toysoldier 35 Posted August 16, 2014 Some weapons dont have ammo case at shooting and the gatlings on the ghost hawk has no muzzle fire. Share this post Link to post Share on other sites
CaptainObvious 95 Posted August 16, 2014 Some weapons dont have ammo case at shooting Which ones, as some weapons use caseless ammo. Share this post Link to post Share on other sites
toysoldier 35 Posted August 16, 2014 Some weapons dont have ammo case at shooting and the gatlings on the ghost hawk has no muzzle fire. I dont know which weapon use caseless ammo. Katiba 6.5 Mk200 6.5 Mx 6.5 Mx Sw 6.5 Mxm 6.5 Share this post Link to post Share on other sites
Alwarren 2767 Posted August 16, 2014 Some weapons dont have ammo case at shooting and the gatlings on the ghost hawk has no muzzle fire. I dont know which weapon use caseless ammo. Katiba 6.5 Mk200 6.5 Mx 6.5 Mx Sw 6.5 Mxm 6.5 If in doubt, look at the magazine, they say "caseless" for the weapons that use caseless ammo. All the weapons you have listed there use caseless ammunition. I think mostly the SDAR and Mk20 as well as most marksman and sniper rifles use normal ammo. Basically, anything 6.5 mm is caseless. Share this post Link to post Share on other sites
-Coulum- 35 Posted August 16, 2014 Some weapons dont have ammo case at shooting and the gatlings on the ghost hawk has no muzzle fire. I dont know which weapon use caseless ammo. Katiba 6.5 Mk200 6.5 Mx 6.5 Mx Sw 6.5 Mxm 6.5 As captain obvious said, its because they use http://en.wikipedia.org/wiki/Caseless_ammunition eidt: Ah too slow. Share this post Link to post Share on other sites
toysoldier 35 Posted August 16, 2014 Ok sorry guys my bad :rolleyes: Share this post Link to post Share on other sites
zukov 490 Posted August 17, 2014 (edited) little bug on CSAT insignia the patches are slightly detached from the body but Clanlogo is enabled or not? Edited August 17, 2014 by Zukov Share this post Link to post Share on other sites
Vasilyevich 20 Posted August 17, 2014 The hiddenSelections on the CSAT plane are named wrong: http://feedback.arma3.com/view.php?id=20301 the code right now is: hiddenSelections[] = {"Camo_1","Camo_2"}; it should be: (like on all other Arma 3 stuff who has more than one hiddenSelection hiddenSelections[] = {"Camo1","Camo2"}; :) Share this post Link to post Share on other sites
mistyronin 1181 Posted August 18, 2014 (edited) The AAF Hellcat is unable to mark / "target" units. Unlike its counterparts in both NATO's AH9 and the CSAT's Orca. Also of this helicopter don't use tracer rounds unlike the other two. In both helicopters showcases ( helicopter and gunships ), there is a bug that when you save or autosave you appear in the middle of the sea when you load ( I guess there's something wrong with the saving coordinates ). Also in night vision mode the instrumental of the hellcat cockpit looks weird ( when it should look blurred ) Edited August 18, 2014 by MistyRonin Share this post Link to post Share on other sites
aluc4rd 47 Posted August 18, 2014 The AAF Hellcat is unable to mark / "target" units. Unlike its counterparts in both NATO's AH9 and the CSAT's Orca. Also of this helicopter don't use tracer rounds unlike the other two. Hellcat uses DAR unguided rockets so you can't lock targets. As for tracer rounds - that is strange because I can see yellow tracers when firing. Share this post Link to post Share on other sites
mistyronin 1181 Posted August 18, 2014 (edited) Hellcat uses DAR unguided rockets so you can't lock targets. As for tracer rounds - that is strange because I can see yellow tracers when firing. Try it during the night, I can't see any tracer not even through NVG nor in plain sight. And the AH9 has the same DAR unguided rockets and is able to mark the targets ( not lock ). Also both the AH9 and the Orca can mark the targets using the machineguns, the AAF Hellcat can't. I'm using only the devbranch and no mods. By mark targets I mean that the square appears in their position, not the diamond and the beep. Edited August 18, 2014 by MistyRonin Share this post Link to post Share on other sites
Greenfist 1863 Posted August 18, 2014 Try it during the night, I can't see any tracer not even through NVG nor in plain sight. And the AH9 has the same DAR unguided rockets and is able to mark the targets ( not lock ). Also both the AH9 and the Orca can mark the targets using the machineguns, the AAF Hellcat can't. I'm using only the devbranch and no mods. By mark targets I mean that the square appears in their position, not the diamond and the beep. My Hellcat has working tracers. They're just less visible than Orca's Gatling, but definitely there. If you have "Auto guide AT" enabled in the difficulty settings, you can lock/cycle targets with all guided/unguided weapons, except in Hellcat. edit. And this was tested in the current release candidate. Share this post Link to post Share on other sites
mistyronin 1181 Posted August 18, 2014 My Hellcat has working tracers. They're just less visible than Orca's Gatling, but definitely there. I thought that was the normal bullet, as practically doesn't shine; also in the other helicopters the tracer starts the "color line" from the machine gun muzzle; but the Hellcat "light-tracer" starts about 20 mts from the muzzle. If you have "Auto guide AT" enabled in the difficulty settings, you can lock/cycle targets with all guided/unguided weapons, except in Hellcat. It seems that I have that option enabled ( I reinstalled the game this last weekend due to Windows issues ). But it's weird that the Hellcat doesn't have that option while all the others do. It neither has it for the machine guns ( while the others do too ). Share this post Link to post Share on other sites
Gutsnav 13 Posted August 18, 2014 Discovered a sweet new feature - Tailrotors now kill you when they are spinning. Finally! [LATEST DEV BRANCH] Share this post Link to post Share on other sites
Greenfist 1863 Posted August 18, 2014 Yeah, the "Auto guide AT" is a weird little setting. With it enabled you can even lock people with vehicle HMGs, but I've never seen it guide any ATs. Share this post Link to post Share on other sites
Brisse 78 Posted August 18, 2014 (edited) I thought that was the normal bullet, as practically doesn't shine; also in the other helicopters the tracer starts the "color line" from the machine gun muzzle; but the Hellcat "light-tracer" starts about 20 mts from the muzzle. Non-tracers are 100% invisible in Arma, except AT-rockets and such. Tracers igniting before leaving muzzle is unrealistic. IRL they ignite a few meters downrange. The exact range where they light up and extinguish is different for each type of ammunition. In the mod Swedish Forces Pack I have researched and tuned most tracers to realistic values (ignition time, range where it extinguishes and correct colour). Edit: The yellow tracers are very hard to see against certain types of terrain during daylight. Maybe thats what happened to you? Edited August 18, 2014 by Brisse Share this post Link to post Share on other sites
Varanon 892 Posted August 18, 2014 Added: New commands for working with Future / Render visual state information Any more information on this (what it is, for example) ? Share this post Link to post Share on other sites
pettka 694 Posted August 18, 2014 Any more information on this (what it is, for example) ? There's going to be a proper documentation soonTM :icon_twisted: Share this post Link to post Share on other sites
-=seany=- 5 Posted August 18, 2014 http://cdn.overclock.net/7/7d/7d758ebb_1355517972SmtzmJYEeY_7_2_l.png (1841 kB) (not arma) New HDAO looks like it should be nice thanks Share this post Link to post Share on other sites
Fushko 59 Posted August 18, 2014 http://cdn.overclock.net/7/7d/7d758ebb_1355517972SmtzmJYEeY_7_2_l.png (1841 kB) (not arma)New HDAO looks like it should be nice thanks It's been there for a long while now, didn't you notice it? They just removed SSAO Share this post Link to post Share on other sites
aluc4rd 47 Posted August 18, 2014 Try it during the night, I can't see any tracer not even through NVG nor in plain sight. And the AH9 has the same DAR unguided rockets and is able to mark the targets ( not lock ). Also both the AH9 and the Orca can mark the targets using the machineguns, the AAF Hellcat can't. I'm using only the devbranch and no mods. By mark targets I mean that the square appears in their position, not the diamond and the beep. Oh, now I get it. The problem is probably the FLIR turret on Hellcat - can check it but not really sure if it can be fixed. Share this post Link to post Share on other sites
Sari 18 Posted August 18, 2014 Engine on / off can be bound to a key in controls options Cant find this anywhere in control options. Which sub-category is this supposed to be under? Also I've never noticed this before but the main menu background music cuts out when you enter a control configuration screen, then returns when you go back to the main controls menu. Not the worst problem in the world but it seemed odd to me. Bug or working as intended? Share this post Link to post Share on other sites
mistyronin 1181 Posted August 18, 2014 Oh, now I get it. The problem is probably the FLIR turret on Hellcat - can check it but not really sure if it can be fixed. It would be really cool if you can manage to fix it ( specially having the new helos DLC incoming ) :) I like to play Arma quite hardcore, but my ability is limited and using the new flying system the marking tool helps a lot ( but if not I'll put my best to learn without visual aid ). In any case. Could it be possible to apply the same solution that in the UAV camera? To lock the Hellcat FLIR camera to something with Control + T. Share this post Link to post Share on other sites
instagoat 133 Posted August 19, 2014 So, when will we see the shooting from vehicles, because that's pretty much the ultimate bomb. At least a teaser video would be super great! Share this post Link to post Share on other sites
CaptainObvious 95 Posted August 19, 2014 So, when will we see the shooting from vehicles, because that's pretty much the ultimate bomb. At least a teaser video would be super great! It's indeed such an important feature it must be tested properly on dev.branch before it gets released, I hope sooner than later. Share this post Link to post Share on other sites