razor6014 35 Posted March 2, 2015 lets see 1 mil left/ right ... usual lead for a man walking is 1.5 mils .. for running its 5 to 4 mils sooo i cant use it for that anymore ... .. i can list more things but the traditional is more practical Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted March 3, 2015 There's a few UV issues I've noticed regarding the NATO Recon Fatigues and the CSAT Fatigues: http://i.imgur.com/1pUHaU9.jpg http://i.imgur.com/Jz94BO7.jpg Yes I am running a texture mod for the NATO uniforms but the texture has nothing to do with it. Also, I've noticed some shadow issues in the NATO uniforms just like the CSAT assassin helmet: http://i.imgur.com/K6nA0Sy.jpg http://i.imgur.com/wUChKrO.jpg http://i.imgur.com/LG6d9AS.jpg http://i.imgur.com/XlOu7O1.jpg Would appreciate these being fixed ASAP. Share this post Link to post Share on other sites
razor6014 35 Posted March 3, 2015 Either way the Y-tac looks cool, but if i could choose , id choose traditional as it has a more relaxing sight picture (thats what i get for doing target archery ) + more mils Share this post Link to post Share on other sites
R3vo 2654 Posted March 3, 2015 Somone was asking for a video, which shows the muffled sound issue. Video During this video, I was using the Rahim, but it happened to me before with the Lynx. Also radio sounds and footsteps become muffled. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 3, 2015 So, the recoil changes are looking and feeling sweet! Suggestion though. Can you guys bring back the Back Blast from Alpha? Where if someone is behind your rocket launcher and you fire, it knocks them down in rag doll for a few seconds? Share this post Link to post Share on other sites
Brisse 78 Posted March 3, 2015 Wait, what!? Alpha had back-blast? How did I miss that? Share this post Link to post Share on other sites
R3vo 2654 Posted March 3, 2015 So, the recoil changes are looking and feeling sweet! Suggestion though. Can you guys bring back the Back Blast from Alpha? Where if someone is behind your rocket launcher and you fire, it knocks them down in rag doll for a few seconds? Cannot remember, that I've ever seen this in alpha. Share this post Link to post Share on other sites
petek 62 Posted March 3, 2015 Just had large update - Can't access inventory at all. No action on player or when at a container. Can somepne please verify? Cheers Share this post Link to post Share on other sites
R3vo 2654 Posted March 3, 2015 Just had large update - Can't access inventory at all. No action on player or when at a container. Can somepne please verify?Cheers Confirmed. Share this post Link to post Share on other sites
petek 62 Posted March 3, 2015 Thanks R3vo Not really noticed any other changes so will be curious whats been changed when we get the log cheers Share this post Link to post Share on other sites
Electricleash 133 Posted March 3, 2015 Just had large update - Can't access inventory at all. No action on player or when at a container. Can somepne please verify?Cheers Confirmed Edit: Can't access inventory at all, not even with the the key bind. Share this post Link to post Share on other sites
petek 62 Posted March 3, 2015 ConfirmedEdit: Can't access inventory at all, not even with the the key bind. Yep - tried through map etc... Hope we can get a hotfix....... but it is the Dev Branch afterall;-) Share this post Link to post Share on other sites
R3vo 2654 Posted March 3, 2015 Yep - tried through map etc... Hope we can get a hotfix....... but it is the Dev Branch afterall;-) Yeah, but there is no way we can test anything if basic functionality is missing ;) Share this post Link to post Share on other sites
Jackal326 1181 Posted March 3, 2015 (edited) Not really noticed any other changes so will be curious whats been changed when we get the log 03-03-2015 EXE rev. 129539 (game) EXE rev. 129539 (launcher) Size: ~120 MB Originally Posted by The Most Venerable Order of Configuration, Lord Pettka of House BounceDATA Broke: Inventory I'm otherwise engaged the next few days Read: Hoping RoyaltyinExile doesn't run out of Dutch jokes. ;) Edited March 3, 2015 by Jackal326 Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 3, 2015 (edited) SOS and LRPS modeloptics (or at least the reticle textures inside the model) need swapping around or re-scaling to match the zoom levels on either sight. You can tell because the mil-dot hash marks aren't calibrated for the magnification levels on either sight, but if you overlay one on the other, the reticle scale matches quite well. LRPS Y-shaped reticle overlayed on SOS mil-dot reticle. Both @ min zoom: http://imgur.com/a/xaTCn#2 LRPS Y-shaped reticle overlayed on SOS mil-dot reticle. Both @ max zoom http://imgur.com/a/xaTCn#5 The green square is a 1m x 1m user texture object placed at a distance of 1000m, so should be equal width with the 1 mil hash mark in all zoom levels of the scopes. Gallery also contains un-altered images of each scope's sight picture, without blending them together. Can also confirm that the inventory is broken: The player will switch to the "check pockets" idle animation when you press the Inventory keybind, and comes out of it again when you start moving, but no UI appears on the screen. Edited March 3, 2015 by da12thMonkey Share this post Link to post Share on other sites
supercereal4 29 Posted March 3, 2015 (edited) Tweaked: 7.62x51mm weapons for CSAT re-chambered to 7.62x54mm ammo Does this have any end-user effect such as a change in bullet ballistics/performace for the affected weapons or is it just a renaming? Yep - tried through map etc... Hope we can get a hotfix....... but it is the Dev Branch afterall;-) I wouldn't count on it at this rate, unless there's an unsung hero working overtime at the office :eek: Edited March 3, 2015 by supercereal4 Share this post Link to post Share on other sites
roberthammer 582 Posted March 3, 2015 Does this have any end-user effect such as a change in bullet ballistics/performace for the affected weapons or is it just a renaming? That's only for Rahim - like the irl does use the 7.62x54mm ammo it has slightly better penetration and air Friction Share this post Link to post Share on other sites
petek 62 Posted March 3, 2015 Does this have any end-user effect such as a change in bullet ballistics/performace for the affected weapons or is it just a renaming?I wouldn't count on it at this rate, unless there's an unsung hero working overtime at the office :eek: Well I guess they can have the night off;-) Share this post Link to post Share on other sites
Electricleash 133 Posted March 3, 2015 Added: Telescopic turrets now have sounds when being raised/lowered This is from yesterdays changelog, I'm guessing this refers to samples having been added but not configured yet as there seems to be none playing currently. Share this post Link to post Share on other sites
Brisse 78 Posted March 3, 2015 (edited) Found in CfgWeapon for Zafir: descriptionShort = "Light Machine Gun<br />Caliber: 7.62x51 mm"; Obviously this needs to be changed to 7.62x54 Same goes for Rahim which also seem to use the new ammunition. supercereal4: There is a new ammo class in CfgAmmo. The main differences are: airFriction = -0.0012; //7.62x54 airFriction = -0.0010; //7.62x51 caliber = 1.8; //7.62x54 caliber = 1.6; //7.62x51 hit = 12; //same for both Edit: The airfriction for the new ammo seems a bit high. Research I have done earlier for modding purposes yielded airFriction=-0.001023; for 7N14 7.62x54R. For 7.62x51 NATO I have used airFriction = -0.001025. Edited March 3, 2015 by Brisse Share this post Link to post Share on other sites
razor6014 35 Posted March 3, 2015 (edited) from what i can see the y-tac is designed for a 10x scope http://www.bwoptic.com/id4.html http://www.bwoptic.com/sitebuildercontent/sitebuilderpictures/805reticle.jpg (233 kB) Edited March 3, 2015 by Razor6014 Share this post Link to post Share on other sites
supercereal4 29 Posted March 3, 2015 (edited) removed post Edited March 3, 2015 by supercereal4 Question got answered before I posted Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 3, 2015 (edited) Does this have any end-user effect such as a change in bullet ballistics/performace for the affected weapons or is it just a renaming? The Rahim's required magazine has changed from 10Rnd_762x51_Mag to 10Rnd_762x54_Mag, so that may affect some addons and missions where a unit with the Rahim is assigned their loadout via addmagazine. And as Brisse said, the new magazine uses a different ammunition class B_762x54_Ball, which does have slightly different ballistic properties (higher caliber and airFriction settings), though initspeed setting in the new magazine is the same as the old one (for weapons using magazine based/modifed muzzle velocity). Ed:- I thing Zafir is still using 150Rnd 7.62x51mm for the time being Edited March 3, 2015 by da12thMonkey Share this post Link to post Share on other sites
roberthammer 582 Posted March 3, 2015 (edited) Found in CfgWeapon for Zafir: descriptionShort = "Light Machine Gun<br />Caliber: 7.62x51 mm"; Obviously this needs to be changed to 7.62x54 Why would Zafir use 7.62x54R? I know the Russian MGs does use that round but on NG7 it would be weird //Edit: Hmm it does use the 7.62x54R now - that's weird , but hey it's a China copy of NG7 magazines[] = {"150Rnd_762x54_Box","150Rnd_762x54_Box_Tracer"}; btw while you re-chambering guns - then you could switch the Mk200 to 5.56 on AAF side Edited March 3, 2015 by RobertHammer Share this post Link to post Share on other sites