- User Since
- Jun 23 2015, 8:27 PM (116 w, 6 d)
This issue seems to be gone. I don't know how.
Tue, Sep 12
Mon, Sep 11
Well not for the javelin in fact.
@Alwarren I tested it and it's already the case for NLAW and Javelin with ace + acecompat.
Sun, Sep 10
Same thing for M47 Dragon I presume
Wed, Sep 6
Fixed most of it in the above commit, closing now, reopen if necessary.
Sat, Sep 2
Fri, Sep 1
Probably related to the following lines in "fnc_initship.sqf" :
Hi, I can't reproduce the issue, can you give me more details ?
Thu, Aug 31
I'm thinking about creating a "removeShipWeapons" function that is called trough the attibutes.
Maybe because init eventhandler is executed before 3DEN attributes.
For now, I'll hide the telephones from arsenal.
Jun 17 2017
Jun 16 2017
Every suggestions in this tickets are now integrated. Closing.
May 23 2017
May 7 2017
Strange, i'm sure I fixed it and "Leftleg" and "Right leg" selections are not in P3D anymore (in dev). Either my commit failed or my changes were overwritten.
Mar 30 2017
Mar 12 2017
Mar 1 2017
Still an issue after new RPG7 port.
Could it be caused by the absence of model.cfg ?
Fixed in rTERRAINSSVN225
Feb 27 2017
Already improved in rWEAPONSSVN415
Some buildings in "\ca\buildings2\Ind_Workshop01\" are not yet included because for some unidentified reasons it throws an error when I try to spawn them
Feb 13 2017
Should I go with "Land_Mil_Barracks_no_interior" or "CUP_Land_Mil_Barracks_no_interior" for the new classes and p3d names ?
Feb 9 2017
Feb 8 2017
Missing selection "RightLeg" and "LeftLeg" in uniform P3D
Feb 7 2017
Maybe this will need more tweaks but the first run is done and seems appropriate. I more or less used the vanilla standards.
Jan 27 2017
Cannot reproduce the issue anymore ! @Pennyworth
Jan 26 2017
Dec 12 2016
There will also be a "secondary top ironsight" for 100m reflex shots.
Dec 11 2016
Some improvements were already done in that regard. it will be part of next public release but it will not be like you proposal. You will still have to use zeroing through the hole (with abit more zoom).
Dec 2 2016
Nov 26 2016
Nov 23 2016
Nov 22 2016
Reopenning since issue is still present on Hellcat.
Nov 13 2016
Hi. I added manual zeroing to MAAWS because I could not configure the ammo ballistic in order to make it work properly with the scope (using the scope was very unreliable). This is of course a temporary fix.
This was done a long time ago, AFAIR it was more or less OK with manual zeroing. I'll check it again, maybe something has changed.
Oct 30 2016
related to T1631
Oct 15 2016
Was you say is coherent regarding what is said in the pdf. I think I'll make the switch
The truck has enough amount of supplies. It can rearm ZU-23 several times but only one mag at a time.
Anyway, I didn't look into it enough yet.
Oct 14 2016
I improved supplyradius. Now it rearms but only one magazine (only tested with ZU-23). I don't know if it's a normal behaviour.
Some of the work is done.
Delta forces and snipers are left to be done.
Some improvements were done but still some work to do.
Agreed. Seems to be an ammo truck issue.
Do you have some documentation regarding US army loadouts ?
I found this one :
but it's from 2003 maybe a bit dated (not so much for A2 times)
I cannot reproduce.
Could you provide more informations, do you mean rearm with an ammo truck ?
About the impact explosion, this is maybe caused by BC.
ballisticsComputer is the thing to look at regarding FCS/zeroing
Oct 13 2016
Oct 12 2016
I found the solution.
There is a cfgammo parameter called lockType, it defnies if the ammo is manually guided or fire and forget.
Even if there is a visual lock UI, it has no real effect, the weapon stay wireguided only.
Oct 11 2016
I really don't know what to do about that. Maybe there is a solution but I didn't find it yet.
Until a solution is found we have to choose between functionnality and realism.
Either AI are able to fire the Metis/M47 but it has thermal lock capability
or AI can't engage and it is only wireguided (as it should).
Oct 10 2016
Russian long range scope are PSOs and I can't say for sure if PSO-3 can be ranged further than 1000m.