instagoat 133 Posted April 23, 2015 Will the normal nato vests get updated with appropriate Magazine pouches at some point? Right now they still carry 556 magazines more appropriate for the AAF. Share this post Link to post Share on other sites
oldy41 61 Posted April 23, 2015 Has this been reported yet: When switching the optics mode of a rifle from scoped to non-scoped the peripheral vision is blurred. A work around is to briefly switch out from optics. Share this post Link to post Share on other sites
Jackal326 1182 Posted April 23, 2015 Will the normal nato vests get updated with appropriate Magazine pouches at some point? Right now they still carry 556 magazines more appropriate for the AAF. If this is to be done, please leave 556 pouch versions available. Otherwise you risk breaking a lot of re-texture addons and such where a 556 pouch is desired. Share this post Link to post Share on other sites
rübe 127 Posted April 23, 2015 With respect to customizable vehicles/hidden selections: it would be lovely if the transport variants (opened and closed) of the Zamak, Tempest and HEMTT could hide that seating area/benches on the cargo area, s.t. we could actually put things there without clipping into that bench. Actually there should probably be a proper command/switch for this, which would also enable/disable those additional seats for units. That'd be super neat. :) Share this post Link to post Share on other sites
somesangheili 111 Posted April 23, 2015 BIS I hope you keep the old running (with weapon raised) animation still in the game, and let the AI have a 50-50 chance of using each of the animations, for variety Share this post Link to post Share on other sites
heruon 1 Posted April 24, 2015 This would mean that leaves would stop explosive projectiles completely, for example.This seems like a better idea to me : Ticket 23876 Yeah, you're right about that. What you're suggesting seems like a good mechanic and I'd be very happy if BI could implement it like that Share this post Link to post Share on other sites
metralla 19 Posted April 24, 2015 It seems not well supported bipods in all cases, has fix this?. :confused: 24-04-2015 EXE rev. 130502 (game) Share this post Link to post Share on other sites
R3vo 2654 Posted April 25, 2015 It seems not well supported bipods in all cases, has fix this?. :confused:24-04-2015 EXE rev. 130502 (game) http://i1376.photobucket.com/albums/ah11/_Metralla_/th_7e035083-0afb-4bd3-891e-490b113740d8_zpsmu6y4ppy.jpg http://i1376.photobucket.com/albums/ah11/_Metralla_/th_62368f34-1fd4-4a16-a575-1125de595366_zpsjp7lpoum.jpg http://i1376.photobucket.com/albums/ah11/_Metralla_/th_149e860b-3171-423f-a304-18f4d2eb71fa_zpspcwkd6tj.jpg I believe this will be refined over time, don't expect it to be perfect tomorrow. ---------- Post added at 12:54 ---------- Previous post was at 12:50 ---------- BIS I hope you keep the old running (with weapon raised) animation still in the game, and let the AI have a 50-50 chance of using each of the animations, for variety'I quickly changed to dev branch, but I couldn't spot any difference. So could you tell me, what exactly have they changed? Share this post Link to post Share on other sites
arziben 23 Posted April 25, 2015 Fixed: Unarmed version of PO-30 Orca didn't have countermeasures Yay :D Changed: Minimal weight for an object to be sling loadable I'm not sure I understand what this means, does it mean we'll be able to lift objects under a certain weight that weren't liftable before, or the opposite, being unable to lift small object that we could lift before ? Share this post Link to post Share on other sites
pettka 694 Posted April 25, 2015 I'm not sure I understand what this means, does it mean we'll be able to lift objects under a certain weight that weren't liftable before, or the opposite, being unable to lift small object that we could lift before ? The answers is more complicated - we have recently added possibility to carry more items, all the stuff with ThingX simulation to be precise, but sling loading extremely small items (e.g. a pen) is kind of strange, so we have added a threshold for the weight of objects :icon_twisted: Share this post Link to post Share on other sites
arziben 23 Posted April 25, 2015 Alright ! Awesome ! Happy to know we'll be able to lift more diverse things :D Share this post Link to post Share on other sites
toysoldier 35 Posted April 25, 2015 Light bug with flashlight/sunlight on the blood texture. You see on the first picture the right texture. http://i.imgur.com/8Ck3mHX.jpg http://i.imgur.com/5ED7FJE.jpg http://www.imagebam.com/image/ebcc96375240988 http://feedback.arma3.com/view.php?id=17244 Share this post Link to post Share on other sites
2nd ranger 282 Posted April 25, 2015 I quickly changed to dev branch, but I couldn't spot any difference. So could you tell me, what exactly have they changed? The way the characters hold their primary weapons while jogging has changed very slightly. It's hardly noticable. Personally though, I think if they're going to change that animation, it should be so the weapon is held at more of a downward angle rather than basically straight out in front. It would look way more natural. Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted April 25, 2015 BIS I hope you keep the old running (with weapon raised) animation still in the game, and let the AI have a 50-50 chance of using each of the animations, for variety Agreed. movement animations overall need a little variety. wish the walking one with gun had more. Share this post Link to post Share on other sites
inlesco 233 Posted April 26, 2015 Light bug with flashlight/sunlight on the blood texture. You see on the first picture the right texture.http://i.imgur.com/8Ck3mHX.jpg http://i.imgur.com/5ED7FJE.jpg http://www.imagebam.com/image/ebcc96375240988 http://feedback.arma3.com/view.php?id=17244 Blood texture opacity. BIS should keep it forced to 1 at all times. This is the easiest way instead of letting this bug live on for years. Share this post Link to post Share on other sites
oldy41 61 Posted April 26, 2015 I am experiencing lots of lod switching lately, though all relevant video settings are maxed, and my video card is fine enough. Video memory consumption stay below 2.3 GB. Did anyone else notice that? GTX 970 with 4GB VRAM, driver version 350.12 8GB RAM Share this post Link to post Share on other sites
DancZer 65 Posted April 26, 2015 I am experiencing lots of lod switching lately, though all relevant video settings are maxed, and my video card is fine enough. Video memory consumption stay below 2.3 GB.Did anyone else notice that? GTX 970 with 4GB VRAM, driver version 350.12 8GB RAM Have you tried to increase with -maxVRAM startup parameter? https://community.bistudio.com/wiki/Arma_3_Startup_Parameters Share this post Link to post Share on other sites
oldy41 61 Posted April 26, 2015 Have you tried to increase with -maxVRAM startup parameter? https://community.bistudio.com/wiki/Arma_3_Startup_Parameters Thanks for the tip. It's better now, but I am not sure that the improvement is really related to maxVRam. I am suspecting that my system RAM was fragmented in the previous runs. I will test a bit more. (And LOD flickering on trees and rocks is still annoying.) @BI: It would be very interesting to know, how / based on which parameters the LOD switching algorithm is deciding when to switch between object LODs. Share this post Link to post Share on other sites
x3kj 1247 Posted April 26, 2015 One factor is - the more objects of the same type are in the same area, the faster the switching. (And the more objects in general, the earlier the switching) Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted April 26, 2015 I am experiencing lots of lod switching lately, though all relevant video settings are maxed, and my video card is fine enough. Video memory consumption stay below 2.3 GB.Did anyone else notice that? GTX 970 with 4GB VRAM, driver version 350.12 8GB RAM Any particular brand? Have the g1 gaming. Might be able to test some Share this post Link to post Share on other sites
oldy41 61 Posted April 26, 2015 Any particular brand? Have the g1 gaming. Might be able to test some Mine is the Palit JetStream. ---------- Post added at 23:39 ---------- Previous post was at 22:25 ---------- I am experiencing lots of lod switching lately, though all relevant video settings are maxed, and my video card is fine enough. Video memory consumption stay below 2.3 GB.Did anyone else notice that? GTX 970 with 4GB VRAM, driver version 350.12 8GB RAM I have tested a bit more and the LOD switching seems to get worse when changing the sampling resolution. Oddly, with sampling set to 200% the LOD switching is much less than at 150% or even 100%. Share this post Link to post Share on other sites
somesangheili 111 Posted April 26, 2015 Another suggestion for varying the running animations would be to make running with heavy weapons (MGs, sniper rifles) use the new animation, as it looks more 'rugged' and there is more weapon swaying, and let the other weapons use the old animation. Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted April 27, 2015 Another suggestion for varying the running animations would be to make running with heavy weapons (MGs, sniper rifles) use the new animation, as it looks more 'rugged' and there is more weapon swaying, and let the other weapons use the old animation. Liking your ideas. And to oldy41 try using nvidia inspector. Share this post Link to post Share on other sites
somesangheili 111 Posted April 27, 2015 Liking your ideas. Thanks! Share this post Link to post Share on other sites
2nd ranger 282 Posted April 27, 2015 Another suggestion for varying the running animations would be to make running with heavy weapons (MGs, sniper rifles) use the new animation, as it looks more 'rugged' and there is more weapon swaying, and let the other weapons use the old animation. Again though, if they were going to have different animations for MGs and sniper rifles, those weapons should definitely be held low while running. Share this post Link to post Share on other sites