Mr. Charles 22 Posted September 16, 2017 Bipod on RPG Share this post Link to post Share on other sites
roberthammer 582 Posted September 16, 2017 1 hour ago, Mr. Charles said: Bipod on RPG It might look silly but the bipod really helps if you aim with the PGO7 sight , mainly in prone position or any supported position even modern launchers can use a bipod like the Carl Gustav Launcher 2 Share this post Link to post Share on other sites
lex__1 422 Posted September 16, 2017 5 hours ago, roberthammer said: There been couple of things cut from the Apex - like the newest CG M4 launcher and M4A1 rifle that PGO7 sight was supposed to be with the RPG7 so i don't why that was cut as well I made these tickets after the release of Apex. https://feedback.bistudio.com/T121840 https://feedback.bistudio.com/T121841 https://feedback.bistudio.com/T121842 1 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted September 16, 2017 6 hours ago, roberthammer said: There been couple of things cut from the Apex - like the newest CG M4 launcher and M4A1 rifle that PGO7 sight was supposed to be with the RPG7 so i don't why that was cut as well Fuck that's a nice lookin M4 and Carl G. The question is though, is that RPG7 the one we currently have in Apex, just missing the bipod and scope? Or is it a completely different model? Share this post Link to post Share on other sites
roberthammer 582 Posted September 16, 2017 14 minutes ago, xxgetbuck123 said: Fuck that's a nice lookin M4 and Carl G. The question is though, is that RPG7 the one we currently have in Apex, just missing the bipod and scope? Or is it a completely different model? Same model , it just misses the bipod and sight attachments Share this post Link to post Share on other sites
x3kj 1247 Posted September 16, 2017 Maybe they save it for tac ops DLC or whatever? A possibility... Or they where not satisfied with the look, or the model technicalities didn't meet their specs, or LODs where not created by the outsourced company and they don't have any artist free to complete it. Though the bipod is questionable, atm deployment does not work for launcher weapons - so they would have to implement that, which is unlikely to happen i think. I know one time a company payed for a model from an external artist that happened to be me and it was in the game for an expansion... they just totally forgot about it for some reason. Share this post Link to post Share on other sites
HaseDesTodes 62 Posted September 16, 2017 did you guys realize the RPG-7 model is from the DayZ SA? i guess it might not be a noticeable problem to transfer it to A3, but i don't think there were plans for it. Share this post Link to post Share on other sites
Alwarren 2767 Posted September 16, 2017 16 minutes ago, HaseDesTodes said: did you guys realize the RPG-7 model is from the DayZ SA? i guess it might not be a noticeable problem to transfer it to A3, but i don't think there were plans for it. I am quite sure the AK is from DayZ SA as well, as is the MP-5k. Share this post Link to post Share on other sites
HaseDesTodes 62 Posted September 16, 2017 yes it's probably the same model. BUT the discussion about the RPG/bipod on an A3 launcher is based on a rendered image from a different game. that's all i wanted to express. i'd really like prone position with launchers and RPG-7 with PGO7 sight and bipod, but i don't think we should assume this is coming because of the DayZ RPG image. Share this post Link to post Share on other sites
lex__1 422 Posted September 16, 2017 It is necessary to change a way of breakage of an awning. Big loss for cars and health. Awning (canopy) - a guillotine. https://feedback.bistudio.com/T120795 3 Share this post Link to post Share on other sites
roberthammer 582 Posted September 17, 2017 8 hours ago, HaseDesTodes said: yes it's probably the same model. BUT the discussion about the RPG/bipod on an A3 launcher is based on a rendered image from a different game. that's all i wanted to express. i'd really like prone position with launchers and RPG-7 with PGO7 sight and bipod, but i don't think we should assume this is coming because of the DayZ RPG image. It is the same model , it has the same texture and it would be nice if they added Prone position to Launchers , a proper prone fire position that is 6 Share this post Link to post Share on other sites
lex__1 422 Posted September 17, 2017 3 hours ago, roberthammer said: It is the same model , it has the same texture and it would be nice if they added Prone position to Launchers , a proper prone fire position that is Such tickets probably can be found more than I found https://feedback.bistudio.com/T66890 https://feedback.bistudio.com/T70958 https://feedback.bistudio.com/T80372 https://feedback.bistudio.com/T80523 https://feedback.bistudio.com/T83601 https://feedback.bistudio.com/T122700 This ticket I was doing stabilizing the AA \ AT launcher (in the body position sits \ stands) There is no instrument of decrease in inertia and reducing the effect of fatigue, at missiles launch of NLAW and Titan. https://feedback.bistudio.com/T83141 1 Share this post Link to post Share on other sites
Alwarren 2767 Posted September 17, 2017 4 hours ago, roberthammer said: and it would be nice if they added Prone position to Launchers , a proper prone fire position that is Absolutely, I never understood why the launchers cannot be used from prone position, more so since the fixed Metis launcher in Arma 2 is fired from prone... 4 Share this post Link to post Share on other sites
lex__1 422 Posted September 17, 2017 8 minutes ago, Alwarren said: Absolutely, I never understood why the launchers cannot be used from prone position, more so since the fixed Metis launcher in Arma 2 is fired from prone... +100% With all the possibilities and the existence of animation 8 Share this post Link to post Share on other sites
oukej 2910 Posted September 17, 2017 On 8/28/2017 at 5:14 PM, Vasily.B said: On 8/27/2017 at 2:25 AM, wiki said: -In the showcase "combined arms", the Blackfoot doesn't fire anymore. It just comes, fly by the camp and hovers behind it. It no longer circle above nor fire at the enemy. Thats beacuse bug i reported long time ago. Bug is very easy to fix, its beacuse allowfleeing is now 1 for all units. Choppers rather to fly little away from threat and hover nomatter what instead attack target that is shooting to it. Allowfleeing 0 is taking problem down, but as You have stated, in missions not done by us, its impossible to change this value. So.... Please BIS, change allowfleeing 1 to allowfleeing 0 at least for attack helicopters, or modify their pathfinding, so they will hover somewhere further (2 km away), so nobody would shoot them off. Blackfoot in the mission has fleeing already disabled. On my playthroughs it attacked normally. Could've been caused by the recent AI skill changes. Does is still happen for you? What difficulty/AI level are you using? On 9/13/2017 at 6:08 PM, das attorney said: Can you guys look at fixing targetKnowledge please? It doesn't update the positional error at all. At the moment, I'm having to trawl through nearTargets to find the value. Here is a test mission (just follow the blue arrows, then the red ones and watch the hintbox): https://drive.google.com/open?id=0B1kzYgzONxC0TkphNFByc0VDbzA Thanks for the heads-up! Same behavior is on Stable. Any idea since when you are experiencing it? On 9/15/2017 at 10:06 AM, R3vo said: Are the physics changes already noticeable on dev or do they need to be configured first for all tanks? The improvements and fixes in the PhysX library itself and related engine work affect all the content, including mods, right away. But we've also added some new properties On 9/14/2017 at 4:11 PM, DnA said: EXE rev. 142969 (game) Added: New vehicle config parameters tankTurnForceAngSpd, accelAidForceCoef, and accelAidForceSpd and at the same time we've revisited most of the tank handling configuration. The configuration is yet to be dev-branched. 9 Share this post Link to post Share on other sites
das attorney 858 Posted September 17, 2017 3 minutes ago, oukej said: Thanks for the heads-up! Same behavior is on Stable. Any idea since when you are experiencing it? It's been like that for quite a long time - I filed this report on Manifest but it must have fell by the wayside or perhaps the repro at the time wasn't clear. It's a really handy little command - would be nice to see a fix :) https://feedback.bistudio.com/T117302 Share this post Link to post Share on other sites
R3vo 2654 Posted September 17, 2017 2 hours ago, oukej said: The improvements and fixes in the PhysX library itself and related engine work affect all the content, including mods, right away. But we've also added some new properties and at the same time we've revisited most of the tank handling configuration. The configuration is yet to be dev-branched. Looking forward to those changes. Thanks for the info. Share this post Link to post Share on other sites
Vasily.B 529 Posted September 17, 2017 3 hours ago, oukej said: The improvements and fixes in the PhysX library itself and related engine work affect all the content, including mods, right away. But we've also added some new properties and at the same time we've revisited most of the tank handling configuration. The configuration is yet to be dev-branched. Oh, man, its finally happens! Please, after releaseing update, try to create documentation what need to be changed for current vehicle configuration. I'm really happy man now, keep up the good work! Share this post Link to post Share on other sites
razazel 619 Posted September 19, 2017 On 9/15/2017 at 4:54 PM, das attorney said: Hi, I keep getting this pop-up error when opening a mission: 22:36:53 Warning Message: Cannot open object a3\weapons_f_exp\acc\acco_pgo7_blk_f.p3d Hi, would you mind providing repro steps or a repro mission where this happens? (PM me the mission if you wish) Share this post Link to post Share on other sites
2nd ranger 282 Posted September 19, 2017 Quote Tweaked: The most obvious "hand to face" idle animations are no longer used for player characters Oh thank god 6 Share this post Link to post Share on other sites
Igor Nikolaev 511 Posted September 20, 2017 Quote Tweaked: The most obvious "hand to face" idle animations are no longer used for player characters I think it shouldn't be completely deleted. Reduced chance of appearing could be better. 3 Share this post Link to post Share on other sites
dragon01 902 Posted September 20, 2017 It will be removed from players only, the AIs still have it. It's not something you'll miss much, really (quite the opposite, in fact). 3 Share this post Link to post Share on other sites
das attorney 858 Posted September 20, 2017 On 9/19/2017 at 10:28 AM, razazel said: Hi, would you mind providing repro steps or a repro mission where this happens? (PM me the mission if you wish) Hi, Just to be clear, I know that the weapon shouldn't be in game, but at the time this script was wrote (over a year ago), the only scopes available were for primary weapons. So there seemed no need to check for if any scope fits a launcher or not. As you can see from code below, it checks for the scope property, and makes sure the class has a model and picture. So in theory, it should filter out any base classes or classes not supposed to be in game. I presume someone has either added "optic_PGO7_blk_F" recently, or it was "scope = 1" and someone has recently changed the "scope" property to 2 for whatever reason (perhaps it is to be added in tanks dlc etc). Idk, anyway, this error is new as I've been running it for about a year with no pop-up error up until now. Here is a script that collects scope classes. The error is when a subsequent script tries to add it as an attachment. // fnc to collect all scopes in game - fnc does not sort primary from secondary // as there was no need because all scopes previously were for primary weapons _scopes = []; _cfgWeapons = configFile >> "CfgWeapons"; for "_i" from 0 to count _cfgWeapons - 1 do { _cfgEntry = _cfgWeapons select _i; if (isClass _cfgEntry and {getNumber (_cfgEntry >> "scope") == 2} and {getText (_cfgEntry >> "model") != ""} and {getText (_cfgEntry >> "picture") != ""} ) then { _class = configName _cfgEntry; if (isClass (_cfgWeapons >> _class >> "ItemInfo")) exitWith { if (getNumber (_cfgWeapons >> _class >> "ItemInfo" >> "type") == 201) then { _scopes pushBack _class } } } }; // so then, error would arise when it assumes all scopes are for primary weapons and it tries // to add "optic_PGO7_blk_F" as a scope to a primary weapon // for example: player addPrimaryWeaponItem "optic_PGO7_blk_F" // BUT, you can easily get this same error by trying to add item to correct launcher player addSecondaryWeaponItem "optic_PGO7_blk_F" Seems to me it should be scope = 1 if it isn't supposed to be in game (and doesn't have a model that will load in-game). Hope that clears it up for you. 1 Share this post Link to post Share on other sites
Igor Nikolaev 511 Posted September 20, 2017 4 hours ago, dragon01 said: It will be removed from players only, the AIs still have it. It's not something you'll miss much, really (quite the opposite, in fact). I will miss it, it really ties me with the good old Alpha days and gives me some kind of nostalgia feeling. Agree, it was sometimes annoying, but wasn't that annoying like boot-checking animation, that was very frequent to me, more than sun-shielding. Share this post Link to post Share on other sites
SuicideKing 233 Posted September 20, 2017 I wrote some stuff on AT weaponry available to infantry and some suggestions to improve the infantry vs vehicle experience given the constraints of the current game assets. Request for expansion of infantry AT assets in view of Tanks DLC 2 Share this post Link to post Share on other sites