x3kj 1247 Posted April 1, 2015 Tying weight and volume together creates less distinction with some weapons. Why not just separate it into two values so that weapon mass, volume, and the resulting encumbrance can be more accurately represented? And then what? volume is not the only measure for if something fits into your pocket, the 2 biggest dimensions are just as important. A DMR is likely longer then an LMG. Do you want the devs to write a backpack algorithm that stacks your items in the most optimal manner or what is the end goal? This would discourage everyone from taking an LMG in certain game modes, because after accounting for the total number of rounds carried, it is the "lighter" option over the DMR or assault rifle. Are we talking about some competitive tournament game where min-maxing is a thing, or A3? but don't say that the Mk-1 EMR should have same weight as the Zafir machine gun ...it just feel wrong 2 values not beeing in balance doesnt mean the entire system is wrong/unusable Share this post Link to post Share on other sites
roberthammer 582 Posted April 1, 2015 2 values not beeing in balance doesnt mean the entire system is wrong/unusable I didn't said that - i said that the A3 mass can't be always accurate because it combines two different units - volume and weight Share this post Link to post Share on other sites
x3kj 1247 Posted April 1, 2015 (edited) An abstraction per definition omits details, therefore is always less accurate then the information it abstracts. And my argument is that it's not necessary to have more accuracy. It's only necessary that the items are sufficiently consistent in comparison to each other. Edited April 1, 2015 by Fennek Share this post Link to post Share on other sites
agent()()9 18 Posted April 1, 2015 And then what? volume is not the only measure for if something fits into your pocket, the 2 biggest dimensions are just as important. A DMR is likely longer then an LMG. Do you want the devs to write a backpack algorithm that stacks your items in the most optimal manner or what is the end goal? Nope, the only thing I'd like is weight and volume as separate characteristics so that encumbrance is only affected by weight, that's all. I don't think that I'm asking for the moon, here. Share this post Link to post Share on other sites
Elememental 10 Posted April 2, 2015 (edited) The MOS scope zeroing was "fixed" today, bringing the minimum zeroing from 100m to 300m, this broke the ASP-1 Kir since the only scope that was actually usable on the ASP-1 Kir was the MOS. Please change the minimum zeroing on a marksman scope that fits with the color scheme of the ASP-1 Kir and fix this bug so we can actually use the new weapons added in the DLC. 02-04-2015 DATA Fixed: Adjusted minimal zeroing of MOS Edited April 2, 2015 by Elememental Share this post Link to post Share on other sites
peryton 2 Posted April 2, 2015 The MOS scope zeroing was "fixed" today, bringing the minimum zeroing from 100m to 300m, this broke the ASP-1 Kir since the only scope that was actually usable on the ASP-1 Kir was the MOS.Please change the minimum zeroing on a marksman scope that fits with the color scheme of the ASP-1 Kir and fix this so we can actually use the new weapons added in the DLC. 02-04-2015 DATA Fixed: Adjusted minimal zeroing of MOS I completely agrees with what Elememental said here. I think the "MOS" scope was perfect as it was. If anything, it should be have the maximum zero to 300m not minimum. Share this post Link to post Share on other sites
KeyCat 131 Posted April 3, 2015 Anyone else having issues with TrackIR and the new scoped sniper rifles (probably affect older to but did not test) in 1.43.130.72? The problem is that now TrackIR is still active when looking thru the scope. /KC Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 3, 2015 Anyone else having issues with TrackIR and the new scoped sniper rifles (probably affect older to but did not test) in 1.43.130.72? The problem is that now TrackIR is still active when looking thru the scope./KC Your not the only one, there are still issues with TrackIR and deployment as well. On another note, are we ever going to see a two handed walking animation, as it looks super silly holding a heavy arse MMG with one hand, who on earth would do that? I know i would be holding it with two hands. Anyone else think it needs to change? Share this post Link to post Share on other sites
enex 11 Posted April 3, 2015 (edited) Your not the only one, there are still issues with TrackIR and deployment as well.On another note, are we ever going to see a two handed walking animation, as it looks super silly holding a heavy arse MMG with one hand, who on earth would do that? I know i would be holding it with two hands. Anyone else think it needs to change? Not only that, you would have carry it on the shoulders or slinged without holding the pistol grip to ease the burden. Edited April 3, 2015 by enex Share this post Link to post Share on other sites
twisted 128 Posted April 3, 2015 Not only that, you would have carry it on the shoulders https://s-media-cache-ak0.pinimg.com/736x/2c/4b/ab/2c4babfa1ef10cbb5e513e5bae1c82ae.jpg or slinged without holding the pistol grip to ease the burden. http://www.defense.gov/dodcmsshare/newsphoto/2010-06/hires_100612-A-1619C-191.jpg defintley would be good, espeiclaly wiht the new heavier mmgs. something ive always wanted to see. Share this post Link to post Share on other sites
supercereal4 29 Posted April 4, 2015 Your not the only one, there are still issues with TrackIR and deployment as well.On another note, are we ever going to see a two handed walking animation, as it looks super silly holding a heavy arse MMG with one hand, who on earth would do that? I know i would be holding it with two hands. Anyone else think it needs to change? You know, one of my very first suggestions for Arma 3 when I saw the reveal years ago was to have a mix of the one handed and the old arma 2 two handed lowered weapon animations. Share this post Link to post Share on other sites
x3kj 1247 Posted April 4, 2015 And how do you make those positions properly work with the stance system? That's a lot you ask for quite honestly, it would be pretty difficult to implement that - for little gain. Share this post Link to post Share on other sites
enex 11 Posted April 4, 2015 (edited) More then an exhaling cry of implement this in game, take it as inspiration to change one handed swag walk to something more tangible.I remember smookie wanted the change long time ago but Joris (project lead) didn't really acknowledged it (or got stuck on that never ending list of WIP things) since nothing changed. I also noticed how lots of people deem animations impossible to do or consider it as little to no gain, however as we can see from bipods, programming animators at Bohemia are more then capable of tackling this sort of things and community should embrace that instead of being "hard to do" because of arhaic animation engine system. Edited April 4, 2015 by enex Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 4, 2015 And how do you make those positions properly work with the stance system? That's a lot you ask for quite honestly, it would be pretty difficult to implement that - for little gain. Well, AGM (before it turned into Ace 3) did this. When you walked, both hands stayed on the gun you were holding. Now of course, it's a mod, and the holding animations were as simple as sticking the second hand where ever it's placed on said gun while walking. So essentially, sometimes you'd get the gun looking like he is super flexing his arm on guns with a long grip. Other than that, it was fine, and far better than a Mr.McSwaggins one handed walk with a 230 kg LMG. However, if BIS were to add better two handed walking animations, it's be better than what we have now. I remember in Alpha, it was mixed. Sometimes you'd walk with two hands, sometimes with one. Share this post Link to post Share on other sites
Jackal326 1181 Posted April 4, 2015 Mr.McSwaggins one handed walk with a 230 kg LMG Thats one heavy LMG...I don't think I'd want to meet Mr McSwaggins Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 4, 2015 Thats one heavy LMG...I don't think I'd want to meet Mr McSwagginshttp://www.cairoscene.com/ArticleImages/a50098f5-594e-4089-9ae7-a79f584b8ac2.jpg Oops, I mean 24 lb. which is roughly what the GD-LWMMG weighs. Share this post Link to post Share on other sites
supercereal4 29 Posted April 4, 2015 More then an exhaling cry of implement this in game, take it as inspiration to change one handed swag walk to something more tangible.I remember smookiewanted the change long time ago but Joris (project lead) didn't really acknowledged it (or got stuck on that never ending list of WIP things) since nothing changed. To be honest, the swag walk grew on me over the years. I was repulsed at first. Now I like it, but would prefer it to stay practical. So I'll echo everyone else and say that it should only apply to certain weapon classes, and then have a two handed walk for larger weapon classes. Maybe even have a mix of one handed and two handed walks for the smaller weapon classes. Share this post Link to post Share on other sites
R3vo 2654 Posted April 4, 2015 I can't figure out how to use remote designators. Are they even working? Yep they do work. Screenshot You need to have a UAV Terminal in you inventory. Then you can either hack the remote designator( if it's from the other side) or you can simply connect to it. To raise and lower the turret you need to assign the keys properly first. Share this post Link to post Share on other sites
roshnak 41 Posted April 4, 2015 (edited) And how do you make those positions properly work with the stance system? That's a lot you ask for quite honestly, it would be pretty difficult to implement that - for little gain. What do you mean? The stance adjust system doesn't apply when the weapon is lowered. It just locks you into normal standing or crouched (obviously, you can't lower your weapon at all while prone). And different walking animations wouldn't apply to crouched walking, since it's a completely separate animation that has both hands on the weapon anyway. Edit: Or are you referring to enex's suggestion? If so, yeah, the shoulders postition would obviously not make any sense, but the lowered position could perhaps be tweaked to be viable. Probably not necessary, though, when you could just use a regular two handed grip. Edited April 4, 2015 by roshnak Share this post Link to post Share on other sites
R34P3R 11 Posted April 5, 2015 BIS. pls dont forget to Update: getDLCs script-command until marksmen release ! ty Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 5, 2015 Yep they do work. ScreenshotYou need to have a UAV Terminal in you inventory. Then you can either hack the remote designator( if it's from the other side) or you can simply connect to it. To raise and lower the turret you need to assign the keys properly first. Can you enlighten me on how one would, hack a UAV terminal? I've never got the option to do that before, i know they added it, but could never find out how that feature works. Share this post Link to post Share on other sites
probad 44 Posted April 5, 2015 Can you enlighten me on how one would, hack a UAV terminal? I've never got the option to do that before, i know they added it, but could never find out how that feature works. I too am interested about this and nobody seems to be able to give a straight answer. From what I gathered, having the uavhacking flag true just means that you can operate another factions terminal, but I don't think the parameter's actually been enabled. Share this post Link to post Share on other sites
x3kj 1247 Posted April 6, 2015 What do you mean? The stance adjust system doesn't apply when the weapon is lowered. It just locks you into normal standing or crouched (obviously, you can't lower your weapon at all while prone). And different walking animations wouldn't apply to crouched walking, since it's a completely separate animation that has both hands on the weapon anyway.Edit: Or are you referring to enex's suggestion? If so, yeah, the shoulders postition would obviously not make any sense, but the lowered position could perhaps be tweaked to be viable. Probably not necessary, though, when you could just use a regular two handed grip. Yea i mean the "carry on top of shoulder" stuff... which would basically be another layer ontop. I have nothing against a slightly changed (2 handed)casual walk animation obviously Share this post Link to post Share on other sites
ivan keska 45 Posted April 6, 2015 Do like the new features and the bi-pods work great but i've been stuck in the deployed state. Note I do mean stuck, I couldn't move at all except for aiming the gun. Would be nice if we could have the garage expanded a bit more, like changes for the other vehicles. Like adding bags and gear onto APC like you see in real life or changing the weapon on the armed offroad to say a GMG or launcher. I do love the new weapons, they are great but the SPMG may be a bit to good. Because at 1600 meters I was able to lay down really accurate fire and keep hitting the target. The CSAT MMG I could do the same but not to the same effectiveness. On the note of the MG's I'd love it if the offroads 1 or 2 passages in the back right behind the cab could face forwards and rest their MG or rifle on the roof of the offroad. So you can shoot forwards and have more stability, plus would be a realistic thing to do I mean i'm sure we've all see pictures of this being down before. Also someone explain to me how the CSAT MMG fires faster in burst mode then it does in full auto, because i can't get my head around that. Share this post Link to post Share on other sites
roberthammer 582 Posted April 6, 2015 (edited) Do like the new features and the bi-pods work great but i've been stuck in the deployed state. Note I do mean stuck, I couldn't move at all except for aiming the gun. Would be nice if we could have the garage expanded a bit more, like changes for the other vehicles. Like adding bags and gear onto APC like you see in real life or changing the weapon on the armed offroad to say a GMG or launcher. I do love the new weapons, they are great but the SPMG may be a bit to good. Because at 1600 meters I was able to lay down really accurate fire and keep hitting the target. The CSAT MMG I could do the same but not to the same effectiveness. On the note of the MG's I'd love it if the offroads 1 or 2 passages in the back right behind the cab could face forwards and rest their MG or rifle on the roof of the offroad. So you can shoot forwards and have more stability, plus would be a realistic thing to do I mean i'm sure we've all see pictures of this being down before.Also someone explain to me how the CSAT MMG fires faster in burst mode then it does in full auto, because i can't get my head around that. SPMG aka LWMMG is effective up to 1 700m because it uses .338 Norma Magnum rounds and the Navid's (CSAT MMG) Burst mode is a pure fiction which i disliked even in the first testing more logical and more realistic would be if the Navid had two modes that sets the rate of fire - , get rid of that FPDR Edited April 6, 2015 by RobertHammer Share this post Link to post Share on other sites