OMAC 254 Posted October 21, 2013 http://www.youtube.com/watch?v=B5jROTAB3_w&t=1m28s Note rapid-fire grenade launcher in hull. Share this post Link to post Share on other sites
JamesSaga 1 Posted October 21, 2013 Awesome but scary! Share this post Link to post Share on other sites
OMAC 254 Posted October 21, 2013 Maybe run a stress test to see if your card still function properly under heavy stress, I use FurMark's Burn-in test to see if my overclocks are stable.Use caution tho, the GPU can fubar if you let FurMark run unsupervised and the temps skyrocket, although this is unlikely for a stock card. Thanks for the tip! :) Share this post Link to post Share on other sites
Greenfist 1863 Posted October 21, 2013 Rubber grenades. Nice exemplary video. I tested with firing 20 grenades to 500m from Hunter on a level ground. 15 of them bounced and landed 150-500m behind the target. Angle of impact at target area is about 5°, so ricocheting would be quite likely with something like rifle rounds but grenades would probably disintegrate completely or lose so much energy that they'd just bounce a few tens of meters. Now imagine if this was an actual combat situation and there were friendly units 500 meters behind the target. :icon_frown: This killing business is dangerous! Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 21, 2013 im back on dev branch! I was playing around with tank battles over the weekend and I noticed that the fire effects when the tank is destroyed looks somewhat un realistic. @devs, are these effects still in progress? cheers tyler Share this post Link to post Share on other sites
Tonci87 163 Posted October 21, 2013 http://www.youtube.com/watch?v=B5jROTAB3_w&t=1m28sNote rapid-fire grenade launcher in hull. The ammount of firepower on this thing is simply astonishing. Share this post Link to post Share on other sites
OMAC 254 Posted October 21, 2013 Note that the dual 30mm grenade launchers have been removed from the Terminator 2, which has reduced the crew from 5 to 3. Note also that a coaxial 7.62 MG is included in the T2. Perhaps that video can be used to modify cannon blast effects for Tigris AA vehicle, which has 35mm cannons. It would be very cool to be able to have a ground pacification variant of the Tigris that has AT missiles (that is, if the Terminator turret is not otherwise implemented in A3). Share this post Link to post Share on other sites
pils 49 Posted October 21, 2013 (edited) ... the T2. Perhaps that video can be used to modify cannon blast effects for Tigris AA vehicle, which has 35mm cannons. It would be very cool to be able to have a ground pacification variant of the Tigris that has AT missiles (that is, if the Terminator turret is not otherwise implemented in A3). And soundeffect. Of all autocannons :) Edited October 21, 2013 by pils Share this post Link to post Share on other sites
progamer 14 Posted October 21, 2013 No development branch update today? Did something go wrong? Share this post Link to post Share on other sites
antoineflemming 14 Posted October 21, 2013 No development branch update today? Did something go wrong? Yeah, but it was only 40MB. Just got it. Had to restart Steam. It changed some animation pbos, data_f, functions, and tbbmalloc3 and 4 memory allocators. Share this post Link to post Share on other sites
el0375 10 Posted October 21, 2013 and this terminator 2 / BMPT /72 looks even more arma3-like to me http://www.armyrecognition.com/september_2013_defense_industry_military_news_uk/bmpt-72_terminator_2_new_generation_russian_tank_support_armored_fighting_vehicle_rae_2013_2809132.html or http://defense-update.com/20130927_bmpt72-unveiled-at-rae-2013.html I just find strange to see the gap of where the main gun was :) Share this post Link to post Share on other sites
old_painless 182 Posted October 21, 2013 I'm quite curious about the bearing calls that have been changed. If that really works now would be awesome Share this post Link to post Share on other sites
V-zwo_Null 10 Posted October 21, 2013 Hmm i dont know what it is. As a driver of a vehicle, you can move a certain distance to the enemy without being detected. But if you switch to commander or gunner, you will be discovered immediately. The vehicle was driven by me alone. Can anyone confirm this? Share this post Link to post Share on other sites
progamer 14 Posted October 21, 2013 I have noticed almost no improvements on aircraft interaction with water: http://feedback.arma3.com/view.php?id=8468 There is no roll over yet, and a few second magical teleport option. The helicopter floats down like a crane is carefully lowering it towards the sea bed and gets an exploded texture. Share this post Link to post Share on other sites
themaster303 22 Posted October 21, 2013 I have noticed almost no improvements on aircraft interaction with water: http://feedback.arma3.com/view.php?id=8468There is no roll over yet, and a few second magical teleport option. The helicopter floats down like a crane is carefully lowering it towards the sea bed and gets an exploded texture. if you read the feedback tracker carefully , its assigned, not solved ! Share this post Link to post Share on other sites
progamer 14 Posted October 21, 2013 I just realized I cannot edit the height of waves anymore. Were now stuck with the ridiculously small waves and bad boat physics. Does this mean work is being done on this, it got broken? Or it was removed? Share this post Link to post Share on other sites
TheMightyMooseKing 10 Posted October 21, 2013 I just tried out the new 4-5 handgun on the Dev-Branch and I noticed how it's magazine can only hold 11 rounds while it's real life model the FN-FNP45 can hold up to 15 per magazine. I made a post about it on the feedback tracker as I think the magazine size should be tweaked for the sake of authenticity. The post: http://feedback.arma3.com/view.php?id=15569 Share this post Link to post Share on other sites
OMAC 254 Posted October 22, 2013 I'm quite curious about the bearing calls that have been changed. If that really works now would be awesome As far as I can tell, it works perfectly, and is one of the best and most important changes in a while that directly affects gameplay. No more confusion about azimuth of targets, they are always relative to magnetic north now. Share this post Link to post Share on other sites
omerc 10 Posted October 22, 2013 I bet BI will release the first campaign to the dev branch today judging from the ultra short dev changelog yesterday Share this post Link to post Share on other sites
NeuroFunker 11 Posted October 22, 2013 could be next week monday, since it might be quite short, so 4 days to test could be enough. Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 22, 2013 how short are we talking? I don't think BI have stated how long It is. could be short could be long who knows Share this post Link to post Share on other sites
NeuroFunker 11 Posted October 22, 2013 exctaly, same as with could be today, or could be next week at dev branch. Share this post Link to post Share on other sites
mistyronin 1181 Posted October 22, 2013 On thursday As a final test before releasing campaign episode 1 next week, we are still considering to stage it on devbranch this Thursday. Share this post Link to post Share on other sites
pawelkpl 29 Posted October 22, 2013 Can someone confirm ? Crashing UAV Darter NATO into ground when flying manually = Crash Game to desktop. Anyone ? Share this post Link to post Share on other sites
-ghost-tf 12 Posted October 22, 2013 Can someone confirm ? Crashing UAV Darter NATO into ground when flying manually = Crash Game to desktop.Anyone ? Confirmed. Game freezes, after few seconds crash to desktop. Share this post Link to post Share on other sites