fn_Quiksilver 1403 Posted October 27, 2018 Please make the Nyx autocannon engage infantry with the autocannon again 1 Share this post Link to post Share on other sites
AveryTheKitty 2384 Posted October 28, 2018 6 hours ago, killzone_kid said: Delete 'cache.ch' This worked! Thanks a ton. Share this post Link to post Share on other sites
oukej 2672 Posted October 28, 2018 20 hours ago, killzone_kid said: Delete 'cache.ch' Added also to the dev-branch log. Thank you! 1 2 Share this post Link to post Share on other sites
zukov 137 Posted November 5, 2018 the Gendarmerie Uniform doesn't fit well with NATO carrier vest Share this post Link to post Share on other sites
lex__1 358 Posted November 7, 2018 https://feedback.bistudio.com/T127626 AI the driver doesn't keep the Tank position. If AI receives traveling coordinates, ever, it will always move to these coordinates even if you have changed tasks for AI. It can't be cancelled, it is possible to appoint other traveling coordinates only. 1 Share this post Link to post Share on other sites
D_Donskoy 29 Posted November 8, 2018 Hi everyone. Tell me please "warlords" is like a "warfare"? Share this post Link to post Share on other sites
Beagle 509 Posted November 8, 2018 On 8.11.2018 at 7:53 PM, D_Donskoy said: Hi everyone. Tell me please "warlords" is like a "warfare"? Well, not like Benny Warfare or BECTI...those mission became very copmlex over time. And lately that turned into "Drone Commander Remote Warfare". The original was more about direct Player actions in the field. Something with a lower tech level using the numerous milizia and guerilla units resulting in a combat style like in the still popular "Escape from ..." missions would be beneficial. Share this post Link to post Share on other sites
D_Donskoy 29 Posted November 9, 2018 15 hours ago, Beagle said: Well, not like Benny Warfare or BECTI...those mission became very copmlex over time. ANd lately that turend into "Drone Commander Remote Warfare". The original was more about direct Player actions in the field. Something with a lower tech level using the numerous milizia and guerilla units resulting in a combat style like in the still popular "Escape from ..." missions would be beneficial. Very sorry. Thanks. I hope Amsterdam will not let you down with new things. https://arma3.com/news/arma-3-roadmap-2018-november-update#.W-VsG2Rn00M Share this post Link to post Share on other sites
R3vo 2232 Posted November 9, 2018 Here are the new characters. From left to right: Ivan, Pettka, Dr. Hadlik, Jay and Dwarden 2 Share this post Link to post Share on other sites
AveryTheKitty 2384 Posted November 9, 2018 1 hour ago, R3vo said: Here are the new characters. From left to right: Ivan, Pettka, Dr. Hadlik, Jay and Dwarden Sadly their faces don't animate and a few have very strange meshes. Jay in particular. Share this post Link to post Share on other sites
Tankbuster 1155 Posted November 10, 2018 18 hours ago, Night515 said: have very strange meshes. Jay in particular. *must resist commenting * lol 1 1 Share this post Link to post Share on other sites
lex__1 358 Posted November 10, 2018 On 27.10.2018 at 1:20 AM, Yoshi_E said: that should be more or less intended behavior. It was also desired by the community for a long time. 30mm rounds no longer get triggered by the leafs on a bush or thin walls, and instead penetrate and detonate behind it. Its a 30mm round after all, they are not small! The lack of a penetrating mark or effectives on the wall might be irritating, but i dont think they are rendered on that range. Useful to kill soldiers hiding in houses or behind thin walls. It also increased the effectiveness against light / unarmored targets. A-10 and other aircraft should use similar HE rounds. It would be better if the HE bullet detonator worked outside the first barrier. But they fly through all the walls, through and through. Detonation occurs when HE falls into a firmer structure behind a thin wall, on the floor, on a support, or on something else. Then why the HE gun cartridge 40mm AMV-7 Marshal does not possess such penetrating power? Reveal hidden contents The second. Three types of HE bullets are known according to the mode of action of the fuse: 1. contact 2. inertial 3. electronic Moreover, 1 and 2 may have different time delayers to undermine the substance. But this is a very short time interval after the first contact with an obstacle. Such bullets do not possess deep penetrating ability, since they explode beyond the first barrier. HE bullets with an electronic fuse can be programmed to explode at a certain distance. In this case, the first contact of the bullet with the barrier does not affect the triggering of the explosive charge of the bullet, the interval of the explosion is set more accurately at a distance to the target. In the game, there is no short time delay for bullets with a contact or inertial fuse, and there is no way for a programmable electronic fuse. Since the striking ability of HE bullets is designed to hit a target behind an obstacle, I would like to see a predictable result in this part of the question, and not because it is implemented now. In the HE bullet game, there is no one of the three ways the fuze works, but a strange triggering of the fuse is implemented, which requires a certain contact structure to explode a substance. In summary: APC Marshal and his HE bullets are inferior to HE bullets (other APCs) in a penetrating shot, while other APCs have an extra expenditure of HE bullets to search for the desired strike to get an explosion in the target hit zone. Spoiler These indicators of "bullet penetrability/Impact/Thickness/Distinside" should not have such dependences for HE of a bullet. Between falling of speed and ability to get with the current speed, there has to be a charge HE detonator delay mechanism response time. Penetration through five fences of 280 mm, does not make explosion of a detonator of HE, looks as accidental explosion of HE when its speed becomes very small. It is more similar to penetration of an armor-piercing bullet. 1 1 Share this post Link to post Share on other sites
teabagginpeople 383 Posted November 11, 2018 Oukej would it be at all possible to get more elaboration on what is being changed in the vehicle audios ranges, from wip#1-#2. does not need to be hugely detailed just to help with testing the different vehicles with these changes. cheers. Share this post Link to post Share on other sites
Beagle 509 Posted November 11, 2018 6 hours ago, teabagginpeople said: Oukej would it be at all possible to get more elaboration on what is being changed in the vehicle audios ranges, from wip#1-#2. does not need to be hugely detailed just to help with testing the different vehicles with these changes. cheers. The main problem for ages (since 1.82) is, that for example, tracked vehicles engines are so silent, that you hear the track ringing sound and the rolling sound on ground well before you hear the engine. RL you can hear a idling Tank engine easily from hundreds of meters, at full throttle easily more than a kilometer away. We are talking of engine sound in the range of 100 dD RL, that are silenced in game beyond 100m. A.k.a. the silenced whisper Tank in game. Share this post Link to post Share on other sites
oukej 2672 Posted November 11, 2018 9 hours ago, teabagginpeople said: Oukej would it be at all possible to get more elaboration on what is being changed in the vehicle audios ranges, from wip#1-#2. does not need to be hugely detailed just to help with testing the different vehicles with these changes. It's just their audibility over distance. So you can hear that tank @Beagle is mentioning in a town 1 click away. The change applies to all wheeled and tracked vehicles. Sometimes (noticeable with MRAPs) there's a bug when the vehicle "pops" up in the soundscape at some 300m. First was a quick "fix" iteration, the second iteration tried to bring in more polish and consistency to the variety of ranges between tanks, APCs, trucks, MRAPs and smaller cars. 6 Share this post Link to post Share on other sites
teabagginpeople 383 Posted November 13, 2018 On 11/11/2018 at 9:51 PM, oukej said: It's just their audibility over distance. So you can hear that tank @Beagle is mentioning in a town 1 click away. The change applies to all wheeled and tracked vehicles. Sometimes (noticeable with MRAPs) there's a bug when the vehicle "pops" up in the soundscape at some 300m. First was a quick "fix" iteration, the second iteration tried to bring in more polish and consistency to the variety of ranges between tanks, APCs, trucks, MRAPs and smaller cars. hey oukej cheers for reply. yeah I was testing wip#1 other week and figured was just tanks so far. so was just wondering more so what wip#2 was bringing. its a really big change tactical gameplay wise and much appreciated. Share this post Link to post Share on other sites
.kju 2131 Posted November 13, 2018 did some config analysis about the changes - you can find the details in the audio channel of our discord: https://discord.gg/qNHJ7tj 1 Share this post Link to post Share on other sites
fn_Quiksilver 1403 Posted November 18, 2018 please fix 17:45:36 Error in expression <is param [0, "", [""]]; _params = _this param [1, [], [[]]]; switch (_mode) do > 17:45:36 Error position: <param [1, [], [[]]]; switch (_mode) do > 17:45:36 Error Type Number, expected Array 17:45:36 File A3\functions_f_mp_mark\DynamicGroups\fn_dynamicGroups.sqf [BIS_fnc_dynamicGroups], line 4526 Share this post Link to post Share on other sites
LykosMactire 267 Posted November 19, 2018 Not sure if this goes here or not, but RC build: Windsock ( windsock_01_f) does not work, the pole is there but the sock apparently got blown away or something 1 Share this post Link to post Share on other sites
reyhard 1494 Posted November 19, 2018 8 hours ago, LykosMactire said: Not sure if this goes here or not, but RC build: Windsock ( windsock_01_f) does not work, the pole is there but the sock apparently got blown away or something Do you have wind in game? If I remember correctly if there is no wind then sock magically disappear. It doesn't change fact that it's not desired state but as far as I remember it is like that since Heli DLC release Share this post Link to post Share on other sites
POLPOX 348 Posted November 19, 2018 Just now, reyhard said: Do you have wind in game? If I remember correctly if there is no wind then sock magically disappear. It doesn't change fact that it's not desired state but as far as I remember it is like that since Heli DLC release Damn, I've “discovered” this bug and he “confirmed” but we're both looked wrongly, you're right. Also... I'm not sure about this maybe only for me though, I feel ADR-97 is not fitting to other official assets well. Sounds like... something low quality, looks like... there's no scars nor weatherings, feels too clean. Share this post Link to post Share on other sites
snoops_213 71 Posted November 19, 2018 Is the Ar-2 supposed to be able to report its laser designator via datalink or was this purposely left out? @reyhard with the introduction of fx for when sub munitions are released, is it possible to change it via config or is it hardcoded? Share this post Link to post Share on other sites
reyhard 1494 Posted November 20, 2018 Just now, snoops_213 said: Is the Ar-2 supposed to be able to report its laser designator via datalink or was this purposely left out? @reyhard with the introduction of fx for when sub munitions are released, is it possible to change it via config or is it hardcoded? class ClusterEffectFly { class ClusterFlyLight { simulation = "light"; type = "ClusterFlyLight"; position[] = {0, 0, 0}; enabled = "speedY interpolate [-0.0001,0.0001,1,-1]"; intensity = 1; interval = 1; }; class ClusterFly { simulation = "particles"; type = "ClusterFly"; position[] = {0, 0, 0}; enabled = "speedY interpolate [-0.0001,0.0001,1,-1]"; intensity = 1; interval = 1; }; class ClusterExplosion { simulation = "particles"; type = "ClusterExplosion"; position[] = {0, 0, 0}; enabled = "flyTime interpolate [0,0.2,1,-1]"; intensity = 1; interval = 1; }; class GrenadeExp1 { simulation = "particles"; type = "ClusterExpFire"; position[] = {0, 0, 0}; intensity = 1; interval = 1; lifeTime = 0.5; enabled = "flyTime interpolate [0,0.2,1,-1]"; }; }; ClusterExplosion & GrenadeExp1 are responsible for sub munition release FX. As you can see, some trick with expressions was used (see "enabled" param) & this solution can be easily modified. 1 Share this post Link to post Share on other sites
zukov 137 Posted November 20, 2018 the eod vest olive, in orange dlc, has better textures than the same Vest in marksmen DLC please give the same quality Share this post Link to post Share on other sites
fn_Quiksilver 1403 Posted November 21, 2018 On 20/11/2018 at 6:58 AM, POLPOX said: Damn, I've “discovered” this bug and he “confirmed” but we're both looked wrongly, you're right. Also... I'm not sure about this maybe only for me though, I feel ADR-97 is not fitting to other official assets well. Sounds like... something low quality, looks like... there's no scars nor weatherings, feels too clean. better to have it than not have it, imo 1 Share this post Link to post Share on other sites