Tankbuster 1744 Posted February 27, 2020 1 hour ago, DnA said: It's similar to what's described in the most recent SITREP (OPERATIONS section). There are not many developers assigned to it full-time anymore, but there are a lot Arma 3 dev veterans who keep an eye on it and pitch in where needed or there is time. We are also exploring some new ways of still continuing limited development work, while keeping the vanilla game stable. Thanks. This will help us to avoid making tickets that have little chance of being actioned. I particularly like the notion of more scripting commands. 3 Share this post Link to post Share on other sites
R3vo 2654 Posted February 27, 2020 Effect is instant, fade values are ignored [true,10,10] call BIS_fnc_EXP_camp_setCinematicMode; line 37 0 cutText ["", "BLACK FADED", _fadeScreenTime]; should be 0 cutText ["", "BLACK OUT", _fadeScreenTime]; Any chances for a fix? 2 Share this post Link to post Share on other sites
zukov 489 Posted March 5, 2020 all Asians Heads have a problem with beret on the front border, you have a texture glitches , only the asians 2 Share this post Link to post Share on other sites
nkenny 1057 Posted March 14, 2020 "Added: Static M2 (low / raised), with optional ballistic shield and collimator sight" What? Hallelujah! Christmas has come early this year. -k Share this post Link to post Share on other sites
lexx 1363 Posted March 15, 2020 Hmm, this is not a request, just a suggestion... With Contact, we now have a HEMTT Cargo variant. Can we get the same for the CSAT Tempest? Just take the ammo truck variant, remove the straps and boxes, and call it a day. As far as I can tell, it wouldn't even require changes to the texture. Same for a flatbed variant, actually - take the device variant, remove the device, done. Approximated work time... 10 minutes + config entries? Only issue might be the string translations, but it's not exactly rocket science either. 10 Share this post Link to post Share on other sites
darkChozo 133 Posted March 17, 2020 Another suggestion: would it be possible to add in a variant of the raised M2 turret with a limited forward firing arc? It'd be nice to get this for all turrets, but it'd be particularly good for the M2 because the gunner stands so far behind the pivot point compared to other guns. This makes it awkward to put the gun in bunkers and such, because if the gunner turns around 180 degrees he clips through the wall in front of the gun and possibly just hangs there in the air. It'd also be useful for some attachTo applications (I dream of M2-equipped RHIBs). Spoiler I don't know what controls the firing arc of guns but if they're just config values this could be very, very easy to implement. Turns out it is just a config value; maxTurn and minTurn in the turret config. So yeah, unless there's something weird that would make that not work, it should be very easy to implement. Something like a +/- 50 degrees horizontal arc would probably be good. Share this post Link to post Share on other sites
Groove_C 267 Posted March 25, 2020 Please, also check https://feedback.bistudio.com/T144897 - A-164 Wipout inverted right aileron It's now positioned/rotated correctly, but it's so much darker than the left, that one can't even see the details, whereas on the left ailron one can clearly see all the details. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted March 29, 2020 Kipchak Vest clips with the CSAT uniform. https://feedback.bistudio.com/T150037 The ghillie_hide selection is also broken for it, and it doesn't hide under ghillie suits. And again, can we please add hiddenSelections to all NVGs and Binocs for modders? 2 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted March 30, 2020 The Beret (Black) - headgear_beret01 - model has a camo selection in its shadow volume. Please fix. Thanks! Share this post Link to post Share on other sites
POLPOX 778 Posted April 2, 2020 Can some of the devs explain what are the return values of getAssetDLCInfo stand for? I wanted to write the info to BIKI. 1 1 Share this post Link to post Share on other sites
Dedmen 2685 Posted April 3, 2020 On 4/2/2020 at 9:53 AM, POLPOX said: Can some of the devs explain what are the return values of getAssetDLCInfo stand for? I wanted to write the info to BIKI. Sorry for the delay [IsDlc, IsOwned, IsInstalled, IsAvailable, appID(string), name(string)] 2 2 Share this post Link to post Share on other sites
POLPOX 778 Posted April 4, 2020 11 hours ago, Dedmen said: Sorry for the delay [IsDlc, IsOwned, IsInstalled, IsAvailable, appID(string), name(string)] Thanks Dedmen, so basically it's the same thing with the thing that written in rpt file, isn't it? Also, what's the difference between isAvailable and isOwned? Available in-game (unlike Maps, Soundtracks or Tactical Guide) vs purchased on Steam? Share this post Link to post Share on other sites
killzone_kid 1329 Posted April 4, 2020 15 hours ago, Dedmen said: Sorry for the delay updated BIKI yesterday 3 Share this post Link to post Share on other sites
the_one_and_only_Venator 163 Posted April 8, 2020 Issue Report: The iron sights of the Zafir 7.62 mm are off. Specifically the front sight is too low. By about one width of it. This results in shots going too high no matter of the distance when zeroed correctly. On 300m you miss like 0.5-1m but on greater distance this is going to be even more noticable. From 500m up you actually start hitting with the sight zeroed to 300m... Spoiler Left group aimed at center of the target, 300m Right group aimed at the ground below the target, 300m Shots landing at the center of the target 6 Share this post Link to post Share on other sites
pr9inichek 133 Posted April 18, 2020 One year ago - https://www.youtube.com/watch?v=aohKp1n8hWQ Now - https://youtu.be/xChwLlJmCeM😞https://feedback.bistudio.com/T150430 3 1 Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted April 28, 2020 Can "O_NVGoggles_blk_F.p3d" and "O_NVGoggles_blk_off_F.p3d" in "A3\Weapons_F_Exp\Binocular\" please be moved to platform? None of the other CSAT NVGs require Apex and this one isn't even available without mods. Cheers, Avery. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted May 9, 2020 ZSU-39 Tigris has a inverted handle on the turret hatch. The UH-80 Ghost Hawk's co-pilot stick is inverted in the 1st LOD. Kamysh and Tigris have driver / gunner / commander hatches which aren't part of the camo selection in distant LODs. 5 Share this post Link to post Share on other sites
snoops_213 75 Posted June 6, 2020 Is there a hardcoded limit to radars? I know you can mod the ranges but it seems radar wont pick out a target beyond 22.5Km, even when tracking one already, it drops out beyond that range. If it is hardcoded any chance of increasing that range? Edit: on a side note the datalink doesn't seem to suffer from this limitation I've seen targets show up beyond 70-80km away through datalink. 1 Share this post Link to post Share on other sites
2nd ranger 282 Posted June 6, 2020 Were all the inventory objects like intel, phones, money, etc made into inventory items in Old Man, or earlier? I just noticed this and it's something I've been missing since Arma 2! Great addition! I know requests are unrealistic at this point, as ever, but it would be really great if some more of the smaller objects were available as items too. Mainly the rugged laptops and tablet, since the regular laptop is an item. Much better for 'find the intel' objectives when you have an actual thing you need to have on you. Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted June 22, 2020 AK-74U aka 5.45 magazine has missing camo selections in its 2 LOD(?). Also, can we get a camo selection for the signs texture on the Xi'an (and Blackfish if it doesn't have them)? 1 Share this post Link to post Share on other sites
Groove_C 267 Posted July 1, 2020 Still relevant: https://feedback.bistudio.com/T152276 - Fix/prevent helicopters from force-exploding when they fall/lay on the side good example of it being possible and this is the way it should be, if the helicopter overall/ hull is not dammeged or not dammaged enough to explode https://feedback.bistudio.com/T150535 - setViewDistance doesn't override overall visibility in video settings for guided rockets/missiles https://feedback.bistudio.com/T148411 - List of vehicles with commander turret not returned back by AI to vehicle's direction, when player switches to another seat https://feedback.bistudio.com/T148556 - List of vehicles with wheels sinking into the ground (locally)https://feedback.bistudio.com/T152270 - Offroad (Repair) shines in bluish tint, no matter what cammo selected (wheels included) vs. regular offroads https://feedback.bistudio.com/T152272 - A-149 Gryphon jet when different parts of it are dammaged, change color and have holes unlike the rest of the jet or other jets 2 Share this post Link to post Share on other sites
2nd ranger 282 Posted July 3, 2020 Bug in coop MP since last update - sometimes can't hear other players' weapons firing. In one instance it happened after a team respawn, another time it was from the start (while playing Firing From Vehicles COOP showcase). In another mission, I as the client couldn't hear any AI characters' gunshots (but could hear mine and the other player's). They all had custom loadouts and had previously been hidden and simulation disabled. Server and client both running all official DLC and expansions only (Contact enabled but not platform). Share this post Link to post Share on other sites
killzone_kid 1329 Posted July 3, 2020 since last dev update, like the one from last week? because there were no changes that could affect sound Share this post Link to post Share on other sites
2nd ranger 282 Posted July 3, 2020 Yeah, I play MP once a week and it wasn't an issue last week. At first I thought it was just the one custom COOP mission that was causing it, but as I said, it was also happening during a stock mission with only official content running. I'm sure it's happened before, too. There have been some recurring phantom locality issues like that over the years. Share this post Link to post Share on other sites
the_one_and_only_Venator 163 Posted July 17, 2020 From an earlier changelog (the one before today's): "Tweaked: 3DEN custom compositions now get placed into their own layer (like pre-configured compositions)" Could this be rolled back? I find it a bit annoying when using many small compositions that they are all in their own layer. I find it to be easier to create a new layer for a larger composition right after placing it and still have it all selected, if needed. Or maybe add a checkbox when creating those compositions? Share this post Link to post Share on other sites