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3CB Weapon Pack - Feedback and Bug Reports

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Posted: Wed Aug 31, 2016 12:46 pm     Super secret spam barrier
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Have you tried it with other weapons though? Try the 5.56mm weapons, or single shots from the L7, and the vanilla DMR / 5.56mm rifles. It is pointless digging around in our config if it is how the round interacts with the unit hit points.

Also, if they are going unconscious, that means you are running ACE3. As ACE3 has its own medical settings, that may be skewing your results as they have their own hit points / damage reduction etc... Try it without ACE3 and see how many rounds it takes to kill the unit.


Posted: Fri Sep 09, 2016 3:51 pm     Super secret spam barrier
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Heads up on the new ILAW, ones loaded from the vehicle supply point don't work, they spawn in empty and there is no way of reloading them.


Posted: Fri Sep 09, 2016 3:57 pm     Super secret spam barrier
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Tomo, can you check the ones in the Arsenal.  I need to confirm whether the vehicle resupply point is loading the old AT4's which no longer exist or the ILAWs


Posted: Fri Sep 09, 2016 4:00 pm     Super secret spam barrier
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The vehicle resupply points use a script that list what needs to load into the vehicle. It is probably trying to load the old ones.

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Posted: Fri Sep 09, 2016 4:43 pm     Super secret spam barrier
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I can't do a long post about ballistics as i am at work, but basically if the mission is not using ACE advanced ballistics all weapons are only effected by air friction and velocity, twist and barrel length are not used in vanilla Arma. The round itself is effected by velocity, hit and caliber, hit is the damage the round does on impact and caliber is the amount of penetration that round can do.


Posted: Fri Sep 09, 2016 4:47 pm     Super secret spam barrier
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ILAW bug confirmed.


Posted: Sat Sep 10, 2016 10:47 am     Super secret spam barrier
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i dont know if anyone is aware but our javelin no longer works properly you can get a lock and fire the missile but it the procedes to fly to mars

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Posted: Sat Sep 10, 2016 10:52 am     Super secret spam barrier
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Yes we are but it is an ACE issue they broke it in their last update you can look at the vanilla version and it does the same.  They have a fix on their GIT hub be were just waiting for release.


Posted: Sat Sep 17, 2016 8:09 am     Super secret spam barrier
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I've not specifically checked this, but that sounds exactly like the ACE bug you previously linked? The loaded and unloaded states have different aim points for some reason, so when you load the tube and trigger fire it lands where you aim, whereas if the tube is aimed while unloaded then loaded as a drop triggered shot the aim changes as the drop completes (reload) and the round fires.


Posted: Sat Sep 17, 2016 11:25 am     Super secret spam barrier
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Snoman wrote:
I've been doing a bunch more testing, and I don't think that it's an ACE3 issue. I've noticed that when I get someone else to man the mortar, when I load the tube moves just prior to firing, and the rounds that are fired in this way land way off target. If I load the mortar, then get in and fire, the rounds are bang on target.

Do any of the 3CB mortarmen have any insight on what's happening here?

Snowman, by "someone" else do you mean a player or AI?

The mortar is represented in A3 as a vehicle, and as such the ownership changes with the driver (or in the case of the mortar the gunner).  When you jump into the mortar seat, the server passes ownership of the mortar to your PC.  So its then local to you. When another player is in the gunner seat, ownership is passed to their PC.  With all vehicles if you're not the owner the position of the vehicle can be slightly different from reality.  Reality being the position of the vehicle on the owners PC.  Its very obvious with some helicopters.  You see them appear to bounce on the tarmac when another player is in the cockpit.  Its your PC fighting with theirs as the exact position of the vehicle.

In terms of the game, all important calculations are done on the owners PC.  So the mortar trajectory calculations are done on the gunners PC.  The loader may see the mortar position change but it "should" not be effect the trajectory of the round.  At least that's how its meant to happen.

It sounds like you have found a bug, but whether it is with our implementation or the underlying engine, I'm not certain.

Needs some more detailed testing in MP


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