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Can we talk about how the thrown grenade model still has the pin in it? :p

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At first I was excited, but then I found out that this didn't translate to the in-game browser. Missions in subfolders in my mpmissions folder should also be in subfolders when in the MP lobby!

I'm still happy about this. It's always really annoyed me having to put all the missions in one folder and being unable to organise them, so this is great. It would be even better if this translated into the lobby as well though.

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Can we talk about how the thrown grenade model still has the pin in it? :p

lol - is there a ticket for this?

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Are the rpt errors ever going to stop ?

Please fix this.

LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla1_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_2_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_3_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla3_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla3_2_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_ig_leader_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla1_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_2_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_3_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla3_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla3_2_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_ig_leader_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla1_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_2_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla2_3_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla3_1_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_guerrilla3_2_ca.paa not found

Warning Message: Picture \a3\characters_f_gamma\data\ui\icon_u_g_ig_leader_ca.paa not found

String STR_A3_dlc_loading_screen_text not found

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I'm still happy about this. It's always really annoyed me having to put all the missions in one folder and being unable to organise them, so this is great. It would be even better if this translated into the lobby as well though.

It's doesn't? So what does it do?

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It's doesn't? So what does it do?

It just means that you can put missions in subfolders under ArmA3\MPMissions (i.e. \CWR2, \ACE), to make it easier to organise them, rather than having hundreds of missions in the MPMissions folder itself. In the lobby it seems they're still just grouped by island but hopefully one day it will at least give an option to list them by the subfolders we've created.

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It just means that you can put missions in subfolders under ArmA3\MPMissions (i.e. \CWR2, \ACE), to make it easier to organise them, rather than having hundreds of missions in the MPMissions folder itself. In the lobby it seems they're still just grouped by island but hopefully one day it will at least give an option to list them by the subfolders we've created.

I don't get it... nothing kept us from organizing them in sub-folders under the MPMissions folder before.

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Pretty sure it did. See this ticket http://feedback.arma3.com/view.php?id=9221

I think it's always worked for the Missions folder, just not MPMissions.

Yep I remember when I tried to organize ACE mod mp missions etc in A2 but folders didn't help to organize. Would help A LOT if mp missions could be organized in folders and it would show like that in game.

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Another Czech holiday? Sheesh . Get tae work! Just kidding Devs - enjoy the festivities .

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In previous change logs they detailed that grenadier vest should be more resistant to explosions

Edited by supercereal4

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In previous change logs they detailed that grenadier vest should be more resistant to explosions

Sure but to reasonable extent. No vest can save you from that explosion. Neither it can save you from grenade on such distance.

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In previous change logs they detailed that grenadier vest should be more resistant to explosions

I think this approach is nonsensical. It's not like the grenadier or explosive specialists are wearing bulky vests made of specialist blast-resistant materials. Visually, their vests are almost identical to any other unit. Although they have different classnames and protection values, the NATO rifleman and Grenadier have the same vest. The AAF rifleman, Grenadier and Explosives Specialist vests are also identical, apart from dump bags or pouches. The only unit whose vest differs significantly from other classes of the same faction is the CSAT grenadier.

Are grenadiers' and EOD guys' armour plates or kevlar made of some different material that is only slightly more blast-resistant than the other classes use? If so, why isn't everybody just issued the same thing, since it has no significant effect?

Units should only be better-protected against explosions if their vests and helmets are sufficiently different from other classes. Otherwise it's like a SAW gunner being more resistant to machine gun rounds.

Edited by 2nd Ranger

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How long does it normally take for an issue resolved on the feedback tracker to make it into the dev branch?

Specifically, I have been tracking this bug for awhile now http://feedback.arma3.com/view.php?id=18098

It was resolved over a month ago now, but have not seen it in the dev branch changelog, nor the patch notes.

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Although they have different classnames and protection values, the NATO rifleman and Grenadier have the same vest. The AAF rifleman, Grenadier and Explosives Specialist vests are also identical, apart from dump bags or pouches.
yes, the reason why there are different variants of it are mainly the visual appearance, the grenadier having a bunch of 40mm pouches while the others have the regular pouches for ammo and other stuff.

A noteable difference however is the crotch plate that is on some vests and not on others, which will certainly increase the protection, so we could talk about a slightly higher protection value on those vests to simulate that (if it's not already implemented).

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what's up with the error in the thermal imaging textures. there all only white - all of which are just white if something is more than 30m away -is rather a pity that the actual textures completely perish. and you can forget to camouflage themselves behind trees.the smallest visible pixel screams - I'm here looking for here here I am ....heat engines cold engines do not care all white ^ ^ the nice feature with the thermal textures has gone completely lost ....

Edited by JgBtl292

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Sure but to reasonable extent. No vest can save you from that explosion. Neither it can save you from grenade on such distance.

Not to say that the grenadier vest 'feature' isn't bullshit, but grenades explosions can be quite survivable up close. If you get one dropped on you, you're supposed to lie down and curl up in ball.

I remember watching a documentary where a marine was in a narrow hallway when the insurgents opened up the door and dropped a grenade at his feet. And then another one. He walked away without a scratch. Assuming you don't catch a nasty defensive grenade, the blast isn't that lethal and the fragments are probably tiny enough to be stopped by a vest. It's just that you are statistically likely to catch frag all over you face, neck and limbs.

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Not to say that the grenadier vest 'feature' isn't bullshit, but grenades explosions can be quite survivable up close. If you get one dropped on you, you're supposed to lie down and curl up in ball.

I remember watching a documentary where a marine was in a narrow hallway when the insurgents opened up the door and dropped a grenade at his feet. And then another one. He walked away without a scratch. Assuming you don't catch a nasty defensive grenade, the blast isn't that lethal and the fragments are probably tiny enough to be stopped by a vest. It's just that you are statistically likely to catch frag all over you face, neck and limbs.

^^That. Grenades are rarely immediately lethal - They'll injure you, make you bleed, and stun you and will render you defenceless when the people who them will come charging and shoot you up from up close. However, we don't have all these effects in Arma due to a poor injury and medical system that was not even mentioned in BIS plans.

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^^That. Grenades are rarely immediately lethal - They'll injure you, make you bleed, and stun you and will render you defenceless when the people who them will come charging and shoot you up from up close. However, we don't have all these effects in Arma due to a poor injury and medical system that was not even mentioned in BIS plans.

Based on current ArmA3, I would not expect good things out of a more complex medical system. I don't want to need to have a MASH close by if I want to ride a quadbike.

I understand the demand to see a more complex gameplay for medics though, I just think that it could be more of a burden than a blessing - you can't depend on AI medics in single player, and not everyone has a whole squad that they can jump into a mission with

In summary, I feel like a more complex medical system belongs in an addon.

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what's up with the error in the thermal imaging textures. there all only white - all of which are just white if something is more than 30m away -is rather a pity that the actual textures completely perish. and you can forget to camouflage themselves behind trees.the smallest visible pixel screams - I'm here looking for here here I am ....heat engines cold engines do not care all white ^ ^ the nice feature with the thermal textures has gone completely lost ....

The thermals overall aren't what they easily could be, when starting up an attack heli for example, the PIP screen has a very nice and pretty authentic looking image, then after a couple of seconds the contrast is immensly increased, making everything except terrain, buildings and vegetation stand out like a sore thumb

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The thermals overall aren't what they easily could be, when starting up an attack heli for example, the PIP screen has a very nice and pretty authentic looking image, then after a couple of seconds the contrast is immensly increased, making everything except terrain, buildings and vegetation stand out like a sore thumb

Old complain: http://feedback.arma3.com/view.php?id=2899 ; http://feedback.arma3.com/view.php?id=2938

Just look at the comparison pics. Night and day (no pun) difference!

Shame it hasn't been touched yet, I barely use TI because a)it looks bad b) OP

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Welcome.

This is the home for discussion about a multiplayer bug that is seen in both the current dev and stable branches of the game. A general description of the problem is:

An empty vehicle's position can desync under certain circumstances, causing players to later see the vehicle many meters in the air (or sometimes, just in another direction) from the "real" position of the vehicle.

There is a ticket for this issue here : http://feedback.arma3.com/view.php?id=18328

The effort of this thread is to combine DISCUSSION about this bug into one place, so that other threads are not hijacked.

New Information: A reliable repro has been found and BI is hard at work on this bug.

Thanks :)

Edited by k0rd

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