13islucky
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Posts posted by 13islucky
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If I may say, I do think it looks too small as it is in that image. As far as I know, one of the better reference points would be how the hand grips it. It would probably be best if the pistol grip was nicely nestled into the hand.
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Just a thought about that bipod thing, did you use the config of the ABR to make the M110? The same thing happened with the CAF rifle, and Ohally said that they used the ABR's config, causing it to share the same properties.
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Nice work. One question, though. Is it normal that I can use the magnified optics with NVG's? I ask this because I remember that your old ACOG would disable them when aiming and now both your ACOG and VCOG work with them.
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I recently switched to stable for a few days, and I must say I was not very happy. I have, however, found an interesting tactic to deal with highly armoured targets: the sweep the leg drill.
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Two warnings in a day, damn...
Anyways, good job OS. This is a pretty good improvement over the first version. There seems to be some problems with multiplayer, but since I don't really play that (devbranch, yay!) I can't really help with that, unfortunately.
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Also, something that I do that kinda helps is to have smoothing on but on a low value. Having a screen of relatively few pixels it helps to aim accurately. I don't recommend a value higher than 25% though.
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Hmmm interesting. I've tested every button and none work for me. I can't find even a key that could've something to do with collision lights in Arma 3 controls or in the profile file.You could give us more info?
I can't find anything about it on my controls, but since I have Sakura Chan's interaction mod the key used to activate something on the action menu pops up when highlighted. In this case, it was Shift.
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On mine it's Shift, which is a problem since Shift is my thrust key. I don't remember changing this, so it may be on Shift by default. Maybe.
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Don't forget that 'big multiplayer announcement' hinted to be revealed this month. Could be something big, and even if not I hope it's something that we can all appreciate.
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Well, in the devbranch the weapons you bring back with you from missions stays on you, and can even be selected from an armoury in the back somewhere. Weapon persistence was added in the latest patch here.
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Nice, can't wait for this. Also, I've been waiting for For Hire for a quite a few years now, so this is extra sweet.
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After 15 minutes of searching I'm unable to find the source, so disregard what I wrote unless someone else can find a source.
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IIRC they were holding off adding too much PhysX while waiting for an upcoming version.
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I just did some research in that. Apparently the Mk 318 is much like the Mk 262 in the way that it is hollow tip (or open tip) as opposed to hollow point. A hollow tip (OTM) is not the same as a "hollow point". The hollow tip of the OTM does not cause the round to mushroom as the hollow point of a "hollow point" does which is what the Hague Convention is referring to.
So yeah, OTM may be a viable alternative, unlike HP.
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I've a feeling that all this Osprey talk has the Hercules feeling slightly lonely.
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It's funny you should mention localized damage, because there it seems to have been somewhat implemented somewhere down the line. I notice considerable sway when being shot in the arms and the inability to sprint when shot in the legs. In my honest opinion I don't think that not being able to sprint is harsh enough a punishment.
Just putting that out there, for whatever good it is.
If you consider it the way it is now, then yes of course. However, if the devbranch is to be trusted, then CSAT don't really have body armour anymore. Their fatigues are no longer very useful against rifle shots (with 6.5 it's 2 to the chest and they drop), and their load bearing vests also offer little protection. Just an interesting thing to note. Not exactly the "mag dump, nothing happens then get heashotted by flinching bot" situation on stable.Think about the background and mission capacity the team holds, against a known and capable enemy who wears body armor. -
Noooooooooooooooooooo! You're retired! You've been here long before I was,and I wish you the best, Foxhound.
Also, nice additions, and interestingly enough the AR10 works with the new attachment system, and has the bipod deployment that the EBR does. Did you make it off of the EBR?
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@Sakura_ChanI am very glad you have take the time to port these vehicles from Arma 2 but if you really must have your unrealistic 34 seat version, could you please at least have a copy of each variant with the correct 24 seats? I love how you have tried your best to make it realistic, but why stop at the seating?
Or you could, you know, only ask nicely that 24 people go in?
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That's up to the mission maker, isn't it? Restricting it by operational capacity is being unfair to all the communities that use this game in different manners. You're discussing total war: an increase in production, research and development, and selective disruption of such ammunition. That does not mean that somewhere along the track you're not going to get it. Authenticity to the degree it is currently is still maintained.Oh yes, absolutely. It's up to the mission maker if they want to have whatever they want as a loadout, but I think that it would be unreasonable to think that such ammo would be commonly available in things such as the default loadouts and the campaign.
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What are your particle settings? I find that mine are quite fluid even at ~30ish fps, on high particle settings.
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The same argument goes in 2035 rounds should work better against the said armor and soft tissue targets.I seriously doubt that because money. The more advanced ammunition such as OTM or AP costs significantly more today than standard ammunition, and fielding such ammo in mass quantities would be economically unstable (assuming we don't find a magical way of producing ammo much at a fraction of the cost).
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My bet is that it's coming when it comes in the campaign, so NATO's probably gonna step up later in the campaign, bringing the heavy guns with them.
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Yeah, I think that one of the features that A3 could use the most is the underground structures. Most of the other stuff is nice, but I don't know how relevant snow is for Altis.
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Just a question for you: Have you seen the price to pay to get any sort of VBS licence? It's pretty fucking expensive, to say the least. With all the money they rake in from governments and private owners they can afford to put all the things in the simulator (not game). A $60 game, however...
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Were you expecting:
-Added: New vehicle ported from ArmA 4 (the future!)
-Added: New weapon UltraCoolGun MarkXIII?
Also, may I ask what
means?