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- User Since
- Jun 9 2013, 12:39 PM (601 w, 6 d)
Mon, Dec 16
I think this is a case of unclear or missing instructions from the instructor. As far I have tried it, the mission works. But there is no clear order to return the RPG to the ammo crate you took the extra rockets from. If the player tries to carry the RPG with him from the firing line or just drops the launcher to the ground, the mission will reset when player reaches the shed with explosives since the player did not follow orders. There is a hint window that tells you what to do and the on screen task points to the ammo crate but that's it, the instructor just says to "Ditch the launcher" but does not specify where.
Nov 11 2024
After actually playing around with TrackIR on over the weekend I found out a couple even more urgent glitches with it.
Nov 8 2024
We are getting quite far from the original posts point, so if this goes on much further a new ticket might be in order, but I'll say this here for now.
Nov 5 2024
I have not found a vehicle that would spawn without the hand brake on. Or has anyone followed a car that rolled away and went in to driver seat to check and then found that hand brake was off.
Oct 24 2024
I noticed the same thing, but the reason might be that for now TrackIR hasn't updated it's game list yet. Until now Reforger has been using Arma3 profile, but if there now is full support I would expect that it will require a specific Arma Reforger profile (so TrackIR will recognize Reforger as different game) which isn't there yet. You can of course use your Arma 3 profile once the game is recognized.
Aug 26 2024
Aug 5 2024
Ok, let's try this, this is done using mouse/keyboard, well actually just keyboard
- before starting the test, make sure that the following controls have keys assigned (by default there are only controller controls) push to talk (PTT for short from now), select direct talk/radio talk (DT/RT), select short range radio/long range radio (SRR/LRR).
- start a new game master session locally
- spawn a US spotter (any unit with long range radio should do) and take control of the unit
- test comms by pushing PTT, shows transmit icon and 38 MHZ
- push DT/RT, shows megaphone icon and selected direct talk
- push PTT, shows megaphone icon
- push DT/RT, shows radio icon and selected AN/PRC-68 CH1 32 MHZ
- push G to open radio menu, notice that the radio is actually set to 38 MHZ, push G again to close radio menu
- push DT/RT at least twice in a row, now when the radio is selected the line shows radio icon and selected AN/PRC-68 radio CH1 38 MHZ (*) , make sure radio is selected before moving forward
- push SRR/LRR, no visual prompt
- hold PTT, shows radio icon and selected AN/PRC-77 CH1 48 MHZ + transmit icon and 48 MHZ PLATOON, release PTT, shows radio icon and selected AN/PRC-68 CH1 38 MHZ
- push DT/RT, shows selected direct talk
- push DT/RT, shows radio icon and selected AN/PRC-68 CH1 38 MHZ
- hold PTT, shows radio icon and selected AN/PRC-77 CH1 48 MHZ + transmit icon and 48 MHZ PLATOON, release PTT, shows radio icon and selected AN/PRC-68 CH1 38 MHZ
Aug 1 2024
I haven't noticed that, but there are still problems with communication controls.
Jul 27 2024
The control seems to sort of work even now, BUT you first need to use the push to talk button and have the short range radio already selected (which it is by default) and then change between short and long range radio, but that cannot be the intended function.
Jul 22 2024
Double oops. Went back to do a more thorough testing, and the original post is correct and I was wrong. The magazines are counted correctly, just as I complained that they should be counted. There are 2 extra magazines in a freshly spawned UH-1H armed.
Jul 20 2024
Oops, my mistake. In my example I forgot that this game does not count the magazine in the gun to be part of the magazine count number when it is your personal weapon, only the graphic box that shows how many bullets are left tells you about the condition of the gun itself. (And it should be the same system for all the mounted weapons too, and in the case of multiple guns in the same vehicle none of the magazines that any of the guns are currently using should be counted as available extra magazines)
Jul 19 2024
There are bugs there but not being able to reload is not it. The Armed chopper only has two magazines to start with. Both are already loaded into a their respective guns. So when you try to reload after the magazine is empty the only other magazine on the chopper is already loaded to the other machine gun. If you would try reload before the magazine is empty, the reload animation, sounds and the graphic on the ammo counter will play, but afterwards you are back with the same magazine.
Also, inside the vehicle, gear, light, handbrake and damage indicators are not visible.
May 31 2024
Sorry for the double. i created this one without details.
May 17 2024
Ok, it sort of works on 1.2 experimental, but at least I still need to use freelook to turn my head enough to find the hotspots to activate the change, and not all of the seats are available (even when empty) depending on the gunner's orientation in relation to the vehicle.
Also happens on both tripod versions (without the emplacements). What happens is that when the rear sight is adjusted for range, the rear sight does not align with the front sight and that causes the gun bore line to be lowered when trying to aim, when it actually should be raised. I did not however have any trouble getting out of the tripod guns, granted I only tested it once on game master without anything else going on.
Apr 26 2024
Apr 7 2024
Apr 2 2024
Maybe an interim solution would be that when you perform the check injuries action it highlights all the body parts that you can perform actions on with an gray muted square that you aim toward to perform the next actions so it would be easier to find them.
Mar 24 2024
Mar 21 2024
Nov 14 2018
Problem still persists in 1.86 release candidate version. And after more checking the same thing happens with solar power plant towers. And after trying it again in editor you only need 8 hand grenades or rifle grenades to bring down either of these towers. And now I realize that there is nowadays different types of control towers, so to be clear, I mean concrete towers like in Altis international or Stratis airfield.
Aug 25 2018
Confirmed on vanilla game. Well, from the vanilla choppers only with Mohawk. And I only tested in plain editor, maybe Zeus adds something else. And in my case the jiggling only affected the suspension, the helicopter body stayed perfectly still and you could take off and land back to the deck and then the suspension/wheel movement continued. So for me it was only a visual annoyance.
Aug 22 2018
Jul 12 2018
May 31 2018
More checking done and ...
Apr 21 2018
Just did some extra checking. Left gunner shoots at a Quilin (open topped car, doesn't matter if it is armed), so in the case of ifrits and striders the problem might be that the gunner either doesn't see the driver/passengers or "knows" that he shoot at him effectively.
May 10 2016
It appears it's also true for driving vehicles over people
Ok, fine it's powerful, but not that powerful. You can not bring down a building with less 30 rounds of 6.5 mm rounds. Or more precisely you shouldn't be able to. Even if the rounds were explosive that would not happen. You can not pack that kind of explosive power into a casing 6.5 mm across.
And to compare. Ifrit blew up after about 200 - 300 rounds. Now when you combine the facts, that would mean that driving an Ifrit at 60 kph (40 mph) against air control tower would collapse the tower, not cripple the vehicle.
And more. I tried firing the 12.7 anti-material sniper rifle against air control tower. Same point of impact at the same distance, and after 55 rounds (more than twice what was needed to bring down the building before) not even shattered glass or the cracked wall which is the first sign that building has taken damage.
Last note. If an re-enforced concrete building (looks that way because of the rubble) would collapse from 30 about fist size holes in a wall, none of the buildings would survive even a small earthquake (there were a few earthquakes in campaign, remember).
Ok. It doesn't happen anymore in the release version. At least not so bad. I did do light damage to my instruments hitting a hovering quadcopter with a mh9 doing 25 kph and there is no reason for that to happen in real life. But for now I'm ok with this.
Yes it is light and it is r/c. The closest thing at the moment it represents is Parrot AR. Drone. You can run that on a tablet computer and that weighs less than 0.5 kg or 1 lb for non metric systems. Ok it's not the same thing, but check the dimensions, it can't be more than twice the size so maybe 4 times the weight. And hitting something weighing less than 4 kg at 40 kph should not drop any military chopper from the sky.
Considering it only takes one 5.6 mm bullet to drop the quadcopter (or whatever the caliber of the rifles is in the game)