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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.

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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?

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all Asians Heads have a problem with beret on the front border, you have a texture glitches , only the asians
87E646AB148B1497DC69243F67BA200CDD19B93F

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"Added: Static M2 (low / raised), with optional ballistic shield and collimator sight"

What? Hallelujah! Christmas has come early this year.

 

-k 

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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.

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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

EQMbAFu.jpg

 

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.

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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.

arma3diag_x64_2020-03-24_23-21-53-790.jp

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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.

 

20200326203048_1.jpg

 

And again, can we please add hiddenSelections to all NVGs and Binocs for modders?

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The Beret (Black) - headgear_beret01 - model has a camo selection in its shadow volume. Please fix. Thanks!

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Can some of the devs explain what are the return values of getAssetDLCInfo stand for? I wanted to write the info to BIKI.

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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)]

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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?

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15 hours ago, Dedmen said:

Sorry for the delay

updated BIKI yesterday

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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

A6B575EC9A9A3B4BD1AEFA395F9A53F390D5631F

Left group aimed at center of the target, 300m

Right group aimed at the ground below the target, 300m

 

3012F9869814A9D5752AC4E5057A6ECB9C149E8A

Shots landing at the center of the target

 

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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.

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ZSU-39 Tigris has a inverted handle on the turret hatch.

107410_20200509143449_1.png

 

The UH-80 Ghost Hawk's co-pilot stick is inverted in the 1st LOD.

107410_20200509143501_1.png

 

Kamysh and Tigris have driver / gunner / commander hatches which aren't part of the camo selection in distant LODs.

107410_20200508195954_1.png

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