sunkl 12 Posted February 22, 2015 Thanks for the answer on the key issue! Much appreciated. Share this post Link to post Share on other sites
frostb1te198 10 Posted February 22, 2015 Permission Hello im one of the owners of a life mod and Ill like to ask you for your permission to use your mod. We will not edit it, we will not make money off of it, and we will credit you (name of person) I hope you allow use to use this mod. Share this post Link to post Share on other sites
gossamersolid 155 Posted February 22, 2015 sadly, DayZ standalone does many things better than Arma 3 And does a lot of things worse. Infantry movement in DayZ is still like ArmA 2 (feels like garbage compared to ArmA 3's movement system) Share this post Link to post Share on other sites
khaosmatical 237 Posted February 23, 2015 Rob is that interval issue with the multiple rounds an ARMA issue or an issue with the way you set up the ejection? I notice it also ejects a round after firing a grenade launcher round. I went and tested it with the MX and even with the caseless ammo a gas puff appears in the ejection port. However with the F2000 the AAF have it doesn't seem to have that issue. Share this post Link to post Share on other sites
roberthammer 582 Posted February 23, 2015 Rob is that interval issue with the multiple rounds an ARMA issue or an issue with the way you set up the ejection? I notice it also ejects a round after firing a grenade launcher round. I went and tested it with the MX and even with the caseless ammo a gas puff appears in the ejection port. However with the F2000 the AAF have it doesn't seem to have that issue. Yes and no (there must be a way to properly set that interval value ,but atm i can't) these are particle effects like on MX got the extra gas smoke out of the ejection port , while their other guns doesn't have that effect maybe there is way to restrict the effects on GL or maybe it's a limit dunno Share this post Link to post Share on other sites
Brisse 78 Posted February 23, 2015 It happens on vanilla weapons too. I don't think it's something we can fix without reporting it to the developer. Share this post Link to post Share on other sites
warden_1 1070 Posted February 23, 2015 RobertHammer, could you check your PMs for mine? I was hoping to be able to help you add some more variants of weapons to your pack. Thanks :) Share this post Link to post Share on other sites
roberthammer 582 Posted March 1, 2015 (edited) Just a small report: So far the bugs been fixed - meaning the bipod , iron sight , lods and few others which i probably forgot there will be some new SD sounds for M4's and A6's most importantly - i will have to wait for official 1.40 because i want to use some new features like the new recoil , init speeds and new weapon icon thing so if anyone could help me with those new recoils values and proper weapon velocities , i will appreciate any help in this , so let me know here also if you found any new issues , please let me know in this thread Edited March 1, 2015 by RobertHammer Share this post Link to post Share on other sites
sorophx 25 Posted March 1, 2015 I have a question. the M4A6 is acting strange, and I'm not sure if that's because I'm running ASDG and several other weapon mods with this mod or if there's another reason for that. in the Virtual Arsenal, if I pick the M4A6, the available ammo for it is listed as 6.8 mm. if I then close the VA and open my inventory, this ammo is listed s 5.56 mm, but if I hover above a magazine, the pop-up description says it's 6.5 mm caseless. this is a bit confusing. does anyone know what I'm talking about? Share this post Link to post Share on other sites
Flipper 1 Posted March 3, 2015 So far the bugs been fixed - meaning the bipod , iron sight , lods and few others which i probably forgot... most importantly - i will have to wait for official 1.40 because i want to use some new features like the new recoil , init speeds and new weapon icon thing Great to hear - thanks for inform us, RH! Share this post Link to post Share on other sites
broduz 71 Posted March 3, 2015 Request for Mr. RH. A 5.56mm version of the SBR9, please. You're amazing! That is all :) Share this post Link to post Share on other sites
jayjay12 10 Posted March 3, 2015 (edited) the shell ejecting velocity for all RH weapons seems to be wrong or buggy, when you strafe from left to right you can notice this really good. with 1.40. the shell ejecting position seems to be finally fixed in first person view, causing the bug to being even more noticeable, (but it was there before) now the shells are even falling through the weapon when walking from left to right while firing. there will be some new SD sounds for M4's and A6's love to hear this :bounce3:. great work by the way, very nice improvements since 1.05 Edited March 3, 2015 by jayjay12 Share this post Link to post Share on other sites
Flipper 1 Posted March 4, 2015 the shell ejecting velocity for all RH weapons seems to be wrong or buggy, when you strafe from left to right you can notice this really good.with 1.40. the shell ejecting position seems to be finally fixed in first person view, causing the bug to being even more noticeable, (but it was there before) now the shells are even falling through the weapon when walking from left to right while firing. Confirm that! Share this post Link to post Share on other sites
warlord554 2065 Posted March 4, 2015 Yeah but you guys are speaking of dev branch correct? I dont have these issues on current stable version Share this post Link to post Share on other sites
Jackal326 1181 Posted March 4, 2015 ...i will have to wait for official 1.40 because i want to use some new features like the new recoil , init speeds and new weapon icon thing The weapon icon change and initspeed are a part of 1.40, but the recoil will be part of 1.42, as too is the 'Magazine compatibility groups' addition apparently. Share this post Link to post Share on other sites
jayjay12 10 Posted March 4, 2015 (edited) Yeah but you guys are speaking of dev branch correct? I dont have these issues on current stable version no, issue was on stable branch 1.38 too. now with 1.40 stable the issue is just even more noticeable, because BIS fixed the position of the shell ejection. Edited March 4, 2015 by jayjay12 Share this post Link to post Share on other sites
roberthammer 582 Posted March 4, 2015 the shell ejecting velocity for all RH weapons seems to be wrong or buggy, when you strafe from left to right you can notice this really good. with 1.40. the shell ejecting position seems to be finally fixed in first person view, causing the bug to being even more noticeable, (but it was there before) now the shells are even falling through the weapon when walking from left to right while firing. It should be better in next version - tweaked all models with better shell ejecting position ---------- Post added at 11:45 ---------- Previous post was at 11:44 ---------- The weapon icon change and initspeed are a part of 1.40, but the recoil will be part of 1.42, as too is the 'Magazine compatibility groups' addition apparently. Yup , but i will do those anyway Share this post Link to post Share on other sites
jayjay12 10 Posted March 4, 2015 It should be better in next version - tweaked all models with better shell ejecting position the position of the shell ejecting seems to be correct, it looks correct when you stand still or when you strafe from right to left while firing. the shells have enough velocity then, its just that weird bug when you strafe from left to right. in this case the velocity of the shells is somehow lower, so you catch up to them while walking, because the shells are not fast enough. don't know how to explain it better. Share this post Link to post Share on other sites
roberthammer 582 Posted March 4, 2015 the position of the shell ejecting seems to be correct, it looks correct when you stand still or when you strafe from right to left while firing. the shells have enough velocity then, its just that weird bug when you strafe from left to right. in this case the velocity of the shells is somehow lower, so you catch up to them while walking, because the shells are not fast enough. don't know how to explain it better. I think , this is good enough Share this post Link to post Share on other sites
jayjay12 10 Posted March 4, 2015 I think , this is good enough yes, much better Share this post Link to post Share on other sites
Flipper 1 Posted March 4, 2015 I think , this is good enough Yep - great! Will you release the fixes before 1.42 - especially the fire mode of the M27? Share this post Link to post Share on other sites
Tsark 12 Posted March 4, 2015 Hello RobertHammer, since an update is apparently in the work, is there a possibility that you could adjust the lenght on the part of the barrel of the HK416 D145RS that is further the front sight but before the legacy m203 "hook place", in order to make it a bit longer to be true to it' s real life counterpart? This would also help solving the issue that i mentionned earlier that is that the lenght of the barrel of your 416 D145RS ingame is shorter than the lenght of your M4/M4A1s barrels, while they should all be of the same overall lenght of course. Once again, i know that a very slightly smaller portion of the barrel is exposed after the front sight on the 416D145RS compared to an M4/M4A1, but even taking this into account, the part that i mentionned is still sightly too short. Also, it seems to me that your PEQ15s look a tiny bit too small, is there anyway they could be resized? I know close to nil about modelling, so i have no idea if this is the task of a few seconds of if it would involve remaking the model from scratch. If it is the second case you can scratch that of course. This is obviously nitpicking, and i will love this mod anyway.:p Share this post Link to post Share on other sites
roberthammer 582 Posted March 4, 2015 Will you release the fixes before 1.42 - especially the fire mode of the M27? Sorry ,but semi auto will be added after the Bipods ---------- Post added at 19:39 ---------- Previous post was at 19:37 ---------- Hello RobertHammer, since an update is apparently in the work, is there a possibility that you could adjust the lenght on the part of the barrel of the HK416 D145RS that is further the front sight but before the legacy m203 "hook place", in order to make it a bit longer to be true to it' s real life counterpart? This would also help solving the issue that i mentionned earlier that is that the lenght of the barrel of your 416 D145RS ingame is shorter than the lenght of your M4/M4A1s barrels, while they should all be of the same overall lenght of course. Once again, i know that a very slightly smaller portion of the barrel is exposed after the front sight on the 416D145RS compared to an M4/M4A1, but even taking this into account, the part that i mentionned is still sightly too short.Also, it seems to me that your PEQ15s look a tiny bit too small, is there anyway they could be resized? I know close to nil about modelling, so i have no idea if this is the task of a few seconds of if it would involve remaking the model from scratch. If it is the second case you can scratch that of course. This is obviously nitpicking, and i will love this mod anyway.:p HK416 D145RS's barrel was fixed - now it has same length as M4 as for PEQ15 - those really look small to you? they been scaled by BIS PEQ15 so i don't think they are too small Share this post Link to post Share on other sites
kgino1045 12 Posted March 4, 2015 Can anyone explain what those mk2839383 or mk idk number magazines do? Share this post Link to post Share on other sites
stoffl 13 Posted March 4, 2015 mk262? it's basically 5.56mm NATO designed for longer range engagements. Ideally used in the mk12 or SAM-R Share this post Link to post Share on other sites