nikiforos 450 Posted June 21, 2013 Ofcourse they should fix it now(during the beta period). Beta is the final stage before release. Share this post Link to post Share on other sites
bakimaster91 16 Posted June 21, 2013 True. All that is wrong and possible to actually fix should be fixed before the release :) devs are listening, I am sure of that :) Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 Don't you have the game? For now, i know three position of the scope. What exactly? Situation when you see reticle Not_barely: solid color view(sky), reticle backlight. Its work for my IRL optics. Otherwise, its barely. Share this post Link to post Share on other sites
Smurf 12 Posted June 21, 2013 Thank you for the changes with the NVG, much better. So many new things to see that I totally forgot about the 3D scopes, going back now. Really nice things so far! Issues (just a list, hittting the FT later): Ghosthawk (beatiful bird) lights are messed up. CH49 cargo - Why so many separated parachutes? Krissis recoil is strange. Scorpion recoil in full auto is no existant, in burst it goes up. Comanche minigun smoke is out of place. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 P.S. Do not forget about size of this team. So stop this pressure of spam on forum. Just place the ticket and they choose the better sequence. Players can only point to the bug. We are not competent to determine the best managment for the developers. Share this post Link to post Share on other sites
Redjevel 1 Posted June 21, 2013 there is just another small update 162,3 mb:P whats in it? fixes? Share this post Link to post Share on other sites
NeuroFunker 11 Posted June 21, 2013 but they are reading this forum. Share this post Link to post Share on other sites
gliptal 25 Posted June 21, 2013 (edited) There were NVG changes? Didn't notice before (read: didn't try them)! What was changed? Yay! Edited June 21, 2013 by Gliptal Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 Redjevel We will try to update the binary today with 2 WIP fixes:Doppler effect in sounds Script error after loading MP savegame Share this post Link to post Share on other sites
roberthammer 582 Posted June 21, 2013 I have tried a small experiment with zooms - this is the result 1. Is BIS new 3D scope with their zoom - which is just 2.2x magnification http://i.imgur.com/Hnj6VVS.jpg 2. Same thing but with modified zoom - with true 4x zoom like real Hamr does http://i.imgur.com/43bDAx2.jpg Kinda interesting dont you think? Share this post Link to post Share on other sites
Fergal 10 Posted June 21, 2013 It auto detected the "Very High" preset and performance is great (solid 50FPS according to the Video Options menu) Be nice to have the FPS counter as an option in game too. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 Fergal Just get the interesting view(distanceview, shadows,trees, DoF...)? go to videooptions and find numbers - fps would count this frame. Enough for setting game up. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted June 21, 2013 Regarding the aparent magnification factors of the optics: Yes you are right - i was curious about the optic zooms and these new 3D scopes uses just 2,2x magnification (according to arma calculation 0.249 / Zoom magnification) "Magnification" on opticszoom isn't standardised as simply as that. The number allocated in the opticszoom parameter is actually the FOV (in radians) through the optics - a value which can vary depending on both the magnification factor of the device, but also the curvature and diameter of the objective lens of the scope. Screen resolution creates a limiting factor which means in some cases, to fit a representation of the entire real-life FOV within the frame of the monitor, you have to scale down the aparent 'magnification' factor over the game's standard FOVs (the ones when not looking through a scope). Two scopes that nominally have the same magnification IRL may have two different FOVs in real life, so the ingame optics would need to have different opticszoom values to account for one having a wider FOV (Magnification is inversely proportional to FOV). Remember that the all three available views when not looking through a weapon sights (the standard one and those adjusted by pressing the Num + and Num - keys), are actually all meant to represent unity (1x) vision; just with different FOVs in order to overcome the limitations that a monitor places on representing real human vision capabilities. The 'wide angle' view (NUM -) is supposed to represent a nearly complete human FOV (~80 degrees) but due to the fact it has to be squeezed into the frame of a monitor it creates a 'fish-eye' effect and prevents you from seeing much detail. The 'narrow angle' (NUM +) view is to give a more realistic impression of scale and depth based on the ability of the human eye to focus in detail on distant objects (unlike a monitor which is limited by display resolution), but suffers from the amount of peripheral vision being drastically cut down by the framing of the monitor. The standard view is somewhere in between in order to find a sort of balance between the two. As a result, the magnification factor you create with your opticszoom values also depends on which of the unsighted FOV values you choose to treat as being the true 1x vision value. IIRC the 'narrow' 1x FOV value is around 0.37, so using a starting value of 0.249 to calculate your opticszoom settings would already give you a narrower, more "zoomed in" look than any of the standard 1x magnification views available when not using a weapon. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 RobertHammer Look to Blufor RCO description in inventory. :) Share this post Link to post Share on other sites
Smurf 12 Posted June 21, 2013 There were NVG changes? Didn't notice before (read: didn't try them)! What was changed?Yay! Cosmetic ones. You don't have the goggles always mounted up now, just the clip. But the image itself has a lot of noise for a long time now. IMO, its better. Share this post Link to post Share on other sites
roberthammer 582 Posted June 21, 2013 RobertHammer Look to Blufor RCO description in inventory. :) You mean that is a 12x zoom? meh that is a nice lie Share this post Link to post Share on other sites
papanowel 120 Posted June 21, 2013 Cosmetic ones. You don't have the goggles always mounted up now, just the clip. I'm not really happy with that, I prefer the look before the update. If a player doesn't want to see a nvg on their helmet, just remove it. It's what I do in my mission when needed. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 You mean that is a 12x zoom? I mean that looks untouchable. Share this post Link to post Share on other sites
Lucasmnunesk 2 Posted June 21, 2013 I'm having lot of compatibility issues with my older missions D: can't even open them on the editor Share this post Link to post Share on other sites
Minoza 11 Posted June 21, 2013 I'm not really happy with that, I prefer the look before the update. If a player doesn't want to see a nvg on their helmet, just remove it. It's what I do in my mission when needed. Same here, can't understand why this was done... Share this post Link to post Share on other sites
Timmoboy 10 Posted June 21, 2013 Nice. Took me 4 hours to download the update. When it said 99%, something happened and it started to re-download it again... Where the hell did the files disappear to? Share this post Link to post Share on other sites
sofianebilal 10 Posted June 21, 2013 i can't find the RCO scope in the beta ! where is it ? think you for help ! Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 sofianebilal BlUFOR_marksman. Share this post Link to post Share on other sites
Smurf 12 Posted June 21, 2013 I'm not really happy with that, I prefer the look before the update. If a player doesn't want to see a nvg on their helmet, just remove it. It's what I do in my mission when needed. What is the point to have them ready in the middle of the day? It's not realistic (IRL, weight is a big issue; its a sensible equipment), it clips in some situations and overall it's just looks bad to have an "army of ants" running around, doesn't resemble reality at all. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 21, 2013 Yes, you dont need this dumbbell on your head. Just take from bag and attach to clip when need it. Share this post Link to post Share on other sites