- User Since
- Mar 7 2013, 10:44 PM (571 w, 5 d)
May 10 2016
There is no such limitation this time. By tweaking gearbox and raising maxspeed limiter, you're able to reach pretty high speeds. I didn't try anything stupid, but going beyond 200 is easy.
Confirmed. Even changing value in config has no effect.
It is by design. Pilot has all digital instruments.
And yes, none of them, except attitude indicator, are working. And most likely never will.
200-400 m increments make so much sense! I wonder who's been configuring them.
But tactical pace should have more sway/drift
Maybe read changelog first?
"Currently the reload after every shot for bolt action rifles like M320 is wrong. We are looking into it."
Why such nonsense tickets are kept open?
This is engine limitation currently.
If you want realistic peripheral vision - go here http://feedback.arma3.com/view.php?id=2510
There's no "littel" fix for it. The only way to make realistic peripheral vision is to use pip.
It's just a very bad feature.
Devs should leave scopes as they were (or make RTT scopes).
I think this should be split into 2 separate issues:
1 - Rework (or not) lean animation to keep weapon in vertical position.
2 - Implement correct ballistics of canted weapons.
Confirmed in 0.55.104356
May be somehow related to issue 3213
The problem is not with torque but with dumb automatic gearbox.
Dual purpose ammo has very short time to live in config. So rounds just disappear after ~30m. Hope this lazy workaround will be changed.
Before asking for a feature, please read up on the subject. What you need is practice and not "better ground targeting".
May 9 2016
I prefer new system. In arma 2 , want it or not, you are stuffed with 12 magazines in a fraction of a second. Not quite realistic. Anyway, you spend time putting some back. What if i want to take tracer mags or belt mag?
Pip in external views? Please realize that enabling pip in one vehicle currently can cut fps in half. What if there 2 vehicles in view? 10? And dont tell me about magic "optimization".
It stays as it is, untill (if) deffered rendering will be implemented.
There IS bullet drop at ANY given distance. Red dot sights are set to 300 m zeroing. They are not supposed to be adjusted in field. Bullets have parabolic trajectories. Between 300 and roughly 10 meters they fly higher than point of aim. Its just physics. Learn to adjust for it.
Just shoot in chest, you won't get any achievements for a headshot.
What da12thmonkey said. People dont understand for what they vote.
In ACOG scopes 1 click is 0.3-0.8 MOA. And the range of adjustment is vert limited, so that if you turn it enough you might permanently damage optics.
Bottom line, those knobs are used to properly calibrate point of impact with chevron and not for range adjustment. Of all optics in game so far, only sniper scope should be adjustable, and it is.
This ticket can be closed.
Reproducable in latest dev build.
Please read the first step.
^ This ticket is not about prone. Read updated description. There is issue with specific keybinding.
I use old ZXC keybinds for stances.
Still reproducible in 0.55.104356.
Note: bug is not present when moving, only static transition is bugged.
Well the devs still call them Mediterranean islands, so it is sensible to put it atleast in northern hemisphere.
Not even assigned? Oh come on..
I dont get why issue about size of the sun sprite was closed. It has nothing to do with blinding effects.
The sun is really too huge. The moon seems ok, make them the same size.
^"The sun in ARMA 3 is fucking PERFECT.
In case you were born yesterday, the sun is actually bigger than the moon in real life too."
Wow, hold on. Not sure if you are serious, but http://apod.nasa.gov/apod/ap121115.html
Yes you can assign retro zxc keybinds. Im very happy with them since they reset high/low, step lean modifiers for that stance. So when im in high/low standing or lean, i press c and switch to normal stance. Very comfy.