marcai 1 Posted January 28, 2014 Anyone got any idea how to use "Added: Clan / insignia signs for most uniforms" from the latest branch? I updated to Dev just to see how it worked and have a tinker, but not seeing any options on my profile to add a tag to my character. I really do love this as an idea, BIS, and I'm not even in a clan to require it! Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 28, 2014 Well I didn't expect that :) Good news. we shall see Share this post Link to post Share on other sites
supercereal4 29 Posted January 28, 2014 Added: RHA plate surface materials of thicknesses 1, 3, 5, 7, 16 and 23mm, Cast iron plate material how does this affect/change armored vehicle protection? Share this post Link to post Share on other sites
kuIoodporny 45 Posted January 28, 2014 These materials may be used for current and future content where applicable. Share this post Link to post Share on other sites
maturin 12 Posted January 28, 2014 Especially looking forward to disabling vehicles with 1mm of armor by throwing chemlights at them. :p Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 28, 2014 Especially looking forward to disabling vehicles with 1mm of armor by throwing chemlights at them. :p i know something even weaker! run at it.. :P Share this post Link to post Share on other sites
CrazyBaron 10 Posted January 28, 2014 I took a look at destruction system of houses and i don't see logic behind it BTR-K Kamysh HE rounds house->house with damaged texture->house with broken wall on side where i shoot->destroyed house well that looks like a step to BF destruction but then... BTR-K Kamysh AP rounds house->house with damaged texture->destroyed house Slamer AP First hit: house with damaged texture Second hit: destroyed house Slamer HE First hit: no change or only glass broken Second hit: house with damaged texture Third hit: destroyed house RPG First hit: house with damaged texture Second hit: destroyed house Titan First hit: destroyed house Share this post Link to post Share on other sites
Alwarren 2767 Posted January 29, 2014 Anyone got any idea how to use "Added: Clan / insignia signs for most uniforms" from the latest branch? I updated to Dev just to see how it worked and have a tinker, but not seeing any options on my profile to add a tag to my character. I really do love this as an idea, BIS, and I'm not even in a clan to require it! If you have a squad.xml entered and the sqad has a logo, that logo will appear on vehicles and uniforms. Was like that in Arma 2 as well. Share this post Link to post Share on other sites
Tankbuster 1746 Posted January 29, 2014 If you have a squad.xml entered and the sqad has a logo, that logo will appear on vehicles and uniforms. Was like that in Arma 2 as well. Squad.xml has been working for months on stable. It's nothing new to dev. I wonder if this is actually something else. Share this post Link to post Share on other sites
Alwarren 2767 Posted January 29, 2014 Squad.xml has been working for months on stable. It's nothing new to dev. I wonder if this is actually something else. Yes, but AFAIK there were no squad logos on the uniforms. Share this post Link to post Share on other sites
enex 11 Posted January 29, 2014 Added: Linear car control actions What does it trying to tell me? ": ) Share this post Link to post Share on other sites
byku 13 Posted January 29, 2014 No ammo for Kuma guys ;), i've got an error about those new yellow tracers. Share this post Link to post Share on other sites
pettka 694 Posted January 29, 2014 No ammo for Kuma guys ;), i've got an error about those new yellow tracers. http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2611002&viewfull=1#post2611002 Read the known issues, please :icon_twisted: Share this post Link to post Share on other sites
Tyl3r99 41 Posted January 29, 2014 http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2611002&viewfull=1#post2611002 Read the known issues, please :icon_twisted: he posted at 14:18 and the changelog was edited at 14:28 he wouldn't of known ;) Share this post Link to post Share on other sites
byku 13 Posted January 29, 2014 (edited) http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2611002&viewfull=1#post2611002 Read the known issues, please :icon_twisted: Post in changelog edited at 15:26(added known issues I suppose? :p) - my post at 15:18, HAH! I won :cool: Edit.: Don't worry ;), i didn't take that as an offence ^^. Edited January 29, 2014 by Byku Share this post Link to post Share on other sites
pettka 694 Posted January 29, 2014 I meant that as no offense, just a confirmation that we know about the issue and work on fixing it :icon_twisted: Share this post Link to post Share on other sites
bonham 10 Posted January 29, 2014 Maybe I'm just picky, but I think many people come across these issues and they deserve more attention: So, I like to lower my gun whenever I'm not in combat. There are two bugs which I frequently encounter: Raising/lowering weapon forces the player to run/walk #17104 and Character animation glitch carrying missile launchers #14775. Also, the action "Tactical pace 3 seconds" doesn't do what it should do. "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds #9392 Then there is an exploit: [Exploit/Bug]Able to repair a vehicle/heal player character instantaneously #9439 Last but not least: Reloading weapons / placing explosives is audible far away from source #8938 Share this post Link to post Share on other sites
MavericK96 0 Posted January 30, 2014 Hmm. -Rain disabled in thermal vision Not sure it was necessary to disable it completely, maybe just tone it down a bit. It was impossible to see through it before, though, so it's a step in the right direction. Share this post Link to post Share on other sites
bigpickle 0 Posted January 30, 2014 ZERO % MP optimization for me or the servers I play on, tested and noted for fps before and after and not a single difference. Share this post Link to post Share on other sites
Brisse 78 Posted January 30, 2014 (edited) Another update of proper initSpeed for different weapons in their magazines Why such a big difference between Katiba and MX? In todays update Katiba is 900m/s and MX is 800m/s. Are we ever going to see barrel lenght taken into account? Does that introduce problems with AI, optics or anything like that? A while ago I overhauled all the muzzle velocities in Swedish Forces Pack, and I did take barrel lenght into account. I saw no problem with that at the time, and still have not seen any. Please enlighten me if there is a problem with this :) Edit: 4-Five vs ACP-C2, they fire same ammunition, right? They have wildly different muzzle velocities ingame. Wierd... I would guess the 4-Five is way to high, and the ACP-C2 is about right, maybe slightly high. Edited January 30, 2014 by Brisse Share this post Link to post Share on other sites
Kerc Kasha 102 Posted January 30, 2014 Why such a big difference between Katiba and MX? In todays update Katiba is 900m/s and MX is 800m/s. Are we ever going to see barrel lenght taken into account? Does that introduce problems with AI, optics or anything like that? A while ago I overhauled all the muzzle velocities in Swedish Forces Pack, and I did take barrel lenght into account. I saw no problem with that at the time, and still have not seen any. Please enlighten me if there is a problem with this :) Katiba is a bullpup rifle Share this post Link to post Share on other sites
Brisse 78 Posted January 30, 2014 (edited) Katiba is a bullpup rifle I don't see why that would matter. Barrel lenght on Katiba and MX should be about the same, and the Katiba certainly does not have longer barrel than MXM. As an example, if you compare F2000 (bullpup) to M16 (not bullpup) the former has 16 inch barrel and the latter usually have 20 inch barrel. Bullpup does not automatically mean it has a longer barrel. Designers rather try to make a short weapon instead of putting in a longer barrel, thats why they came up with bullpup, to make overall lenght shorter. Edited January 30, 2014 by Brisse Share this post Link to post Share on other sites
Kerc Kasha 102 Posted January 30, 2014 I don't see why that would matter. Barrel lenght on Katiba and MX should be about the same, and the Katiba certainly does not have longer barrel than MXM. As an example, if you compare F2000 (bullpup) to M16 (not bullpup) the former has 16 inch barrel and the latter usually have 20 inch barrel. Bullpup does not automatically mean it has a longer barrel. Designers rather try to make a short weapon instead of putting in a longer barrel, thats why they came up with bullpup, to make overall lenght shorter. Overall barrel length of a rifle in the size of a carbine is usually the rule of thumb. I haven't bothered to measure the two but I assumed the Katiba would have an overall longer barrel due to this. Share this post Link to post Share on other sites
Brisse 78 Posted January 30, 2014 I haven't bothered to measure the two but I assumed the Katiba would have an overall longer barrel due to this. The IRL counterpart of the Katiba comes with three different barrels, 780mm, 730mm, and 680mm. It is however chambered for 5.56mm so the ingame Katiba will not have the same muzzle velocity as the real one, which goes from 900m/s to 950m/s. Share this post Link to post Share on other sites
roberthammer 582 Posted January 30, 2014 (edited) I think both MX and Katiba should have 800m/s (since ar15 chambered to use 6.5mm goes around 800-820m/s) about the 4 Five - that should have 280 like the ACP-C2 (still dont get the 4 Five's magazine count - the 11 rnd magazine ... , even Dayz with the same pistol has proper magazine even real name haha) Edited January 30, 2014 by RobertHammer Share this post Link to post Share on other sites