CaptainObvious 95 Posted April 17, 2015 That sounds very very bad. Half of the keybinds can suddenly break if that's true for any other ctrl+ modifier. That seems to be the case, only the stance adjustment works for me now, any other bind that includes Ctrl+ doesn't work. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 17, 2015 Not sure what's causing this, but it happens at random. Camera Glitch Share this post Link to post Share on other sites
Tankbuster 1747 Posted April 17, 2015 I get this when the sunlight shines on my TIT sensor. Is that a possible cause? Edit. Erm. TIR sensor. lol. Share this post Link to post Share on other sites
Jackal326 1182 Posted April 17, 2015 TIT sensor You might want to put some sun cream on that. You DO NOT want sunburn there...:eek: Share this post Link to post Share on other sites
tpw 2315 Posted April 18, 2015 Tweaked: Adjusted ambient animals density Apparently not tested in game because the goats are still invisible, and most of the other animals are frozen. Share this post Link to post Share on other sites
Electricleash 133 Posted April 18, 2015 Not sure what's causing this, but it happens at random.Camera Glitch Something similar happens when deployed and going into 'command' camera. Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted April 18, 2015 I think the jogging animation has been changed slightly too. Just the way the gun is held. If only they had more variety. I watch some really good arma vids and one or two you might be forgiven for thinking its real life cinematic . Then you notice all the squad walking in the exact same manner hand down by side. Suddenly ruins it. When you see an ai squad on patrol simply having random animations or slight differences for units for the different modes ie careless, danger, stealth... would make them look less robotic. Share this post Link to post Share on other sites
bonham 10 Posted April 19, 2015 Eye wear of a vehicle's passenger is not affected by vehicle shadow, aka the "Glowing goggles glitch": http://feedback.arma3.com/view.php?id=23835 Share this post Link to post Share on other sites
rübe 127 Posted April 20, 2015 Added: "Default" faction Care to explain? Why has this been added, how is it useful? What can we do with this? Share this post Link to post Share on other sites
somesangheili 111 Posted April 20, 2015 Is anyone else having trouble with changing their optics mode? Every time I change the optics mode (left ctrl + sec. mouse btn) my character would go out of scope view. It wasn't like this on stable Share this post Link to post Share on other sites
enex 11 Posted April 20, 2015 Is anyone else having trouble with changing their optics mode? Every time I change the optics mode (left ctrl + sec. mouse btn) my character would go out of scope view. It wasn't like this on stable They are refactoring keys, so bugs in this regards will happen.Like Ctr can't change optic sight. "An investigation into interaction has us first taking aim at the keyboard. New weapon switching actions have been added, allowing players to bind their infantry weapons to any key they desire. To increase the number of available options, we have also unlocked almost all hardcoded controls to better support this technology. Quickly switching to your pistol in a tight spot is no longer a thing of the past and you can also use these keys to switch firing mode too. But this is just the beginning! We are currently working on bringing this technology to vehicles as well, and expect to continue improving interaction on the whole to be Harder, Better, Faster, Stronger. Stay tuned." Source: http://dev.arma3.com/post/sitrep-00102 Share this post Link to post Share on other sites
somesangheili 111 Posted April 20, 2015 Oh. Ty for fast response! Share this post Link to post Share on other sites
twisted 128 Posted April 20, 2015 Is anyone else having trouble with changing their optics mode? Every time I change the optics mode (left ctrl + sec. mouse btn) my character would go out of scope view. It wasn't like this on stable yes it drove me batty for a bit but now i understand why its ok. Share this post Link to post Share on other sites
somesangheili 111 Posted April 21, 2015 BIS are you ever going to fix this simple yet annoying bug? When I look at my shadow I would like to know if I'm wearing NVGs or not Share this post Link to post Share on other sites
supercereal4 29 Posted April 21, 2015 BIS are you ever going to fix this simple yet annoying bug? When I look at my shadow I would like to know if I'm wearing NVGs or not I believe that you could see them in the Alpha. I reported the issue a while back. http://feedback.arma3.com/view.php?id=14409 Added: Reloading magazines properly shows bullets in the new one (e.g. for MMGs) (WIP) This pleases me. I have to admit, I never thought this was going to be fixed. Share this post Link to post Share on other sites
danil-ch 165 Posted April 22, 2015 (edited) Katiba is missing the interior tail (Full auto mode only) http://i.imgur.com/CABcsxs.jpg (215 kB) Edited April 22, 2015 by Danil-ch Share this post Link to post Share on other sites
kremator 1065 Posted April 22, 2015 BIS are you ever going to fix this simple yet annoying bug? When I look at my shadow I would like to know if I'm wearing NVGs or not The giveaway will be no green display when you press the NV button ! Although annoying it probably isn't a high priority bug. Share this post Link to post Share on other sites
supercereal4 29 Posted April 22, 2015 The giveaway will be no green display when you press the NV button ! Although annoying it probably isn't a high priority bug. I think that when he said "wearing" he meant wearing it folded up on his head, not necessarily equipped on his face. Share this post Link to post Share on other sites
das attorney 858 Posted April 22, 2015 Fixed: ExplosionEffects are shown only if a projectile stops Cool but now, unless the proj is stopped completely, then I'm seeing no impact effects at all. So Tigris shoots at house and rounds pass through to explode on a hill the other side. No impacts on the house itself. Share this post Link to post Share on other sites
insumsnoy 4 Posted April 22, 2015 Thanks for the changelog DNA, the date is wrong though. :eek: Share this post Link to post Share on other sites
heruon 1 Posted April 22, 2015 Fixed: ExplosionEffects are shown only if a projectile stops So I thought: Nice! They've finally fixed this issue. But it seems seems a bit strange to me, a little the wrong way around. Now there's no effect on impact unless the projectile stops, and shouldn't an impact generally set the round off? Wouldn't it be better the other way around - the projectile is deleted (or fragmentation is created) after the explosion effect, which appears on impact..? Share this post Link to post Share on other sites
ImperialAlex 72 Posted April 23, 2015 Fixed: BIS_fnc_diagAARRecord is no longer called automatically to avoid accidental profileNameSpace spam (scenario designers can still call it manually for debugging purposes) Wait, are those functions that allow us to create "after action reports"/recordings/replays? The wiki doesn't seem to have much documentation on that :( Can anybody elaborate? Share this post Link to post Share on other sites
x3kj 1247 Posted April 23, 2015 (edited) So I thought: Nice! They've finally fixed this issue. But it seems seems a bit strange to me, a little the wrong way around. Now there's no effect on impact unless the projectile stops, and shouldn't an impact generally set the round off? Wouldn't it be better the other way around - the projectile is deleted (or fragmentation is created) after the explosion effect, which appears on impact..? This would mean that leaves would stop explosive projectiles completely, for example. This seems like a better idea to me : Ticket 23876 Edited April 23, 2015 by Fennek Share this post Link to post Share on other sites
danil-ch 165 Posted April 23, 2015 (edited) Some bugs with New Healing animation After healing animation (with Rifle Only) ends, your character starts warping (slightly) and multiple footsteps sounds can be heard. Edited April 23, 2015 by Danil-ch Share this post Link to post Share on other sites
grichard 10 Posted April 23, 2015 Katiba is missing the interior tail (Full auto mode only)http://i.imgur.com/CABcsxs.jpg (215 kB) Issue is already fixed in Steam Dev. Share this post Link to post Share on other sites