danil-ch 165 Posted March 26, 2015 Added: Proper configuration of bipod sounds The sound is very loud from the left channel. Need more tweaking. Share this post Link to post Share on other sites
OMAC 254 Posted March 26, 2015 (edited) Please don't tell me that Marksman DLC will only include one related showcase as premium playable SP content. I don't consider drills, challenges, and VR training courses as playable content (certainly not content I would pay for). It looks like the FFV showcase will be provided to all as non-premium content (it is playable now, but has Marksman icon...:confused:). I wonder how much the standalone DLC will cost? :raisebrow: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2906925&viewfull=1#post2906925 Edited March 26, 2015 by OMAC Share this post Link to post Share on other sites
Griff762 10 Posted March 26, 2015 Anyone else found the hidden room on the FFV showcase yet? Share this post Link to post Share on other sites
runekn 3 Posted March 26, 2015 Anyone else found the hidden room on the FFV showcase yet? Yes, not very hidden though ;) Also, only one AAF pilot seems to wanna move, the other just stands there in the outpost barrack, not moving. This made the mission impossible to complete. Share this post Link to post Share on other sites
2nd ranger 282 Posted March 26, 2015 Please don't tell me that Marksman DLC will only include one related showcase as premium playable SP content. I don't consider drills, challenges, and VR training courses as playable content (certainly not content I would pay for). I agree. The general lack of SP or co-op missions is disappointing. What was the last official co-op mission? The tank showcase? Even the defend co-op mode has been pretty broken for a while now because of some change in the way respawns work. Share this post Link to post Share on other sites
enex 11 Posted March 26, 2015 (edited) FFV showcase is really to my liking.Well done. Voice acting seem uncovencing from kilo 1 from time to time and too much of How copy repeating.But I loved lots of chatter, very immersive. One more thing regarding comms: They should stick to radio discipline: Hey you this is me over I'm mentioning this because of radio comms often don't contain over when speaker finished talking and expected answer. Broadway this is Kilo 1, over or Broadway Kilo 1, over Then the receiver has to say his callsign and respond with whatever he has to say. This is Broadway send message, over or Broadway send message, over Everytime message ends it has to be over OR out. Over signify, ending my message expecting response, while out means I finished talking to you, no response is allowed from you AT ALL.(I used uppercase because of Movie Holywood Over and out mistake which is incorrect) Kilo 1 we are RTB 2 wounded, low on ammo out. Edited March 26, 2015 by enex Share this post Link to post Share on other sites
roberthammer 582 Posted March 26, 2015 Also, only one AAF pilot seems to wanna move, the other just stands there in the outpost barrack, not moving. This made the mission impossible to complete. Confirmed , same thing for me Share this post Link to post Share on other sites
OMAC 254 Posted March 26, 2015 I agree. The general lack of SP or co-op missions is disappointing. What was the last official co-op mission? The tank showcase? Even the defend co-op mode has been pretty broken for a while now because of some change in the way respawns work. Man, am I saddened by this. It seems that BI considers missions, really anything that can be made in editor, as of no value. Why not get poor community sods to do all the work for free? MANW is an obvious exception to that, but I'm talking about official BI playable content. All effort has been put into fancy MP modes like Zeus, End Game, DayZ :rolleyes:, and other stuff that I will most likely never play. What the heck does the playable content team do all day? Gosh do I wish the days of real DLC such as BAF, PMC, and even bugged ACR would come back. Dream on. Share this post Link to post Share on other sites
Griff762 10 Posted March 26, 2015 Found my pilots in the gas station and had no issues finishing the mission. Wonder what this bad omen is going to be then? Share this post Link to post Share on other sites
enex 11 Posted March 26, 2015 Yeah same here.Worked as expected. Only teamleader was stuck in running animation by helicopter (or against heli to be precise) after 7 sec or so he get teleported about 5m away and got in successfully. Share this post Link to post Share on other sites
R3vo 2654 Posted March 26, 2015 About the showcase: The marker links to Romeo 1 and Romeo 2 are wrong in the mission briefing. In addition, the voice acting is to quiet. I have radio, effects and music set equally and the radio chat is barely noticeable. Also, the standing hostage won't move, therefore I'm unable to finish the showcase. All in all, I like the showcase, good job. Share this post Link to post Share on other sites
2nd ranger 282 Posted March 26, 2015 Same bug with the one of the crew not moving in FFV showcase. They were in the hut in the outpost. Otherwise, pretty cool mission. Share this post Link to post Share on other sites
das attorney 858 Posted March 26, 2015 Ha ha ha probably not your fault BIS but this happened after I updated today! xD Share this post Link to post Share on other sites
zukov 490 Posted March 26, 2015 in marksman showcase there is a new music track? Share this post Link to post Share on other sites
2nd ranger 282 Posted March 26, 2015 Fixed: Unable to collapse advanced hint after exiting UAV terminal Speaking of advanced hints, there's an error message that comes up to say a hint is too long if the height is over 0.7 or something like that. However, the hint displays fine. Is this intentional? The first hint in the Infantry Showcase is quite long and also triggers the error. Share this post Link to post Share on other sites
Dwarden 1125 Posted March 26, 2015 Ha ha ha probably not your fault BIS but this happened after I updated today! xD any reproduction steps on this? Share this post Link to post Share on other sites
das attorney 858 Posted March 26, 2015 (edited) any reproduction steps on this? I will try and see what it was - having problems trying to reliably reproduce it. Will need to get back to you on this one D. EDIT: Dwarden, Here is repro. Seems to happen pretty reliably on my PC without mods http://feedback.arma3.com/view.php?id=23332 Edited March 26, 2015 by Das Attorney Share this post Link to post Share on other sites
Sniperwolf572 758 Posted March 26, 2015 (edited) I will try and see what it was - having problems trying to reliably reproduce it. Will need to get back to you on this one D.EDIT: Dwarden, Here is repro. Seems to happen pretty reliably on my PC without mods http://feedback.arma3.com/view.php?id=23332 If attachTo is used as the ticket reads (and the video seems to support it), then this is the regression Arma 3 introduced with attachTo. All children objects of an attachTo connection inherit the render (and probably simulation considering your ticket) update rate of the parent. In addition to that, they also inherit some other properties, like the destruction type, so you can have pancake-high objects if they're attached to things like tents, etc. Relevant ticket here with another repro: http://feedback.arma3.com/view.php?id=10177 Edited March 26, 2015 by Sniperwolf572 Share this post Link to post Share on other sites
das attorney 858 Posted March 26, 2015 If attachTo is used as the ticket reads (and the video seems to support it), then this is the regression Arma 3 introduced with attachTo. All children objects of an attachTo connection inherit the render (and probably simulation considering your ticket) update rate of the parent.Relevant ticket here with another repro: http://feedback.arma3.com/view.php?id=10177 Thanks for working out what that was SW. I'll attach them to a logic or let them stand free I guess. Share this post Link to post Share on other sites
DarkDruid 96 Posted March 27, 2015 Speaking of advanced hints, there's an error message that comes up to say a hint is too long if the height is over 0.7 or something like that. However, the hint displays fine. Is this intentional? The first hint in the Infantry Showcase is quite long and also triggers the error. Yes, this is intentional behaviour of the advanced hint system. The height of that hint could cause some troubles (collision with other elements on the screen etc.) so there is the message as a warning. I will inform the author of the mentioned hint that his hint is too long. Thanks! Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 27, 2015 Left Ctrl + T for locking targets via. Turret, is not working on the new backpack deployable designator, and commander camera on the Strider. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 27, 2015 Left Ctrl + T for locking targets via. Turret, is not working on the new backpack deployable designator I think this is by design since they're described as 'remote' rather than 'autonomous' - i.e. they have no capability to self-operate. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 27, 2015 I think this is by design since they're described as 'remote' rather than 'autonomous' - i.e. they have no capability to self-operate. As it hasn't been mentioned by the Dev's in regards to Design choice, that's false. Anything that's accessible via. UAV Terminal is Autonomyous, including the remote designates. Remote doesn't mean do it your self, rather, you have the ability to access it via. A remote device. I've watched a designator autonomously track something. But it's not very reliable. And in all realistic respects, there's no reason what so ever why it shouldn't be able to lock a target as the others do. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted March 27, 2015 Anything that's accessible via. UAV Terminal is Autonomyous As you said, "remote" just means you can access it from a remote device an implies nothing about autonomy, but equally there's not really anything about the Remote Designators that implies they are autonomous either. Everything else that's accessible by the UV terminal is specifically described as being Autonomous though. Either they are under the 'Autonomous' vehicle class in the editor (\BLUFOR\NATO\Autonomous\, \OPFOR\CSAT\Autonomous\ etc.), or in the case of the Autonomous tripod weapons which are under the 'Static' vehicle class like the Remote Designators; Mk32A GMG and Mk30A HMG - guess what the 'A' stands for in differentiating them from the standard Mk32/Mk30. The only allusion that they could have any sort of autonomy is the fact that the "Autonomous" mode button is still accessible in the UV Interface when you select one. But having it checked on or off has zero effect on the actual behaviour of the unit as outlined below. To that extent it's simply a UI option that remains regardless of function - as much as the bipod slot button in Arsenal still shows up if you pick an M320 or another weapon that has no bipod slot. The Remote Designators do not look at or track anything by themselves ingame - I've specifically tested whether they do or not and have played around with them a lot in general terms to figure out how to use them in gameplay. You can place them down in the editor and run/drive around in front of them as a member of the opposite faction or place your own remote and see if they track a bunch of enemy units moving around the waypoints you gave them in the editor - and under no circumstances will the turret move a single degree or attempt to use the laser designator "weapon" they have, without operator input. Put one down and let a battle rage around it for half an hour before coming back to it, and it'll still be pointing at the same rock as it was when you left it. They consistently do nothing by themselves. One can only conclude from the unit's behaviour (or lack thereof) that they are not intended to be autonomous/optionally-operated at all. So them being able to track anything without operator input would be a bit daft. But I dunno, maybe someone'll have to write a BROREP about it :j: Share this post Link to post Share on other sites
R3vo 2654 Posted March 27, 2015 (edited) 1st error was caused by my stupidity ;( Second error appeared when opening the Config Viewer Error 2 Edited March 28, 2015 by R3vo Share this post Link to post Share on other sites