- User Since
- Nov 23 2014, 3:54 PM (460 w, 4 d)
Jul 16 2023
Jun 17 2023
Oct 27 2022
Jul 22 2022
Jul 19 2022
Jul 13 2022
I've noticed the same issue, the doors work fine on the UH-1B dustoff though
I've found the same. For me: zeroing the weapon to 300m gives a range of 100m, anything less than 300m and the round will drop short, potentially injuring the player.
Oct 31 2021
Hi there, sorry for the delayed reply, haven't had time to sit down and do some proper testing over the last few days.
Oct 28 2021
I'm afraid to report that todays hotfix/update has made the issue worse. It seems to be even more sensitive than before. I've yet to try on profiling branch though, that is my next test. However on main branch it is more sensitive this evening than it was yesterday.
Oct 11 2021
Oct 9 2021
A question on this: Can you use the tunnel entrance module to get into the tunnels? I set mine up and no matter which tunnel I choose on Khe Sanh I get an error telling me that the game can't find a tunnel position with 75m of my position. For me at present the only way I can get in is to spawn myself inside it from the editor, though I need to conduct more thorough tests on this first.
Oct 8 2021
Tested on Profiling Branch. The issues with the tracking speed in game have been fixed but I'm now having another issue where I cannot use freelook with my head tracking when I have a bipod deployed. Rather than rotate the head to look around, if shifts it side to side, up and down, back and forth instead.
Oct 7 2021
Jul 3 2021
Standard flight model.
Jun 29 2021
May 24 2021
May 9 2021
Oct 16 2017
Comfirmed. Same issue when testing the provided repro steps.
May 20 2017
The behaviour has also been observed with CH View Distance's interface, which i thibk comfirms that opening any GUI ia causing the controls to go haywire.
May 18 2017
May 10 2016
What is the plausibility of BI adding some sort of checks as MagirotV mentioned before the next major patch?
Though I understand that F3 Framework does a lot of nice things, just from talking to Khaos I have understood that its no easy process to achieve the same thing that you can with direct init field equipping. The only difference is that one will break when a player JIP's and the other wont.
Virtual Arsenal was a godsend when it came to setting up loadouts and equipment for missions but the point of it having an export button is completely useless if we can't utilise that feature.
I thank you for giving us a workaround for now, at least we can use it to stop the lengthy gearing up period at the beginning of our missions, but its rather important for a game that boasts one of the most powerful editors out there that you can at least give the units in the mission the equipment they actually need.