- User Since
- Aug 5 2013, 7:16 PM (502 w, 4 d)
May 10 2016
Can the AKM that is firing on your back injure or kill people?
Here's a video demonstration and explanation of said bug. It shows the difference between seeing all impact (smoke and particles) to seeing nothing. Please excuse me for the Twitch link however I don't think there's an example video on YouTube.
Edit: Forgot to post the link. Silly me.
Edit 2: Added extra information
I believe this has been resolved now as I have tried to test it.
I agree with not allowing both to fit on at once, hence why they should fix it so that the compensator will not allow the bayonet to attach to the Mosin.
Thanks for your help guys, edited the bug report accordingly towards what Magicks said: "Also if you have both bayonet and compensator attached (after you do it in the correct order that lets you have both attached) and you try to switch out your current compensator with another it will put the old one in your inventory, and completely delete the new one you were trying to put on. It doesn't drop it to floor and take awhile to reappear, it doesnt drop it threw the floor to another level. It just disappears."
Can anyone confirm that this bug (not allowed to attach Compensator if Bayonet is attached first) is still apparent in the latest Stable patch?
Just had a thought... Maybe I can't attach it with the bayonet? *facepalm*
Will need to test this. It makes sense because both attachments go onto the barrel of the firearm.
Edit: So I tested this and yes, it is true, you cannot attach a Compensator to a Mosin when the Bayonet is attached, however you can still attach a Bayonet to a Mosin when the Compensator is attached BEFORE the Bayonet is attached.
Okay, I have edited my bug report accordingly after finding out that the spray painted Mosin was not the issue, but the Bayonet was.
Yep. Mine was pristine. Would show a screenshot but died at the NWAF about 2 hours ago. However, I know for a fact it was definitely Pristine.
Not a bug. You can only have one weapon on your back and one in hands. If you change weapons, you have to drop the weapon in hands in order to equip the other item/weapon.
Pleased to see this issue finally being addressed and coming to a near complete fix, but as suggested above, there should be an element of unpredictability. The AA should be able to destroy the rotors every once in a while, not everytime as it was previously and not like it is now where it doesn't destroy it at all. Overall, glad with the progress. Thank you for your time.
After some testing in this editor, everytime I've used the AH99 Blackfoot and have been hit by a missile, my rotors have come to a complete stop. This issue is NOT fixed.
Guys guys guys, don't get too complex with the dual engine thing and the burning fuel tank, BiS won't EVER do that for Arma 3. We should focus on getting the issue with the helicopter completely dropping out of the sky after an AA hit. The rotors are a LOT stronger than that...
Edit: Added last sentence
Also, with just the engine being destroyed, not the rotor, it allows opportunity for players to crash land via Autorotation: http://www.youtube.com/watch?v=6zkZ6hhzGck
It should only be after sustained fire to the Main Rotor or by an unlucky hit to the rotor by a well placed impact of the AA missile that it should just stop spinning, or better, spin at a slower speed (become less effective after more and more damage to it) As a quick fix, you could just increase the reliability and health of the Main Rotor...