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- User Since
- Sep 27 2013, 3:22 PM (581 w, 6 d)
May 10 2016
Duplicate of #0023132.
Still an issue in v1.52 and extremely annoying.
Still an issue in v1.46 stable branch.
Still not fixed in v1.52 stable.
Still an issue in v1.44 stable branch.
Still not fixed in v1.52 stable.
Still an issue in v1.44 stable branch.
Still an issue in v1.46 stable branch.
Even if the stamp says 7,62x54R, you can clearly see that the cartridges in the belt are 7,62x51 because they are missing the rim. It was way more authentic when the Zafir used the NATO round, because it's obviously missing the system that is needed to fire rim ammunition from a belt-fed machinegun. This should really be reversed.
While you're changing the EMRs weight you should check its initspeed, too. It might be too high for a 7,62mm rifle.
This issue was solved some time ago and can be closed just like #0023062.
I checked dev-branch yesterday and noticed that this bug has been partially fixed. Batteries don't disappear any more, but if they are stored in the vest or backpack, one of them gets moved to the uniform upon respawning, being revived, or entering Virtual Arsenal. As long as one battery is in the uniform all other batteries stay where they are.
This has not been fixed in v1.52 stable branch. Please take care of it with the next patch.
This is a serious issue in many gamemodes. Designator batteries disappear from the inventory and from the laser designator itself one at a time starting with batteries stored in the inventory upon respawning or being revived.
Like the ticket author wrote, it is also not possible to save a loadout with a working laser designator in Virtual Arsenal because the battery is not saved.
Most likely they aren't included in their Virtual Arsenal.
Oh, and btw: What I described in note #0092120 is still an issue in stable v1.46.
The last 4 rounds of the standard Vermin magazine are also green.
One last thing and this is done. When I load a mag with only green tracers (the original tracer mag) the word "Tracer" is shown in the upper right corner next to the bullet count. The red and yellow tracer mags don't have this little hint. Can you change this, please? Thanks for your effort!
This issue is nearly solved on dev-branch. The only thing that is missing now is a description for the tracer only mags so we can see the color before we start shooting.
Both weapon crates now have the correct ammunition type on dev-branch. This ticket can be marked as resolved. Thanks for fixing!
"Basic Weapons [NATO]" has 100rnd belt case tracer ammunition, too.
Yes, in Arsenal and Zeus the guns are loaded but not when you copy the loadout into the init field of the editor. The launcher is always empty and if you don't have a backpack with another missile it's useless. The launchers of the default AT riflemen and missile specialists are loaded but they're always missing a rocket from their backpacks.
I just played a Zeus scenario with a working custom medic loadout. There must be a solution to this issue but I can't get my medic to heal others with the medkit (the large black one).
Ok, I just tested several loadouts in a Zeus scenario with a friend and after reinstalling Arma 3 it worked but not as expected. In fact all soldiers created with Virtual Arsenal are medics AND engineers. All they need to heal/repair/defuse is a medkit/toolkit in their backpack.
That would really be a pity. :(
When destroying a landed helicopter is a mission objective the task won't be completed until it blows up. Having to launch 2 or 3 missiles makes it feel unrealistic and eats up all of your AT firepower.