maddogx 13 Posted September 18, 2013 Mission settingshttp://img20.imageshack.us/img20/9471/7ufn.jpg Tried this but could not repro. December 6th 2035, 7:50, 48 on overcast (start and forecasted). Am I missing anything? What are your game settings, for example cloud detail? Share this post Link to post Share on other sites
Koukotsu 2 Posted September 18, 2013 left shift while aming in optic mode, gives a strange view, that wasn´t there before.i use left shift to hold breath, in last dev-version that never happen. please devs switch it back like it was before, this view is absolutly not usable !! I'm noticing this as well, when I press left shift to stabilize my aim with a non-magnified sight it cancels the aiming down the sights view altogether. Pressing left shift while looking through a magnified scope seems to lock the cross-hair in place but my shots will still deviate wildly. Share this post Link to post Share on other sites
nimrod_z 8 Posted September 18, 2013 looks like civ damage is severely screwed up today (was fine up until this dev update). no matter where you shoot civ unit, damage handler is returning "leg" shoot and its an instant kill no matter where unit is shoot. all other units (east west ind) seem to be fine. Share this post Link to post Share on other sites
Varanon 892 Posted September 18, 2013 Reticle materials for 3D scopes now glow in the dark Uhm, which ones ? I tried them, and there is nothing glowing there. 3d scopes are "useless" at night since you don't seen any reticule illumination. ---------- Post added at 09:44 PM ---------- Previous post was at 09:40 PM ---------- By the way, is is a known issue that the Stomper RCWS automatically starts the eingine ? Probably due to the turret needing a running engine for power. Is that even required ? Tanks usually have that because the turret is massive compared to the small thing on top of the stomper... Share this post Link to post Share on other sites
Gekkibi 11 Posted September 18, 2013 By the way, is is a known issue that the Stomper RCWS automatically starts the eingine ? Probably due to the turret needing a running engine for power. Is that even required ? Tanks usually have that because the turret is massive compared to the small thing on top of the stomper... The main engine don't have to be running in tanks. I don't know why BIS makes it that the engine automatically turns on when the turret is turned. Oh well, ACE will fix this (assuming there's going to be ACE 3 in the first place) Share this post Link to post Share on other sites
Varanon 892 Posted September 18, 2013 The main engine don't have to be running in tanks. I don't know why BIS makes it that the engine automatically turns on when the turret is turned. Oh well, ACE will fix this (assuming there's going to be ACE 3 in the first place) I think it is true for some tanks that draw electrical power from the engine. Not for all, and most definitely, it should not be necessary to turn the small MG/GMG turret Share this post Link to post Share on other sites
Electricleash 133 Posted September 18, 2013 The reticule seem to be directly affected (and only affected) by the Sun/Moon. Thus if there is none in the sky (i.e. setting time to 2am on the default editor dates) the reticules appear as black. The day->Night -> Day transition times (e.g. sunrise/sunset) also changes the colour of the reticule to a yellow colour. Share this post Link to post Share on other sites
Varanon 892 Posted September 18, 2013 Also noticed that Altis performance seems to be better. Especially teleporting from one location to another one no longer takes several seconds of black screen. Well done! Share this post Link to post Share on other sites
Gekkibi 11 Posted September 18, 2013 The reticule seem to be directly affected (and only affected) by the Sun/Moon. Thus if there is none in the sky (i.e. setting time to 2am on the default editor dates) the reticules appear as black. The day->Night -> Day transition times (e.g. sunrise/sunset) also changes the colour of the reticule to a yellow colour. Could this be the case with jet HUD as well? Can't see s*** during default date settings when it's night... Share this post Link to post Share on other sites
Electricleash 133 Posted September 18, 2013 Could this be the case with jet HUD as well? Can't see s*** during default date settings when it's night... I do believe (having just tested) this is the case. Share this post Link to post Share on other sites
k0rd 3 Posted September 18, 2013 I'm noticing this as well, when I press left shift to stabilize my aim with a non-magnified sight it cancels the aiming down the sights view altogether.Pressing left shift while looking through a magnified scope seems to lock the cross-hair in place but my shots will still deviate wildly. I also came to this thread to see if anyone was talking about this. Not sure what shift is supposed to be doing in addition to holding breath now... It seems like it now stabilizes the aim, except that the bullets go where they would if you weren't holding shift at all, paying no attention to where your gun is aimed. Should we make a ticket? Or do you guys already know about this? Share this post Link to post Share on other sites
Gekkibi 11 Posted September 18, 2013 Should we make a ticket? Or do you guys already know about this? Already created. Share this post Link to post Share on other sites
Smurf 12 Posted September 19, 2013 Uhm, which ones ? I tried them, and there is nothing glowing there. 3d scopes are "useless" at night since you don't seen any reticule illumination. The RCO chevron is now more visible at night more under light, the marks aren't but are they suppose to be? Share this post Link to post Share on other sites
k0rd 3 Posted September 19, 2013 Already created. awesome, voted, thanks! Share this post Link to post Share on other sites
blackjacktom 10 Posted September 19, 2013 It's whatever key you have bound to sprint that causes it even if its not the same as hold breath, http://feedback.arma3.com/view.php?id=14660. Share this post Link to post Share on other sites
Varanon 892 Posted September 19, 2013 The RCO chevron is now more visible at night more under light, the marks aren't but are they suppose to be? Usually, it's only the chevron that's illuminated. I have tested the RCO as well, though, and didn't notice anything. None of the scopes had any illuminated parts... Share this post Link to post Share on other sites
kecske 46 Posted September 19, 2013 Currently the scopes are reflective and not illuminated. Which means they are bright only during daylight or for the split second when the muzzle flash illuminates it. Share this post Link to post Share on other sites
Varanon 892 Posted September 19, 2013 Currently the scopes are reflective and not illuminated. Which means they are bright only during daylight or for the split second when the muzzle flash illuminates it. But the latest dev build changelog claimed they are not, but glowing in the dark. Share this post Link to post Share on other sites
xendance 3 Posted September 19, 2013 Still wishing for this to be fixed: http://feedback.arma3.com/view.php?id=13767 ;) The BLUFOR truck isn't affected by this and can fit two whole squads inside their truck. Share this post Link to post Share on other sites
kecske 46 Posted September 19, 2013 But the latest dev build changelog claimed they are not, but glowing in the dark. Upon closer inspection they are glowing indeed. But their brightness apparently adjusts based on ambient light. Which means on a dark, cloudy night they are practically invisible. Share this post Link to post Share on other sites
Redphoenix 1540 Posted September 19, 2013 I would like to see this reviewed too. http://feedback.arma3.com/view.php?id=14137 Share this post Link to post Share on other sites
maddogx 13 Posted September 19, 2013 Skybox lighting is now done per pixel What does this mean? I'm aware of the difference between per-pixel and per-vertex lighting, but how does this apply to the skybox? :confused: Share this post Link to post Share on other sites
artsi 11 Posted September 19, 2013 Skybox lighting is now done per pixel Anyone care to explain what this does in practice? Share this post Link to post Share on other sites
Primarch 10 Posted September 19, 2013 Anyone care to explain what this does in practice? Perhaps it gives the possibility of clouds casting shadows. Per-pixel is also used in deferred shading... :cool: Share this post Link to post Share on other sites
danil-ch 165 Posted September 19, 2013 Tried this but could not repro. December 6th 2035, 7:50, 48 on overcast (start and forecasted). Am I missing anything?What are your game settings, for example cloud detail? Video that shows the problem. Share this post Link to post Share on other sites