Yeah, some enhancement in the audio positioning would be appreciated. Xonar DGX / Steelseries Siberia v2 / Win 7 here, and sometimes it's really hard to locate the source of the sound, sometimes e.g. gunshots are played from totally wrong direction (happened at least in A2 sometimes), resulting in great loss in situational awareness and frustrating moments when you find out that you have run 800 m to wrong direction to catch a sniper...
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May 10 2016
Don't see much difference in 0.54.103957, the mid range textures look the same (way too low-detailed / blurry) for me.
+1
The water element begins to be pretty realistic already IMO, but this is one of the must-features that are lacking atm
The anchor should be visible underwater too!
May 9 2016
Agreed, this is high priority issue IMO. With more than +15 people the probability that someone of the players is AFK is almost 100 % in practice, that makes it impossible to start/restart a mission if there isn't admin online. Many good rounds have ended due to this already.
I'm sure that there are existing tickets about the issue, but couldn't find either a single one.
Same bug appeared in Arma 2 too – hit parachuting character with e.g. C-130, and the plane will explode but the character will remain undamaged.
Really nice idea indeed. Voting up!
Wasn't able to repro this, my character died after some tens of seconds to hypoxia. Version 0.50.102571 here.
Voting down because of the completely wrong priority and severity class, this should be low / minor instead of high / major. Please reserve the major severity class to game-breaking bugs, this is just a visual glitch and thus minor issue with low priority.
Have been wondering this too, confirmed.
I think NLAW is meant to be launched crouched http://www.youtube.com/watch?v=lIVtB-8fQ7E
Heh, I got busted... :D I tried to search it with e.g. word SDAR but didn't find your ticket despite of that the filters were reseted just before searching. Weird.
Anyway, Robot's ticket is older so please vote it instead of this one. Link: http://feedback.arma3.com/view.php?id=1746
Hehe, I wish this would be added, it could work as substitute while the lakes are covered with ice here in the cold north! ^^
Please note that CD key thefts are now basically impossible thanks to Steam-exclusivity of Arma 3, so Battleye global bans that ban CD keys will actually stop the script kiddies in A3... The problem in A2 was the script kiddies could laugh to the global bans, because they could either generate or get new key for free in few minutes, which rendered the Battleye useless.
- A3 doesn't have Battleye - yet
- When Battleye is enabled it will be more powerful than ever
- Battleye global bans will be efficient in A3 unlike in A2 because script kiddies can't just get new key without paying for new game, thus also causing the fear factor to become remarkable factor that results in much less script kiddies.
- Game is in Alpha stage
- Thus it doesn't have anti-cheat yet
Reproduced, Microsoft Sidewinder X4 here. Makes chatting in MP pretty impossible because especially E and Q are very lethal when your character leans or rolls out of the cover. Also other stuff (compass, clock etc.) is activated.
Win 7 64-bit and Alpha v0.50.102517 here, I'm using development build though so no idea why the version number is same than before.
EDIT: Duplicate with http://feedback.arma3.com/view.php?id=2837
Please use search, you'll find tens of tickets about the exactly same issue!
Confirmed, using dev build 0.51.103048
It's problem with explosives (mines at least) in general, tens of tickets about the same issue can be found with search.
Duplicate to http://feedback.arma3.com/view.php?id=591
Please use search next time. The time that developers use to read and organize these duplicate tickets could be used to make the game better instead! :/
Thanks for the report Sniperwolf572,
please vote his ticket instead of this, it's more exact and older http://feedback.arma3.com/view.php?id=95
JNC - yes it is, if you are tweaking something, e.g. object position, because you have to switch between the preview and editor again, again and again. What could be done in Arma 2 in minute, can take up to 10 minutes now. Think about e.g. a regular mission maker who has to repeat this procedure tens, even hundreds of times. It can result in hours of completely wasted time pretty fast. Hence the ticket.
This should be really fixed or the upcoming user-created content, especially missions will have remarkably lower quality and be remarkably simplier than what they could be. I was testing a single depth gauge script (a really really simple one), and having to load the map again, again and again already made me frustrated. Just think about what kind of hell it'll be with large missions...!
This is equal to being in doctor's appointment and saying "I'm sick" and then leaving the room. You need to give more details about the issue, if you want it to be fixed. See what Zombo wrote to get the needed information.
Agreed, I think we need immediate fix to Brain v1.0 here.
I'll repeat myself but I think that changing the attitudes of people is not job of the developers, so the tracker should be changed instead. When one reports an issue, the usage of search function and adding at least 3 tags should be made obligatory.
Really nice catch!
They should definitely be independent from each other. Especially the grass is FPS killer for everyone, it should be totally independent setting.
Maybe it's the same issue than with caves / underground? It seems that AI simply refuses to go or function anywhere, where there are two possible positions where they could be in z-axis. Bridges (under the bridge vs. on bridge), caves (in cave vs. on it) etc.
Reproduced here. Q, E, O, K (default binds) at least are not disabled when the chatbox is open.
Keyboard: Microsoft Sidewinder X4
OS: Win 7 64-bit
Alpha version: v0.50.102517 (development build)
This would have so much usage in the game... Upvoted!
I'm not sure, but I think that once the sound has started playing, it doesn't move/follow the player, so e.g. footstep sound lasting 0.5 secs will play from start to end at the place where it started. Not sure about it, but you can try it yourself: walk or run and turn very quickly 90 degrees to right or left; you'll hear the last footstep(s) on your side.
Please check also this ticket http://feedback.arma3.com/view.php?id=4887 , maybe related somehow to this?
+1
I'd prefer an option though, it might get too hard for many people who don't have much experience of piloting in Arma.
I smell a good debate here :D
I'm freediver / spearfisher myself, probably getting also PADI certification this or next summer.
The ticket describes the freediving as the problem, so I don't understand why you are writing about SCUBA-diving issues. As certified diver you should know that assimilation of SCUBA- and freediving is not possible - while the element and physics are the same, everything else is different.
Freediver is able to dive much deeper than 50 m. The risks start to increase after that naturally, but they're lower in general among young males (US army tested it with their combat divers in the 80s and 90s if I remember right) that are the characters in Arma 3.
Here are some world records of freediving, pay attention to the depths: http://en.wikipedia.org/wiki/Free-diving#AIDA_recognized_world_records Yes, they are WRs, only the best of the best can reach those depths but people that can dive to e.g. 75 m depth are not very rare among the population actually.
Divers, especially experienced freedivers, CAN balance the pressure without pressurized air source. There are special techniques where e.g. the tongue muscle is used to pump the air from airways to the inner ear. I've tried to train that too – it's not an easy technique, but possible to learn by training.
Freedivers can't suffer from the decompression sickness, because their body isn't getting any gas (and furthermore nitrogen) from external source during the dive. They have less than or equal amount of nitrogen in their body when they return to the surface. The oversaturation of nitrogen in tissues is caused by the SCUBA equipment, not the depth itself.
What confuses me the most is that you claim youself as certified diver, but you claim that "is impossible to go deep without enought weight because air in body will push you up". Every certified diver out there should know that the buoyancy is dependent on the depth. When you pass the critical depth during descend, you'll start to sink which can surprise and scare many people. The critical depth is really near the surface actually, everyone can test this himself by e.g. diving into depth of few meters, holding his/her breath and observe that they start to actually sink with their lungs full of air. Never test this alone though!
You can dive really deep IRL if you know what you're doing and if you are able to neutralize the difference in pressure. The real problem in high (or low, lol) depth is the lack of oxygen, not the difference in pressure because it can be balanced with different techniques.
Organs that have gas inside them like lungs and stomach can collapse, but it's not very dangerous at all.
Also, because the gases become pressurized in your body and loose their volume, your volume/weight ratio will decrease that actually makes you to sink if you stay still after you've passed the critical depth (which is only some meters actually).
Long story short; every statement in the description of ticket is false. I don't mean to insult, they're just false.
I've played with grass disabled always when it has been possible and will continue doing it, I appreciate the massively better FPS and less OPed snipers. Haven't had any problems without grass so far, rather vice versa.
The grass itself is not problem for me, but the implementation is. I'd like to have grass that is rendered to the whole viewdistance without unacceptable performance cost instead of grass that is rendered to max. 100 m distance and dropping your FPS to half.
severgun, yes I did read the report, and I'm strongly against because of my personal opinion, nothing more. Disabling grass in MP is an option for some people, like me, and not for some, like you. It's matter of taste.
severgun,
there are several points in disabling the grass in multiplayer. If you have actually played the game, you should know that the grass is rendered only up to about 100 m distance, so your claim "you can observe enemy from miles miles miles away" is absurd.
The snipers are now overpowered. They are overpowered many ways, e.g. because of lacking micro-level terrain, so people can't hide between slopes, bumps and such. Enabling grass makes them even more OPed, because they have the advantage to have grass-free view while the people using e.g. assault rifles have the majority of their targets in grass render distance. Disabling the grass in MP will result in 1. much better performance (it can double your FPS) and 2. more balanced game when also other units than already OPed snipers can have grass-free view.
There's the realism, there's the tactics. ;P
No, no, and no. Grass is probably the worst single FPS killer, enabling this would probably make the game unplayable (less than 1 FPS and/or crash all the time) for 95 % of the users.
Unless devs make some magic and change the grass to not kill your FPS, I vote down. Would like to do it multiple times if I was able to do that... :P
The solution? Disable grass in MP (servers force the visuals in MP). Almost doubles your FPS and everyone is in the same situation. No need to thank me :D
I have fingers crossed that the game will use Steam server list in future to stop the piracy and CD key thefts and furthermore decrease the number of script kiddies dramatically because they wouldn't have endless supply of CD keys anymore, that would render the anticheat program(s) useless again...
There isn't Battleye in A3 yet, try to deal with it until BE gets implemented into A3... Devs have said that BE is much more powerful in A3 and the global bans are actually effective now, because script kiddies can't steal or generate CD keys anymore :)
Roger SaMatra, that's sad then... But unlike you said, it's still against Geneva conventions and thus I still vote down.
I'm strongly against this. I think that having this kind of script command would cause much, much more problems than bring benefits in the game. It would be attracting script command to abuse to script kiddies, because having an enemy uniform on the player could result in great confuse and mess in the game (especially in the missions where it wasn't allowed, because players wouldn't be expecting it). It's also against Geneva conventions.
Yep, dupe of 0000886, closing this is OK for me.
By the way, the short traversers making the difference between hills and e.g. dales and hollows could be implemented too. The "highest" topographical line on a hill should have 2 traverses in opposite directions pointing away from the hill and hollows should have the 2 traversers pointing towards the hollow in the "lowest" topographical line, presenting the direction of stream of water.
The enemy soldiers must be treated too (probably mentioned in Geneva contentions), their enemy status shouldn't affect their priorization in any way. Some adjustments could be done (like the disarm function) though.
YES ^^
Saitek X52 Pro here. I'm not able to use the joystick effectively at all.
Both analog and regular collective up & down are bugged. With analog collective it's just crazy, going up and down, can't fly at all. With regular collective the minimum and maximum collective/throttle are about 25% and 75%. Especially the minimum level of about 25 % is really deadly with choppers, because it makes landing extremely difficult (if not impossible) because the chopper tends to slide down the hill or turn upside down quickly.
(Saitek SST is not an option, tried to install it once and it messed up my Win7 so badly that it didn't even start after that... never gonna touch it again)
"I think the problem is that the lower LODs of the tree seem to have 'outlines' in a lighter shade of green than the rest of them. The effect of this is that they stand out against each other/the ground at medium/medium-long range. At longer ranges this effect ceases to be apparent, presumably due to the outline becoming too thin to actually appear on screen. The 'clumps' on the close-medium range LODs don't look too great either - perhaps this could be solved by keeping the trees at a higher LOD until they get further away (on higher graphical settings)."
This. The lighter outlines of the trees make them look unrealistic because the outlines seem to glow. Getting rid of the glow of outlines would probably help a lot with the immersion.
The distant trees could be a little bit darker too in my opinion.
I have to agree, those trees disturb me pretty lot somehow and look a little bit "cheap". Doesn't kill my experience if they won't be changed, but I'd love to see enhanced model.
Maybe like this:
You can cook the frag with RMB after the pin has been taken off, but you throw it only when you release G (the actual throwing button). If you release RMB while cooking it will just reset the cooking level, so you can cook the frag again.
JNC, I'd love to have those times too but the problem is that it's more than likely that your character would get frozen during the animations because they're interruptable, that doesn't happen IRL. We had this kind of system in Arma 2 and I think that nooone liked it. Hence the inability to move during grenade throw should be compensated with shorter animations.
So the shorter-than-IRL animations times and the anims being divided to parts are there to reach balance between realism and gameplay.
Feel free to post your own suggestions and link the tickets here, let's see what people like the most. I like some suggestions, like the G + mouse thing. :)
banshee, that's why the anims are divided to multiple parts in the suggestion – if you just hit G, the first animation would be finished in 0.5-1 seconds and because you're not holding the G anymore, the throw would abort. This results in that you can move immediately after the short first animation has finished.
Reproduced and agreed, I consider this as one of the most important movement issues that should really be fixed, this was one of the most annoying bugs in A2 too.
Good catch. I'd love to see a proper damage model that would make the vehicles look like a wreck without explosion the if the collision damage was remarkable.
The severity is too high though, it should be minor because it doesn't break/crash the game.
Agreed, especially with the editing of group, but I think that they need their own tickets that are much more descriptive. This kind of ticket might be pretty useless, because the title doesn't tell anything.
I'll vote up if you make more specific tickets of both suggestions :)
Agreed, the KA-60 seems to be very resistant against bullets. I got sniped out from pilot seat a time or two though when I was far away from the enemy, so there's a weak point somewhere around the cockpit. Maybe it's the doors.
On the other hand, some parts, especially instruments are very sensitive to collision damage – especially the HUD starts flashing very easily.
Agreed. I don't think it's a major issue though because it can be avoided easily by avoiding the rocks, but it'd be very nice to see a fix to this.
I understand your frustration, but this is the most absurd ticket that I've seen here so far. People like different things; why should others suffer if one didn't like something? Having Wasteland and DayZ servers in A3 doesn't exclude the existence of mil-sim servers.
Definitely voting down.
It seems so that I was running on Regular difficulty level and the extented armor was enabled. I'm unable to test with other settings due to the bug that resets your changes to difficulty settings everytime when using dev build (more info here http://feedback.arma3.com/view.php?id=3072)
Seems to work in 0.54.103597. With extended armor a civilian character can walk over 2 bounding APERS mines (dies if got hit by third one), without extended armor the civilian character dies from the first mine.
Shouldn't the poor snakes be considered as civilians then? They're unarmed, they aren't taking part to the military actions and they can't defend themselves, so they should be considered as civilians actually, right? ;D
The candid feeling about this was pretty negative, but on the other hand - why not? It can be done and it is done IRL. It'd be pretty nice to e.g. cover the vehicle by using suppressive fire during being near presence of enemy.
There are duplicate tickets about the same issue, please check them.
Good catch. Voted up.
The compass size was increased drastically in the latest beta patches of Arma 2 OA, the same could be done with the A3 compass too... The exact bearings are very important to many players, so I consider this as necessary tweak.
Thanks for your reply mate, I was referring to the previous Arma titles. Didn't know that the delay can be actually fixed though. :)
It's shown because the view in the game is being loaded. It's not possible to see the in-game view straight away after closing the map. If the loading screen was disabled, you'd see just a black screen when the view is being loaded. You can decrease the delay by getting better hardware, lowering the video settings and tweaking the config files.
While SCUBA-diving, oxygen levels should be shown in UI in my opinion. On the other hand, the symptoms of hypoxia are great when freediving. It feels pretty realistic when you start to suffer from hypoxia in the game (I freedive IRL).
There seems to be issue with explosives in general. Both grenades and some anti-personnel mines seem to make way too less damage. You can even walk after the bouncing mine has exploded 2 meters away from your torso!
Edit: made new ticket about the bouncing anti-personnel mine http://feedback.arma3.com/view.php?id=1830
I've never had that issue even though I've flown hundreds of hours in Arma, weird...
Are you sure that it's legacy issue and not caused by the lack of eject option in aircrafts in general (it's disabled probably because there are no parachutes yet)?
Yeah, having the Saitek SST / Profiling software on or off has no effect on my system.
On the other hand, while the collective might behave oddly, I have to say that flying with the actual cyclic / joystick feels damn good. I think that it's somehow very responsive and exact compared to Arma 2. And it'll get even better later! :)
"2) Trying to land on a hillside or angle with hover on, will tend to flip the chopper upon landing at the angle. The trick is to switch-off hover as soon as you've landed on an angle, or not use auto hover at all while landing on angles. (You'll notice, if you leave on hover while landing on an angle, the chopper will tend to want to flip-over. You can still avert the flip, up to a certain point.)"
I've flown in Arma for hundreds of hours and almost never use auto-hover. The flipping and sliding of chopper is caused by the malfunctioning collective if its mapped to regular collective in controls, because despite of any setting, with or without Saitek SST or axis tweaks, the collective stays always between 25 % and 75 %. When raw input from throttle is 0 % (tested!), the collective in game is about 25 %. When raw input from throttle is 100 %, the collective in game is about 75 %. With 25 % collective the chopper is almost hovering, that causes the flips and slides because there's a force pulling the chopper up when you land, that makes the chopper to flip (wheels feel like they were glued on the ground, that's why it's flipping) or slide. To my knowledge, it can't be fixed with any SST or axis tuning software because the axis should be extrapolated – raw input can't go under 0 % or over 100 % (I think...) – so only developers can fix it.
I got the collective to work pretty well with the Larrow's tip though, thanks for that! The minimum descend rate is still little bit higher if I press Z, but it's much better now. :)
Title and description of ticket updated.
Thanks for the tip Larrow! I was trying to adjust the throttle last night and something like that came to my mind, but I had no time to test it actually. Gonna try it soon!
The regular collective functions poorly too – when throttle control is at 100 %, it's about 75 % ingame, and when the throttle control is at 0 %, it's about 25 % ingame. It makes landings almost impossible, because chopper tends to flip upside down or slide downhill suddenly just after the touchdown. Only safe place to land is land or roof that is in 0° angle compared to the Earth. In any other conditions, the chopper either starts to slide down the hill or flips upside down and you can do nothing to it because when it begins, pulling the stick to opposite direction with or without full (well, 75 %) throttle has no effect because the chopper wheel is like glued in the ground.
Thanks for the long comment! However, I don't think that the problem is caused by joystick itself because it works fine in other simulators like DCS: A-10C.
The military vehicles tend to have new-generation tyres that are very resistant against gunshot damage already (check this video http://www.youtube.com/watch?v=4jYcX_D09ig), so I think that we can expect the tyres to be at least as resistant as in the video in 2035. :P
Same issue here.
People, please attach tags to your tickets, they're there for a reason!! I'll myself stop voting or vote down tickets that have no tags after this ...
Reproduced here. I made a MP mission in the Editor via the host screen, and had same issue when the players' characters got wounded as unarmed civilian. After using the FAK, they were unable to move and were probably not healed at all.
BTW: First ticket that has tags! Congrats mate, appreciate it ;)
Tags, man, tags! Add them! I'll vote up when I see tags in the ticket.
More information needed (system specs and driver versions at least!), this kind of ticket doesn't help anyone to fix anything.
Yep, the wildlife (snakes at least) aren't synced in MP. I think that it's just good, pretty useless feature that doesn't really need to be broadcasted... The saved bandwidth could be used to much more important features.
Remove those frikkin' horrible creatures, they scare "it" out of me everytime they attack towards me! ;D
Offtopic, backseat moderating comment... SGTIce, in case of the forum rules apply, I think that you've broken them as well.
"§1) No Flaming/Flame-baiting/bigotry
Abusive, racist, sexist, homophobic comments (or any other type of bigotry), personal attacks and name calling are not allowed [---]
Flame-baiting is also not tolerated; flame-baiting is making a post to someone that is obviously intended to elicit an angry response. Mocking/teasing/ridiculing someone or the point someone wants to make is also flamebaiting..."
Making the explosives destroyable would be very nice and affect the gameplay quite a lot actually! For example, one can make himself impossible-to-engage target now by spamming the mines to e.g. near ladders if he was on roof. I think that they use e.g. .50 cal snipers to destroy explosives and mines IRL too!
Please, add tags to your ticket next time to avoid duplicate tickets and to get more votes to your ticket when people find it much more often ...
Reproduced here, also one can go through some closed doors by using the V jump over.
Add some tags, they are there for a reason! I'll vote up when I see tags in the ticket.
Edit: the tags seem to be bugged (they don't get added when you make new ticket) and I see tags now, voted up ;)
Reproduced here.
I'll vote up when I see tags attached in the ticket!
Please contact Steam support, it's Steam issue.
This ticket can be cancelled, found existing ticket (0000591) about the same issue after sending this ticket.
Agreed, the ticket has wrong category though, should be "Health System" instead.
Agreed, but the priority should be minor, not major... It's not a bug that breaks your game, just a minor glitch.
The font size could be much bigger too.
I really like the A3 crosshair. I think that it's more realistic and reacts nicely by eg. becoming larger when moving because of the worse accuracy.