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So thats what that was. I thought someone I couldnt find was flanking me.

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Anyways i made a ticket.

Be sure you are in "Walk" mode and this stance Stance___zpsf0eeeaf0.jpg..and support

http://feedback.arma3.com/view.php?id=12437

*added laterzz..

Also MRCO optic doesn't emits any light from the environment and as a result it's useless at night without NVG

Compare the MRCO's reticule light emission with the emission of 'main' ironsights of weapon.

http://i579.photobucket.com/albums/ss239/Ayger74/Public/ReticuleX_zps1a67d236.jpg

http://feedback.arma3.com/view.php?id=12802

Edited by GiorgyGR

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Why do we now have three types of NVGoggles? Was a slight color difference worth the annoyance of having to check for three items types now when dealing with adding/removing/checking for NVGs? They don't even have different inventory icons. This is a very silly and disruptive change for virtually no benefit.

And using "INDEP" for Independents? Is INDEP used anywhere else? Why not NVGoggles_independent to match sides or NVGoggles_guer for historical sake? Or match everything else in ArmA3 and just use B_NVGoggles_F, O_NVGoggles_F and I_NVGoggles_F?

Edited by kylania

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Anyways i made a ticket.

Be sure you have followed the steps properly..and support

http://feedback.arma3.com/view.php?id=12801

nope... still no problem on my end.

Also on another note, the SABOT effect.. When hit other armored targets, the sparks are great, but I don't think it should produce that much smoke. What are your thoughts?

Edited by Mr_Centipede

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Why do we now have three types of NVGoggles? Was a slight color difference worth the annoyance of having to check for three items types now when dealing with adding/removing/checking for NVGs? They don't even have different inventory icons. This is a very silly and disruptive change for virtually no benefit.

The only reason it's a slight annoyance is because you can't retrieve what's currently equipped in the NVG slot. But that can be fixed with addition of a simple command. I'd rather complain that there is no way to get what is equipped in the NVG slot rather than complaining that they've added new variants. You'll eventually get community made NVG's too so this needs to be properly addressed rather than only having one class of NVG in the game.

The problem is already annoying with the binocular slot as it can fit a Rangefinder or Binoculars and I can see the selection for that slot expanding even further with community addons.

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Why do we now have three types of NVGoggles? Was a slight color difference worth the annoyance of having to check for three items types now when dealing with adding/removing/checking for NVGs? They don't even have different inventory icons. This is a very silly and disruptive change for virtually no benefit.

Each nation should have different NVGoogles, just as each one has different Vests, Uniforms and Helmets. Indeed, the 3D Model itself and the performance of the equipment should be different but I guess that's asking too much now that we are in the final run.

Different inventory icons will surely come. The new NVGoogles are not the only ones lacking one as you surely know.

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Why do we now have three types of NVGoggles? Was a slight color difference worth the annoyance of having to check for three items types now when dealing with adding/removing/checking for NVGs? They don't even have different inventory icons. This is a very silly and disruptive change for virtually no benefit.

And using "INDEP" for Independents? Is INDEP used anywhere else? Why not NVGoggles_independent to match sides or NVGoggles_guer for historical sake? Or match everything else in ArmA3 and just use B_NVGoggles_F, O_NVGoggles_F and I_NVGoggles_F?

Even better would be have all the items only once and use some camouflage change command to change their pattern.

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So is weather just going to end up as a visual thing in Arma 3 for pilots? Meaning it doesn't really have any effect on us in the game when we fly? I don't know if its possible but I'd like to see storms actually have an impact on aircraft. I know the ballistics component has been discussed quite a bit (wind and bullet trajectory) but I haven't seen much on aircraft. The wind pushing the aircraft and low level clouds that limit visibility are two components I'd love to see. When I try and fly through the clouds now they seem to disappear and don't seem like they're something that actually exist.

Is this possible with Arma 3? Actual clouds that behave like clouds and come in at different altitudes.

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Are there any informations yet about if and if yes, when altis is coming to the dev branch?

we're kind of stuck at the moment until we'll get our hands on altis, so that would be nice to know :D

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will the "Asst." units ever be useful AI wise?

lets say if you are the missile specialist (AA/AT) and you use all of your ammo lets say... you call in saying "3. Ammo Low".

your leader should say "1. 3, rearm at Asst. missile specialist AT" and then at that point you plonder over and it technically should say... "rearm at bla bla bla" but it doesnt.

only human players can rearm at backpacks :(

Ai cant order you to rearm at these, nor can you order Ai to do the same.

the soldier (Ammo bearer) could become very usefull if this was fixed.

can anyone see what i mean :)

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Updated new boonie hat textures

Updated textures for our new chest rigs

Classnames for them would be great!

would love to see a updated version of Dyslexis gear selection mission also:rolleyes:

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Anyone confirm that units dont use flashlights anymore?

it's never worked 100% of the time for me. I think it might have something to do with the number of dynamic lights

but I just checked, and it seems to still be working some of the time

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nope... still no problem on my end.

Also on another note, the SABOT effect.. When hit other armored targets, the sparks are great, but I don't think it should produce that much smoke. What are your thoughts?

Exact my thoughts

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it's never worked 100% of the time for me. I think it might have something to do with the number of dynamic lights

but I just checked, and it seems to still be working some of the time

I tried with 3 soldiers and on the night showcase. No flashlights.

scratch that it may be cba or one of the tpw's I think.

Edited by Masharra

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Ive just had two game crashes when I die and use the "team switch" option to switch to my ai teammate. The cursor is responsive but the screen freezes and I need to kill the game via the task manager.

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Flashlights are working only from 19:00 PM to 05:00 AM.

No Joke.

hmm... something like this could be enabled for AI to unpack NVG and mount them, unless forced?

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New SABOT hit effect is good but sparks are dark at night.. they are only visible in infrared.

Shouldn't they be bright yellow/orange?

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I can't find who mentioned this but it seems like the littlebird doesn't turn as well anymore. I used to be able to aim at something and circle it without losing the view of my target. I could keep shooting while flying sideways around it. But now it's pretty much impossible. I keep breaking line of sight.

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I can't find who mentioned this but it seems like the littlebird doesn't turn as well anymore. I used to be able to aim at something and circle it without losing the view of my target. I could keep shooting while flying sideways around it. But now it's pretty much impossible. I keep breaking line of sight.
Pettka said they are looking into the issue...

Yay!

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So when will we get the landing gear back to being manually controlled?

---------- Post added at 19:52 ---------- Previous post was at 19:48 ----------

And taxing helicopters and fixed wing aircraft with a "Brakes" option for when taxing or landing.

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So when will we get the landing gear back to being manually controlled?

---------- Post added at 19:52 ---------- Previous post was at 19:48 ----------

And taxing helicopters and fixed wing aircraft with a "Brakes" option for when taxing or landing.

My bet is on Soonâ„¢

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My bet is on Soonâ„¢

Hopefully Taxing helicopter with working wheels and breaks with manual gear is comming soon! :)

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I'm unable to add a Supressor

Player addSecondaryWeaponItem "muzzle_snds_L";

I dont know what's wrong. Looks like its bugged?

Edit:

Solved

Player addHandgunItem "muzzle_snds_L";

Edited by V-zwo_Null

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