Jump to content

[VW]Wrath

Member
  • Content Count

    106
  • Joined

  • Last visited

  • Medals

Posts posted by [VW]Wrath


  1. Hi all,

    I've been playing a test session with my crew tonight and those of us using TrackIR5 and one member with another piece of similar equipment have all noticed that our head tracking in game has gone somewhat haywire. I've always used a general profile for vehicles, aircraft and infantry with no issues whatsoever but as of tonight and the 2.06 update I've noticed that my head tracking is now so sensitive that I can twist my head around more than 360 if I look to one side. My initial thought was to try turning down the curves and adjusting the sensitivity but this causes head tracking to become incredibly slow and heavy when flying helicopters. At the moment I'm fiddling with curves to try and find a new balance but it's proving very difficult as in game it wants to behave in two different ways.

    Is anybody else seeing the same thing?


  2. Though I can't speak as to the way that AI will employ these launchers on their own, or whether or not RHS runs scripts to allow the AI to use them, with C2 the AI don't recognize they have a loaded launcher. To them they kind of read it as an empty tube. Vanilla launchere and most of RHS's other launchers work fine with the remote AT function but if it's LAWs you're looking to use then I reccomend CUP weapons which has a version that should work perfectly with the remote AT function.


  3. Little bug report, though nothing major. When leaning using the Vortex Razor's in marksman mode the horizontal crosshair lines extend outside the image of the scope ring. Nothing major and it's only today I've noticed, so I'm not sure if it's something that's happened since the fix the other day or if I just haven't noticed it until now. Either way, it's barely noticeable but I thought I'd let you know! Sorry to be the bearer of bad news!


  4. As usual, every update looks amazing. I can't wait to play with all the new toys.

     

    On another note, I've been playing around with the Nightforce scope today and I've noticed that the range markings on the marksman version seem to be out by 100m (using it on a HK416 14.5', no ACE3, vanilla zero to 100m) and at 500m I have to use the 400m marking to hit the target. However on the CQB version the markings are perfect. I'm not sure if it's a bug or intentional, as I don't really make too much use of ACE3 ballistics but I thought I'd report it either way, just to be safe.

     

    Stellar work as always, though, looking forward to pimping SR25's to the max!

     

     

     


  5. Would it be a chore to add a mixed tracer load to the 7.62 m80 ball belts? They look absolutely awesome in the mk48 and the M240, I just find I'm missing the one-in-four tracer when I'm trying to spot the fall of my rounds at range. It's not an issue of course, if I really need tracer I can carry an all tracer belt, but I'd thought I'd ask.


    In other news, I reported an issue with PiP scopes on Steam the other day but it's since resolved itself. I think having the two options is still probably the best idea but the latest update seems to have fixed everything for me.

     

    • Thanks 1

  6. A question regarding RHS optics when using NVG's. I notice that unlike others, RHS scopes don't force you out of NVG's such as CUP's do and likewise that the reticule isn't blurred when looking through them with NVG's on. Is this by design and if not, is it an issue with ACE3, RHS or the compatibility mods? I ask as if I'm going to write a bug report I want to do it in the right place and my figuring was that it is a compatibility issue? 

     

    Many thanks in advance.


  7. I was playing dress-up last night as I tend to dp and I noticed that the CBRN Gas Mask for NATO that came with Contact DLC (I forget it's exact name) has it's visor overlay upsode down by the looks of it.

     

    I could be wrong and it may be intentional but to me it looked like the area that is supposed to cover the nose was at the top of my screen.

     

    Nothing major at all though, still perfectly visible.


  8. I'm a big fan of limping as well! I actually wish there was an equivilent animation for arm damage with the gun dropping from time to time in spasms of pain. Likewise I'm fine with having to deal with crippled legs, the problem simply being that a PAK is a heavy priceto pay to fix a leg with an already seen to wound.

     

    I will try enabling "Bandaging heals trauma tonight" and see if the effect persists.


  9. Has anybody else noticed that sometimes players take leg wounds and lose the ability to run or do anything other than limp despite not having a fracture?

     

    I'm unsure if this is simply a feature or a bug. Though I wouldn't be opposed to it as is, the issue is that the patient requires a PAK to be able to run again, as the option to splint the limb doesn't appear.

     

    I've been assuming at this point that it either a bug, or perhaps to do with the total trauma the limb has sustained, however this has happened to me on a couple of occasions after taking only light damage and on another where I wasn't hit at all.


  10. 9 hours ago, Capt Childs said:

    I'm unsure if this is an Arma 3 bug, or 3den Enhanced.  The day of the week is incorrect for the date in 2020.  For example, it lists today 14th January 2020 as a Wednesday... when it's a Tuesday 🤨

     

     

    Or does BI know somwthing we don't?

     

    *X Files music plays.*

    • Thanks 1
    • Haha 1
×