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Everything posted by jukk
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At least the Jets showcase has been updated so that the carrier is now "escorted" by a destroyer.
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@nodunit is it possible to consider making the S-750 Rhea act like S-400 as in locking the tubes vertically for missile launch?
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Does this behaviour depend on the direction of attack? Like if you fire the missile to the rear of the aircraft instead?
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I personally don't see adding a key for it as difficult to use but it's probably easier to implement the functionality I suggested. I mean, like oukej said, it's kind of already there: if you have a solution from the FCS, using ranging buttons drops the lead and rounds to the nearest range from the solution (within 50 m).
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Is there something inherently wrong with context dependence? The indication is the visual you cue you see on the screen when a solution is ready, which will disappear when you use pgdn/pgup.
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Wouldn't it be possible to do it like it is but instead when pressing pgdn/pgup you still keep the zeroing (and only dump the lead) until you press the keys again?
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Tanks - Missile flight profiles and weapon improvements
jukk replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
This works with some windows while not with others. I think building windows are opaque, while at least some vehicle windows are transparent. However, this begs the question whether some of the vehicle glasses could realistically be transparent for IR. The FLIR devices itself use germanium windows that pass IR as well as visible spectrum.- 328 replies
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Tanks - Missile flight profiles and weapon improvements
jukk replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
It says PLGR NOT CONNECTED, not FLIR.- 328 replies
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Yes, you're right, I've noticed this before. Another benefit of the TGP style system would be if it also let's you track targets.
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You can turn off the autonomous mode from the UAV terminal map view. Although maybe the locking feature would still be useful.
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
jukk replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Any comment on this @oukej?- 957 replies
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- electronic warfare
- radar
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(and 8 more)
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Hi! I noticed that while playing as CSAT (Pacific), the player character uses the English voice protocol instead of the new Chinese one(s). This can be reproduced by going to editor and placing down a group of CSAT (Pacific), with player as the team leader for example, and giving the AI commands (the AI will respond in Chinese). The "old" CSAT player character still speak Farsi as one would expect. Now I don't know if this is a universal bug but at least someone else has run into it and made ticket on the tracker (they also report that the Syndikat players use English instead of French): https://feedback.bistudio.com/T119268 I did verify my game files after updating so I suppose this is a universal issue.
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Additionally, when playing as the new unit's, the game won't use the English voice of your profile setting but instead will revert to using the default English voice.
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So I tried and seems like it works in Virtual Arsenal: if you select your voice type in the Virtual Arsenal as Chinese, then your character will stick to Chinese in the Try-mode. But this does not work in the Editor for example: even if you select the unit's voice in the Attributes as Chinese, it will still use English voice in Preview and otherwise.
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Well, except the user profile doesn't let you specify voice language, only voice type (IIRC 12 options to select from). Each voice type is associated with all of the languages, and when you select a type, or change the pitch, it previews in 3 languages: English, Altian English, Farsi. The Chinese and French are completely missing even from the previews.
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Yes, and it also seems weird considering the AI does use those voice protocols properly themselves.
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No, completely vanilla. Also checking out the voices in profile setup doesn't replay Chinese or French voices for any of the options, only English, Altian English and Farsi.
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Something wrong with the Y-32 Xi'an's HUD
jukk replied to pavel volonsky's topic in ARMA 3 - DEVELOPMENT BRANCH
I would recommend making a feedback ticket of this if you already haven't. I would also like for the new faction to get some love, and ironing out of the little things (though I suppose they are not as acute as other issues). -
I can't find the source now but IIRC they are planning on bringing the Linux port to 1.62 (or whatever the next main update is) once the dust of Apex has settled.
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Issue number 2 seems to have been fixed in the development branch a while ago:
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I agree with the general sentiment but if you fire the default rounds off of the MBTs those would be the AP types which are penetrators and would probably not easily collapse a building anyway. Another thing is, it appears sometimes people can survive unsacthed a building collapsing on them.
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IIRC there is no setting that limits the radius. Would be nice to have though.
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As it is, the mortar cannot be deployed on the stable build. The duplication of bags is also present. Have not tested on dev build. EDIT: I just tested it on dev build and it seems to work fine and it didn't even create duplicate backpacks when assembling. Tested on editor preview, not sure about multiplayer.
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I've noticed the same thing as OP; it's really hard to read bearings in the map screen. One other thing that also bugs me is that the compass is unreadable (in first/third person) when using nightvision goggles.
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I remember this being asked on Twitter and the response was that they "are planning to release one at a later date."