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lex__1

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Everything posted by lex__1

  1. This is not reproduced with other machine guns. If a new simulation is needed, then this must be done. In CTI mode, this is the only machine gun available on the OPFOR side, in the early stages of the game 1,5-2 hours of play. This creates an imbalance in the game. But I like the argument - that there is a lot of work to fix this from Nov 2 2014 )))
  2. Fix it. Any camouflage suit _Ghillie_ + machine gun Zafir + optical sight ERCO, RCO, ARCO, MRCO - reproduce a bad view. https://feedback.bistudio.com/T79829 https://feedback.bistudio.com/T123251 https://feedback.bistudio.com/T127272
  3. lex__1

    AI Discussion (dev branch)

    If the AI will spend more time getting out of the tank, he may have time to shoot at you. Perhaps even this last shot will be decisive and will drop you out of the tank too. Repeatedly it was on Mora. You shoot from the ATGM in Mora, the crew, the driver and the commander jump out, and the shooter still manages to kill you.
  4. Such missions are so bad, where recharging and repair are unlimited and free. In the right mission, you will spend time and resources on this.
  5. Did you watch the video on the second link? Does the program show the incoming and outgoing port open? A friend does not see you in the server browser, or does the problem occur when you connect to you?
  6. There is a discussion here. http://steamcommunity.com/app/107410/discussions/0/540744935875793938/?l=russian or https://arma3.ru/forums/topic/7338-porty-i-upnp/ The whole problem in routers, where you need to configure port forwarding.
  7. lex__1

    Tanks - Damage improvements

    Mission "TANK Distance VR 2" https://www.dropbox.com/s/rfutqkg3trmabtc/4%20TANK%20Distance%20VR%202.VR.zip?dl=0
  8. lex__1

    Tanks - Damage improvements

    It's a good idea to stop watching the goal, which can not stop a big fire.
  9. lex__1

    Tanks - Damage improvements

    Chinese tank Biathlon in Russia demonstrated that the loss of the rink, does not affect the speed. Probably, in that place, with overcoming of obstacles there will be a problem. Are there any ideas to limit the penetration, which in the current version have no limitations?
  10. lex__1

    Tanks - Damage improvements

    In a tank, high explosive charges are dangerous. They are stored in isolated compartments. Most likely, all cases of an explosion of the tank tower from penetration occur at the time when: - an isolated compartment is opened, to extract the charge - there is a process of charging the barrel
  11. lex__1

    Tanks - Damage improvements

    In the T-14, the crew compartment is isolated from the tank tower. It is there that high-explosive shells are stored.
  12. lex__1

    Tanks - Damage improvements

    Tell me, is it possible to model the destruction of APFSDS when it penetrates obstacles? Create probability of penetration into obstacles for APFSDS depending on: - Obstacles - Distance - Speed APFSDS - Power APFSDS Or is it difficult and will not be realized?
  13. There is one circumstance ... On the video, we see the work of the formed jet on the first block of glass. The grille on the vehicle is designed to destroy the grenade before it triggers and forms a cumulative jet. With a successful collision with the lattice, the projectile can not form a full-fledged cumulative jet. For this reason, the grating is used instead of a flat sheet of steel. The probability of destroying a grenade before the fuze is triggered. When the fuse passes between the grille (will not turn on), and the grill will begin to destroy the grenade. It is necessary to assess the probability that the fuse will hit the pice of the grill and form a cumulative jet.
  14. This video shows the test of RPG-7, how the cumulative jet of the RPG-7 cumulative grenade works. Two armored blocks of glass, at a distance greater than the theoretical work of the cumulative jet, are pierced through.
  15. I see only one type of camouflage grids, for each vehicle. On all grids there are places for toolkit even if toolkit isn't located on outer side of the vehicle.
  16. lex__1

    Tanks - Damage improvements

    See the third video, my post has changed above. This is reproduced on DEV. The strength of the round does not weaken: - from the distance traveled, only the trajectory changes - passes through many obstacles
  17. lex__1

    Tanks - Damage improvements

    Possible solutions to choose the aiming in the visible parts of the enemy tank? https://feedback.bistudio.com/T83551 Was mistakenly closed due to my ticket https://feedback.bistudio.com/T120784 Possible solutions to overcome water obstacles, permissible depth? Possible solutions to the lack of multiple penetration for one round? https://feedback.bistudio.com/T83551
  18. lex__1

    Tanks - Damage improvements

    The assortment is much wider than presented in the game. I answered the question of the rebound.
  19. lex__1

    Tanks - Damage improvements

    Tank armor-piercing ammunition is divided into sharp-headed and blunt-headed. Everyone has a tendency to make a ricochet, at very sharp angles of attack. But if the ricochet did not occur then the characteristics of penetration are: - Blunt-headed have more penetration at the corners of attack to the armor at an acute angle and less penetration at an angle of 90 degrees. - Sharp-headed ones have less penetration at sharp corners of attack armor. But they have more penetration at the corners of attack to the armor at an angle of 90 degrees.
  20. Pressing the left mouse button repeatedly switches cyclically the view Normal/ of NVGs/ of Termal. Reproduced for all crew members, for the driver, on all the towers, on the vehicles. https://feedback.bistudio.com/T127786
  21. Now, only February ends, and DLC promised at the end of 1Q https://dev.arma3.com/post/sitrep-00209
  22. Tell me at what stage the decision of this ticket https://feedback.bistudio.com/T82570 If the ticket is difficult to solve, it is possible to open this ticket https://feedback.bistudio.com/T120265 The problem in the first ticket is to stop the rotation of the UAV - it forces you to use offline mode. But the offline mode turns off the camera lock and there is no target tracking in the PIP window. As a result, the problem with UAV is wider than could be.
  23. In this case, there is no damage to the motor. In the early stages, In Arma3, there was also this problem, with Marshall and Marid. This BIS has fixed. The moment when immersed in water (or vice versa) when the wheels are turned off and the propellers turn on, it worked incorrectly. The car sits on the rocks, and the wheels do not do the job. This is very noticeable, when you come into the water (you go ashore) not perpendicular to the shore, the vehicle begins to turn to the shore (back, into the water). Maybe the guys from BIS will be able to tell how they managed to solve this issue. Yes, there are vehicles where there is no damage to the motor. It happens that vehicles have already left the water obstacle, and the motor turns off on the shore, without a sign of damage to the motor.
  24. We hope the sail will appear from the distant sea and turn in our direction )))
  25. One part of his question was found https://dev.cup-arma3.org/T2309 I can not find a ticket with amphibious transport on the tracks (M113, BTR ....). If you stay on the shore, half the vehicle in the water, half on the shore, you can lose the ability to drive the vehicle. Has anyone encountered this and opened a ticket?
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