Brisse 78 Posted June 28, 2014 I saw a similiar report yesterday and though it was sound travel time but then i experienced it myself and there is some kind of delay, much longer than seems natural. No mods active. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 29, 2014 Easy to confirm in the editor. Place a player and an enemy facing each other on the airfield, about 100m apart. Make yourself invincible and either kill the AI or just wait for him to reload. You'll hear his last two or three shots. It seems to start at around 35m. If you stand that close and wait for him to reload, you hear his last 8 or 10 shots. Share this post Link to post Share on other sites
Brisse 78 Posted June 29, 2014 Hey devs! Hope you are reading this. Mk18 ABR with ARCO sight on latest devbranch and no mods. Zeroing is waaaaay off. Round's hit far to the right and lower than you expect. This combination is used in one of the challenges, so it's fairly anoying. It pretty much breaks that challenge. CoF Orange 3. Share this post Link to post Share on other sites
John Kozak 14 Posted June 30, 2014 I don't know when it happened, but steering wheel hand animations don't work now. They certainly did in Beta. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 30, 2014 Works fine for me. Share this post Link to post Share on other sites
enex 11 Posted June 30, 2014 Works fine for me. Works fine.Dev branch no mods. Share this post Link to post Share on other sites
John Kozak 14 Posted June 30, 2014 Okay, will recheck, thanks. Share this post Link to post Share on other sites
Electricleash 133 Posted June 30, 2014 (edited) Hey devs! Hope you are reading this. Mk18 ABR with ARCO sight on latest devbranch and no mods. Zeroing is waaaaay off. Round's hit far to the right and lower than you expect.This combination is used in one of the challenges, so it's fairly anoying. It pretty much breaks that challenge. CoF Orange 3. Hmmm, this would make sense as it's also the combination I've been using trying to pass 'Tipping Point' I was wondering why my shots just never seemed to land on the paratroops. EDIT: Definitely confirmed, http://imgbox.com/eEs6SEql Edited June 30, 2014 by Electricleash Additional Share this post Link to post Share on other sites
Brisse 78 Posted June 30, 2014 Hmmm, this would make sense as it's also the combination I've been using trying to pass 'Tipping Point' I was wondering why my shots just never seemed to land on the paratroops.EDIT: Definitely confirmed, http://imgbox.com/eEs6SEql Thanks for confirming. I'm seing exactly the same thing you illustrated in that screenshot. Share this post Link to post Share on other sites
Greenfist 1863 Posted June 30, 2014 (edited) Thanks for confirming. I'm seing exactly the same thing you illustrated in that screenshot. Can't confirm that. I placed a soldier on a flat airfield with Mk18 and ARCO. Can't see any shot landing to the right at all but they do fall 50m short when shooting from prone at a target 800m away. It would be about 500m short if it was as bad as in the screenshot. Sorry guys, I forgot I switched to stable just yesterday. :o Edited June 30, 2014 by Greenfist Share this post Link to post Share on other sites
St. Jimmy 272 Posted June 30, 2014 Well they resolved this issue http://feedback.arma3.com/view.php?id=18696 but likely forgot that the weapon still shoots at the same spot. Here's ticket about the ARCO issue http://feedback.arma3.com/view.php?id=19257 Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 30, 2014 enableFatigue ... Which seems broken to me. At least i still see those ugly slomo jogging / crouching animations even with _unit enableFatigue false. Share this post Link to post Share on other sites
13islucky 10 Posted June 30, 2014 The slomo works fairly well on yourself in first person, since all you can see are legs moving slightly slower, however looking at other units or in third person it looks fairly dopey. I was hoping that a separate animation would have been perhaps a bit more appropriate. Share this post Link to post Share on other sites
kremator 1065 Posted June 30, 2014 Would be good to have an exhausted animation with hands on knees and breathing deeply ! Obviously not to be done in combat :) Share this post Link to post Share on other sites
Brisse 78 Posted June 30, 2014 That would really add to the immersion factor, compared to the slow mo, that rather takes away from it. :D Share this post Link to post Share on other sites
danny96 80 Posted June 30, 2014 Would be good to have an exhausted animation with hands on knees and breathing deeply ! Obviously not to be done in combat :) It would be good as special key on keyboard. Share this post Link to post Share on other sites
roberthammer 582 Posted June 30, 2014 Very interesting update aka bootcamp dlc nice to see the recoil fix when turning etc and Added: Camo variants of M320 and GM-6 Hmm great , this would be great time to fix the reskin issue when the weapons/items are put on ground tho Share this post Link to post Share on other sites
Guest Posted June 30, 2014 (edited) I've a problem, I can't launch any map since the update. I have an error message : I hope it can be fixe ASAP :icon_sad: EDIT : It happen only on Zeus missions Another bug : http://image.noelshack.com/fichiers/2014/27/1404135504-arma3-2014-06-30-15-37-31-34.png (359 kB) The face is moved from the center, but it's an older bug. Edited June 30, 2014 by Guest Share this post Link to post Share on other sites
Jona33 51 Posted June 30, 2014 I've a problem, I can't launch any map since the update. I have an error message :I hope it can be fixe ASAP :icon_sad: EDIT : It happen only on Zeus missions Replicated here, placing a zeus game master module causes that error message. Share this post Link to post Share on other sites
nodunit 397 Posted June 30, 2014 (edited) It would be good as special key on keyboard. Or perhaps use it as a game mechanic/warning, such as if you run your character for too long that they wind up breathing too heavily, straining and require a moment to catch their breath. You could push on and ignore this but at the expense of being slower until you reach a point in which you have no choice but to stop. Adding it as a separate key would just be wasting a key that people would rarely use. Edited June 30, 2014 by NodUnit Share this post Link to post Share on other sites
Brisse 78 Posted June 30, 2014 Whoa! I like how the aim is thrown off when the character needs to move his feet or body when turning around. Awesome :D Share this post Link to post Share on other sites
laamapalmu 11 Posted June 30, 2014 Umm... i just downloaded the latest Dev version 1.23.125519 and I'm trying to play [bOOTCAMP] There is no text or anything. I wanted to try the VR. Here's a picture :mad::mad::mad::mad: http://i.imgur.com/YN4caqO.jpg Share this post Link to post Share on other sites
Guest Posted June 30, 2014 @Laamapalmu http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2719792&viewfull=1#post2719792 "This part does not yet contain Bootcamp's playable content, so the relevant LEARN menu entries will be empty / non-functional until that gets added soon." You have to wait ;) Share this post Link to post Share on other sites
danil-ch 165 Posted June 30, 2014 Firing effects are missing (no smoke, no backblast, no distant hit effect) Share this post Link to post Share on other sites
Alwarren 2767 Posted June 30, 2014 VR entities really shouldn't be wearing sunglasses :D Share this post Link to post Share on other sites