Is good as it is.
Unguided rockets have quite a big spread around the aiming cross IRL and, infact, they are not used for targets killing but more likely for targets suppression.
Speed feels good too
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May 9 2016
By doing the steps that i described you can play SP missions, there's just the "SP mission" menu missing but it's easily self-fixed
So far you can only play showcase missions in SP and/or editor made missions (those located in documents\ArmA3 Other Profile\username\missions) .
Custom SP missions are not supported unless you de-pbo them and put them in the editor missions folder
They advertise editor, not custom SP missions.. editor can be used for MP too, you know..
ArmA2 values are just perfect, IMO.
@Scorpion
Then you are missing the shitload of fun that comes up when you have inf on the ground calling in a littlebird for CAS :D
Also, this is a simulator, not just a game.
In real life the miniguns have quite a spread around the aimed point when firing so it should be the same in A3 !
It's what makes ArmA different from all the other games out there: Fidelity !
The same applies to AH9 miniguns too
use: " this addItem " instead of the " this addWeapon "
If you're talking about editor tools, if you read closely, it says description is work in progress
/upvoted
Would be good if it was for like a second or two (some kind of stress or something like it for the jump) but then should just fade to normal vision !
EDIT: Sorry, misread OP. Actually there should be no black tunneling for the pilot !!!
Good but use the original issue report
http://feedback.arma3.com/view.php?id=432
Everyone please go and upvote that one, don't spread votes between multiple copy-paste issue reports!
Please next time use the search function.
Anyways this is due the fact that parachutes are not yet implemented, therefore the eject action is not enabled in the current version.
This applies to "water landings ejection" too
This is most likely related to the inability to access your gear menu while underwater.
kinda makes sense.. you don't have enough space in your 2nd line and tactical vest for it imo
Agreed with Goose.
Suppressor by itself wont affect noticebly the bullet drop, but subsonic rounds (SD mags in ArmA2) do.
A supersonic round fired from a suppressed gun would only do the "crack" while passing near you, not sure if you should be able to hear it as a shooter but certainly the target should hear it
Please next time use the search function.
Anyways this is due the fact that parachutes are not yet implemented, therefore the eject action is not enabled in the current version.
Using SLI/Crossfire setup ?
Disable SLI and you're good.
It's a known issue reported multiple times already.
Please next time use the search function :)
Privately hosted servers will always act like this.
Your PC will have to compute all your actions plus all the other player's .
Example if you have 4 players, your CPU/GPU are loaded almost 5 times more than if it was only you
Pro-tip: Look at the helmets (if possible)
Look at weapons (if possible)
Identify the unit profile (Blufor and Opfor suits have a bit different shapes)
i have no problems reading numbers on the compass but i do agree that would be good to have it a bit bigger
Agreed but certainly not a "normal" priority issue.. this is easily overlooked and should be higher than low priority
/downvoted
the new system is just great once you get used to it.
It keps things organized as well as "realistically" placed in the inventory, by actually limiting the amount and the position of different pieces of equipments that you can carry !
Opfor has bullpup weapons that's the less-recoil "cause".
@EVERYONE
You are supposed to counter the recoil with your mouse, exactly how you do with your hands/arms/shoulders in real life.
/thread
@johncage
First you should learn some respect for others and theire opinions...
second, what is in game is a small (really small) "cloud" that disappears after a second and ofcourse has no FPS impacts.. now just to take an example put a fire place somewhere in the map and look at it.. you'll have XXX fps .. now take 2 cars and blow 'em up and stare at the smoke.. you have way less than the fps looking at the fireplace... why ?
Simply because the more particles (smoke or blood) you render for more time, more impact you have on your FPS.
So those talking about possible FPS issues aren't "idiot", they just point out a POSSIBLE issue.
Would add too much weight on the networking and processing units.
Not a must have, imo. Not until a very good engine's optimization
Search function also filters by ticket summary
Ezcoo is right.
There no parachute so the eject function for helicopters is disabled, therefore you can't eject from a downed chopper untill the rotors are fully stopped and the helo stop sliding on the ground (get out action becomes available then)
Duplicated of my ticket #0000521
http://feedback.arma3.com/view.php?id=521
Why noone uses the damn search function ??????????
Frag nades, as the name says, are fragments flying around.
Different matter would be a HE grenade, which is not in the game yet.
/downvoted
@ALL:
Last night, unpacking the Characters.pbo from A3/Addons folder, i found the scheleton model for female soldiers.
I think we'll have them but maybe not on release!
@ALL:
Last night, unpacking the Characters.pbo from A3/Addons folder, i found the scheleton model for female soldiers.
I think we'll have them but maybe not on release!
Agreed with OP.
@johncage
how about to stop being an idiot and actually do something useful for the game and the comunity ?
@Any Moderator
Can't he be banned from here as from the BI forums ????
The new gps seems like it is the HUD-glasses type.
I'd keep the shape and the no border but yeah, move it on the lower left corner or allow users to move it !
+1 @teaCup, i would add also that this "lag" gets worse if the server runs a mission that uses a lot of client side variables and scripting functions because of the "pre-game sync".
IIRC it was the same in the early A2 release
/Upvoted
Edit: Thanks Thales
This is on MP !
For SP works like a charm (for me atleast) but not on MP (works only for the host player if it's a private hosted server, for noone if it's a dedicated)
+1 Illuminous
Tutorial will be there in final release (maybe something in beta too)
NO !
If ArmA will ever become more simplified i will stop supporting BIS !! D:
@sairus002
I can confirm that your steps fix the problem for A2, however it seems not everyone is having this problem (me for instance.. i don't have input delay at all and i'm running maxed our except for antialiasing filter).
So,yeah that's a fix but we should somehow pinpoint the cause of the problem in user's hardware ?
I'm running on i7 @3.6Ghz (stock), 12GB corsair vengeance ram DDR3 and Sapphire HD7950 (3GB), with the following parameters in the launch options:
-nosplash -nopause -nofilepatching -cpucount=4 -exthreads=7 -maxmem=10240 -maxvram=3072
-cpucount and -exthreads are related (4 cores = 7 threads), maxmem is for 10GB Ram and maxvram is forcing to use all 3GB on my vga.
IIRC, i read somewhere that the game's engine is limited (by default) at 2GB RAM and VRAM, and only 2Cores.
Can someone who is having the input lag issue test by adding the parameters above and see if it fixes ? (ofcourse with the correct values!!!!)
No input lag here.
You may want to check your drivers and or framerate issue related stuffs !
When hovering they put a higher pitch rate to the rotorbaldes because they need more lifting force, as opposed to when flying, where the rotor becomes very similar to a wing
It's actually correct and incorrect !
Real helos, raise or lower rpm based on how much collective you raise.
Small adjustments are usually dealt by increasing rpms, heavy collective adjustments, instead, are dealt both by rpm increase and, in the same time, rotor blades angle increase that will lead to a subsequent rpm decrease.
That's also why when you hear a helicopter stressing the engines (like airshows, are perfect examples) you hear a slower "flap-flap-flap-flap" while doing manouvers.
This is just an observation by a non-real life helicopter pilot by reading around how a helicopter works
edit: another good "hands-on" example is playing DCS Black Shark
Modern rebreathers don't have anything "between your teeth" ;)
They use a sealed full face mask, that allows you to use radio underwater.
In ArmA3, if you look close, the rebreather has a mask of the type similar to fighter pilot's one.
/downvoted (if anything, there should be some sound occlusion effect for the voice)
/upvoted
Yeah i know what Freeloock is and how to use it.. i don't get what the problem is with it
I don't really get what you are refering to ??
@Rickschaves
You may prefer something over something else, sure, noone here is forcing noone to prefer what i (or anyone else) say.
The votes say enough though
@Rickschaves
Use the sound !
@Rickschaves
The OFP/ARMA/ARMA2 Crosshair, actually was PERFECT to snipe!
The middle line floating between the 2 brackets was the exact initial point of the bullet when you did fire.
With the "traditional arcade-ish cross" (as someone calls it) you can't know that kind of information and you still get the general area where you are shooting: the exact same thing that you feel in real life while shooting without looking trought your sight
Downvoted because the ArmA2 style crosshair allowed the shooter to perfectly know where the next bullet would have ended (the middle line floating between the 2 brakets).
With a standard dynamic cross, instead, you can't know that information.
If the game crashes you MAY (not always) loose your latest settings adjustments.
On a clean exit it saves just fine.
I did customize my controls and a lot of other options and everything is still there since Day1
IRL, YOU get back to the standard position and it's true.
In the game YOU have to get back to the standard position... how that isn't correct ? ;)
Nothing wrong with recoil IMO.
Had a long fight last night in a custom coop mission for testing purposes and everything felt great.
Just rebind the keys ?
I have the no sound for climbing ladder but i can hear perfectly all other sounds and i don't have the quad bike bug..check the integrity of your game files and try again
Yes Sparker, you're correct. DCS:Black Shark works as it should, arma works the opposite way for that particular gauge
Agreed with OP
Left horizon rolls in the opposite side
UW ammo are 30 meters effective under water.
Reload standard stanags for 40m effectivness on land.
It's designed this way and works how it should!
Are you sure you're running on the correct aspect ratio ?
I'm playing 1920x1080 16:9 and can zero up to 400 (at least, didn't try above yet) and still use the gl red dot sight
Agreed!
Flight physx needs some tweaking too
Please next time use the search function.
Anyways this is due the fact that parachutes are not yet implemented, therefore the eject action is not enabled in the current version.
Confirmed, also SPACEBAR has the same function :)
Use middle-mouse-button
+1
Being like this since OFP.
Time to fix it BIS !
/Upvoted
Thanks Kryssar.
If i can, i'd suggest a possible way to implement this (if it will ever be):
with engines ON and on the ground (with KA60 and other choppers with wheels) make it so using the cyclic forward/backward makes you move forward / brake-revers.
+10000 @SmallBlackSheep
Blackhawks use to taxi to runways all the time and more generally all "wheeled" choppers.
Confirmed.
The railing objects have no collisions, even with bullets you can hit the wall behind
Yup, it's annoying.
A little work around is to assign a different key / key combo instead of W+S or S+W default ones.
/Upvoted
Agreed.
As it is right now we can only take advantage of that stance to shoot from right sided corners
OH SHIT!
We are all F*cked.. solid snake is here !! D:
Upvote !!
So devs can see the various issues being opened
That's some next-gen wild life !!! :D
Agreed but certainly not a "normal" priority.. this is quite low
As a fast try, just load the diving showcase mission and switch ammo types :)
Exactly like it is in ArmA2... use the mousewheel.
You will need to have them equipped in your tactical vest / second line too (basically in your main inventory, not in the backpack)
hahawin is right.
This is not a bug
Maybe designed on purpose... it's possible to thorw grenades IRL and can lead to some interesting tactics to 'nade a rooftop while on the ladder
@Keksi: I just tried that. Firing from "standard" prone with the lmg full auto.. you just need a little mouse down movement to keep the gun perfectly steady.. still, nothing wrong with it IMO!
A lot of guys say "but in real life after you fire or during sustained fire you fix your counter-recoil force and keep the gun steady" ... well that's exactly what you should do in A3 aswell with the mouse movement.. if you take a M249 in real life (for examl), deploy the bipod and start firing it without countering its recoil, you would notice how the gun just "jumps" around the fixed spot made by the bipod...
Recoil is just fine !
/downvoted
+1 @EvilDutch
Why people can't just adapt ?
If everyone keeps complaining about recoil and weapons handling we'll endup to a Call of Duty clone .... and i'm sure noone here wants that..
I spent a whole day in the editor trying guns in all the stances at different ranges while moving or standing still and i got the handle of it.. i can accurately shoot from every stance without really big issues if not the need of some mouse adjustments on the aimsight ..
Upvoted but should be a low priority.. it's not really that much important (remember that it's an Alpha !!)
[OT]
Why the hell devs / managers close issues opened before the duplicated ones ????
Just doesn't make any damn sense ..
[/OT]
Duplciated.
Original #0001002
Agreed.. hopefully they'll listen to us about this !!
Have to admit that it could lead to some funny stuffs :P
Glad you solved that :)
Now enjoy this masterpiece !
Check if your RMB is bind to another fuction (not necessarily becomes red, is a bit buggy).
I haven't experienced this issue (yet) *crossesfingers*
agreed with bumgie.. this kind of massive reports with multiple issues in the same ticket and with a non-clear title wont help devs.
Please refer to http://feedback.arma3.com/how-to-user.html.html
You're using caseless ammo.
With non-caseless ammo it works just fine.. also please use the search function before posting a new issue.. this is the 4th same issue
Tested and confirmed.
Seems just a sync between the rendered wave and its phisical position
Probably made on purpose!
Many games disable windows reserved keys suck as the CMD and the MENU key to allow the user to bind functions to them.
Not an issue imo
Upvoted!
Could be useful to some :)
Same issue was present in A2 then solved in a later patch.
Hope BIS will fix this before the game's lunch this time *crossfingers*
/upvoted