As the author of the thread being referenced I thought that I could give some contxet.
Thu, Jun 13
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Note: the pictures and the locations above are just examples... take a deep look in Chernarus you will find others, Moreover i found incomplete roads in Takistani map as well.
Sun, Jun 9
If you want this to be solved as fast as possible I recommend going back and finding the exact locations for these images and updating your ticket accordingly. Because I can imagine it being real hard having to search through all these objects on the map to find the few that are listed here. Also you should place the proper tags on this ticket (terrain) so that it shows up on a more specific list of tickets for them to work on.
Fri, Jun 7
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Thu, May 30
I am not even sure that it can be done automatically.
Wed, May 29
Hi, the L129A1 could use the AR reload animation, too(stable branch)
Tue, May 28
Example for 5.56x45 M855 ammo within cup:
I understand what you are saying. What I am trying to say is that it will be hard to get a 100% faithful representation of velocity depending on barrel length.
No, I'm not trying to compare the two different weapons I'm saying that among those weapons the CQC/Standard variants of each should have the lower range stats withing their group (so the CQC Mk 16 has a lower range value than the Standard variant and the standard has a lower range stat than the DMR variant) due to the lower velocities achieved by rounds fired from the shorter barrels.
Comparing the HK416/Mk16 with the HK417/Mk17 doesn´t really make much sense since they are chambered in two completely different calibers. As far as I am aware the (minRange; midRange; maxRange) parameters exist for AI behaviour, while accuracy is handled in the CfgWeapons (dispersion) and velocity is handled in CfgAmmo (maxSpeed; AirFriction)
Mon, May 27
Sun, May 26
21 in 9x21 means that cartridge is bigger (because of bullet or case). So 9x21 silencer can pass 9x19 bullets, can be installed to 9mm barrel. It may be some difference in efficiency, but whateve.
Fixed for Mk17
Realistically the Javelin should have an even greater damage value than the Titan, since that system is the Mini-Spike (which is a less capable man portable version of the regular Spike missile, of which has a penetration value of above 700mm of armor). Although from what I've seen the Javelin currently deals with most armor in one or two shots, the only real issue with it was the unrealistically low range that prevented AI or players from really using it to it's full potential. Although that's been fixed recently in the dev build.
Javelin damage is almost same as vanilla Titan. Regard ACE Titan it has 1400 damage + 585 submunition damage (which instakill everything) comparing to vanilla 95 damage + 585 submunition damage (I think ACE is a bit overkill). This ticket will closed after next update.
Launchers damage are now match vanilla, this ticket will closed after next update.