x3kj 1247 Posted June 13, 2016 testing the new vehicles: 1) light strike vehicles - the gunner animations are twitchy as fuck, really eyestraining. 2) sound for the CSAT LSV's minigun in first person is barely audible (only motor sound, no weapon bang) 3) rotors on Nato VTOL have alpha issues with the fog 4) interior of CSAT VTOL intanftry has strange artifacts (varying with camera position) 5) pilotseat cockpit of CSAT VTOL has "holes" in the frontwindow on the bottom 6) Right "Data" panel of copilot/gunner cockpit of CSAT VTOL has z-fighting issues (display looks striped) 7) On CSAT VTOL Smoke effect from the rear Turbines does not follow the VTOL animation (because it's impossible to animate particle memorypoints in general, apart from weapon smoke memory points) 8) On NATO VTOL armed version, the camera position for the 105mm /20mm minigun gunner is poorly placed (half of the view is obscured by the gun model). Share this post Link to post Share on other sites
kylania 568 Posted June 13, 2016 how is the Vehicle in Vehicle load in working? can somebody give me a hint? Working fine for Jeza: 20 Share this post Link to post Share on other sites
almanzo 144 Posted June 13, 2016 Working fine for Jeza: Lol :P Works exactly as intended, it's not a bug, it's a feature! Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 13, 2016 Working fine for Jeza: That LSV has sooooome torque lol Share this post Link to post Share on other sites
Guest Posted June 13, 2016 ENVG-II nvg : in second thermal mode, glasses are raised instead of staying in front of characters' eyes. Share this post Link to post Share on other sites
NoPOW 59 Posted June 13, 2016 Pleased to see the old camo Ghost Hawk return... ^CTRG camo MOD EDIT: Since there is a reference to 'Dazzle' in the camo options on the new blufor buggy, I'd go for some consistency and call this camo 'Dazzle' on all instances (heli's, inf, etc); Razzle Dazzle, or Dazzle Painting, has its foot in naval warfare history - so it's not that far fetched in this Pacific theater... :) Share this post Link to post Share on other sites
2nd ranger 282 Posted June 13, 2016 When reloading the PM pistol, a tiny magazine appears near the mag well. Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2016 OK I'm sure I'm going to feel stupid when you tell me, but how the !@#$ are you guys accessing this new content?!?! None of it is in the Eden editor as far as I can tell, and hunting through cfgvehicles is similarly unedifying. Share this post Link to post Share on other sites
ceeeb 147 Posted June 13, 2016 OK I'm sure I'm going to feel stupid when you tell me, but how the !@#$ are you guys accessing this new content?!?! None of it is in the Eden editor as far as I can tell, and hunting through cfgvehicles is similarly unedifying. BI have released an Apex Release Candidate for testing (and so far failed to announce it through the Dev Hub or in-game announcements) Share this post Link to post Share on other sites
tpw 2315 Posted June 13, 2016 BI have released an Apex Release Candidate for testing (and so far failed to announce it through the Dev Hub or in-game announcements) Thanks mate. Any reason why we can't access the new content in dev? I've downloaded so many GB lately! Share this post Link to post Share on other sites
Tavish 41 Posted June 14, 2016 Working fine for Jeza: They didn't define which vehicle would be loaded onto which. :P 2 Share this post Link to post Share on other sites
ceeeb 147 Posted June 14, 2016 Thanks mate. Any reason why we can't access the new content in dev? I've downloaded so many GB lately! I feel your pain, my monthly download quota is nearly used up already. Yay for data limits! I just switched from Dev build to RC, which is a 3.0GB download. Share this post Link to post Share on other sites
cosmic10r 2331 Posted June 14, 2016 OK I'm sure I'm going to feel stupid when you tell me, but how the !@#$ are you guys accessing this new content?!?! None of it is in the Eden editor as far as I can tell, and hunting through cfgvehicles is similarly unedifying. Did you got to steam and subscribe to apex preview branch... It will download 3 more gbs Share this post Link to post Share on other sites
Sagay_the_1st 0 Posted June 14, 2016 somebody plz help me. whenever i launch arma 3 in dev branch theis pops up i have already tried everything on the wiki plz help 0xC000012F - STATUS_INVALID_IMAGE_NOT_MZ Share this post Link to post Share on other sites
becubed 24 Posted June 14, 2016 I have found some issues with the new assets: Protector 9mm - no movement of the cocking handle if you shoot: https://feedback.bistudio.com/T117791 Non-reciprocating charging handle? They are around. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 14, 2016 Current Dev-Branch and Sneak Peak Branch, there's a map glitch where if a map is running missions that have certain events that are suppose to show up on the map, they don't. You can join the server, and sometimes there will be events on map, but most of the time, you won't see anything on map. Also, going crouched with no weapon and press any direction key will force you to stand. Share this post Link to post Share on other sites
bullet purveyor 85 Posted June 14, 2016 I have found some issues with the new assets: Protector 9mm - no movement of the cocking handle if you shoot: https://feedback.bistudio.com/T117791 Non-reciprocating charging handle? They are around. I think all HK weapons have Non-reciprocating charging handles, I know at least all g3's and the mp5 family have that. Share this post Link to post Share on other sites
succo 1 Posted June 14, 2016 The AKM does more damage than the ak-74u. In reality the 7.62x39 has poor ballistics in respect to flesh damage, and excels in penetration. The 5.45 has much better ballistics because of tumbling effect, but is not good for penetrating armor and buildings. The short barrel of the ak74u should not affect the ballistics to an extent that is meaningful at medium range, yet it takes 2-3 shots on unarmored targets, while the AKM manages 1-2. The 7.62x39 should do less damage and have a higher armor penetration coefficient, while the 5.45 should be the inverse. I'm not sure how BIS did it in ARMA 2, but i know for RHS that is how the current damage model stands. Share this post Link to post Share on other sites
bek 744 Posted June 14, 2016 Hell's Horses! The y32 xi'an autopilot landing is amazing. Here's a question though, I'm still thinking of a way to test this, but: IFF the Pilot & gunner are killed... can the autopilot take over and land the aircraft+remaining crew? If so, could you also define which airfield; or is it always nearest? Or nearest to its original spawn? edit: I never use jets in arma so if the others have it, I've been missing out on coolness edit2: So I'm a scrubby noob and this has always been a thing. HOWEVER: if you kill the pilots, autopilot does not take over. If you're the pilot, and you enable autopilot, then kill yourself via setDamage, the autopilot still does not take over. This should totally be a thing. Maybe as an optional feature. 1 Share this post Link to post Share on other sites
roberthammer 582 Posted June 14, 2016 I think all HK weapons have Non-reciprocating charging handles, I know at least all g3's and the mp5 family have that. BIS loves reciprocating charging handles - see Sting SMG or the TRG rifle (both of these don't have reciprocating charging handles irl) Share this post Link to post Share on other sites
vanschmoozin 5850 Posted June 14, 2016 Loving the new content for the most part. So nice. A little gripe, that I was curious if anyone else had. It really bothers me that the stock is sitting off of the shoulder lol. I like the mag well grip well enough, but just not a fan of it floating near the cheek like hes using an AR pistol with a brace on it ;) IE: Share this post Link to post Share on other sites
road runner 4344 Posted June 14, 2016 Vanschmoozin, Yeah, they either need to extend the butt stock, or change the memory point (which would have more serious implications for all other weapons addons) Share this post Link to post Share on other sites
NoPOW 59 Posted June 14, 2016 When using AFM, the Falcon drone's HUD does not show increments in collective raise/lower. Share this post Link to post Share on other sites
pettka 694 Posted June 14, 2016 When using AFM, the Falcon drone's HUD does not show increments in collective raise/lower. This is actually a more complex issue - collective is used for AFM only and it doesn't make sense to us to have a drone using AFM technology - drones have a complex software simplifying the input to standard flight model levels :icon_twisted: Share this post Link to post Share on other sites