Confirming, just tested on the latest dev build 1.83.144470
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Mar 14 2018
Jul 19 2016
These issues are hardly related. Also I don't think this is a place to talk about RHS issues.
Jul 16 2016
Another thing is, the CSAT (Pacific) will not use the player profile English but instead reverts to using the default voice regardless of profile settings. This can be reproduced in the following way:
The new voices for player work in Virtual Arsenal but not anywhere else in-game. Even in the editor your character will still use English even if you set another voice from the unit's attributes.
Jul 12 2016
Agreed, furthermore I personally think CMR should use 5.8 mm round to begin with. It's the standard issue for Chinese forces today and probably in the near future as well, since they are right now starting to use a new variant of the ammo that is to be shared between the main weapons (it could be previously too but they are doing some consolidating).
Can confirm! This was also bugging me. The "old" CSAT still speaks Farsi as expected.
May 10 2016
I would like to add that this is also reproducible on the dev build with other artillery pieces. Ordering a 9 round fire mission results in only 2-5 rounds being fired.
See this issue for more details on bad mortar flare illumination: http://feedback.arma3.com/view.php?id=15276
I noticed these same issues yesterday, and it's slightly annoying since you cannot use the overview.html anymore either.
I think one nice solution could be to implement a press-and-hold mechanic to lower the weapon so that when you press down a button the weapon lowers and it allows you to move closer to objects, walls etc. Once you release the button the weapon should be raised but only if there's nothing obstructing it: if you've had your weapon lowered and moved closer to e.g. a wall then your weapon shouldn't be raised when you release the button.
I agree with XSnipa. That menu is already context sensitive to vehicles for example, so why not to doors and ammo boxes etc?
Confirmed. Related to: http://feedback.arma3.com/view.php?id=4512
The red line issue was to be resolved already: http://feedback.arma3.com/view.php?id=3926
However, seeing as the original issue reporter hadn't responded to the dev's note, it is possible that the issue still persists.
I would suggest changing the description(s) to something more generic to emphasise that it would be nice to actually have the two slots be usable independent of the weapon (excluding side arms of course).
Also, I think it should be "ambidextrous," not "ambidexterous."
@Kid18120
You're right about that they removed in-flight ejecting but I think it was still labeled as eject when I tried it on a low hovering helo.
But yeah, you can't really do parachute jumps or anything for now.
EDIT: By low hovering I mean about one or two meters above the surface of the water.
You can eject from a helicopter even if it is not on ground. At least when hovering (hovering still, that is) low, you are able to eject from the cargo. Although I've noticed that the AI still won't comply if you order them to disembark.
I've noticed this too and if you go to tactical crouch with a lowered pistol, your movement makes no sound: http://feedback.arma3.com/view.php?id=2208
Also there is already a ticket of this particular issue: http://feedback.arma3.com/view.php?id=3239
May 9 2016
What MacScottie said. In fact unless the sights are directly aiming at the end of the barrel, there will be two distances where the bullet will hit the sighted target. It is possible, and probably even likely, that the first distance will be farther than your typical CQB engagement distance, which means that the bullet should hit the target at that distance even when aiming for the head.
Are you sure your filters are set correctly? Because at least when I searched for "Firing from vehicles" it returned 9 results: 1st one was this and the 2nd was the example issue 2452.
This is a duplicate ticket of http://feedback.arma3.com/view.php?id=436
Or just make it possible to fire it from prone? I'm pretty sure you can fire it from prone position like many other launchers. The back blast shouldn't be too much for that since the weapon is designed so it can be fired from confined spaces. And yes, they are almost completely recoilless so that shouldn't affect firing from any proper stances.
Maybe someone who has actually fired one or received training in handling NLAWs can confirm this.
EDIT: Yes, the stance switching is a real hassle. Voted up.
See also: http://feedback.arma3.com/view.php?id=1916
I have yet to test it on the latest builds.
Yes, this is a major hindrance when trying to do something other than setting the bomb off.
Alright, it's probably not field reloadable. In that case, yes, it should be fixed and as kllrt pointed out, it has been done in ACE2 so shouldn't be too difficult.
TripleA is correct. This weapon is actually reloadable as stated here: http://www.saabgroup.com/en/Land/Weapon-Systems/support-weapons/NLAW-Next-Generation-Light-Antitank-Weapon/Features/
"Anti-tank missile integrated in a reloadable launcher"
I have the same issue. I am unable to take clothes even from ground unless I have dropped them myself. I am able to change my head gear etc. though; only back packs, clothes and vests seem to be affected.
Could this be somehow related to http://feedback.arma3.com/view.php?id=1588
even though they say that picking clothes up from enemies is deliberately disabled?
@tOBdavian
Safety switches are sometimes incorporated in fire selectors, so they are used whenever switching from one firing mode to other. Also I think it is safe to assume that at least in most militaries of the world, the weapon is kept on safe unless in combat or otherwise specified.
EDIT: For example, with some weapons you have to set a specific firing mode be able to strip/clean it properly.
Yes, this is an issue. And as mentioned in some other incidents on the guywhoeatsjello's list, the same applies when respawning as a seagull.
I have the same issue with PiP displays. The one exception being the assault boats' gunner camera, which instead of flickering has a weird lag.
Running a GTX 590 with so it's most definitely an issue with SLI or any kind of multi-gpu configuration. Tested on NVidia's latest beta drivers and the latest stable ones.
Is this an issue with the game or drivers? As there are no AMD owners complaining I take it that this issue is only related to NVidia graphics cards.
Have you tried using the elevation control? The clipping issue is typical and seems to stem from the fact that the editor doesn't account for the pier object and so anything placed on it are actually placed on the ground below.
It would be nice not to have to fiddle with the elevation in similar cases but then again, it'd of course be troublesome when trying to place units inside buildings since the editor would have to make the decision as to which floor the unit will actually be on, so you'd have to use the elevation control (or something alike) anyway.
You could also try using buildingPos as shown on this example: http://www.kylania.com/ex/?p=40