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At some point, it would be interesting to have a read through ITN works as I think there's some really nice interfaces there.
Your other suggestions are very valid but I'm struggling to find much time for modding. RMRs are on the EoTech Vudu now because it was easy for me to do based on how I'd split the mesh for the mount. (It's the same mount as the S&B Ultra short which already has this.) The lower power S&B scopes use a different tube diameter hence different mount and it's not split for making it possible to swap in the RMR easily. Hence this would actually be a lot of work.
If I had time, I'd probably model one of the Wilcox Raptar models for built in range finding and thermal would be the last addition as I tend to think it's a bit over powered.
Suggestions:
• You probably have the best MWAL I’ve ever seen, make it compatible with ITN - Illuminate The Night.
• Also add RMRs to Schmidt & Bender optics.
• Add devices that allow the use of thermal vision as well as night vision.
• Add range finders in combination with the optics.
You should always be able to remove the clip on NVG as long as there is space in your inventory. It's quite large/heavy (900g I think as a guess off the top of my head) so you do need a bit of space in your inventory but you certainly don't need it to be empty.
I always wondered where those sights were.
(Fundamentally, you need to own the IP of what you upload.)
There's many better ways to make mod packs for units.
If you're new to this kind of thing, the easiest 2 are:
1. Make a Steam Collection of all the mods you want your group to use.
2. Make an Arma 3 Launcher Preset of the mods you want to use.
The 3rd option in some ways is the nicest but a little harder to set up:
3: make an 'empty' mod (a mod that contains no actual content) where you set all the other required workshop mods for your group as requirements in the workshop page for your empty mod. On loading this empty mod in the A3 launcher, everyone will be prompted to download and add all these mods marked as 'required' to the launcher.
The round goes through the 50m zero on the way up, peaks at about 125-150m and starts falling again to pass through the same zero at 200m.
The 50m zero was only put in for use with the heavier .300 blackout rounds out of the very short 9" HK337 barrel where that's no longer true and most targets would be engaged under 100m.
I can work around it knowing the limit but i figured id point it out in case it was a bug.
thank you for your time and your reply.
I have no interest in trying to overwrite that.
Why would anyone requiring a PVS24-LR for long range shooting be carrying a launcher??? ;-)
(Apologies that I can't make mods that suit all game styles...)
Whenever my weight reaches or goes over 44.91kg (99.01LB) i am no longer able to remove it and i get the warning 'not enough space' while the inventories themselves still have enough room available.
currently i have to drop my launcher to lose weight and then ill be able to detach it without issue, but with it on my back i cannot.
https://www.snipershide.com/shooting/threads/wts-small-tactical-optical-rifle-mounted-storm-micro-laser-rangefinder-mlrf-an-psq-23.7091894/
As stated, it would be amazing to have a laser attachment that can both be used as a visible/IR laser sight, and at the same time as a Laser Rangefinder, ideally connected to the ATragMX.
This might be wishful feedback, but one can dream :3
As I said, the clip-on NV device is amazing, one of our Sniper team's favorite piece of equipment.
The MSR2 is also one of the best reticles I've had the pleasure to shoot with, the central cross makes for easy and quick holdovers.
If I could only express one crazy wish, it would be amazing if you ever found the time to integrate a Laser Range Finder (LRF) like the STORM LRF into the mod: a lot of SOF units in the world are starting to use these incredible devices.
Even better, if the LRF could be linked with the AtragMX ballistic calculator from ACE (like the Vactor 21 Nite), it would make for an incredible spotting tool. As Spotters being able to use an optic with a mil-reticle is invaluable to guide your shooter to a difficult target, but unfortunately one has to swap to the Vector every time to get a quick firing solution.
Anyway, still love all of your work, so here's to hoping!
Now the last update of A3 has made thermal imagery more realistic, I'd say there's a higher chance than previous but it would still be a very long way down my list of things to do.
Sorry!
All the variable zoom optics use the standard zoom keys. (I think it's +/- on the num pad)
But it's much more convenient to bind these controls to something like control and mouse wheel.
Sorry!
There's a key/BiSign update as I seem to have issues with re-packing on the same key at the moment. Not sure why. Sorry for the inconvenience.
Thanks for the report - I'll attempt to fix asap
You do realise the weight has quite a big impact on weapon sway? So launcher plus highly magnified optics isn't really something to be encouraged!!!!
I've not found any circumstances when this doesn't work correctly but if you think there's a specific case, let me know the details
Any weapon that has a proper rail mount should be able to mount any SPS sight attachement
For most of the game content so far, CBA sets up the weapons to allow the use of the different scope classes on the weapons.
I'm not sure if anyone has done a CBA add on for the Sahara CDLC yet?
But it's worth scanning the workshop for something along those lines as that should solve the problem for you.
I noticed that the scopes are not available for weaponst that came in the Western Sahara CDLC. While it is creator DLC, many 2035 setting fans do consider it being part of the official pack, so I was wondering if you have plans to update the mod configs to also work with the WS weapons?
If you mean how do you raise and lower the magnifier, it uses CBA key bindings
So go to Options-> Controls -> Addons then find CBA Weapons.
You can bind things to the next or previous optics state.
If I remember correctly, for modifier keys or mouse buttons, you have to drag them from the list on the right of the dialogue box.
So you can set up Ctrl Right Mouse just like vanilla sight range changing if you want.
Based on some stuff that's been added to CBA in the last year, it might be possible to add a brightness toggle.
Something I'll have to have a look at when I get time...