I have added an explanation on forums (see http://forums.bistudio.com/showthread.php?155971-Sniper-bullets-have-unrealistically-low-aerodynamic-drag&p=2408475&viewfull=1#post2408475) - this has been done for gameplay sake and there is just a slight chance we would be able to fix that for release of the game, because it would break the game balance otherwise.
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May 10 2016
TRG family weapons are 5.56x45mm as mentioned in http://forums.bistudio.com/showthread.php?149636-Alpha-Development-branch-changelog&p=2399989&viewfull=1#post2399989
Arma 3 Beta contains correct magazines, ammo and weapon accessory for all of them. Could you, please, confirm that and close the issue?
It has been fixed, could you, please, confirm that in dev version and close the issue?
The sounds for new weapons have been added, they should appear in the next development update
There was displayName missing in the class config, I have fixed that. Thanks a lot for letting us know. Could you, please, confirm it with the next development update?
Thanks a lot for reporting that, I should have missed the issue. Could You, please, confirm it in Arma 3 Beta and close?
I have adjusted the speedometers, thanks a lot for letting us know. Could You, please, confirm the fix?
As mentioned, it has been fixed, thanks a lot for letting us know.
This has been already addressed and the damage of HMD is consistent with the rest - starts flickering at 0.5 damage. Could You, please, give it a try and close this issue?
The new vehicle customization should be all over the game, feel free to provide feedback at https://forums.bistudio.com/topic/179469-vhc-vehicle-customization-dev-branch/
If it suits You well, close the issue, please. Thanks a lot for the valuable feedback that made us to do the whole feature.
I have added some new functionality that may help:
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2668894&viewfull=1#post2668894
Thanks a lot for letting us know, I have fixed the wrong soundHit type to the correct one, it should work OK as soon as it gets updated in development version. Could you, please, confirm that afterwards and close this issue?
It seems like the issue has been already fixed meanwhile, I have given it a try and it works fine. Thank You for Your feedback, could You, please, check the issue and close it if it is fixed correctly?
I would need more info about the reproducibility to solve the issue - I haven't been able to reproduce this in any version (and I have quite a lot of them ranging from first Arma 3 Alpha onwards). Could You, please, provide some more details?
It seems like we have fixed at least one of the causes, as seen in http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2599972#post2599972
Could You, please, test it out? Dwarden has seen some cases where it doesn't fix the issue and we would be thankful for any real-life testing.
It seems like we have finally isolated some easier steps to reproduce that, we are still on the issue, don't worry, it is just somehow more complex than initially estimated.
It seems like there is some sudden change in skeleton of one of objects in mission (pretty obviously), we are trying to investigate it with Encoding Velociraptor Tilion, but without any success yet. Thanks a lot for the RPTs, they may eventually take us to something.
Could You, please, provide us with the RPT, it is going to be pretty huge I think, but could lead us to the source. I'll try Dominion meanwhile to see what could cause that.
Thanks a lot for letting us know, the issue is fixed and the fix should be a part of next Arma 3 Alpha version (and part of development build a bit before that). Could You, please, confirm that at the time and close this if everything works?
Should be fixed by the next release of Arma 3 Alpha (and the dev release right before that). Could You, please, confirm that and close? Thanks a lot for letting us know.
See http://forums.bistudio.com/showthread.php?149636-Beta-Development-branch-changelog&p=2424351&viewfull=1#post2424351 - the collision has been tweaked. Could You, please, confirm the fix and close the issue?
This has been already changed but thanks a lot for letting us know. See the changelog (http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog&p=2358938#post2358938) for more details. Could You, please, give it a try and close this issue if You see fit.
It seems like the change has finally made it to Development version, thanks for letting me know about the further issue. Could You, please, confirm that?
See http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog&p=2332458&viewfull=1#post2332458 for a changelog - classes O_Galkin_* don't exist anymore, they are O_Ifrit_*
Could you, please, provide us with any specific weapon which doesn't behave as it should?
The limit remains the same, it depends on many factors but don't make model with more than 20 000 faces is a rule of the thumb.
May 9 2016
STR_O_Soldier_AR_F0 and STR_B_Soldier_AR_F0 should match, OPFOR one is the correct
This has been already fixed as noted in http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog&p=2355933&viewfull=1#post2355933
Thanks a lot for intel, could you, please, try it out?
Should be stable anytime soon, thanks a lot for letting me know
I have fixed the issue, thanks a lot for a viable feedback. It should be available in next development build soon and in next stable build.
The issue has been addressed with update to Beta, could You, please, confirm the fix and close the issue? Thanks a lot for letting us know.
Should be in tomorrow's development build, thanks a lot for letting us know.
The miniguns have been tweaked recently, could You, please, give it a go and close the issue if it seems OK?
This has been already fixed in development version, should be i Arma 3 Alpha soon, see http://forums.bistudio.com/showthread.php?149636-Alpha-Development-branch-changelog&p=2394703&viewfull=1#post2394703
Could You, please, confirm the fix and close the ticket?