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Everything posted by OMAC
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A2/A2:OA beta CorePatch 01.03.2016
OMAC replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Wow! What a changelog. So many ACR bugs fixed after all these years. This is great, and thanks to all involved. The Malyutka 9k11 missile of the Taki army BVP-1 doesn't appear to be guidable, it just shoots off into space. Lock has been removed, so that no lock is possible when auto-guide AT setting is off, but shouldn't it be guidable manually like TOW missile? AI can use the missile effectively, however, and the missile can be locked when auto-guide AT is on. Also, when commander of BVP-1 tells gunner to use missile, it still says "Use AT-3 Sagger" instead of Malyutka. Should 73 mm cannon for BVP-1 (and coax PKT MG) have zeroing? -
A2/A2:OA beta CorePatch 01.03.2016
OMAC replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Yes, I figured that it's been that way forever, as I haven't heard of any changes in CCP or corepatch that would affect it. It is a minor detail, but would be nice to fix, and your suggestion sounds great. -
A2/A2:OA beta CorePatch 01.03.2016
OMAC replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Using latest OA beta (A2CO), the muzzle flash when firing Arkan missile from BMP-3 does not come from the muzzle, but from where barrel meets turret. -
A2/A2:OA beta CorePatch 01.03.2016
OMAC replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Switch to gunner's main seat for optics. -
A2/A2:OA beta CorePatch 01.03.2016
OMAC replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
It looks like ACR Lite will be downloaded and installed even if you already own the full ACR DLC. 110MB of space. Not a big deal, but.... -
This issue is present in current RC: https://feedback.bistudio.com/T119383 Any chance of a fix?
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What looks like the same issue was reported in dev branch last week: https://feedback.bistudio.com/T123289
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An odd thing: I was diving near Stratis and Tanoa for the first time in a long while, and.....where are the fish and sea turtles? Were they removed before and I didn't notice or hear about it?
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Missing action for switching weapon to primary from secondary: https://feedback.bistudio.com/T123301
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Hopefully devs are reading this (!), and they'll save us the trouble. :-)
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This annoyance has been around a long time, perhaps since 3den was introduced. When using Small interface size, in the Effects section of the Trigger dialog, the pop-up menus having lots of items (e.g. Music) require down-arrow keys followed by a click on the pop-up menu list selector (small down arrow icon) to select an item. Items cannot be selected with mouse click. With other interface sizes (I only tested Very Small and Normal), the issue does not occur and items in drop-down lists can be selected with mouse click. Small interface size is the only size that is feasible for me with a 1920 x 1200 screen. Others are way too small or large. https://feedback.bistudio.com/T123429 Edit: issue fixed in Dev branch, and in next RC update.
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True for me also.
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Bingo! All my weapon keybinds are unassigned EXCEPT for the "Switch gun/launcher" (default [RCTRL+ ;]) and "Switch gun/handgun" (;). Regarding 64-bit exe, it seems to run great. The only issue is that sometimes, after I quit the game, quitting the launcher takes up to several minutes. The A3 process hangs around for a long time, thrashing somewhat, before freeing memory and exiting. Before RC with 32-bit exe, quitting the launcher was much faster.
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I'm with you 100% about hating the keybinds. In fact, I have never used them until just now, when I first tried the RCTRL + ;. Edit: the reason I prefer the action menu for weapon switching over keybinds is that the action menu allows you to keep your eyes on the screen, where the action is, rather than having to glance at the keyboard to find some unintuitive key combination! Jeesh. That second or two could spell virtual death...
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Yes. But if you have no pistol, the only way to switch back to main weapon is with keybind. I swear this is new to RC, and it sure seems like a bug to me.
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I don't know if the following is a bug or a feature of the RC. Action menu item for switching to main weapon (e.g. rifle) is suddenly not available when a launcher is held in hand. For vanilla AT and AA infantry units, action menu items for 1) switch to pistol (if pistol is available) and 2) launcher are available when main rifle is held. After switching to launcher, only action for switch to pistol is present. If unit has no pistol, no actions are shown. The only way to switch from launcher to main weapon (e.g. rifle) is to use a keybind, such as "Switch gun/launcher" (default [RCTRL+ ;]). For all units other than AA and AT units, all the switch weapon actions work as before. It makes no sense to me at all that actions are available at all times EXCEPT when a launcher is held in-hand. Bug? Edit: Issue is fixed in current RC.
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've never used those keybinds. I'll try them now, but I've always used the switch weapon actions, and they worked perfectly for the RHS Javelin AT unit until I installed the RC today. I would hardly call switch weapon actions "excess" actions, and I hope BI never removes them (that is until Action menu is redesigned or removed). As an infantryman, there are usually only a few actions available (switch weapon, use laser rangefinder, etc.) The switch weapon actions still work perfectly with RC for other units, including RHS units... Edit: The "Switch gun/launcher" keybind works fine (default [RCTRL+ ;] - ffs! ). Never used that before. The other switch weapon keybinds are unbound for me (good - don't want 'em, but who knows, I may have to use them now). Even for vanilla BI AT units, action menu items for 1) switch to pistol and 2) launcher are available when main rifle is held. After switching to launcher, only action for switch to pistol is present. If unit has no pistol, no actions are shown. This is a new RC "feature." Or is it a bug? For all units other than than AA and AT units, all the switch weapon actions work as before. It makes no sense to me at all that actions are available at all times EXCEPT when a launcher is held in-hand. I would vote that the issue is a bug. Anyway, this RC issue certainly affects RHS units carrying launchers. I posted about it in RC discussion thread.- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Uh-oh, I'm seeing an issue created by 1.68 RC (64-bit). Place rhsusf_army_ucp_javelin as player. Start mission. Switch weapon to Javelin. Then try to switch back to M4. Can't do it, as there is no Action menu item for the M4. Can anyone confirm this? On a brighter note, the issues related to weight appear to all be fixed (e.g. slow-walking with loaded Javelin, machinegunners with grenade, etc.)- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes! I don't often download dev branch, either. In fact I haven't gone near it in many months. Please keep making as much noise as possible about the issue (particularly grenades) on dev branch forums! :-D- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, reyhard says that the A3 "loaded magazines bug" (fixed in dev branch) was the cause of the over-encumbrance of RHS machinegunners with grenade in vest resulting in slow-walking with default loadout. http://feedback.rhsmods.org/view.php?id=2998#c5854 If the A3 bug affects weight of only loaded magazines (as opposed to unloaded magazines), it is unclear why the A3 bug would affect the machinegunners' load in this case, unless the A3 bug also affects grenades, not just loaded AT weapons as discussed in dev branch thread. Man, that is a huge A3 bug that affects everybody, every mod. They should hotfix it ASAP (I hope they don't wait until Jets DLC release to fix it).- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Done. The issue is caused by frag grenade in vest. http://feedback.rhsmods.org/view.php?id=2998- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, Using RHS 0.4.2 + A3 1.66 stable branch, the rhsusf_army_ucp_machinegunner has 8 7.62mm M80 ball 50rnd belt magazines in backpack with default loadout, and can only slow-walk due to excessive load at mission start. Don't know if this is intended. USAF AT Specialist (Javelin) also can only slow walk with loaded missile in tube. Is this behavior related to the A3 weight issue (just fixed in dev branch, I think) being discussed lately on dev branch forum?- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great info. Thank you!- 16577 replies
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RHS Escalation (AFRF and USAF)
OMAC replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I'm looking for info on the "Svc Drive" on the M977A4-B repair truck. What is it, and when should it be used? I looked in the RHS wiki, but couldn't find it. Thanks in advance.- 16577 replies
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