Just look how dim they are! Can even barely see it, worthless piece of junk. They're so dirty too i always use ironsights instead.
http://s15.postimg.org/59kd773xn/2015_05_09_00001.jpg
http://s15.postimg.org/3t8up210r/2015_05_09_00002.jpg
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May 10 2016
Confirming, noticed clear change after 1.42. Sometimes its hard to see the reticle of collimator sights in low light conditions.
Please adjust the brightness settings for all sights for both night and day time. In real life eotech holosights and aimpoint red dots have the ability to adjust brightness between atleast 10 different levels plus seperate adjustments for NVG goggles.
It seems like all scope settings are reseted whenever switching between alternative backup sights.
Somewhat related to #0020855
Most definitely not fixed.
[ OFFICIAL ] Arma 3 Zeus 07 (EU-NL) by Bohemia Interactive
[ OFFICIAL ] Arma 3 Zeus 08 (EU-NL) by Bohemia Interactive
Some more crazy desynch on the official server...
https://www.youtube.com/watch?v=CEv6_rWHWCI
The servers are currently experiencing the massive desynch again, preventing players from spawning or aborting.
Got stuck in this screen after getting killed.. http://s8.postimg.org/tj2ew7fw5/2015_05_13_00001.jpg
I see what you're talking about, up voted.
Why are you duplicating your own tickets?
#0023832
Are you using 5.56 or the dual purpose mags?
Related to: #0023800
Since helicopter inventories have parachutes they should make the Ai use them.
Still an issue in 1.46
I'm not sure if i should make the NVG glitch into a seperate report.
Because its really effecting everyone's gameplay right now, we have to stop vehicles just so people can get out and put NVG's on and shit.
It'd be kinda weird having a completely different aircraft when compared to the others..
I don't see it fitting in with the factions. And the vehicle scanning.. locking GBU's, GPS targeting.. The other aircrafts don't have such abilities.
I think the default key for changing countermeasures is CTRL+C. It would be nice to see this ability being used with vanilla aircrafts.
Still a problem in 1.54.133741
Confirming
Still a problem in 1.46
There is a certain distance a round has to travel for the tracer to ignite.
How is this resolved? These values are still wrong.
Upvoted, i run into this promblem quite often myself and this should be an easy fix.
Yes it is reproducable in the editor. You may not stumble into it so often during normal gameplay, but when i was playing the course of fire challenge i got stuck on it several times and it effected my runs.
I just hope this could get patched so others trying to complete the new firing challenges don't get stuck on it and die like i did.
Here is another short video clip demonstrating the problem.
https://www.youtube.com/watch?v=2ZEexGgxtQk&feature=youtu.be
Still waiting for your response... Game version 1.46 now.
Can you please assign this or just close it?
Still awaiting response, 1.50
I've noticed this especially with the holo sight which is why i rarely use it.
I would still like to see it in vanilla arma 3.
It was in perfect sync when i tried it in virtual arsenal. I do have experienced some desynch with weapon sounds in different circumstances.
I can hear absolutely nothing wrong with the synchronization of this sound.
This would be an easy fix.
Seems weird, i'm pretty confident bingo fuel is supposed to be a night time mission... Also there is one where they specifically give you NVG's so see if that one is day now.
I've noticed the same, upvoted.
This is a feature with the 3GL launcher using 3Rnd grenades, not a glitch.
Confirming
If we have no subsonic ammo then why are some rounds not breaking the sound barrier?
Suppressors are used with subsonic rounds, which means they travel SLOWER than the speed of sound, therefore DECREASING range and increasing bullet drop.
No its not automatic, you turn the nod just like you press page up.
I just think something like this might be too complex for the developers as there's a lot to take into consideration.
Just to be clear when you attach the suppressor, zero to 2000 and fire in the center of the target do your shots fall short or go over the target?
Real scopes do not have a feature to adjust your zeroing for a suppressor.
If you want to change your point of impact it would require to adjust elevation. I'm not sure how accurate this would be if taken into zeroing adjustment considering we're using subsonic rounds.
I think we just need to accept the fact that a suppressor decreases the effective range of your weapon.
Since some rifles have only one firemode pressing F cannot change the firemode and therefore doesn't bring up the weapon info. I agree there should be a feature to bring up the info even in this case.
If the virtual arsenal does not have the backpack you're wearing it removes it.
This is pretty annoying as most of the time if a Zeus creates an arsenal they do not add all or any backpacks. Please fix this.
This can be marked as resolved.
Have you tried locking it with LCTRL+T or turning off autonomous?
Apparently this has been fixed, this can be closed now.
Has this been fixed on dev branch yet?
You have ghillies, if you want cool shizzle buy the DLC bundle.
I agree this is annoying and can disturb gameplay.
Related to #0023126
Confirming, this happened to me today.
Confirming, this happened to me today. Only thing to fix it is to reconnect from the server. Another thing that happens related to this is when you try to pick up equipment it just disappears and doesn't really go into your inventory.
@Koala that's not fairly accurate, the developers said they're making weapon resting and bipods so that it will work with all environments and custom maps.
I remember that part as it really seemed like an awesome feature.
The engine scans for all objects and structures that you can rest your weapon on so if the object only has texture but no real structure then that's possibly the reason.
So if you can walk through it then you probably can't rest on it, have you tried that? Also did you try to bring yourself higher a notch with LCTRL+W?
Unbox skip intro in your launcher parameters, that should do it.
If people eject in a big bunch at the same time they'll end up pushing each other most likely into the rotor.
Genius.
I agree with the points Dr Death is making, but i would like an animation though.
How complex you wanna make this? They've done a great job with the weapon resting and now you want the ability to rest your weapon when its hovering over air a distance away from any objects?
What kind of a marksman rifle is intended for close range up to 400m? Even the MX rifle's are accurate up to 600m.
Awesome, thanks!
Pistols works for all directions now.
However the same bug still occurs when moving left or backwards with a rifle.
Can you reopen this?
Whenever moving forward in a crouch position and your weapon undeployed (2xLCTRL) if you switch to binoculars, rangefinder or laser designator the character will automatically go to the prone stance.
https://www.youtube.com/watch?v=lA-JuDFokb4&feature=youtu.be
As you can see in the video, as soon as i switch to binoculars the player automatically ducks to the ground. Same happens with handguns and rangefinder/laser deg as mentioned.
Still a problem in 1.42
Have you reviewed the video yet? I'd like to remove it from my account.
Same happens with M2A4 Slammer up and T-100 Varsuk.
According to spotrep this has been fixed in 1.44. "Fixed: MBT main cannon zeroing didn't work for the highest values (see http://feedback.arma3.com/view.php?id=23318)"
I'll take your word for it, this can be closed :)
Related to #0023884
These should be an easy fix, any news if these features will be implimented?
This should not be a major fix, has not been reviewed yet.
We seriously need some clarity on this, fix the in-game values and stop the confusion.
RCO now says 2x.. I thought its 4x ingame?
Atleast the real life counterpart Leupold Mark 4 HAMR is 4x.
Confirming, i've always been suspicious about the stated magnification levels..
Related to #0023525
#0023526
Bump, it would be really nice to be able to use direct chat with players when remote controlling an unit for roleplay purposes so you don't have to use global and disturb others gameplay.
Another game breaking issue.. upvoted.
So much no. There are reasons why you can't magically heal yourself back to full health after getting shot.
Some common sense please.
Seems logical, upvoted.
That's because the marksman DLC has not been released yet. Therefore you cannot own it.
I know you can try out some of the stuff in dev branch but that is not an official version of the game.
Related to
#0023525
Confirming.
Takes 3 rounds of .45 ACP to kill a naked man.
Takes 2 rounds of 9x19 to kill a naked man.
Logic?
I can confirm, something is seriously wrong with the damage model right now. It seems that without armor it takes 4 rounds of 5.56 to the chest to kill a man and 2 to the head! This is crazy and hopefully not intentional.
The previous sound of the 1911 was significantly better, now its like "pop, pop". There's no power to it, like shooting a damn .22 . I agree some of the new sounds indeed sound hollow/rattling like they're missing an echo.
What happened to the icons Bohemia!? They used to be good D:
@EricTViking exactly! Upvoted.
Would be usefull for single-use launchers. +1
Still an issue in 1.48
Still an issue in 1.50
Still an issue in 1.46