary lark Can you check if your mod disables the spawn protection volumes? There's a guy that goes into enemy main bases and C4s their vehicles, but the spawn protection volumes shouldn't even let him stay alive when he's in them, because it's supposed to go blurry and tell them to get out and it gives them a countdown then they die
I think the overhaul has its own spawn protection so it removes vanilla spawn protection
Shiiiiiii
I remember
on desert storm playtests
someone was camping
on one of the bases
and just
Kept blowing our vehicles up
it was on Risala iirc
why spam
?
Guys I have accidentally rolled a nat 20 on damage
Unfortunately, i also rolled critical 1 on agility ๐ญ
And accidentally killed yoshi ๐
the vehicle HUD dissapears when i press the Esc button :c
press m for fix
can you pls bring back hellfire for apache and missles for ka52 FOR A TEST?

Crazy shit๐
I love this
Heli also be in update?
unknown
blue said that it may or may not be on the next update
because implementing it takes a lot of time and the planned update date has already been pushed a bit much
:(
withour hot drop with macarena..
i hope yoshi mod will work and we dont lost heli
ill fix soon son
@sturdy flax fix your shet
its the nogs
it might've been fixed but rambo just haven't implemented it yet
might aswell be a rare scenario
I got it fixed on the next match
Ukraine side might be fixed since I tried implementing Warrior's latest fix on that
Probably new bug? #๐งsupport message
Why would the even be removed....
you play DCS???? I fly with the 141st JTOC, VFA-81
Yes
too op
balance i think
bro is holding binoculars like:
is vehicle friendly fire on?
server option iirc
mhm
gotcha, gonna need those in for 22nd operations however
small nitpick but can you make the heli a little bit more stable when idling
I switch to a gunner seat for 2 seconds and the heli already upside down
maybe son
catfish
@weary lark its a secret stealth tactic
men hear helicopter
men look up at sky
while they look up at sky
helicopter sneaks up on them from the ground
sooooo.....we gonna talk about why the blackcocks are dark green and not uh...black?
i know they are typically that dark matte green on the A varient, but lord i beg of thee, a blacked out 160th style heli
orrr
count your blessings, we have a helicopter
absolutely, i just yearn for the blackcock to be black finally
can u land with the helis and how the hell do you regain ammo in the apache
ctrl and lnd near habs
Is fixing gunner seats not being able to view chat on roadmap to be fixed?
not any time soon
What is planning on being fixed soon?
nothing
A pity. hurts gunner driver coordinaiton for every vehicle.
There's a bug with apache and Ka52 (not so sure about the Ka52) when the apache spawns in, if someone f2 and replaces the spot of apache. The apache becomes impossible to fly afterwards you can takeoff but the apache starts flying on its own, it starts drifting to left or right and doesnt let you control it afterwards resulting in a crash.
weird
noted son
Set your Default Communications Device in windows.
Scroll down to find More Sound Settings in the settings
The game inherits windows' setting.
There is no control over which device is chosen in game.
Follow the instruction to set windows's default communications device.
In game, push to talk keys are listed in the settings. V is one of them.
I don't recall the others
ok
ok
is not worck
shrug dunno what to tell you then. Same instructions have made it work for hundreds of other windows 10 users.
how do you know your talking in the game
there's a little wavey thing in the bottom corner
good luck -- if it keeps misbehaving, try restarting the computer once.
ok
This thread has damn near 30k messages.
It's been a long time wow.
Half of it's probably cat memes / shit posts.
uuh
this is amazing

