User Details
- User Since
- Apr 8 2013, 10:55 PM (606 w, 5 d)
May 10 2016
Still happens in
Branch: Development
Version: 1.15.116121
Latest .rpt attached
I think it has to do with the slope, always existed since OFP
Same as i, i never had this error before: D3D DXGI ERROR DEVICE REMOVED
Already saw it since beta was launch. But i didn't create a ticket, i found until now two models erroneous created from airsoft (mk20 and Holo sight) and i´m afraid there are more models.
I live near from an aerial base and a C-130H-30 is anything but quiet
http://jetphotos.net/showphotos.php?regsearch=16806&view=true
Please define tanks...
When i said tanks, mean of course light tanks. The aerial insertions are for quicker advantage in certain location. Example insert a anti air battery on a rocky mountain it´s better a steady landing than from parachute or from a flyby.
Example:
Quick calculations: Mil Mi-10 (8,000 kg (17,635 lb) max slung payload) with a FV101 Scorpion (Total weight in combat order - 7930 kg)
of course its gonna to happen... but for insertions its better heavy-lift helicopters (Sikorsky CH-54, Mi-26, Osprey V-22, etc...)
http://www.flankers-site.co.uk/modl_mi-26_files/mi-26_027.jpg
http://2.bp.blogspot.com/-BRDi8Ohv-hM/TtA0W24bY8I/AAAAAAAACaM/LW1FgflAcL4/s1600/V-22+Osprey+Bell-Boeing+helicopter+VTOL+craft+United+States+navy+carrier+vessel+vertical+take-off+lift+lifting+ammunition+cannon+mortar+artilery+artillery.jpg
http://www.americanspecialops.com/images/seals/sdv-2.jpg
http://www.americanspecialops.com/images/photos/navy-seals/sdv.jpg
http://upload.wikimedia.org/wikipedia/commons/9/96/US_Navy_050505-N-3093M-003_A_member_of_SEAL_Delivery_Vehicle_Team_Two_(SDVT-2)_prepares_to_launch_one_of_the_team's_SEAL_Delivery_Vehicles_(SDV)_from_the_back_of_the_Los_Angeles-class_attack_submarine_USS_Philadelphia_(SSN_690).jpg
.45 ACP produced 90% less muzzle climb and 60% less felt recoil than the MP5 firing 9mm ammunition
SOS works in 7.62 ammo until 700/800 meters after that the bullet loses efficiency
In 6.5 didn't yet made the ballistics test with the steel targets
Upvoted with the condition of improving fatigue system, operators get fatigued very quickly even with light weight
DownVoted
what? this isn't BF. Just need to ask to place explosives in the air in freefall when passing through a plane or helicopter
SOS will not be modified for 3d optic? This issue will need to be on hold until the release of the beta for confirmation
Of Course...
Old Outpost in north of Air Station Mike-26
Grid: 043043
X:4357.88
Y:4348.48
Z:177.4
Duplicate of my issue 7396
i notice this in the first arma 3 alpha release, in the airstrip trying to see the hunter max speed
Even as a civilian i can look in the BluFor and Opfor backpack while they are alive, i´m not sure if they permit this in real life lol
+1 great for stealth missions and futurist look (42 years after Battle of Mogadishu, Bluefor uses the same design)
Please no, maximum 10 meters because of the water entry shock. You can´t compare a naked guy, with a divers with fins and other things that will raise cross sectional area of the body and body acceleration (weight)
http://www.scubaboard.com/forums/archive/index.php/t-199000.html
http://en.wikipedia.org/wiki/Rescue_swimmer#Water_entry_shock
Upvoted, use the same principles as CAR and IPSC
They have a sort of ComTac Electronic Hearing Protection
attach your DxDiag file to help them
http://feedback.arma3.com/how-to-user.html.html
dropdownlist issues resolved with [0.55.103960]
Rain scrollbar stills its missing in Start and Forecasted weather.
How will be the weather within a month, when more in 2035?
0003332 duplication`s
Its mandatory by FAA: http://nvgsafety.com/NVG_Lighting/Cockpit/
Edit: After testing, in my config it´s ok (2013-04-09_00007.jpg). Maybe needed better contrast in the gauges
I have the same issue, the Aiport Control Tower have indestructible windows, including the big ones
I agree too during a shootout, able to do ducking in 1st person view we only can see the vehicle interior and move head around and see the windshield breaking for a greater immersion feature.
A 3rd person view... I dont use that any way
downvoted
they have some kind of comtac headset, electronic earmuffs such as those has microphones picking up ambient sound and then amplifying it.
You don't want a reprimand by Colonel Blake don't you? :)
Also by interrupting healing process when a team mate leaves near you. We are wasting precious time and exposing us during a fight healing only air.
Maybe watching replays after concluding SP missions?
upvoted +1 too
including in 1st person view, i also saw a fish flying
same issue on Intel HD Graphics 4000
0.53.103854
Tested in latest DEV build (0.53.103798) and it has been fixed (tower now enterable, both main floor and control tower internal room) - Same as here
DownVoted
Marine Corps Warfighting Publication (MCWP) 3-35.3
Military Operations on Urbanized Terrain A - 7
Section III
Movement
To reduce exposure to enemy fire, Marines should avoid silhouetting themselves, avoid open areas, and select their next covered position before moving.
- Crossing a Wall. Each Marine should learn the correct method of crossing a wall
After reconnoitering the other side, the Marine quickly rolls over the wall, keeping a low silhouette. The speed of his movement and a low silhouette deny the enemy a good target.
Same issue on ka-60, close as the shore as possible.
0.53.103854
also the ka-60 cockpit night lighting it´s fine to me, only a few bugs in some gauges on the co-pilot side when sitted in the pilot bench
May 9 2016
I think they can overcome this with a NV acessory in the front of the ACOG
voting down, everything it´s correct:
full moon - Mar/05/2013 0:00 - clearest view
waning quarter - Mar/28/2013 0:00 - clear view
new moon - Mar/12/2013 0:00 - absolutely dark
Or Ctrl + Z/X but (L CTRL + MOUSE DOWN/UP) it´s also nice
Up Voted
I would like to see this implemented, CBQ transitions would be more fluid switching from weapons side to reaction side and urban prone in reaction side not exposing too much.
Please add to the MH-9!!!! + 1 (right and left benches with no accuracy only for suppressed fire, during landing)
I can't reproduce this in the latest dev build, they turn around fully before shooting
upvoted
possibly a way to overcome this problem is by creating a transition as exists when enters inside a vehicle but I'm not a dev to say this will work.
the game endless ocean uses this method
From i saw the rifle animations in MX are wrong for a bullet-in-chamber accounting,
only pistol animation its correct in a tactical reload