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- User Since
- Sep 23 2013, 10:04 AM (582 w, 3 d)
May 10 2016
Easily fixed with this method in model config:
class rail_guard_hasAccessory { type="hide"; source="hasAccessory"; selection="rail_guard_right"; }; class rail_guard_hasBipod { type="hide"; source="hasBipod"; selection="rail_guard_under"; };
I would be okay with it if they did not work on hard surfaces, like runways.
I'm not going to complain about the AP mine cluster shell. They are much smaller mines after all so I think thats fine. The problem is with the AT mines. That should not be a "cluster" shell.
There is an 155mm artillery shell with nine AT mines IRL but those mines are very very smal and have some drawbacks that we don't have ingame. For instace: They only work on soft surface. Try to employ them on asphalt or concrete and they are crushed on impact and are of no use.
Tested in 1.20 and as expected the issue is still present.
Just tried the rifleman. I use TrackIR5 for looking around. I noticed that it works when I only look left, right, up and down. The issue starts to show when tilting my head.
These screenshots are not perfect but I hope they illustrate the issue. This is the independent fixed wing but the other's have the same issue too.
http://sv.tinypic.com/m/i4n5t2/1
http://sv.tinypic.com/m/i4n5tv/1
I'm on main branch 1.18
It's not the easiest thing to explain so I will just point you to a wiki article if thats okay?
https://en.wikipedia.org/wiki/Parallax
If you have ever used a flight simulator like BMS or DCS then I think you will understand.
Edit: Another wiki article if the first was not enough: http://en.wikipedia.org/wiki/Reflector_sight
Demongood, this is not a hardcore flightsimulator and we are missing detailed sensors and systems, so I think this ticket has a very good point. It's how it is supposed to be in Arma3. Don't confuse it with the real A-10C. I'm a DCS fan too, but I realize we cannot have SPI and preprogrammed targeting data in Arma3. It's just not how it's meant to be.
Fixed
28-01-2014
EXE rev. 114714
"Set up proper initSpeed parameters for various infantry weapons according to their RL counterparts or through careful approximation. Also performed slight round up adjustment of airFriction for small arms bullets to create greater distinctions between them."
I can confirm that this is fixed in todays dev-build. Good job :)