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- User Since
- Mar 5 2013, 11:37 PM (599 w, 4 d)
May 10 2016
Not sure if this is related, but I've noticed when binding RMB to a control it detects it as Hold Sec. Mouse Button for a half-second then switching to normal Sec. Mouse Button. Issue does not occur when binding Sec. Mouse button with a modifier (Ctrl, Shift, Alt).
Tested on stable branch with two different mice and no addons.
I've noticed this as well with changing stances. If I press my stance adjustment key and let it go quickly while initiating forward movement, it will adjust my stance up after the adjustment key has already been fully released.
Duplicate of >16602
I've found that running a flush command helps progress some of the scripts that are apparently getting hung up.
Any time a piece of dialogue or anything else gets 'stuck,' try and run a flush command, been working for me so far.
EDIT: Confirmed I was able to 'flush' my way through that portion of Maxwell and progress to Tipping Point.
Confirmed fixed.
Night Optic Devices. NV Goggles, NV Scopes, etc.
Agreed, would be nice if the interval was randomized, perhaps also with an additional modifier respective to the unit's skill.
Confirmed, fixed.
Confirmed fixed at latest by 1.11.114607
By default the UAV will attempt to 'engage' targets it sees, as that's its default behavior when airborne. You can override this by giving the UAV a waypoint and setting the waypoint behavior to Never Fire. You should be able to take direct control at that point and the behavior should stay the same.
I agree though, there should be a better way to control UAV behavior in the UAV Terminal, perhaps like a series of buttons on the side of the screen to change behavior and settings on the fly instead of having to make a new waypoint.
I believe that's intentional.
Intentionally disabled until it can be fixed.
Still true as of 1.11.114607
OPFOR and INDEP units use different classnames:
"NVGoggles_OPFOR"
"NVGoggles_INDEP"
The stars should -always- face forwards, like being carried on a pole.
http://i380.photobucket.com/albums/oo249/elvenastm6/Operation%20Red%20Wing/MGJS.jpg
http://www.crossfitsouthbay.com/wordpress/wp-content/uploads/2011/05/luttrell.jpg
It's correct the way it is right now.
Or alternatively, a hiddenSelection.
Fixed for some time.
You have to right-click on the position of the waypoint you set, at the end of the arrow.
BI might possibly leave it as-is due to the 'Arma-verse,' and it could be easily accomplished by the community with a simple config file that changes all the displayName of the base classes, but up-voted nonetheless.
How about a command that uses a boolean?
unit enableClothesSwitch true;
unit enableClothesSwitch false;
One possible way to do it would be to have the Parachute act as a container where it can only hold a single backpack and nothing else. Once on the ground the backpack could be placed either on the ground to be picked up or back in the player's inventory.
One way BI could possibly make things a bit closer to reality is to have damage and penetration values defined in the config for the ammo itself, and not the magazine or weapon. However, when loaded into a specific weapon, the weapon itself can have value -modifiers- which can very slightly affect the characteristics of the rounds being fired, such as barrel length, rate-of-fire, etc. affecting damage, penetration, accuracy, etc.
Also, take note that the Speedboat is using a dual jet drive, as opposed to a dual prop drive.
Jet drives on marine engines do not reverse the same way that propellers do; jet drives have a cover that the operator can control that covers the output nozzle to force the outgoing water to go back the other way, but not until it's already being spit out of the back of the drive. It can't completely shoot the water out the other direction.
Compared to propeller drives, jet drives are significantly less efficient in propulsion output, and you'll run higher RPMs to achieve the same kind of speeds as a prop drive. Their only main advantage is that they're easier to operate in shallow water.
The Speedboat is actually pretty accurate.
At 30km you'd be better off using something like the Patriot, it's way too far for SHORAD.
I do agree that the locking range on MANPADS is too short to feel effective, but it doesn't need to be that long, just enough to provide a sense of security to the operator, and a sense of threat to the aircraft.
It depends on the type of radar and the avionics system that interprets the data. The Longbow system on the Apache can track numerous targets, and prioritize the most dangerous. Provided the aircraft is equipped with radar-guided Mavericks, they could possibly engage as many targets as they have missiles in a short amount of time.
AESA radars are also be capable of tracking multiple targets, such as on naval vessels and some aircraft.
As far as launching all the missiles at once, I don't think that's necessarily a good idea, or even practical.
Confirmed, I also noticed that managing the contents of any of those backpacks will mirror to all the others.
Confirmed.
I agree, it would be nice if pouches on a player's vest would fill with proxy models of the magazines in their inventory (same with pistol holsters), but that would mostly be eye candy. To get around this kind of 'issue,' an alternative method would be to simply place a pouch cover over the slot so no specific magazine type is visible.
There is another GL the US is using called the M320, it's already seen extensive use in the field.
Still present in Beta 0.77.109243
Apparently this also affects low-standing as well.
[0.61.106023] This appears to have been fixed.
By default the editor places grouped units in their default formation (Wedge) when created, regardless of placement position in the editor. Open the unit's editing tab and change it from "In Formation" to "None." Keep in the mind the units will attempt to move into the default formation unless it is changed.
I can confirm that CBA causes the issue.
Already been fixed for an upcoming update: #0006685
Duplicate of #0006685
Use the search function guys.
Duplicate of #0001679
Not to be a downer on the issue, but how often is someone going to be looking down while they're driving?
It just doesn't seem like it's taking away from the experience; the animated steering wheel animations were a god-send enough.
Duplicate of #0006712
I've noticed that it seems like the animation is attempting to rapidly switch between the two walking-weapon-lowered animations, with one arm swung freely, and the other with both hands on the weapon. Walking at an angle works just fine, only seems to occur walking forwards.
You could also use isNull.
I believe the term you're looking for is the "bolt."
I do agree though, the bolt goes forward way too slowly, it should basically slam to the front.
Duplicate of #0006712
*Actually referencing the same problem*
This one has more votes though.
Definitely agree, being able to define a texture selection for vehicles such as aircraft tail codes would be absolutely superb.
You have to remember that the zero range is only calibrated for a target that would be at level elevation with your weapon. Firing at targets at lower or higher elevations will change where your rounds actually land.
If the turrets had actual fire control systems with laser rangefinders and built-in GPS systems to determine the slant range, then we could get accurate impacts.
What about illuminators? The PEQ-15A (as the IR pointer is modeled in-game after) has both an infrared pointer and infrared illuminator (basically a flashlight only visible under NVGs for anyone not familiar with the term). Granted the NVGs themselves aren't that affected by lack of ambient light (yet, I hope) as they should be to necessarily need an illuminator, but it's the point of switching between modes on said types of devices.
We have a key combo to cycle grenade types, why not one to cycle attachment modes? Ctrl + L or something?
Maybe vehicles could monitor how much damage they accumulate over time. If it's a lot of damage very quickly (e.g. getting hit with a rocket), it could cause an explosion. If it's some damage over a longer period of time, then it would burn out, and possibly get a chance for an engineer to start repairs.
May 9 2016
NVGs already work with the existing diving mask too, don't see the need for a completely new item.
Definitely agreed. Backpacks with no items in them should be stacked. If you've scripted a crate to supply an entire platoon, who wants to scroll through a massive list of single rucks to find one they want?
Agreed, it's even harder to read the mils on the outer ring.