roberthammer 582 Posted February 10, 2015 Fixed: Ejected casing are now drawn correctly in 1st person (http://feedback.arma3.com/view.php?id=9159) After 2 years it's finally fixed :p this makes pistols look way more realistic ty Share this post Link to post Share on other sites
Bouben 3 Posted February 10, 2015 I am very excited that AI is getting some love recently. Good effort, devs! Share this post Link to post Share on other sites
Fushko 59 Posted February 10, 2015 After 2 years it's finally fixed :pthis makes pistols look way more realistic ty Just wanted to comment on how this small fix is appreciated. Has been bugging me since the alpha. At last :) Share this post Link to post Share on other sites
Electricleash 133 Posted February 10, 2015 Really strange how such a small change can make a significant difference! I'm guessing the casing implementations are still incoming for the MX and Katiba? Or did I miss something. Share this post Link to post Share on other sites
Jackal326 1181 Posted February 10, 2015 Really strange how such a small change can make a significant difference! I'm guessing the casing implementations are still incoming for the MX and Katiba? Or did I miss something. Aren't they specifically designed to be caseless? Share this post Link to post Share on other sites
Brisse 78 Posted February 10, 2015 I'm guessing the casing implementations are still incoming for the MX and Katiba? Or did I miss something. You are missing something. They use caseless ammunition. MK200 also use caseless. https://en.wikipedia.org/wiki/Caseless_ammunition Share this post Link to post Share on other sites
supercereal4 29 Posted February 10, 2015 MK200 also use caseless. Right now the MK200 has the "shells hitting the ground" sounds. I think it's debatable on whether or not it is using truly caseless ammo. IIRC it doesn't specify in game. The IRL inspiration for it, the LSAT, can take either caseless or cased telescoped rounds. If the case is the former, then we shouldn't be able to hear shells hit the ground, as we do now. If the case is the latter, then we should be able to see the shells being ejected. Share this post Link to post Share on other sites
enex 11 Posted February 10, 2015 (edited) Let's face it, MK2000 has ejection port + I don't know for any existing weapon of FN2000 type which would be caseless.That's inspiration right there. Also it chambers 55.6 Edited February 10, 2015 by enex Share this post Link to post Share on other sites
Brisse 78 Posted February 10, 2015 enex, we are thinking of the light machine gun MK200, not the MK20, aka F2000. They are not related. supercereal4: Sounds of shell casings with MK200 could be a bug. There was a similar bug for the Zubr revolver, which obviously should not have that sound. I reported it earlier today and it was acknowledged by the devs. Share this post Link to post Share on other sites
enex 11 Posted February 10, 2015 enex, we are thinking of the light machine gun MK200, not the MK20, aka F2000. They are not related. supercereal4: Sounds of shell casings with MK200 could be a bug. There was a similar bug for the Zubr revolver, which obviously should not have that sound. I reported it earlier today and it was acknowledged by the devs. Oh that one is caseless like you said also shape of rounds is apparent giveaway. Share this post Link to post Share on other sites
supercereal4 29 Posted February 10, 2015 I reported it earlier today and it was acknowledged by the devs. Do you also have a ticket open for the MK200? I agree, it does look like a bug, all things considered. Share this post Link to post Share on other sites
bigpickle 0 Posted February 10, 2015 Changed: Path to samples based on new data structure (more on this topic in the next SITREP) Data Structure change? Share this post Link to post Share on other sites
Brisse 78 Posted February 10, 2015 Do you also have a ticket open for the MK200? I agree, it does look like a bug, all things considered. No. I never noticed the problem with the MK200 myself, so feel free to report it :) Data Structure change? Folder structure I think... This is how it looks now. Do you see the difference? closure1[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Mk20\closure_Mk20_01",0.707946,1,10}; Share this post Link to post Share on other sites
supercereal4 29 Posted February 10, 2015 No. I never noticed the problem with the MK200 myself, so feel free to report it :) here we are! http://feedback.arma3.com/view.php?id=22651 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 10, 2015 Let's face it, MK2000 has ejection port + I don't know for any existing weapon of FN2000 type which would be caseless.That's inspiration right there.Also it chambers 55.6 Hehe, 55.6... that must be a big round. I think you mean 5.56 Stanag. =) Share this post Link to post Share on other sites
Brisse 78 Posted February 10, 2015 The round is actually called 5.56x45 NATO. When you say STANAG, you are usually referring to the magazines. :) https://en.wikipedia.org/wiki/STANAG_magazine And FN2000 is actually just F2000, or on the civilian market FS2000. FN is the manufacturer, so manufacturer and model name becomes FN F2000. Very confusing, I know ;) I think some video games are using FN2000 to avoid license issues. Holy **** that was off topic. Sorry. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 10, 2015 The MK200 should still spit out the disintegrating links that hold the ammunition together in the belt though, right? Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted February 10, 2015 The MK200 should still spit out the disintegrating links that hold the ammunition together in the belt though, right? I just assummed the links went the same place all the furniture did ;) Looking forward to more audio tweaks for the fire-arms BIS; what we've got so far is fantastic and it's a shame they're not in stable. Share this post Link to post Share on other sites
enex 11 Posted February 10, 2015 (edited) Hi, the problem with Zafir shooting samples is already fixed in our internal build. As you wrote, there was one sample missing and the 'silent' sound was just the closure, not shot. Fix should be in today's update. Welcome ^^ Edited February 11, 2015 by enex Share this post Link to post Share on other sites
chortles 263 Posted February 11, 2015 Now now, Imperator_Pete, you know as well as anyone that catching problems such as the aforementioned ones are why the sounds are not in stable yet... ;) Share this post Link to post Share on other sites
Brisse 78 Posted February 11, 2015 Finger on the trigger and selector switch not on safe? Bad weapon discipline :) Cool new feature though. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 11, 2015 Now now, Imperator_Pete, you know as well as anyone that catching problems such as the aforementioned ones are why the sounds are not in stable yet... ;) Can't really blame him. The some of those new samples are starting to sound just as good, if not, better than some of those high end sound mods coming out now. This is a good thing. Share this post Link to post Share on other sites
Gutsnav 13 Posted February 11, 2015 Finger on the trigger and selector switch not on safe? Bad weapon discipline :)Cool new feature though. http://i57.tinypic.com/1zyik55.jpg It's been there since Alpha. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 11, 2015 When you guys say commander, do you think this turn out capability can be branched out to the Hunter and Ifrit via. Un Armed hatches? Share this post Link to post Share on other sites
Brisse 78 Posted February 11, 2015 It's been there since Alpha. What exactly has been there since alpha? Share this post Link to post Share on other sites