takehomethecup 13 Posted May 5, 2017 4 hours ago, Grumpy Old Man said: No update today, my devs have gone away The patches stand forlorn, a symbol of the dawn No update today, it seems a common sight But people TKing by don't know the reason why How could they know just what this huge letdown means? The end of all my hopes, the end of all my dreams How could they know a DLC there had been Behind the door, where milsim reigned as queen Huh? Share this post Link to post Share on other sites
dragon01 902 Posted May 5, 2017 The 60s are not strong with this one... :) (also, thanks for getting this stuck in my head. That thing's a bloody earworm!) 1 Share this post Link to post Share on other sites
andersson 285 Posted May 6, 2017 11 hours ago, takehomethecup said: Huh? No milk for you. Share this post Link to post Share on other sites
Greenfist 1863 Posted May 6, 2017 11 hours ago, bakimaster91 said: The new FCS calculates the range, auto elevates guns and machine guns, calculates lead magnificently....only when standing... whole new story begins when the vehicle starts to move and LASEs targets... the FCS goes crazy and treats its own vehicle movement as a movement of the target in crosshairs and applies lead ! :P Taking the shooters movement should be taken into account, because the sideways velocity is passed on from the shooter to the projectile. It looks like the movement is not factored in now. But I swear it was before when the new system was just introduced. Was it nerfed or broken? 2 Share this post Link to post Share on other sites
dragon01 902 Posted May 6, 2017 I agree, FCS should take relative speed into account. In fact, given how the real thing measures it, it would be more difficult to figure out ground speed from an FCS reading than relative speed. 1 Share this post Link to post Share on other sites
bakimaster91 16 Posted May 6, 2017 I dont know if DEVs will even notice my feedback.. How Can I put it to the feedback tracker?? Share this post Link to post Share on other sites
jcae2798 132 Posted May 6, 2017 Anyone have any issues with their joystick lately>? My analog features are broken. Meaning when i up the throttle for example, it's either 100 or 0 and see same affect in controller setup (X-Y axis as well). I already have it configured for analog correctly and this was working in the past. I stopped playing within the last couple months, so nothing really changed other then updates most likely. Any ideas what it could be? I have a Logitech Extreme 3D Error on my end, sorry Share this post Link to post Share on other sites
nodunit 397 Posted May 6, 2017 6 hours ago, bakimaster91 said: I dont know if DEVs will even notice my feedback.. How Can I put it to the feedback tracker?? What wold you like to submit? Share this post Link to post Share on other sites
bakimaster91 16 Posted May 6, 2017 I would like to submit what I wrote earlier about FCS :)Wysłane z mojego SM-G920F przy użyciu Tapatalka Share this post Link to post Share on other sites
jcae2798 132 Posted May 7, 2017 9 hours ago, jcae2798 said: Anyone have any issues with their joystick lately>? My analog features are broken. Meaning when i up the throttle for example, it's either 100 or 0 and see same affect in controller setup (X-Y axis as well). I already have it configured for analog correctly and this was working in the past. I stopped playing within the last couple months, so nothing really changed other then updates most likely. Any ideas what it could be? I have a Logitech Extreme 3D Take it back....error on my end :P Share this post Link to post Share on other sites
dragon01 902 Posted May 7, 2017 I found a serious bug with "manual guidance" on Scalpel. When flying with AI gunner, it doesn't work, despite the gunner's camera being pointed at target. I tested it with the same scenario with a Kajman hovering near the Stratis airbase, and an emptry HEMTT about 900m from it. First as a gunner, I had no problem hitting the HEMTT by pointing my sight at it and firing. As a pilot however, when I ordered the gunner to target the HEMTT (thus pointing his camera at it, verified with the gunner camera MFD) and fired the missile, it went straight forward, without guiding. I also verified this with Blackfoot. Scalpel manual guidance only works for a human gunner. Share this post Link to post Share on other sites
BlindNavigator 4 Posted May 7, 2017 I've noticed something that can get somewhat annoying after a while. 1. Spawn a new plane, like Shikra. 2. Destroy it with something like a Zeus lightning or similar. 3. Ejection seat goes off. After a while on a MP server there will be quite a lot of broken ejection seats all over that doesn't despawn. Also I haven't found a good way to clean it that doesn't remove something else. Like vehicle _x isKindOf "Thing" // removes boxes and lights. vehicle _x isKindOf "Plane" // doesn't remove it. When put into a script like this: { if (vehicle _x isKindOf "Thing") then { deleteVehicle _x; }; } forEach vehicles; I'm thinking this will be changed, so that we don't need custom cleaning script like these. Share this post Link to post Share on other sites
Komachi 10 Posted May 8, 2017 20 hours ago, BlindNavigator said: I've noticed something that can get somewhat annoying after a while. 1. Spawn a new plane, like Shikra. 2. Destroy it with something like a Zeus lightning or similar. 3. Ejection seat goes off. After a while on a MP server there will be quite a lot of broken ejection seats all over that doesn't despawn. Also I haven't found a good way to clean it that doesn't remove something else. Like vehicle _x isKindOf "Thing" // removes boxes and lights. vehicle _x isKindOf "Plane" // doesn't remove it. When put into a script like this: { if (vehicle _x isKindOf "Thing") then { deleteVehicle _x; }; } forEach vehicles; I'm thinking this will be changed, so that we don't need custom cleaning script like these. Use parent class of the ejection seat, Ejection_Seat_Base_F Share this post Link to post Share on other sites
x3kj 1247 Posted May 8, 2017 there is no impact effect for Slammers 120mm APDSFS ammo for impacts on water (havent checked other vehicles) The new driver and gunner direction indicator has some texture blending/ phasing problems (not sure how else to describe it) - parts of it go darker as you rotate on my screen. 1 Share this post Link to post Share on other sites
jarrad96 1940 Posted May 8, 2017 Did some digging, here's where I first heard of the hands thing last year. https://www.reddit.com/r/arma/comments/460pxo/your_character_actually_holds_helicopter_door/ Example- http://i.imgur.com/p080PVB.png 3 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted May 9, 2017 5 hours ago, jarrad96 said: Did some digging, here's where I first heard of the hands thing last year. https://www.reddit.com/r/arma/comments/460pxo/your_character_actually_holds_helicopter_door/ Example- http://i.imgur.com/p080PVB.png I tweeted that to @oukej ages ago on twitter, but got no reply haha :( Still curious what happened to that kinda stuff 2 Share this post Link to post Share on other sites
BIS_Dantes 183 Posted May 9, 2017 12 hours ago, x3kj said: there is no impact effect for Slammers 120mm APDSFS ammo for impacts on water (havent checked other vehicles) The new driver and gunner direction indicator has some texture blending/ phasing problems (not sure how else to describe it) - parts of it go darker as you rotate on my screen. Noted, thanks for your feedback! :) Regards. 1 Share this post Link to post Share on other sites
BIS_Dantes 183 Posted May 9, 2017 On 5/7/2017 at 10:46 PM, BlindNavigator said: I've noticed something that can get somewhat annoying after a while. 1. Spawn a new plane, like Shikra. 2. Destroy it with something like a Zeus lightning or similar. 3. Ejection seat goes off. After a while on a MP server there will be quite a lot of broken ejection seats all over that doesn't despawn. Also I haven't found a good way to clean it that doesn't remove something else. Like vehicle _x isKindOf "Thing" // removes boxes and lights. vehicle _x isKindOf "Plane" // doesn't remove it. When put into a script like this: { if (vehicle _x isKindOf "Thing") then { deleteVehicle _x; }; } forEach vehicles; I'm thinking this will be changed, so that we don't need custom cleaning script like these. This "Auto-ejection" issue should be fixed soon in one of next versions. Same as Garbage collector for canopies and seats. Thanks and regards! :) 1 Share this post Link to post Share on other sites
BIS_Dantes 183 Posted May 9, 2017 On 5/7/2017 at 11:36 AM, dragon01 said: I found a serious bug with "manual guidance" on Scalpel. When flying with AI gunner, it doesn't work, despite the gunner's camera being pointed at target. I tested it with the same scenario with a Kajman hovering near the Stratis airbase, and an emptry HEMTT about 900m from it. First as a gunner, I had no problem hitting the HEMTT by pointing my sight at it and firing. As a pilot however, when I ordered the gunner to target the HEMTT (thus pointing his camera at it, verified with the gunner camera MFD) and fired the missile, it went straight forward, without guiding. I also verified this with Blackfoot. Scalpel manual guidance only works for a human gunner. Issue with AI and its manual guide ability was sent to our programmers. Thanks for your feedback! :) 3 Share this post Link to post Share on other sites
dragon01 902 Posted May 9, 2017 Thanks, I hope it'll soon be fixed for good. The problem has been around for quite a while, but I noticed it in the RHS mod and thought it was a mod issue. Recent changes to manual guidance prompted me to test the Scalpel, though. Share this post Link to post Share on other sites
mrsandbox 36 Posted May 9, 2017 Really like the new VTOL scenario, finally i can fly that thing, its cool that you really need skill for the landing, engagment of enemys ect. Had three CTD´s while playing the scenario. Think its connected to change the vector of VTOL. Here´s the Crash Report stuff; https://www.sendspace.com/file/0bnrp5 Share this post Link to post Share on other sites
Alwarren 2767 Posted May 9, 2017 Okay, there is a thing that is bugging me, which is actually already in the current released patch, and that is this thing. In a nutshell, if you put a squad of infantry on the skids of a Hummingbird helicopter and you will get four variations of "MH-9 Hummingbird Passenger (Right Bench 1)" instead of, you know, useful information like "Combat Life Saver", "Grenadier", "AT Missile Specialist" on the multiplayer slot-in screen. Now I am told that this is indeed INTENDED behavior, with the argumentation that e.g. you would need to know who the pilot or commander etc is, and "it has been default before Eden". I find this argument weak at best. The information what kind of seat I am sitting on (especially in vehicles like the Prowler that only has driver and FFV seats) is completely irrelevant. In the days of yore (i.e. pre-Eden), there was no way to put a unit into a vehicle at the start of the mission except for pre-configured vehicle crews, and there it made sense since the crews were all crewmen anyway, but now, this is a mess of FFV seat names that convey zero meaning and leave everybody guessing what exactly they are signing up on. Ideally, both the position and unit type would be displayed, but this strikes me as picking the worst of all possible solutions - namely changing the 2 year old default behavior and thus making all missions that have a team start in a vehicle a quiz show. Frankly, I have no idea why this was changed NOW, after Eden has been around for nearly 2 years. 7 Share this post Link to post Share on other sites
mrsandbox 36 Posted May 9, 2017 in the XIANG VTOL the Lasermarker cant be activated. tested in the editor. Share this post Link to post Share on other sites
Valhalian 0 Posted May 9, 2017 8 minutes ago, Alwarren said: Okay, there is a thing that is bugging me, which is actually already in the current released patch, and that is this thing. In a nutshell, if you put a squad of infantry on the skids of a Hummingbird helicopter and you will get four variations of "MH-9 Hummingbird Passenger (Right Bench 1)" instead of, you know, useful information like "Combat Life Saver", "Grenadier", "AT Missile Specialist" on the multiplayer slot-in screen. Now I am told that this is indeed INTENDED behavior, with the argumentation that e.g. you would need to know who the pilot or commander etc is, and "it has been default before Eden". I find this argument weak at best. The information what kind of seat I am sitting on (especially in vehicles like the Prowler that only has driver and FFV seats) is completely irrelevant. In the days of yore (i.e. pre-Eden), there was no way to put a unit into a vehicle at the start of the mission except for pre-configured vehicle crews, and there it made sense since the crews were all crewmen anyway, but now, this is a mess of FFV seat names that convey zero meaning and leave everybody guessing what exactly they are signing up on. Ideally, both the position and unit type would be displayed, but this strikes me as picking the worst of all possible solutions - namely changing the 2 year old default behavior and thus making all missions that have a team start in a vehicle a quiz show. Frankly, I have no idea why this was changed NOW, after Eden has been around for nearly 2 years. I have to agree completely. Why change it now, when the previous behavior worked just fine... Share this post Link to post Share on other sites
BlindNavigator 4 Posted May 9, 2017 23 hours ago, Komachi said: Use parent class of the ejection seat, Ejection_Seat_Base_F Thanks, how do one easily find parent classes? 7 hours ago, Karloff said: This "Auto-ejection" issue should be fixed soon in one of next versions. Same as Garbage collector for canopies and seats. Thanks and regards! :) Sweet! Share this post Link to post Share on other sites