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Pictures of the sexy ladies in bikinis or it didn't happen !

please no! Will make me want to go to Czech, and i have no possibility :(

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Sounds of weapon closures have been adjusted (typically used for bolt moving back)

Not heard. When I did a cfg patch i had silence as it has been for a while now. so bug or locked?

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Night vision goggles can be used with scopes since the latest stable patch. That's unrealistic, please change it back the way it was and introduce night vision scopes instead.

I agree. Needs to be fixed.

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I agree. Needs to be fixed.

I have a suspicion this was part of balancing and a reaction to the ticket which complained about the inability to use NVGs with scopes. This is why I suggest changing the NVGs back to the way they were and the addition of night vision scopes. This way the game remains realistic or authentic (whichever phrase you like), because night vision scopes do exist, and newbies who can't deal with being crippled by darkness can just equip their rifles with them.

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Cool thing with binoculars! Ace style! ;) @tyl3r99 - everything works ;]... for now...

haha good job BI :)

---------- Post added at 12:39 ---------- Previous post was at 12:35 ----------

BIS where are the lamps gone :( (in empty, object lamps)

were they removed because you only needed them for missions vice versa?

can we have these back :)

---------- Post added at 12:45 ---------- Previous post was at 12:39 ----------

ooo also... you know the modules/effects? can we have some explosions i.e. grenade, motor round, explosive charge etc...

this could be good for IED because you can sync these to triggers.

and maybe other purposes.

(damn im a genius, im going to make a ticket! :D)

[EDIT] doneeee :)

http://feedback.arma3.com/view.php?id=12142

Edited by tyl3r99

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I have a suspicion this was part of balancing and a reaction to the ticket which complained about the inability to use NVGs with scopes. This is why I suggest changing the NVGs back to the way they were and the addition of night vision scopes. This way the game remains realistic or authentic (whichever phrase you like), because night vision scopes do exist, and newbies who can't deal with being crippled by darkness can just equip their rifles with them.

Probably more like because the 3d scopes and their reticules are now models which you zoom into instead of a separate image when you aim down sights so it inherits the standard sight properties, if you use the SOS scope you still can't use NVG's as it uses the old scope method.

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Probably more like because the 3d scopes and their reticules are now models which you zoom into instead of a separate image when you aim down sights so it inherits the standard sight properties, if you use the SOS scope you still can't use NVG's as it uses the old scope method.

I see, haven't thought about that. Anyway, I hope they find a workaround.

Edited by BigBoss

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Oh... two clicks binocular access has been added.... was it a ticket about it? What's the advantage?

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I don't like the new two click bino. One reason is because it's two click, secondly, because if I press B to re-equip my rifle, I will stay in optic mode. So generally I don't like it

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Finally changes to binos, with animations and all that! Is it a complete feature? (read: incoming "hands down" animations for when you are not looking through it?)

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walking animations when in safe mode need to be changed.. look to much like they re from the ghetto

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Are there new ones?

nope still the old ones but need to be addressed lol

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Did anyone else notice that the Katiba now has a much smoother reload animation in the latest Development Branch patch? The soldiers hands moving around are smoother, he flattens his hand as he puts the magazine in and he actually grabs the bolt when charging the weapon instead of missing it by 20cm and grabbing the air. Loving these little changes guys, the F2000 reload animation from a few patches ago also looks amazing :D

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i like the binoculars, but i would swap the action - pressing B would go right into the optic view like standard, then second click if you want to backoff and look around. i think that would help those who just want to look quickly (less clicks). i guess its also a tad unrealistic that you can look around, but when you go optics mode again you are still dead-nuts on target (just a thought, doesn't bother me much).

AH-99 is alot better (-I- personally would like more rudder authority...but would first want to read feedback from someone whos 'actually' flown something similar). Similar note, i don't know if anyone was toying with the MH-9, but lowering the collective is like sinking in marshmallows currently :)

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i like the binoculars, but i would swap the action - pressing B would go right into the optic view like standard, then second click if you want to backoff and look around. i think that would help those who just want to look quickly (less clicks).

+1

I guess its a good solution.

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ATV's a nicer now, a much needed speed buff.

AH99 is better also. Pilot voice is very faint though, can barely hear it. Which heli is the fastest btw?

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Take On Helicopters cockpit interaction icons are in Arma 3! Starter, Throttle etc. Watch this space? :)

       class StarterOn1: None
{
	text = "$STR_ACTION_STARTER1_ON";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_cpt_start_ON_ca' size='2.5' shadow='true' />";
	textToolTip = "$STR_ACTION_STARTER1_ON_TIP";
	radius = 3;
	radiusView = 0.08;
	showIn3D = 87;
	available = 3;
	modelPositions[] = {"switch_starter","switch_starter_2"};
	showWindow = 1;
};
       class ThrottleFull3: ThrottleOff3
{
	text = "$STR_ACTION_THROTTLE3_FULL";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_ON_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_THROTTLE3_FULL_TIP";
	priority = 3;
};
class RotorBrakeOn: None
{
	text = "$STR_ACTION_ROTOR_BRAKE_ON";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_cpt_brk_ON_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_ROTOR_BRAKE_ON_TIP";
	priority = 0.6;
	radius = 3;
	radiusView = 0.03;
	showIn3D = 87;
	available = 3;
	modelPositions = "switch_rotor_brake";
	showWindow = 1;
};
class RotorBrakeOff: RotorBrakeOn
{
	text = "$STR_ACTION_ROTOR_BRAKE_OFF";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_OFF_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_ROTOR_BRAKE_OFF_TIP";
	priority = 0.3;
};
class WheelsBrakeOn: None
{
	text = "$STR_ACTION_BRAKE_ON";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_ON_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_BRAKE_ON_TIP";
	priority = 0.6;
	radius = 3;
	radiusView = 0.03;
	showIn3D = 87;
	available = 0;
	modelPositions = "switch_rotor_brake";
	showWindow = 1;
};
class WheelsBrakeOff: WheelsBrakeOn
{
	text = "$STR_ACTION_BRAKE_OFF";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_OFF_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_BRAKE_OFF_TIP";
	priority = 0.3;
};

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does anyone know if high command will be improved ? as in working transport / landing helicopters

atm its just a port from arma 2 with no noticeable change :(

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Did anyone else notice that the Katiba now has a much smoother reload animation in the latest Development Branch patch? The soldiers hands moving around are smoother, he flattens his hand as he puts the magazine in and he actually grabs the bolt when charging the weapon instead of missing it by 20cm and grabbing the air.

That's not entirely true :/ While the "bolt grabbing" section is indeed well done, the rest is having severe clipping problems!

While removing the magazine, the left hand is completely clipping through the right arm and later when reinserting it through the magazine port slightly as well. This is unfortunately very obvious and annoying from third person. I suggest the angle tilting the gun sideways should be changed so it's more in the direction the left hand is coming from to avoid this.

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What's with High Command having literally zero improvements? Not even the pause after giving orders (for how long should this be asked for?) let alone AI commander or basic squad formations. So it was just cut out for alpha and beta and now put back in with zero changes? What was even the point?

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regarding the recent sitrep there are a few things id like to disscuss.

1. A while ago we disabled rain because we were not satisfied with the graphical state. In the meantime, we've investigated some options for improving it, and identified a modest set of refinements we hope to include for the final game. A more significant overhaul is desired, but we're rather saturated with other tasks right now. - so after release can you make the overhaul? if its that worth it of course.

2. when roughly will the next spotrep be released?

3. So release will be around mid September :) if you think about it. (i think 21st ;))

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2. when roughly will the next spotrep be released?

Well, so far there has been roughly 2 weeks between every Spotrep. So my guess would be around 8th august.

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What's with High Command having literally zero improvements? Not even the pause after giving orders (for how long should this be asked for?) let alone AI commander or basic squad formations. So it was just cut out for alpha and beta and now put back in with zero changes? What was even the point?

Considering there aren't even any radio sounds in yet for HC and some of the action menu's have blank options which can be selected but do nothing I wouldn't judge this as final product, especially while it's in the dev build of a game in Beta.

I'm guessing that BI is readding this now to tie in with the new unmanned vehicles in the next content patch and they still have to add some stuff. Would be great fun to control a few squads from a UAV using High Command.

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