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May 9 2016

fragmachine added a comment to T61848: Missing realistic effects to weather elements.

the only thing i see on my riva tnt2 model 64 is BSOD :)
to get real i owned gtx680 - before it was an 260. Clouds looks nice but rain is weak point of this build (for now). Also trees seems to bend unrealistically on all lenght of their trunk on bad weather. Graphically A3 looks tons better than in many mainstream games - high quality resolution textures do their job - but - to be serious - mid range looks a little bit worse than in other titles. Weather indeed needs upgrade too.

May 9 2016, 11:29 PM · Arma 3
fragmachine added a comment to T61848: Missing realistic effects to weather elements.

I think that stormy weather on my PC is missing lightnings.

@AD2001 I want something like this with riva tnt2 model 64 OK?

May 9 2016, 11:29 PM · Arma 3
fragmachine added a comment to T61800: Players can not enter portable toilets.

Screw bipods if we can't have number one and number two implemented!

May 9 2016, 11:21 PM · Arma 3
fragmachine added a comment to T61800: Players can not enter portable toilets.

@Fisgas it is dependent on your preferences. Someone's prefer to see mud in the toilet and the another to see mud on the roads and fields that would affect tactics and not allowing wheeled vehicles to move freely - so only tracked ones could make it through.

There are also peoples that don't understand why there is so much rage about bipods thinks the way that "bipods are only for aesthetical part of the game". I wonder if military use them in that way.

So you see there are people and people.

BTW no hate, I think that having possibility to enter cans would be nice ingame but it is not the priority for now I think. There are much more serious issues to adress right now.

May 9 2016, 11:21 PM · Arma 3
fragmachine added a comment to T61704: Falling/runing from a any bigger stone makes character fly and get hit badly.

0008563

Only thing that is needed is various falling animations. Jump off's not jump ups. You dont see a soldier in th warzone with 200lbs backpack and equipment making bunny hops.

May 9 2016, 11:18 PM · Arma 3
fragmachine added a comment to T61614: bullet impact and explosions on water.

Still there is a problem with water impacts. Grenade launcher explosion on water is causing ground particles appearing like debris. Also there is too much smoke after explosion on the surface of the water so the whole splash is covered by it. Bullets do not penetrate the water surface. Overall water physics seems not done yet like choppers bouncing off the water surface, no underwater fronts simulation, lack of lighting curve affected by water. It would be strange if it would end up like this in final version considering that Directx 11 was implemented.

May 9 2016, 11:15 PM · Arma 3
fragmachine added a comment to T61609: Individual explosive detonation.

I was about to make same ticked - its been iritating me since OFP that I culdn't engage explosives separately.

May 9 2016, 11:15 PM · Arma 3
fragmachine added a comment to T61549: Smoke deployed from grenades can be blown under hilly terrain.

The way smoke reacts when there is helicopter rotor wash is just changing the direction in which the smoke follow. It should rather disperse to the sides and part of the smoke be sucked by the rotor on the back of the chopper (if there is no wind around)

May 9 2016, 11:11 PM · Arma 3
fragmachine added a comment to T61505: Different type body armor make no difference in actual combat.

As you know, OPFOR is much more advanced in A3 than BLUFOR so it could be an OPFOR advantage.

May 9 2016, 11:09 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

Of course it won't be in final game and that's fine for me. Even if there would be a realistic wounds/gore mod i don't think i would play alot around it - just for curious and to see what engine is capable of - breaking another limitations.

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

Well, the first news - there was alot of grenades - really close - that for sure.
Second one talks about RPG - im impressed that he survived it.

But generally, any explosives that have enought power to rip the limb off - will do so.

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

@gotmikl So as You said - if close enought, and it dependent on the charge - how much powerful it is.

Unless you want grenade to have the same effect on body as mortar or artillery round. Grenade, simply is tool made by man to kill efectivelly targets at certain radius. I can't really imagine grenade having such power to dismemberment part of the body if not being close enought to the target.
Most effective dismemberment is always delivered by High Explosives, grenades weren't designed in such way - but to strike with fragments - and most of the energy explosion of the grenade generates is to do so. Although if close enought, it definitelly can have effect on the body you describe.

As @bez said, you would need to be really close to the explosion. I think that air pressure factor is minimal in case of fragmentation grenades, because of things I mentioned above, they work pretty different than dynamite or other HE charges.

Although this topic have my vote up, unless wounding system would be done realistically.

PS. Yes, I am an adult :) Juice-like coloured blood in ArmA 3 Alpha doesn't help either with warring whore-house being implemented realistically ;)

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

@CraziKin i don't know where you get your facts from games or real life experiences, are you sure we talk about earth-planet physics? (to get it straight i confess universality principle). Holding one in your hands that is about to explode surely will make your palms dissapear, part of the forearms too probably - but would never tear off your arm - unless you put it straight under your armpit. You see, shrapnels work is to penetrate, not tear off meat of the body as you say. I know multiple peoples that survived contact with exploding grenade, eldery that fought in WWII and soldiers that been injured with IEDs packed with nails, screws, kind of all tiny metallic mofo and guess what - they all still have these in their body, it is impossible to coax them all. And magic - they aint missing no limb. You will understand it when grenade blows off 5 meters away from you - too far for dismemberment but enought for kill - or when you stomp on the mine. I think you know what im saying.

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

@ElfinNutria i dont think that something like you say with physical representation of human body is possible with current hardware but it isnt impossible to implement either. Rather hard work to do but doable. In my opinion simpler system would be more than enought (based on where did character been hit, what caliber and organ that might been affected)

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

@ElfinNutria BIS developers said that dismemberment this time will be possible but won't be in vanilla for ratings issue. However if someone would want to mod it it should be much less reluctantly.

I also believe that developers wished and propably on some state confirmed that ArmA 3 will have proper wounding system

http://forums.bistudio.com/showthread.php?119512-Arma-3-Confirmed-features-info-amp-discussion
"The game will feature an improved wounding system (no specifics for as of yet)"

Epilogue: Everything is possible giving time, resources and willingness. But even if all of the features would be implemented would our feature-hunger community be pleased? Unfortunatelly, I don't think so.

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61369: Realistic Wounding System.

I dont believe in psychopath effect, i believe in marketing. While dismemberment would cut BIS sellings because of rating boards - i would suggest devs to laid foundations for realistic body wounding (dismemberment too) into core of the engine - so modders could easily grab it and publish for those that wish. Again it should be realistic - not quake style flying meatsteaks. That way both sides would be satisfied - community and rating boards.
To simplify the effect: high caliber, mines, mortar, artillery any munition that poses enought power for dismemberment = loss of blood and instant death (not quite realistic but whole treatment simulation is ticket in itself). Grenades are mostly fragmentation so shouldn't have effect.

May 9 2016, 11:01 PM · Arma 3
fragmachine added a comment to T61081: Some sort of melee?.

^ 100% ^

May 9 2016, 10:43 PM · Arma 3
fragmachine added a comment to T60980: Mortars extremely accurate.

I think that shells should be affected by wind and gusts, air resistance like bullets do.

May 9 2016, 10:37 PM · Arma 3
fragmachine added a comment to T60819: Firing from vehicles.

If it will be possible to walk on cruising ships then these won't be restricted... At least.

May 9 2016, 10:11 PM · Arma 3
fragmachine added a comment to T60819: Firing from vehicles.

I agree with p00d73 that backblast would kill your team and could kill/wound the pilots too.

On the other side ArmA was never meant to cut on possibilities, rather to add them. And if it is possible to shoot an RPG from the Littlebird in real life (which isn't tolerated is different topic) it should be possible even if you fry half of your team.

Think about this way: in real life you get in littlebird and You can't get RPG into your hands only because your'e in littlebird and not on the back of the Ural or another...

But I agree, I would not shoot the RPG out of the littlebird - ever never.

May 9 2016, 10:11 PM · Arma 3
fragmachine added a comment to T60819: Firing from vehicles.

Well actually they are shooting and no one even flies-hollywood style? Sorry I mean hollywood style real life style?
Some strange spacetime some of you must live in where s**t happens to flip a truck by shooting an RPG on the bed of a truck.

May 9 2016, 10:10 PM · Arma 3
fragmachine added a comment to T60085: Blood in water.

I think that there is not enought of "blood clouds" pouring into the water when somebody is wounded. Anyway it still good that the possibility is there.

May 9 2016, 9:25 PM · Arma 3
fragmachine added a comment to T60065: No damage detail for helicopter / vehicles.

I get a feeling that there is one model of destroyed aircraft for all planes. For example when playing AllInArma if you crash with a su-25, L-39 or a-10 - there will be the same destroyed model for all of these.

May 9 2016, 9:24 PM · Arma 3
fragmachine added a comment to T59947: Better ragdoll.

^Even in old OFP dead bodies were still movable via explosions for instance.

May 9 2016, 7:20 PM · Arma 3
fragmachine added a comment to T59368: Better Sounds silencer, ambient, etc….

A3 handheld weapon sounds are better than A2. Just played All in Arma and IMO Bradley machine gun have some kick ass sounds, not too exaggerated, not too plastic.

May 9 2016, 6:53 PM · Arma 3
fragmachine added a comment to T59277: Grenade throwing is unrealistic (too fast).

In my opinion there is no need to make grenade throwing slower. In real life when soldier thinks about throwing a grenade he just put his hand on one, grab it and throw away.
We don't need another extra time for second processing unit to do what we have done already - preparing to throw a grenade.

May 9 2016, 6:47 PM · Arma 3
fragmachine added a comment to T59083: Low CPU/GPU Utilization.

I've noticed +18 FPS more in editor preview when changing from Alpha to Beta with the latest patches on dev build. Increased CPU usage too but still far from perfect.
I think that it is going in right direction.

May 9 2016, 5:28 PM · Arma 3
fragmachine added a comment to T59083: Low CPU/GPU Utilization.

That's really sad that they cut on supporting 64 bits. Who is now using Celeron or Pentium II with 32 bit OS? Seeing that Multi-core is the future and making changes to the engine to make use of it - as well as additional RAM - could benefit it better/stable game and performance + possibility to have missions with more entities/players on the map. Seriously - who is going to use 32 OS and procesors in 2030?

May 9 2016, 5:18 PM · Arma 3
fragmachine added a comment to T59083: Low CPU/GPU Utilization.

i7 3770k
GFX 680
8GB Ram HyperX Kingston
256 SSD 840 SAMSUNG

AllInArma script
5 transport helicopters, two assault ones, two AA mobile platforms, four BMPs, seven OPFOR squads, fifteen or so BLUFOR squads, three mortars.

Textures on Ultra, viewdistance 7500 meters. FPS around 25-30.

Hope this helps

May 9 2016, 5:13 PM · Arma 3
fragmachine added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

My audio system is what specifically I've been using for audio engineering: akg k240 studio with ProFire 610 M-Audio interface. Wouldn't say it is low-end, just different purpose equipment but yeah - soundscape is better than in alpha, but still that quite annoying L vs R channel problem.

May 9 2016, 4:09 PM · Arma 3
fragmachine added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

I'm using stereo headphones - still - left channel is loud and clear, when turning right channel to the source of sound it is much fainter. Is really a limiter over mastertrack everything A3 devs can do about their sound engine?

May 9 2016, 4:09 PM · Arma 3
fragmachine added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

I suggest you to check Advanced Combat Sound Environment for ArmA 2. Google it on bis forums and look out inside youtube channel for BMP-2 and Abrams videos too. It's the power of scripts, still needs tweaking on strange echoes happening at close quarters but it shows that everything is possible. Now if we could adress it along with filters not only to weapons and explosions but global, for all sounds in all environments... Endless possibilities.

May 9 2016, 4:09 PM · Arma 3
fragmachine added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

there is stereo - but from certain distance engine morphs it into mono to get positional audio. Jsrs sm isnt just sound samples but various scripts to enhance soundscape. Check jsrs 2.0 mod video for A3 you will simply notice it sounds much better than what we have in vanilla. If they wont cut back on the features A2 had like occlusion/doppler effect but rather bring more - it will only get better. They should enhance dynamic sound department for better feel of the environment - example being in the building feels being separated from outside, more echoed reverbed sound of steps and almost no outside sounds (filtered)

May 9 2016, 4:09 PM · Arma 3
fragmachine added a comment to T58799: Deploying a weapon / proper use of bipods.

Won't be touching this game again until bipods are in. Wake me up then guys (no homo)

May 9 2016, 3:48 PM · Arma 3
fragmachine added a comment to T58799: Deploying a weapon / proper use of bipods.

@NordKitchen Well - we are happy that you're happy - that is good for you. But really, laughting didn't made nobody any smarter. It rather looks silly :)

For myself I would prefer to laught off some funny things, but on here I'll still remain serious - as dev's might have a problem with specifying our feedback (ok im done)

May 9 2016, 3:45 PM · Arma 3
fragmachine added a comment to T58799: Deploying a weapon / proper use of bipods.

@NordKindchen ArmA is the most realistic simulator ever because it lacks realistic armour simulation? You must be kidding me...

May 9 2016, 3:44 PM · Arma 3
fragmachine added a comment to T58799: Deploying a weapon / proper use of bipods.

This feature should be assigned. If devs would pay attention to what community says I think <joke>. It is possible with this engine just please stop, shutafukkup and check ACE2 implementation of it. It doesn't look decent but it's working.

But lets look at this other way - BIS dont want to deliver us and others (ohh) an unfinished product without animations to all of these bipods deployments. They want also to teach the AI to use the new system. They would have to make animations to these, but even if without sexy looking animation - A3 still needs Bipod deployments - for the player and for the AI.

Problem is - AI machinegunner can't keep formation if his bipod is deployed. They need routines for team leader to order them deploying a bipod -> comeback to formation would deny that order. They need routines to deploy it by themselves too.

May 9 2016, 3:41 PM · Arma 3