roberthammer 582 Posted June 28, 2013 Well the vermin and the acp2 are .45's now;-) You are right - acp2 uses 9Rnd_45ACP_Mag and vermin 30Rnd_45ACP_Mag_SMG_01 , so yay :) Share this post Link to post Share on other sites
chrisb 196 Posted June 28, 2013 Just a thought dev's, could we get rid of the nodding donkey effect on the helicopters when hovering. The problem was resolved before A3, its been back in A3 from kick off, I think.:) Share this post Link to post Share on other sites
Tonci87 163 Posted June 28, 2013 Hopefully thex fixed the sourround sound.... Share this post Link to post Share on other sites
2nd ranger 282 Posted June 28, 2013 Couple of issues that seem easily fixable still present in Beta: 0009340: AI gets stuck in prone after crawling under obstacles in SAFE or CARELESS. 0009341: Random placement of units/waypoints does not work near buildings. The crawling bug causes ridiculous behaviour for units patrolling places like Agia Marina. One guy might be out in front patrolling while the other members are elsewhere in the town crawling around. The random placement bug is a serious issue for missions. Share this post Link to post Share on other sites
suiside 95 Posted June 28, 2013 ammo in ammobox in challange 1 is still 9mm while the weapon in the first range is now .45 Share this post Link to post Share on other sites
petek 62 Posted June 28, 2013 Strangely MXM from ammo crate now has 3 round burst instead of full auto - but not for the weapons with the units they're pre-assigned to like the standard marksman? Share this post Link to post Share on other sites
Tyl3r99 41 Posted June 28, 2013 Just a thought dev's, could we get rid of the nodding donkey effect on the helicopters when hovering. The problem was resolved before A3, its been back in A3 from kick off, I think.:) YES I have always noticed the noddy flying :( please fix Share this post Link to post Share on other sites
bigpickle 0 Posted June 28, 2013 I cant find any new content in the editor so i think that can be ruled out. Share this post Link to post Share on other sites
ryanbeckey0 1 Posted June 28, 2013 I cant find any new content in the editor so i think that can be ruled out. actually blufor has a new heli, the ghosthawk but with woodland camo http://cloud-2.steampowered.com/ugc/901000742750692041/356CFF1BFE5CBC7BE432A6543AEE84BF9057CC3E/ EDIT: oops nvm, that was yesterdays update, sorry Share this post Link to post Share on other sites
chrisb 196 Posted June 28, 2013 Still have floating vehicles. What is it with Arma 3 vehicle movement, its just not realistic, to me anyway.. http://www.youtube.com/watch?v=Px6xHpN9P-Q Share this post Link to post Share on other sites
Tonci87 163 Posted June 28, 2013 Hmm they didn´t fix the 5.1 and 7.1 issues... I noticed that the BLUFOR Recon guys have rifles that are capable of single and 3 round burst fire, however if you take off the silencer they can fire full auto. Why? Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 28, 2013 Hmm they didn´t fix the 5.1 and 7.1 issues...I noticed that the BLUFOR Recon guys have rifles that are capable of single and 3 round burst fire, however if you take off the silencer they can fire full auto. Why? I noticed some very wierd glitchiness around silencers months ago. I would attach a silencer to the 100 round full auto Blue team machine gun and it would drop from full auto only, to semi only. Wierd. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted June 28, 2013 Hmm they didn´t fix the 5.1 and 7.1 issues...I noticed that the BLUFOR Recon guys have rifles that are capable of single and 3 round burst fire, however if you take off the silencer they can fire full auto. Why? Probably a bug similar to the MX SW, where the silencer makes the gun a semi auto and taking it off it's full auto again. Share this post Link to post Share on other sites
Tyl3r99 41 Posted June 28, 2013 imagine BIS released this game without us testing first ;) fuuu*(k) Share this post Link to post Share on other sites
NeuroFunker 11 Posted June 28, 2013 imagine BIS released this game without us testing first ;) fuuu*(k) well, *cough* arma2 *cough* Share this post Link to post Share on other sites
pillpopper123 10 Posted June 28, 2013 28-06-2013 EXE rev. 107070 Size: ~360 MB Fixed: Start-up error about a sign Fixed: Stratis world scene time of day Fixed: Brightness of nearby objects in the first frame after map display is closed Removed warp when reloading in 3D optics Fixed: Players could not access vehicles that cannot move Fixed getting in UH-80 as pilot for more players simultaneously Added parachutes to light helicopters Cargo of light helicopters is now able to eject and paradrop (the latter if they take parachute bags first) Weapons of CH-49 cargo no longer stick out of the roof Tweaked hit points of the CH-49 Mohawk Parachuting soldiers aren’t sad anymore Tweaked basic setting of the direction of grenade throws Changed magazine for Green faction pistol in equipment Fixed: Custom layout settings did not work Fixed: Resizing elements didn't work in custom layout menu Added: Notifications now support independent definition of picture color and picture text color Animal Site generation reworked into a function Disabled levitation of the Strider wheels Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows Fixed: Selections of windows on airport control tower (http://feedback.arma3.com/view.php?id=9507) Aiming of the ACP-C2 has been adjusted ACP-C2 uses .45 magazines Improved ASRAAM behavior Tweaked recoils for Scorpion and Vermin ---------- Post added at 02:01 PM ---------- Previous post was at 01:56 PM ---------- 28-06-2013EXE rev. 107070 Size: ~360 MB Fixed: Start-up error about a sign Fixed: Stratis world scene time of day Fixed: Brightness of nearby objects in the first frame after map display is closed Removed warp when reloading in 3D optics Fixed: Players could not access vehicles that cannot move Fixed getting in UH-80 as pilot for more players simultaneously Added parachutes to light helicopters Cargo of light helicopters is now able to eject and paradrop (the latter if they take parachute bags first) Weapons of CH-49 cargo no longer stick out of the roof Tweaked hit points of the CH-49 Mohawk Parachuting soldiers aren’t sad anymore Tweaked basic setting of the direction of grenade throws Changed magazine for Green faction pistol in equipment Fixed: Custom layout settings did not work Fixed: Resizing elements didn't work in custom layout menu Added: Notifications now support independent definition of picture color and picture text color Animal Site generation reworked into a function Disabled levitation of the Strider wheels Introduced several variants (5 up from 1) of glass shard effects for destructible glass based on size and shape of windows Fixed: Selections of windows on airport control tower (http://feedback.arma3.com/view.php?id=9507) Aiming of the ACP-C2 has been adjusted ACP-C2 uses .45 magazines Improved ASRAAM behavior Tweaked recoils for Scorpion and Vermin Parachuting soldiers aren’t sad anymore <<<What's that about ? Share this post Link to post Share on other sites
runekn 3 Posted June 28, 2013 Parachuting soldiers aren’t sad anymore <<<What's that about ? Probably the parachuting animation which made the soldiers look sad Share this post Link to post Share on other sites
fraczek 4 Posted June 28, 2013 Fixed: Players could not access vehicles that cannot move Wooohooo! Share this post Link to post Share on other sites
pillpopper123 10 Posted June 28, 2013 I've never looked at the faces, lol, too busy playing it. :) Share this post Link to post Share on other sites
doveman 7 Posted June 28, 2013 I noticed some very wierd glitchiness around silencers months ago. I would attach a silencer to the 100 round full auto Blue team machine gun and it would drop from full auto only, to semi only. Wierd. Doesn't that make sense though, that a gun can't fire as rapidly with a silencer attached, maybe due to not being able to cope with the heat generated? On another point, why do the characters heads bob about constantly? It makes it very hard for me to read something on a board for example, whilst the view is bobbing about like I'm on a boat. Do all ArmA3 soldiers just have very weak neck muscles ;) Share this post Link to post Share on other sites
runekn 3 Posted June 28, 2013 Hmm they didn´t fix the 5.1 and 7.1 issues...I noticed that the BLUFOR Recon guys have rifles that are capable of single and 3 round burst fire, however if you take off the silencer they can fire full auto. Why? Upvote :) http://feedback.arma3.com/view.php?id=10058 Share this post Link to post Share on other sites
gossamersolid 155 Posted June 28, 2013 Parachuting soldiers aren’t sad anymore This is the best worded change Share this post Link to post Share on other sites
kremator 1065 Posted June 28, 2013 When I used to jump of an aircraft my face looked like I was crapping myself! Share this post Link to post Share on other sites
GranolaBar 10 Posted June 28, 2013 Parachuting soldiers aren’t sad anymore This is the best worded change A Screenshoot after and before ? Lol Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 28, 2013 I still can't get parachuting to work :/ taking the bag from the helo inventory and equipping it and still no dice. I eject from the helo and just free fall to earth with no way of opening my chute. Looked through the entire control list and saw nothing about it. Tried looking at the context menu while falling and no choice to open chute. Any tips? Share this post Link to post Share on other sites