- User Since
- Jul 5 2015, 10:33 AM (189 w, 2 d)
Thu, Feb 14
yes, i get perfectly what you mean, when you're in third person the view is locked forward and doesnt follow mouse input on the door gun. but i'm also saying that this seems like normal engine behavior. i never use vanilla vehicles and even less door guns on said vehicles, but that's how i recall it
isnt that the case on vanilla vehicles too?
known issue, some vehicles still need tank dlc upgrades
there is reason, AIs use different firemodes with different dispersion for various reasons, that's how the game works.
that's the AI firemodes, they have higher dispersion
might consider toning it down
just realized its too bright in daylight, at night you can see the tracers better
all the minigun variants look like this, in both firemodes.
yes, i just tried with uh1y and uh60 and both work fine for me
dunno what to tell you, works fine here, and when it happened it was a locality issue. check the loaded mods because the problem is definitely on your end.
inventory can now be accessed from outside too.
still no clue why the airframe is super resistant though.
reminder that someone suggested to check for sounds being executed on every shot
and by correct i mean the actual "physical" projectile travels in the right direction with the proper dispersion values as set in the configs
this is a known engine issue, only happens when the vehicle is not local to the player, note however that despite the tracers going all over the place the real bullets have correct ballistics.
Wed, Feb 13
Mon, Feb 11
ah i see whats going on, ok, i think that can be fixed easily, the humvee is a known problem, there's already a ticket around, not sure if its gonna get fixed or we're just gonna make new humvee models or what
its a weapon so yes, it can certainly be done
can even add big flashlights to the shield directly
Sun, Feb 10
Sat, Feb 9
i still have a lot more FPS degradation than the VADS when using the same weapon and magazine classes, i suspect the muzzle flashes lighting up piss off the engine.
the issue on the humvees is known and will be addressed sometime later, bradley and stryker issues are new and i dont understand the problem given your description
Fri, Feb 8
except they did, the harrier and the a10 havent been around just for the past 15 years, and thats what was used in a2
if you use them on long ranges the enemy will have all the time in the world to use flares and they will lose tracking
they're not useless, like vanilla short range missiles they are meant to be used on closer engagements, while AMRAAMS and similar missiles are for longer ranges
even with the custom modset my community runs i still cant replicate this, no clue what is going on
doesnt seem to happen with player as gunner and AI as commander. note that this happened while ACE mod was loaded.
Wed, Feb 6
i thought that was the nvg sight on the pkp too, nevermind then
Fri, Feb 1
there's probably another ticket around for this but cba to look for it. will look into it
Tue, Jan 29
by all means, go on
seems more like the head is tilted upwards
seems more like the head is tilted upwards
vehicles going out of control when entering water is an engine issue, only happens if you're steering when entering the water.
not sure if its worth fixing right now since we have to upgrade the fire geometries for the tanks dlc patch anyway
likely incorrect material assigned in fire geometries
this is a known engine issue that has been there since day 1 of arma 3. unfortunately there's nothing we can do to fix it.
it might be intentional, nvgs do produce green light, however it seems counterintuitive that it happens far away and not up close
clearly a feature
dont think we've done anything special to it, you sure this isnt some issue with ace?
Jan 20 2019
Jan 14 2019
Jan 13 2019
Dont think we have PSD files for those anymore, we'd have to make new ones probably.
Jan 11 2019
Jan 6 2019
Jan 3 2019
Dec 30 2018
dunno where the problem is, not going to spend any more time trying to fix this, the problem is 99% related to something in config but i can't spot what it is.
tried changing base class from car_f to truck_f but that didnt solve it.
setting waterLeakiness to 1000000000 also didnt solve it.
if someone knows how to fix this let us know.
after some digging it seems to be a config issue, still dont know the culprit of this
Dec 29 2018
vehicles now use soundshaders too, might want to grab that from a vanilla vehicle (assuming they dont have crazy values)
Dec 28 2018
i mean that the game only accepts one set of points for bullets and shells to be shot from, which means both autocannon rounds and grenade rounds can only spawn from a single point in the 3d model, rather than both having their individual spawn points
there might be an engine limitation to this
Dec 26 2018
Dec 24 2018
ah i get what you mean, i'll take a look, we adjusted it a couple times since it caused clipping your face into the gun when shooting, i thought that was resolved
stryker config needs a major overhaul
Dec 23 2018
pretty sure we use the same setup of vanilla 5.56 carbines, not sure what you mean exactly.
is this from first person or third person?
yea dont get me wrong its good to have reference material :)
Dec 22 2018
is there any data we can use to adjust the accuracy of these guns?
you need to use vanilla VIV functionality, vehicle on vehicle collisions dont work in arma
61kph is the top speed i could get in reverse without breaking the gearbox, unfortunately the game engine accepts only one gear in reverse so there's not much else we can do https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines#Complex_gearbox
no clue how to fix this, if someone has a solution feel free to grab it
jeez there's a lot of stuff in here...
KSVK uses a dovetail mount instead of rails, so normal picatinny rail optics cant mount on it
pretty sure it can be done through vanilla functionalities too