- User Since
- Apr 2 2013, 1:57 PM (419 w, 3 d)
May 10 2016
I've noticed the same issue with the Carrier Special Rig Black (V_PlateCarrierSpec_blk). On the Virtual Arsenal and on Stratis - haven't tested Altis.
Load a mission with a soldier wearing the vest say 20m away, approach him, and watch the texture flip between black and green.
It also occurs with the green and black versions of the vest when retextured, flipping between the new texture and the green texture.
I have not noticed the issue in any way with the GL versions of the vest (V_PlateCarrierGL_blk).
I'm definitely against vertical jumping, but jumping over trenches and between roofs (that are close together) is definitely something ARMA needs.
May 9 2016
It's very common in photos of British troops in Afghan to see a couple of guys carrying ladders on their backs - a squad deploy-able ladder would be nice.
6 and 8 still look far too similar to tell apart, on range zeroing, in text messages appearing in the lower left corner of the screen (irritating when it's generated by the mission as part of the mission), in inventory/gear-menu (cannot tell if I have 6 mags or 8 mags, if I didn't know i'd think the 6.5mm rounds were 8.5mm) and in editor
I also feel that recoil seems fine on everything but machine guns.
A weapon firing the same round as an assault rifle, which weighs more, should have a lower felt recoil per shot, and a greater resistance to muzzle climb, though it will probably be more difficult to hold upright and point straight forwards without any sway unsupported.
Machine guns in ARMA2 and 3 are pretty pointless weapons, you get a bigger magazine, but everything else about the weapon is a disadvantage, you are better off with an assault rifle, even when you're prone. It makes no sense for anyone who doesn't possess AI-magic-accuracy to carry one, in ARMA.
Perhaps run recoil and muzzle climb through the new physics engine? Or calculate some values before giving the properties to the weapons' files - muzzle climb = k * ammo * 1 / weaponweight?