blackjacktom
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Posts posted by blackjacktom
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You have to use the magazine type, ie. "32Rnd_155mm_Mo_shells" irrc.
Just tested and it works.
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What happened to the set side module that was in the alpha? It seemed to work fine when i used it.
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Still happening, I made a ticket for it.
edit: there is already one open, see shinkickers post below.
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Problems?It indicates nothing. You can blow up L-159 with one sabot. It depends where you hit.
Same goes with the other armored or un-armored vehicles.
I can confirm this having just been shot down mid flight by a t-100 :).
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My main issue with the HUD is there is no flight path marker, why would they leave that out?I was kinda hoping we would get a hud that follows your view like in the helicopters, so much easier to see than the tiny one. I guess they still have to get it to work properly first.
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Are the cockpits for the two attack helicopters still placeholders?
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I'd be OKAY with this.. If this is how they came out in the first place. It sounds though, this was a last minute change for Devs to make THEIR life easier. The voice is their for Independent, Greek rebel fighters in a way. But now BLUFOR side.. For sure Paid or CIA backed or something rebels then.. I guess I can live with that. But besides that, the point is how BIS treated this and acted upon it. That's the part that has me PO'd.& Upvoted the feedback tracker
Maybe it has to do with the equipment they have. Always thought it was weird a group of rebels had their own rifle variants.
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Any news on when nearestbuilding / nearestobject will be working?
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Awesome, thanks Max.Has anyone raised a ticket on this?
http://feedback.arma3.com/view.php?id=1747
http://feedback.arma3.com/view.php?id=1834
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There was another thread about this in General. The dispersion has changed since the alpha and the miniguns really need higher hit damage and some indirect damage to compensate for the low rate of fire.
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Yes I have noticed AI gunner always overshoots his targets.They don't seem to take the movement of the helicopter into account. If you stop and just hover they will hit. Even then they can take ages to find a target that is just standing in the open 50m in front of you.
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Wow, that orange has to go. It's ugly and distracting and matches nothing ArmA 3 related. :(Agreed, especially after the much more subdued colours of the alpha and beta. I thought they would go with a dark red, like the links on this forum.
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While the damage is low and the (lack of) dispersion is annoying i think the main problem is that the miniguns should shoot 8 times faster.
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Maybe it has something to do with the updated carry capacity in the dev build.
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So to sum up, I doubt that the weapons in Arma 3 work as intended with regard to accuracy, realism and how precisely scopes work, which is unfortunate.The RPG scope used to work perfectly. From what I have read on the feedback tracker and here something changed that affected the distance the rounds travel and it is being fixed.
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Can you believe it? 2035 and the best CAS a/c we have is the 'Buzzard'. Really?"The Czech Air Force is still the sole operator." Oh thats why...duh.
It would be a good match for the airforce of a small country like Altis.
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It's definitely not caseless, you can see cases being ejected.
It's listed as: 2x M134 Minigun 7.62 mm
If the engine can't handle more than one shot per frame then they should simulate more by adding splash damage, increasing hit damage and increasing the amount of ammunition used per shot.
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In my game there is 0 dispersion on the miniguns, there used to be a lot in the alpha.
In a fairly empty scene, landed on the ground i fired 1500 rounds in a minute. So each minigun would be firing around 750rpm.
Just did a quick test, a rifleman can take 4-5 shots in the leg before dying, the same as the 6.5mm rifles.
So the ah-9 miniguns are too accurate, shoot far to slow and don't do enough damage.
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Make feedback tracker ticket that the landing waypoint can't be aborted.http://feedback.arma3.com/view.php?id=12981
The UAVs landing autopilot gets switched on and giving it a new waypoint doesn't turn it off.
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I tried that. A loiter waypoint over a target at the Agia Marina military base. He circled around once then flew to the south end of the island, turned around and landed. Not at all what I wanted to have happen.I've had this happen. I think I accidentally put a land waypoint somewhere and after that no matter what waypoints i gave it it would always just go back to the airfield to land.
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Altitudes for the waypoints are:
COPY GROUND - 20m
LOW PROFILE - 50m
TRAVEL - 200m
HIGH -500m
VERY HIGH -2000m
would be nice to have an altitude between high and very high as the UAVs are quite visible at 500m and 2km is past my object view distance.
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A loiter radius option in the UAV control menu would be useful, other than that the menu is very good.
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I compare on the same range with the "same" RPG. Close enough.He might mean in-game as something has changed and now rockets fall short of the ranges given in the sight.
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Hi, the light in interior is possible, what type car do you think ?I was thinking mainly low level lights in the APCs.
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Using the sprint key now takes me out of the sight view. I have sprint and hold-breath bound to the same button so can no longer hold-breath.