Bamse 223 Posted October 27, 2014 Just wanted to report that the Mk48 is not visible in Arsenal. It's usable if you script it in or export/import in arsenal, but as soon as you go back to the main weapon selection it disappears. Is there a workaround for this? :) Share this post Link to post Share on other sites
tinter 186 Posted October 27, 2014 All the grenade launchers are like that actually, it's a bit sad since I end up overlooking them a lot. Share this post Link to post Share on other sites
Stiltman 3 Posted October 27, 2014 by Arsenal you mean Virtual Armory? or? To all, i am working on some updates, but im working alot so only have about 4days free every other week atm that is beeing spent on this and some other projects im working on. im not sure about the "floating" magazine bug people are having with the machineguns, i havnt seen it myself so if anyone have any ideas there im all ears. Share this post Link to post Share on other sites
Bamse 223 Posted October 27, 2014 Stiltman: oh, yeah. I think it's MCC that adds an addAction namned Arsenal to boxes ... but I do indeed mean Virtual Armory :D No worries on timeframe etc, I just wanted to inform you ;) Thanks for a fast answer tho! Share this post Link to post Share on other sites
kgino1045 12 Posted October 30, 2014 STI machine gun seems broken with RHS USAF mod, anyone can fix this issue D: Share this post Link to post Share on other sites
jaaxxxxon 140 Posted November 1, 2014 So, love your launcher pack - however, your AT4 ballistics seem really weird. IRL (I have first hand experience as an infantryman in the USMC) AT4 effective range is 400m - anything after that, the rocket gets "squirrely", it's really a gamble to fire past that. Not sure if you could replicate that in-game. Also, they drop faster. IRL - muzzle velocity is 290 m/s, it drops with gravity 9.8 m/s, maybe a little less. Right now, they seem to defy gravity. Endstate, you shouldn't be able to accurately engage past 350m, and anything after 400-500m is pretty hard or neigh on impossible. Anyways, thanks for the great mods :] Share this post Link to post Share on other sites
heyvern69 22 Posted November 10, 2014 It all depends on Stiltman's wish. "Translating" my HUD onto this a/c ain't that hard. So what's the word Stiltman? I'm sure we'd all LOVE to see his HUD working on your A-10. Share this post Link to post Share on other sites
Stiltman 3 Posted November 11, 2014 Well, im not against it of course. so ill contact geraldbolso1899 about it once i finish my work week ;) On another note i have a new version of the launchers pack in testing right now, and hopefully will be released soon. :) Share this post Link to post Share on other sites
10Dozen 23 Posted November 22, 2014 (edited) im not sure about the "floating" magazine bug people are having with the machineguns, i havnt seen it myselfso if anyone have any ideas there im all ears. (sorry for my spelling) I've met with this stuff when trying to repack STI MG's (wanted to take M249's and add some RH's attachements + sounds from A2). And I've discovered, that RHS's PKP has some connection with this 'floating' bug. 1. What I have: - RHS mod with PKP machinegun. I think, that PKP was ported from A2. - My addon based on M249 + M240 content from STI MG's and some custom sounds and little config changes (sounds, descriptions, WeaponItemSlots) - RHS mod folder: @F/@rhs_afrf3; .pbo name: rhs_c_weapons.pbo, rhs_weapons.pbo - My mod folder: @dzn416; .pbo name: x_dzn_usmg.pbo 2. First run - PKP is OK, STI's MGs with floating parts I ran Arma3.exe with command line like '-mod=@F/@rhs_afrf3;@dzn416;'. Then I opened Bootcamp-Arsenal and checked guns. PKP was allright, but STI's M249 was not. Fig.1 (next post) 3. Second run - PKP isn't OK, STI's - OK Then I've changed name of mod folder of STI's MGs to '@xdzn416' and ran arma3 again. And now M249 was totally ok (with custom sounds and working bipods), but PKP was surely not -Fig.2 and 3 (next post). PKP's body was spinning with every shot fired. So my version is (i don't know about models in arma enough, so i can be wrong): - PKP was ported from A2 'as is' - STI's MGs were ported from A2 with adding new animation 'bone' for bipods - bug make weapon parts move in wrong directions, but animations logic works fine - e.g. when reloading M249 - body cap, which fly somewhere over m249, play 'open' and 'close' animations - when we use both PKP and STI's mods, then addon's model configs are interfering each other and break 'bones assignment' for animations - in the first exampe - for PKP and STI's MGs was used PKP's 'bones assignment' - and PKP was ok, but STI's with changed 'assignment' was ruined - in the second example - STI's 'assignment' was used, so PKP's animations were ruined instead - difference between two examples is the result of the addon initialization order changing (dzn416 > rhs_afrf3 > xdzn416) ---------- Post added at 21:12 ---------- Previous post was at 21:11 ---------- Fig.1 Fig.2 Fig.3 Edited November 22, 2014 by 10Dozen Share this post Link to post Share on other sites
simkl 10 Posted December 18, 2014 Hey gotta say i love the A10, it's just perfect. Only one slight glitch i seem to get, can't eject for some reason unless the plane's landed, which kinda defeats the purpose of an ejection seat eh? Is there a fix incoming for this or how do i fix it myself? Share this post Link to post Share on other sites
johnny-o-rama 34 Posted April 18, 2015 will there be an update for the MARK DLC ? Share this post Link to post Share on other sites
diehardfc 41 Posted July 15, 2015 Has anyone tried to tag these launchers so they show up correctly in Zeus? At present, it is not possible to select an STI ammobox and place it as Zeus, and if you place one in the editor and then make it a Zeus object in-game, it refuses to be copied, pasted, or otherwise modified in a fashion similar to other ammo crates. Share this post Link to post Share on other sites
Ian Bones 35 Posted September 16, 2015 Hey Stiltman, I don't know when this appeared but it is present for a wile now. On your STI A-10A the ejection seat does not work properly. The canopy flys off but nothing ejects. And since one of the last ArmA 3 Updates the Loadout of the A-10A looks like this until you load for example CAS3, then it looks like this if you apply any custom loadout everything is fine. Share this post Link to post Share on other sites