- User Since
- Mar 25 2019, 5:05 PM (16 w, 11 h)
Jun 9 2019
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.
Jun 4 2019
Jun 2 2019
May 29 2019
May 28 2019
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 within 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.
May 26 2019
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.
The helmet model that's currently in CUP is not based on one of those helmets, it appears to be a generic fireman's hat which are typically made of aluminium/nickel alloys or plastic mixed with composites. None of which are rated for ballistic protection. However I am aware of what you're talking about, for example the Germans used a derivative of their military helmet for their firemen.
May 25 2019
The bullets exit above the barrel.
@Dusin All the CQC variants should have the lowest range value of the other variants and the HK416/17 and Mk 17/16 Standard length varaints (including the EGLM variants) should have a slightly lower range value than the SV/DMR variants (which should retain their current range value). All variants of the CQC HK416 also currently have erroneous range, accuracy, and ROF stats and should be replaced with the values of the Mk 16 CQC variants once those weapons have their values properly set.
Upon doing further research I have realized that barrel length affects velocity more than accuracy, therefore the range of the SBR variants should be slightly lower rather than the accuracy values.
May 24 2019
This ticket has been resolved since this commit: https://dev.cup-arma3.org/rWEAPONSSVN1050 . AI will now execute fire missions when commanded to do so.
May 20 2019
This issue extends even further to the ammo boxes that the M136 is included in.
May 17 2019
May 10 2019
May 9 2019
Yeah, the idea would be that somebody develops a model for it in the future.
My mistake, I was quoting the figures for the FIM-92C, not the F model. However that would still mean the range in game is incorrect, it being 1200m too low rather than 1500m too high.
May 6 2019
All the aircraft listed by @Chairborne in T958 (including the L-39ZA) are the only ones still fully without ejection seats, the F-35 uses a legacy scripted ejection seat system implemented before the Jets DLC.
May 5 2019
Since work has begun on this I'd like to state that the NLAW is also a single shot disposable launcher.
May 3 2019
Apr 27 2019
For additional capacity, aftermarket magazines do exist for the Mico Uzi, of which range from 40 to 100 round (beta C) magazines.
What about the second part of this ticket with the 7.62 flashhiders? Would removing those from the weapon also cause game breaking issues? Cause that didn't seem to be the case when something similar happened with the PBS-1, as it used to be able to be incorrectly equippable onto any AK series of rifle
Missions? How would those break? More drastic changes have been done in the past without issue.
When I hovered over it in my inventory it said 7.62x54, seems inconsistent across the board if that's the case.
Apr 25 2019
@Dusin I was told not to create anymore separate tickets for each weapon with this issue, so I added the SA-58 onto this ticket as a result.
Any idea why it shows such a drastic difference in the accuracy stat in the arsenal menu?