Frankdatank1218 39 Posted November 29, 2016 Is tactical ping EVER going to stable branch? 1 Share this post Link to post Share on other sites
2nd ranger 282 Posted November 29, 2016 Speaking of which; BIS, I implore you, change the tactical ping sound back to the original one. The new one is atrocious. I can't begin to understand the mindset of whoever though that was a good sound, let alone why it needed to change in the first place. 4 Share this post Link to post Share on other sites
R3vo 2654 Posted November 29, 2016 Speaking of which; BIS, I implore you, change the tactical ping sound back to the original one. The new one is atrocious. I can't begin to understand the mindset of whoever though that was a good sound, let alone why it needed to change in the first place. Hmm, I like it. Defnitely better than the Zeus ping. Share this post Link to post Share on other sites
R3vo 2654 Posted November 29, 2016 Fixed: Gunship gunner optics were shaking when the pilot maneuvered an aircraft in multiplayer Are UAV cameras also going to be fixed? 1 Share this post Link to post Share on other sites
DnA 5154 Posted November 30, 2016 why it needed to change in the first place. Tactical Pings and Zeus Pings are functionally different feedback systems that we want to have different sounds. That doesn't rule out the possibility of iterating the new sound :) 4 Share this post Link to post Share on other sites
bad benson 1733 Posted November 30, 2016 BI looking for an engine programmer offering the "Opportunity to work on a popular game franchise". half-life 3...uh i mean arma 4 confirmed. sorry i had to :P 4 Share this post Link to post Share on other sites
froggyluv 2136 Posted November 30, 2016 Yeah didnt it state for Unreal 4 engine?! Do it Benson!! 1 Share this post Link to post Share on other sites
ceeeb 147 Posted November 30, 2016 (edited) BI looking for an engine programmer offering the "Opportunity to work on a popular game franchise". half-life 3...uh i mean arma 4 confirmed. sorry i had to :P BI have been advertising two "Senior Engine Programmer" positions for almost 2 years. I guess good programmers aren't easy to find, or they aren't offering enough? I think the Unreal engine project they have is YLands (actually the Ylands site says it uses Unity) Edited November 30, 2016 by ceeeb Share this post Link to post Share on other sites
lex__1 422 Posted December 1, 2016 Why in CR 1.66 versions appear problems there where there were no problems in DEV of the version? Changes for release 1.66 will be? https://feedback.bistudio.com/T121561#1538722 https://feedback.bistudio.com/T121560#1538721 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted December 1, 2016 The CRV-6E Bobcat and Mi-290 Taru supply variants now also have a near infinite supply of ammunition, fuel and repair resources, just like the other supply vehicles in the game What exactly was the reason for this? It's already annoying as hell having multiple fuel trucks / fuel storages with 1.000.000.000.000l (1e+012 as per config) of fuel, now it's being added on 2 more vehicles on purpose? Why another step away from authenticity? Cheers 3 Share this post Link to post Share on other sites
danil-ch 165 Posted December 1, 2016 Some bugs with the new footsteps system. 1) When you move in tactical pace the sound of your footsteps is coming from the left. 2) When you run (not sprint) the sound of the your footsteps is louder on left channel. This sound bugs made their way into Stable branch. Well done, bohemia) Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted December 1, 2016 Bummer. Was kind of hoping they'd fix the grass/bushes/shrubs LOD issue on Altis. Tough to play the game right now. Pretty neat changelog otherwise! It feels like one of the longest I've read in awhile. Share this post Link to post Share on other sites
correyvola 0 Posted December 1, 2016 The game constantly stutters me when I play from the editor. and works well on normal missions and campaign Share this post Link to post Share on other sites
Bamse 223 Posted December 1, 2016 Anyone know what the option is for disabling the tactical ping when using custom server difficulty as per defined in the .Arma3Profile? Couldn't find it on the BIKI: https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu Share this post Link to post Share on other sites
emton 15 Posted December 1, 2016 Why do I have so much trouble getting an AI to switch to the gunner position in a vehicle? Sometimes using command menu 6 it has the option, sometimes NOT... I was in a fight trying to make this guy get into the GUNNER seat and he wouldn't do it, he's jump in the passenger, no option to switch to... Don't see why it shouldn't work, this was on 1.66 RC I hope it's changed for the full release but I don't expect it... Share this post Link to post Share on other sites
Hans(z) 56 Posted December 1, 2016 Why do I have so much trouble getting an AI to switch to the gunner position in a vehicle? Sometimes using command menu 6 it has the option, sometimes NOT... I was in a fight trying to make this guy get into the GUNNER seat and he wouldn't do it, he's jump in the passenger, no option to switch to... Don't see why it shouldn't work, this was on 1.66 RC I hope it's changed for the full release but I don't expect it... +1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted December 1, 2016 This sound bugs made their way into Stable branch. Well done, bohemia) That sucks. really does. But on the flip side. lots of cool new sound additions. so they were clearly busy at it. Share this post Link to post Share on other sites
konrad1 10 Posted December 2, 2016 how to turn on the ADS HQ in options Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted December 2, 2016 That sucks. really does. But on the flip side. lots of cool new sound additions. so they were clearly busy at it. It's kinda typical for BI to add something (like sound when crawling through shallow water), yet they're absolutely oblivious about the fact that there's still no matching sound when crouching through shallow water. Cheers Share this post Link to post Share on other sites
dunedain 48 Posted December 2, 2016 Seems like 1.66 fixed most movement issues I had since at least 1.62... Like my tactical pace toggle key combinaison not responding, being locked into movement whenever I switched pace or toggle raise weapon not sticking ect.. It feels a lot smoother now. However toggle raise weapon still feels a bit unresponsive at times and does lock you into movement for a couple of seconds which can be pretty dangerous. Still props for fixing most of it, I can play the game again without losing my hairs because my character does things on its own. ;) 2 Share this post Link to post Share on other sites
peegee 118 Posted December 2, 2016 Seems like 1.66 fixed most movement issues I had since at least 1.62... Like my tactical pace toggle key combinaison not responding, being locked into movement whenever I switched pace or toggle raise weapon not sticking ect.. It feels a lot smoother now. However toggle raise weapon still feels a bit unresponsive at times and does lock you into movement for a couple of seconds which can be pretty dangerous. Still props for fixing most of it, I can play the game again without losing my hairs because my character does things on its own. ;) Raising weapon is still bonkers. I tried strafing right and kept tapping "toggle raise weapon" and noticed I kept strafing without any keypress until I pressed "step over". 2 Share this post Link to post Share on other sites
dunedain 48 Posted December 2, 2016 Yes indeed, and as I mentioned the action itself isn't responsive at all. With the exception of LMGs and MMGs, You should always be able to raise your weapon instantaneously. Right now, I'll stick to keep toggle tactical pace and weapon raised at all time in CQC. The raise weapon action is still not reliable and just too dangerous to use. They fixed the rest though, so it means someone must be working on it. :o Share this post Link to post Share on other sites
peegee 118 Posted December 2, 2016 Yes indeed, and as I mentioned the action itself isn't responsive at all. With the exception of LMGs and MMGs, You should always be able to raise your weapon instantaneously. Right now, I'll stick to keep toggle tactical pace and weapon raised at all time in CQC. The raise weapon action is still not reliable and just too dangerous to use. They fixed the rest though, so it means someone must be working on it. :o One thing I noted that there is option for "toggle raise weapon" and just "raise weapon". I expected the latter to behave as hold-action, instead I still haven't figured out what it's supposed to do. It works almost as if it was toggle and hold in the same key. I always hoped it would work like weapon switching, without interruptions or stops. Share this post Link to post Share on other sites
ImperialAlex 72 Posted December 2, 2016 ENGINE Tweaked: The impact origin of ragdolls being triggered is now more precise I remember reading a comment from KillzoneKid that for various reasons, we might never see a "unit ragdoll" script command. Are those reasons still there? If yes, I'd love to learn a bit about them and if not then would it be possible to look at a ragdoll script command again? :) 2 Share this post Link to post Share on other sites
suddenlymoose 15 Posted December 2, 2016 DATA Tweaked: Collision geometries on various Tanoa structures There is still a problem with some cargo container models. Can be seen in the Blue Harbour area, where shots appear to hit an invisible wall when shooting around the corner of the cargo containers there. Share this post Link to post Share on other sites