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Posts posted by AveryTheKitty
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10 minutes ago, scavenjer said:Uhh? what? Leopard 2 certainly has blow out panels and the only leo 2s destroyed in combat are turkish ones that were not equipped with the system the BW and literally everyone else uses, a wet ammo rack will significantly delay and mitigate cookoff off the ammunition.
It's not at all a deathtrap, in fact it's one of the most protected and crew-safe tanks currently in service.The new T-14 still has part of the ammo stored in the hull just like all other previous russian MBTs, yeah they do have blow out panels now but there's still a significant chance the ammo in the hull (not in wet ammo racks) will cookoff and cause an explosion.
You can find pictures of pretty much any MBT completely destroyed, plenty of abrams that burned out due to catching fire or getting penetrated through the floor and setting the tank on fire.
That's different than actual ammo cookoffs.
The Challenger 2, Leclerc, and Black Eagle tank (or T-100 Varsuk rather) also have blow-out panels.
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Any chance we could get hidden selections for the MFDs in vehicles? So for example, we could tweak the Mora's green MFD to be blue for consistency if we were making a NATO variant.
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Is there a possibility that a new paramater could be added to the ambient civilians module that lets us choose between Tanoan and Altian civilians?
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Literally unplayable. The RCWS on every vehicle apart from the Strider doesn't animate properly.
For reference, this is how it should animate. Note that the base doesn't move while the turret actually does.
The following vehicles...
2S9 Sochor
Speedboat
Ifrit
MSE-3 Marid
IFV-6c Panther
CRV-6e Bobcat
UGV Stomper
M4 Scorcher
...have RCWS's that don't animate properly. The base moves with the turret like so:
While we're on the topic, the hatch on the hunter shouldn't turn with the turret.
Rather it should remain still - along with the RCWS's base, while the RCWS turns.
Also, the unarmed Strider has a base which probably shouldn't be there.
Please take care of this, I can't unsee it now.
EDIT: Also, the FIA Gorgons still have AO for the tools, and the shovel handle is still there.
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2 hours ago, Hvymtal said:As I look more and more, i'm starting to notice that the color palette of each faction's driving and fighting compartments doesn't always mesh with that of the passenger compartment. It's hardly game-breaking and they are quite close, but sort of like the hatch issue it is a touch off-putting
It affects all of them, but here are some of the worse offenders
MSE-3 Marid
IFV-6 Panther
M2 Slammer
May I also reiterate the field manual entry for the Varsuk
"The crew was moved from the turret to a more armored body of the tank"
Maybe the teased T-14, but not the Varsuk
I think it'd be best just to retexture the interiors with a basic grey color like the crew compartments. Sure it'll look kinda bland, but consistency.
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5 minutes ago, lato190 said:im not sure, but wasnt tank barrel collisions in previous arma titles? or it was a mod for arma 2 but im not 100% sure now if it was a mod feature or game feature
It was, but it was removed because it resulted in the tanks being thrown harder and faster into the air than the rounds they fire.
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For some reason, when looking at damaged vehicles in first person (either a single gunshot from a 9 mm or actual damage) it turns dark like so:
But in third person:
It also appears darker in first person while manning the vehicle regardless of damage.
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1 hour ago, fn_Quiksilver said:The Vehicle Blackfish seems to be unable to transport the Marshall APC now.
As the only APC it can lift, this would be a rather large blow to gameplay.
Also it completely ruins the concept of Steel Pegasus. :P
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Slammer coax looks a bit weird. Suggestion: either add the coaxile Mk200 model from the AFV-4 Gorgon / BTR-K Kamysh into that gap, or remove the muzzle flash.
EDIT: One other thing, the sounds of casings from the coaxile MG can be heard (turn off engine and just do a short burst of the coax and listen closely) which doesn't make sense since it's a caseless MG. :P
3 hours ago, Imperator[TFD] said:On another note; can we pretty pretty please have the Slammer Co-ax MG changed from 6.5 to 7.62 and the turret on the Bobcat changed from 6.5 to .50bmg?
This would bring them in line with the rest of the armoured vehicle line ups.
I'm pretty sure the reason why NATO tanks have 6.5 mm MGs is the following: I'll use the Abrams as an example. Irl it has a 7.62 mm M240 coaxile MG. Since the M240 was seemingly replaced with the 6.5 mm Mk200 in the Armaverse, that's why the tanks have 6.5 mm instead of 7.62 mm.
6.5 mm miniguns don't make sense though, especially since the Hellcat and Pawnee have the same miniguns yet they're 7.62 mm.
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15 minutes ago, SzepyCZ said:in case you dont remember A3 is set in year 2035
The Arma 3 team has limited resources as they're working on Arma 4, which is the reason why APS probably won't make it into release.
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5 hours ago, SuicideKing said:You can't select a NATO tank/vic, go to editor customisation and apply olive camo. You have to specifically spawn a NATO (Pacific) vehicle.
I'm assuming it's just WIP and will be added later.
EDIT: Suggestion, add a UGV Stomper (with olive retextures) for NATO Pacific.
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4 minutes ago, R3vo said:Looks nice, but I am curious why those textures are not available for the normal NATO vehicles too. Same thing for CSAT vs CSAT (Pacific).
What do you mean? Also Hunter, Quad Bike, UGV and HEMTT don't have textures (yet).
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Today's update released early without a changelog. New olive textures for NATO's Pacific vehicles. :D
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@Asheara I suppose it's safe to ask this, are there any plans to give the existing tanks different ammo such as HEAT?
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Marid's Green Hex livery still has leftover AO in the textures.
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Why do the Sochor and Scorcher, Cheetah and Tigris have different turret interiors despite being the same exterior?
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Any plans to add hidden selections for the bags? Would be nice to have MTP bags for NATO, Hex for CSAT, etc.
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Might want to remove this from the Varsuk's field manual description:
QuoteThe crew was moved from the turret to a more armored body of the tank resulting in increased survivability.
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Some issues I noticed with the IFV-6a Cheetah, IFV-6c Panther, and CRV-6e Bobcat family:
Commander's optics can't be retextured
Same with the Panther's commander's optics
Cheetah's smoke dispensers need to be added to the camo1 selection
And these things can't be retextured either
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I don't think those are ERA panels...?
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Customization for the Hunter and Strider specially would be awesome. Removing the tarp on the back of the former, or draping a camo net over the reconnaissance-oriented Strider.
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53 minutes ago, Ex3B said:Nah, I wasn't even suggesting CSAT carriers or larger VTOLs. The standard game doesn't give them any naval assets, and even if they had them, only the Helos and Xian work... but the editor gives enough flexibility.
I'd just be happy with some MRAPs, or something similar, that can threaten NATO gorgons and Marshals. It could be a BRDM with an AT missile launcher (ie, port, for the Russia faction, from Arma 2), or Ifrits and Marids capable of firing 1.27x108mm APDS rounds.
NATO just seems really good compared to CSAT now when it comes to amphibious assault capabilities.
Amphibious vehicles for NATO:
Strider, Marshall, Gorgon
Amphibious vehicles for CSAT:
Marids
Airmobile combat vehicles for CSAT: Ifrit, Quilin
Airmobile for NATO: Prowler, Strider, Hunter, Marshal
If Ifrits and Marids can be firing APDS ammo from an automatic weapon, then they stand a much better chance against the amphibious and airmobile NATO units.
FYI, I don't know if my version of this mod is out of date (though I just reinstalled arma and the mod [via steam] about a month ago), but the CSAT buzzards don't have R73 and R77 missiles selectable in the editor (no big deal, can set pylons through the init).
and #2: The door miniguns of the ghosthawk and huron weren't working. Using the magazines command, it seemed that the vehicle had 2000Rnd_762x51_Belt_T_Red assigned to them, but it didn't seem to work in the guns. I did: this addMagazineTurret ["PylonWeapon_762x51_Belt_T_Red", [1]]; this addMagazineTurret ["PylonWeapon_762x51_Belt_T_Red", [2]]; (I think I got those names right) - and they worked again, so again, not a huge deal, nothing "broken beyond repair".
Both issues are fixed internally. :)
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24 minutes ago, Strike_NOR said:Speechless. This was the no1 thing I hoped for as a gameplay mechanic improvement.
My prayers have been heard.
My schedule has been cleared.
I am prepared
My body is ready.
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I regret coming to school today :(
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Tanks - Damage improvements
in ARMA 3 - DEVELOPMENT BRANCH
Posted
A plume smoke to signify that it's about to blow up could be a good effect. :)
Not sure how possible it is but you could have some smoke coming out of the barrel too.