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Aug 30 2016

zGuba changed Reproducibility from reproducibility:none to reproducibility:always on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 30 2016, 11:49 PM · Arma 3

Aug 29 2016

zGuba edited Additional Information on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 29 2016, 6:36 PM · Arma 3
zGuba edited Additional Information on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 29 2016, 3:34 PM · Arma 3
zGuba added a comment to T120107: HitPart EH does not return projectile object for unguided rockets.

razael,
I tested the issue under 1.64 RC and it is still broken there.

Aug 29 2016, 3:34 PM · Arma 3

Aug 28 2016

zGuba edited Steps To Reproduce on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 3:46 PM · Arma 3
zGuba edited Additional Information on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 8:01 AM · Arma 3
zGuba edited Additional Information on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:59 AM · Arma 3
zGuba updated the task description for T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:58 AM · Arma 3
zGuba renamed T120107: HitPart EH does not return projectile object for unguided rockets from HitPart EH runs too late for unguided rockets - no projectile object available to HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:34 AM · Arma 3
zGuba edited Steps To Reproduce on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:32 AM · Arma 3
zGuba updated the task description for T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:32 AM · Arma 3
zGuba edited Steps To Reproduce on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:30 AM · Arma 3
zGuba edited Steps To Reproduce on T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:27 AM · Arma 3
zGuba updated the task description for T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:27 AM · Arma 3
zGuba created T120107: HitPart EH does not return projectile object for unguided rockets.
Aug 28 2016, 7:24 AM · Arma 3

Jul 12 2016

zGuba added a comment to T82996: Config property 'magazineGroup' has no effect..

Please note magazineGroup config attribute is documented in https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines - as such I believe this issue should be given more attention. Lack of common magazine interface is rather serious limitation of 3rd party mods.

Jul 12 2016, 10:21 AM · Arma 3

May 10 2016

zGuba added a comment to T85432: Cannot turn on vehicle lights during day.

I would be surprised if dynamic lights were cast even during daytime before, when we could use that option regardless of time of day.

May 10 2016, 12:37 PM · Arma 3
zGuba added a comment to T85432: Cannot turn on vehicle lights during day.

Removing action menu show condition is not the same as disabling feature completely. It was working correctly before.

May 10 2016, 12:37 PM · Arma 3
zGuba edited Steps To Reproduce on T85432: Cannot turn on vehicle lights during day.
May 10 2016, 12:37 PM · Arma 3
zGuba set Category to category:featurerequest on T82831: Add ability to configure driver visibility when turned in.
May 10 2016, 11:17 AM · Arma 3
zGuba added a comment to T82828: Anti-aircraft vehicles like the IFV Cheeta have gunner sights with pixelated cross-hairs.

This was designed to be so.

May 10 2016, 11:17 AM · Arma 3
zGuba added a comment to T77061: Fix Cannon Convergence (Wy-55 & AH-9).

Implemented gun convergence 400 meters away for Wildcat and Pawnee

May 10 2016, 8:17 AM · Arma 3
zGuba added a comment to T77029: Broken sights in Optics Mode in Mi-48 Kajman.

Data lock :/

May 10 2016, 8:16 AM · Arma 3
zGuba added a comment to T77029: Broken sights in Optics Mode in Mi-48 Kajman.

Data lock is not yet over

May 10 2016, 8:16 AM · Arma 3
zGuba added a comment to T77029: Broken sights in Optics Mode in Mi-48 Kajman.

Resolved locally, will be out after data lock.

May 10 2016, 8:16 AM · Arma 3
zGuba added a comment to T76636: Cars brake on their own / have no "neutral" gearbox.

I have some changes that should deal with it prepared locally, will have to wait some time though.

May 10 2016, 8:04 AM · Arma 3
zGuba added a comment to T76636: Cars brake on their own / have no "neutral" gearbox.

Increasing inertia to defeat the described effect.

May 10 2016, 8:04 AM · Arma 3
zGuba added a comment to T76498: AAA doesn't have radar.

For all I care it has been fixed long ago by pettka and programmers.

May 10 2016, 8:01 AM · Arma 3
zGuba added a comment to T76498: AAA doesn't have radar.

For review

May 10 2016, 8:01 AM · Arma 3
zGuba added a comment to T75999: M2A4 Slammer UP Problems (Graphics and Weapons).

Unfortunately I believe the additional MG is not possible either. However will see about the rest during the course of next months.

May 10 2016, 7:49 AM · Arma 3
zGuba added a comment to T75999: M2A4 Slammer UP Problems (Graphics and Weapons).

The optics won't change I'm afraid. However something more could be done with other details, will consult it.

May 10 2016, 7:49 AM · Arma 3
zGuba added a comment to T75621: ..

Wiemy, wiemy, pracujemy.

May 10 2016, 7:40 AM · Arma 3
zGuba added a comment to T75556: Gorgon Damage Texture Looks like it's been Splattered with Black Paint.

However, yeah, it could be improved,

May 10 2016, 7:39 AM · Arma 3
zGuba added a comment to T75556: Gorgon Damage Texture Looks like it's been Splattered with Black Paint.

http://www.altair.com.pl/files/magazines/articles/0/739/panc_01.jpg

It's proper damage texture for armored vehicles.

May 10 2016, 7:39 AM · Arma 3
zGuba added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Should be working

May 10 2016, 7:29 AM · Arma 3
zGuba added a comment to T75185: MBT-52 Kuma retexture issue with spawned vehicle.

Note that I added hidden selections. The "issue" with plates present in only some vehicles is a feature, not bug.

May 10 2016, 7:29 AM · Arma 3
zGuba added a comment to T74815: Landing with the WY-55 will make the MROT to be destroyed.

For all I care it should be present on DEV branch. On STABLE - when the patch is rolled out.

May 10 2016, 7:20 AM · Arma 3
zGuba added a comment to T74815: Landing with the WY-55 will make the MROT to be destroyed.

Problem was missing rotor center memory point. Should be up on DEV since yesterday.

May 10 2016, 7:20 AM · Arma 3
zGuba added a comment to T74711: tracks of vehicles sink into the ground.

Tracks should not sink into ground. Check out single player to see how it should look.

May 10 2016, 7:18 AM · Arma 3
zGuba added a comment to T74709: .50 BMG Under-powerd.

I think I resolved the issue already, so no misunderstanding on my part occured.

May 10 2016, 7:18 AM · Arma 3
zGuba added a comment to T74709: .50 BMG Under-powerd.

One zero was missing.

May 10 2016, 7:18 AM · Arma 3
zGuba added a comment to T74694: Driver crosshairs in FV-720 Mora.

Insufficient info

May 10 2016, 7:17 AM · Arma 3
zGuba added a comment to T74628: AFV-4 Gorgon Commander Head Clips out of Hatch.

#16322

May 10 2016, 7:16 AM · Arma 3
zGuba added a comment to T74596: T-100 Varsuk: Distant LOD's invisible / not displaying (Picture inside).

Fixed in next DEV update of Armor_F_Gamma

May 10 2016, 7:15 AM · Arma 3
zGuba added a comment to T74531: Marid exterior not rendering when turned out as driver in first person.

Fixed, added mirrors (being tweaked by modeler)

May 10 2016, 7:14 AM · Arma 3
zGuba added a comment to T74528: Friendly Ai i shooting on you,.

A placeholder solution for it is missionmaker should be able to simply disable AI for now.

May 10 2016, 7:14 AM · Arma 3
zGuba added a comment to T74525: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory is broken if using zeroing above 1200m..

That was message to programmer :)

May 10 2016, 7:14 AM · Arma 3
zGuba added a comment to T74525: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory is broken if using zeroing above 1200m..

Fixed internally

May 10 2016, 7:14 AM · Arma 3
zGuba added a comment to T74525: GM6 Lynx 12.7mm 5Rnd Mag bullet trajectory is broken if using zeroing above 1200m..

Please think of solution for when flight time exceeds bullet lifetime in your free time. :)

May 10 2016, 7:14 AM · Arma 3
zGuba added a comment to T74495: Donation of additional memory points for memory LOD to enable trilateralization geometry recording..

Please try again.

May 10 2016, 7:13 AM · Arma 3
zGuba added a comment to T74408: Armored vehicles are not protected enough from small arms.

Some feedback regarding APCs and AA vehicles:

  • hitpoints and fire geometry AA vehicles will be improved.
  • RCWS is delicate is by design. You're hitting an area where sensors/mechanics are stored, not just random place.
  • Gorgon and Kamysh - you've just destroyed optics, so it's not surprise you can't aim anymore.
  • AMV you managed to hit turret ring which is NOT armored well. Nice one.
  • T-100 can indeed have smaller fragile zone around engine.
  • There are few tanks in the world that can sustain APFSDS hit from THAT close. If anything, tanks should be more fragile to such powerful round.
  • 10:07 You have managed to hit gun's mantle. What I would expect IRL is that you'd tear that turret apart, and kill all occupants of the turret.

Best regards, thanks for detailed report and hope you enjoy our game.

May 10 2016, 7:11 AM · Arma 3
zGuba added a comment to T74223: M2A1 Slammer takes no damage if hit with 120mm APFSDS in the right spot.

Considering as fixed unless proved otherwise

May 10 2016, 7:07 AM · Arma 3
zGuba added a comment to T74223: M2A1 Slammer takes no damage if hit with 120mm APFSDS in the right spot.

Please try if issue persists after next Dev branch update of armor_f_gamma

May 10 2016, 7:07 AM · Arma 3
zGuba added a comment to T74223: M2A1 Slammer takes no damage if hit with 120mm APFSDS in the right spot.

The issue is quite difficult to track because of way damage system works - primarily the lack of projectile and armour fragmentation causes it to be extremely difficult to balance.

Regardless, I'll try to fix such issues within available technology.

May 10 2016, 7:07 AM · Arma 3
zGuba added a comment to T74147: Tracked vehicles get stuck on field stone walls.

Chops, maybe you could check how's the situation now? Since 1.12 it should be much more difficult to get stuck with armored vehicles; not the best solution possible without deep changes in PhysX implementation, but at least one doesn't have to be that careful.

May 10 2016, 7:05 AM · Arma 3
zGuba added a comment to T74054: Merkava/ M2A1 Slammer is missing main gun stabalization.

Could you provide more specific info, about what is working and what is not?

We have direction stabilization. The muzzle keeps direction compared to world coordinates.

May 10 2016, 6:57 AM · Arma 3
zGuba added a comment to T73876: PROPOSAL for improved armor penetration system without changing vintage system setup.

Quite much like what I described in my tank tutorial under DAMAGE section.

http://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines

Thanks for input :)

May 10 2016, 6:53 AM · Arma 3
zGuba added a comment to T73876: PROPOSAL for improved armor penetration system without changing vintage system setup.

If I want to have damageable optics, I need to have way to make AI blind.
If I want blowoff panels and ammo storages, I need to remove rounds that have been blown up.

Without dedicated programming support and no scripts allowed in first place these are impossible. That's how the things are unfortunately.

May 10 2016, 6:53 AM · Arma 3
zGuba added a comment to T73870: Tracked vehicles go idle when turning and moving forwards.

PhysX bugs belong to PhysX master :)

May 10 2016, 6:53 AM · Arma 3
zGuba added a comment to T73702: M4 and 2S9 Gun Recoil.

Should be fixed in current dev branch

May 10 2016, 6:49 AM · Arma 3
zGuba added a comment to T73496: Compass Position.

JohnnieConcrete, I believe you should take the point Gekkibi makes.

The compass must be centered, because its readings are tied to direction of camera. If you require it changed so much, please convince mod makers to create 3rd party mod as it is possible to alter look and position of compass this way.

May 10 2016, 6:43 AM · Arma 3
zGuba added a comment to T73385: AI fires at enemy camo nets.

Shoot first, ask questions later approach isn't working out well in this situation. If I wanted AI to fire at empty camo net, I would have placed invisible target for it to shoot at.

Of course, we can always take in account that tents, sandbags and camo nets can return fire, but personally I wouldn't expect them to do so.

May 10 2016, 6:40 AM · Arma 3
zGuba added a comment to T73321: AI can't target wheeled vehicles with Titan / PCML in some situations.

The problem is that AI does not want to engage targets until discovered by enemy.

Only typing "veh reveal this" into units init (veh = target) makes AI start engaging the target - choose proper weapons, etc.

Desired effect is - after some time AI should engage target and return to hidden position.

May 10 2016, 6:38 AM · Arma 3
zGuba added a comment to T73288: On build 1.03.110339 when raising the self-propell howitzer gun higher than 40 degree and fire the vehicle will fly..

Fixed in internal files.

May 10 2016, 6:37 AM · Arma 3
zGuba added a comment to T73206: Misnamed IFV-6a Cheetah turret..

If you insist on using setHit, you should use "main_turret_hit" or "vez".

Otherwise I advice you to use setHitPointDamage.

May 10 2016, 6:32 AM · Arma 3
zGuba added a comment to T73124: MBT main gun reload time difference between changing the shell and reloading a new one.

Should be improved by 23.09.2013. Changing shell type in 120mm cannon will now take as much time as reloading the gun; we should take cumbersomeness of action menu in account as opposed to yelling "MPAT"; can't track "unloading" the loaded shell at the moment.

May 10 2016, 6:30 AM · Arma 3
zGuba added a comment to T73016: Can't move ZSU-39 Tigris TC periscope.

Will be fixed soon

May 10 2016, 6:27 AM · Arma 3
zGuba added a comment to T72881: Polish localization errors in main menu..

Thanks for detailed info in this excellent report. There has been problem with merge of localization files. Most of the errors that occured have been fixed since, but not all.

May 10 2016, 6:23 AM · Arma 3
zGuba added a comment to T72881: Polish localization errors in main menu..

Fixed in dev branch

May 10 2016, 6:23 AM · Arma 3
zGuba added a comment to T72405: Missiles for the IFV-6c Cheetah fire from the same tube every time..

I'll try to do some magic on it but don't expect too much wonders.

May 10 2016, 6:12 AM · Arma 3
zGuba added a comment to T72381: M2A1 Slammer too small.

Will be available on DEV soon

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72380: All new Sandbox vehicles are hovering above the ground.

Fixed at least in current dev branch.

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

Generally fixed for all armoured vehicles. I'll only fix reported detail problems since now.

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

Helicopters are not my area of work... at least in A3.

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

Some issues will be improved soon-ish.

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

The improvement on APC damage handling is still pending.
I'll work on turret damage handling during course of October.

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

A HitHull class in HitPoints offers such feature - when it reaches > 0.9, the tank "catches fire" and explodes or burns a while later.

So, yes, there is still big room for improvements in that matter. ;)

May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

Thanks InstaGoat.

We worked hard to make the penetration in A3 as good as possible. However there are technical limitations for simulation of penetration we have; currently the engine does not feature disintegration of projectiles after penetration, as it should occur with SABOTs; this is probably the reason for issues described.

Side notes:

  • all armored vehicles in A3 have weak points: zones like engine, ammo compartments, turret mechanisms, crew members receive damage from explosions and penetrating shots, both as a "hitpoint" and for whole vehicle.
  • the BTR-K is lightly armored vehicle, it's armor is mostly comparable with wheeled APCs we have ingame. I would expect the 120mm SABOT under normal conditions to pierce two 30mm RHA plates with ease.
May 10 2016, 6:11 AM · Arma 3
zGuba added a comment to T72312: Speed command is broken.

For now the workaround would be to use round's velocity vector instead and push it through BIS_fnc_magnitude function to obtain numerical value.

May 10 2016, 6:09 AM · Arma 3
zGuba added a comment to T72295: M2A1 Slammer projectiles accelerating to infinity.

Should be fixed with next update.

May 10 2016, 6:09 AM · Arma 3
zGuba added a comment to T72276: T-100 doesn't have a coaxial MG..

Isn't there one already?

May 10 2016, 6:08 AM · Arma 3
zGuba added a comment to T70302: Panther commander view move with turret, like if it was ontop of turret..

http://www.youtube.com/watch?v=WRYsOsf6NIc

May 10 2016, 5:07 AM · Arma 3
zGuba added a comment to T70284: Radar - new APCs shouldn't have it..

Fixed by pettka long ago.

May 10 2016, 5:06 AM · Arma 3
zGuba added a comment to T70284: Radar - new APCs shouldn't have it..

I'm checking what is possible to be done.

May 10 2016, 5:06 AM · Arma 3
zGuba added a comment to T70284: Radar - new APCs shouldn't have it..

looking for feedback

May 10 2016, 5:06 AM · Arma 3
zGuba added a comment to T70190: APFSDS from CTWS and Opfor 30mm penetrate Panther+Kamysh as if made of paper.

I never said that.

May 10 2016, 5:03 AM · Arma 3
zGuba added a comment to T70190: APFSDS from CTWS and Opfor 30mm penetrate Panther+Kamysh as if made of paper.

All APCs received improved armor modelling.

Please note Kamysh armor is as weak as one on AMV, while Panther is generally very hard to penetrate with anything available in game. There is no EFP simulation yet.

May 10 2016, 5:03 AM · Arma 3
zGuba added a comment to T70022: BTR-K Kamysh, slow and normal speed not working.

Will be up soon

May 10 2016, 4:57 AM · Arma 3
zGuba added a comment to T68802: side command problematic with greenfor units.

Quite important issue.

Another fast repro:

  1. Enter debug console.
  1. Track variables:

[[OPFOR,EAST],[BLUFOR,WEST],[GUER,RESISTANCE]]

Observed
[[EAST,EAST],[WEST,WEST],[any,GUER]]

Expected
[[EAST,EAST],[WEST,WEST],[GUER,GUER]]
or
[[OPFOR,OPFOR],[BLUFOR,BLUFOR],[GUER,GUER]]

May 10 2016, 4:09 AM · Arma 3
zGuba added a comment to T68802: side command problematic with greenfor units.

I reckon this is severe scripting issue. Assignment for Programmers in general.

May 10 2016, 4:09 AM · Arma 3
zGuba added a comment to T67347: Sniper bullets have unrealistically low aerodynamic drag.

I've applied the drag for APDS and SLAP rounds config. It's invaluable, thanks!

However this source:
http://en.wikipedia.org/wiki/.408_Cheyenne_Tactical

States the .408 has really low BC. I tried to match the air friction so bullet shot with init speed of 930 m/s keeps supersonic up to 2200 meters.

May 10 2016, 3:16 AM · Arma 3
zGuba added a comment to T67347: Sniper bullets have unrealistically low aerodynamic drag.

Going to review .408 once again. Thanks for input!

May 10 2016, 3:16 AM · Arma 3
zGuba added a comment to T66584: Anti tank have no ballistic..

Cannot reproduce. Rockets and missiles fall down after they lose speed.

May 10 2016, 2:48 AM · Arma 3
zGuba added a comment to T66515: 'speed' and 'velocity' commands are broken.

You should use time instead of diag_tickTime, and try handle division by zero errors ;) otherwise your speed won't be exact to ingame speed

May 10 2016, 2:44 AM · Arma 3
zGuba added a comment to T66417: <300m Zero points are not correct with current bullet trajectory..

Please note my post was about 6.5mm ballistics, it's as accurate as it should be.

Haven't noticed the topic changed from its original name meanwhile, but anyway I wasn't talking about sight picture. Sorry if you got me wrong, English isn't my mother tongue :)

May 10 2016, 2:40 AM · Arma 3
zGuba added a comment to T66417: <300m Zero points are not correct with current bullet trajectory..

For your honesty I did some calculations about 6.5mm Grendel using avaiable sources online - ballistic tables.

Some maths regarding what you can observe in optics:

  • drop at 300 yards: 5.10 MOA compared to 100 yards zero
  • drop at 200 yards: 2.01 MOA compared to 100 yards zero

Representation in angle:
5.10 MOA is 0.085 degree - that's the difference between 100 and 300 yards.
2.01 MOA is 0.0335 degree - that's the difference between 100 and 200 yards.

Vertical Field of View of ARCO optics: 6.507 degrees
Let's say our screen resolution is 1680x1050. 1050 * (0.085/6.507) = ~ 14 px

Now please do following:

Place yourself as NATO marksman (with optics).
Fire 25 rounds out of your 30 round mag while in ARCO optics.
Then, use pause menu console and type setAccTime 0.1, execute.

Fire tracers.

What you observe is tracer flying 10+ pixels above center of reticle, at least on my screen it does so. Proven that, your claim about non-working ballistics isn't valid.

Best regards :)

May 10 2016, 2:40 AM · Arma 3
zGuba added a comment to T64971: AT Launchers. RPG-42: Too fast, No ballistic drop, Too long range, Guided. NLAW: Too slow.

NLAW/MBT LAW... let's see some RL data I've collected so far:

  • Its top speed is said to be 275 m/s. Russian ATGMs up to AT-5 were slower.
  • It self destructs after 5.6 seconds / 1000 meters.
  • It reaches 400 meters under 2 seconds.

Other physical properties are mystery.

May 10 2016, 1:43 AM · Arma 3
zGuba added a comment to T64511: realistic ballistic curves, projectile speeds and loosing energy until point of impact.

http://www.shootingtimes.com/wp-content/blogs.dir/11/files/6-5mm-grendel-the-round-the-military-ought-to-have/6-5mm-grendel_009.jpg

May 10 2016, 1:27 AM · Arma 3
zGuba added a comment to T64016: Bullet speed.

All is matter of scale :) Arma terrains are large and FoV settings are made so terrain features "feel" closer than they are.

May 10 2016, 1:10 AM · Arma 3
zGuba added a comment to T64016: Bullet speed.

The video is great but I'd rather see ballistics tables like this:

http://www.shootingtimes.com/wp-content/blogs.dir/11/files/6-5mm-grendel-the-round-the-military-ought-to-have/6-5mm-grendel_009.jpg

I did some more calcs. All are approximates of course, but shouldn't be worse than reality as I'm simply connecting the dots.

Time at 300 yards: ~ 0.4 seconds
Speed at 300 yards: ~ 433 m/s
Speed at 500 yards: ~ 295 m/s
Average speed: ~ 364 m/s

200 y = 182.88 m
182.88 m / 364 m/s = ~ 0.5 s (very roughly)

Added 0.4 TTF to 300 yards, it turns out that if your rifle features small muzzle velocity you should be satisfied with 0.9s time to flight to 500 yards. However if you shoot same round with longer barrel, it will reach target faster.

Remember weapon I refer to has a bit shorter barrel, the muzzle velocity is 883 m/s, not 1000 m/s!

May 10 2016, 1:10 AM · Arma 3