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May 10 2016

bez added a comment to T65103: custom face maker.

+1
That would be awesome!!!

I also suggest a feature that will compliment this ticket, check it out:
http://feedback.arma3.com/view.php?id=11231

May 10 2016, 1:48 AM · Arma 3
bez added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

My only fear is that the animation
will be too slow. if this is done it should
be a very quick an persice movment.
So the CQB flow wont stop while
making entries and so.
On the other hand, if done right, it
would make CQB much more fluid.

Just make sure you make it a very very quick down/up animation.

May 10 2016, 1:47 AM · Arma 3
bez added a comment to T65063: Vehicles should not explode by gunfire.

From my own experience I have seen numerous cars set on fire.
(West bank, South lebanon, and gaza strip) yet none of them exploded.

The fuel just burns, it might get a sudden ignite from more fuel released
from the tank but the chances of an explosion even when the car is on fire
is slim to none.

Upvoted!

May 10 2016, 1:46 AM · Arma 3
bez added a comment to T64604: Water currents and flows.

+1

May 10 2016, 1:30 AM · Arma 3
bez added a comment to T64553: Weather conditions / seasons (snow etc.).

@Toast,
not only this would be good for mission makers outside of the stratis and altis.
but FYI, I am from Israel, mediterranean climate and all
(even closer to the equator than Greece, though still not close to it at all),
and on some high mountains here, (well high being relative to Israel of course :))
we get snow in the winter.

so your point is not valid anyway.

May 10 2016, 1:28 AM · Arma 3
bez added a comment to T64427: Falling animation needed.

While it is much much better than no animation at all
it is indeed not so good.

But I can't really blame Smookie, I am sure he done his best,

I opened up the reference skeleton in 3ds max a few weeks ago
and only then I realized why animations suck in this game.

There must have been hundreds of bones in the skeleton,
it was so outdated and complex I got the shock of my life.

Until BI won't make a real new engine I don't expect things to change.

May 10 2016, 1:24 AM · Arma 3
bez added a comment to T64427: Falling animation needed.

+1 very much needed.

May 10 2016, 1:24 AM · Arma 3
bez added a comment to T64331: Chopper sounds way too loud from far away.

I am not sure I understood what you meant but actually
When a chopper fly over your head once it's getting directly above you,
you would feel a sudden dramatic increase in volume since the rotors are
pushing the sound waves directly to your head.

While my explanation might not be physically accurate
it is infact a really sudden increase in volume.

-EDIT-
BTW, I didn't really pay any specific attention to choppers sounds
since out of all of the vehicles in the game, choppers sounded pretty accurate to me.
I will definitely check it now with more attention though.

May 10 2016, 1:21 AM · Arma 3
bez added a comment to T64331: Chopper sounds way too loud from far away.

@rogerx
I don't know when was the last time a chopper flew 200 feet (60 meters) over your head,
But I can tell you from experience that in that height you wouldn't hear much, it's loud man.
The choppers that flew over my head about that height are Apache, Blackhawk and Bell 212
and I couldn't really speak with the people around me in any of those times.

When they are getting higher (400-500 feet which is 120 - 150 meters) you can hear OK, but at about 200 feet it's still extremely loud.

Of course it's all estimates I didn't have a measuring tape
but it was about 40-50 meters.

May 10 2016, 1:21 AM · Arma 3
bez added a comment to T64196: Vegetation texture/LOD popping.

+1

I would really love if it will be fixed
OMG OMG yes yes yes!!!!

May 10 2016, 1:16 AM · Arma 3
bez added a comment to T63958: (Infantry) Remove hard fixation of guns to camera direction and add speed limit/inertia for guns (or soldier itself)..

boid said it pretty well.

With a little bit of practice you can turn pretty much instantly with an AR
and assume a firing position with in a second, you just need to hop a little bit.
try it, even with a heavy backpack on your back it's possible.

Also in real life I can control my body in such ways I can not in a videogame
if you add all kind of mechanics to restrict movement to try and simulate
real life movement it will be awkward clunky and just off and ArmA is already
clunky enough.

And again, I agree with boid, penalty for pron turning is OK.

Downvoted.

May 10 2016, 1:07 AM · Arma 3
bez added a comment to T63552: Running into helicopter's tail rotors doesn't kill you.

+1

and with the new ragdoll it could be funny too :)
flying mess all over the place yay!!!

by the way kOepi if you would approach the UH60 (for example) from the front
you would also be killed. every infantry who boarded a chopper knows that
each model has it's own specific approach, because while the tail rotor
can kill you, even the main rotor can harm you if you stand in the wrong spot.

May 10 2016, 12:44 AM · Arma 3
bez added a comment to T63286: Vehicles feel... weak. They stall while going up inclines, are weightless, handle too poorly..

Please no comments if you didn't read it through, sorry for no tl;dr version.

I know the game is still in Beta but since I still see no improvements in vehicles what so ever,
I will try and explain what I think should be done.

First suggestion I would make is, PLEASE hire someone who have experience
in game vehicle physics, (professional animators would also be nice).
As much as I love you guys, it is clear this is not your strong point.
One man who knows how to do it, will do it better than all your team combined and faster.

Now, knowing this is probably not going to happen I suggest you focus on one car,
make it as best as you can, and only then move on to the other cars.
Don't loose your self in all the cars before you have a solid foundation, which is not there yet, at all.

So here are my general suggestions:

  1. Turn from lock to lock, is only half a turn, most games have almost a full turn at least.
  1. Speed of turn from lock to lock is very very slow, most games have it a bit faster,

and together with more turns from lock to lock, it makes the steering more responsive and accurate.

  1. Cars are not heavy enough, or, gravity is not strong enough, anyway, one of them is way off.

cars are midair too long after a jump, and while landing, they seem not have enough impact with the ground,
almost as they are made from plastic.

  1. Cars magically slow down off road, I can drive a family sedan on a gravel road 100 kph no problem,

sure it will be on the expanse of grip, but it is possible.

  1. Grip, there is no difference in grip from tarmac to gravel to grass etc, the only difference is speed.

on a gravel road the car should drift while turning in high speeds, maybe loose the grip altogether and spin
out of control. At the moment it is impossible to loose grip in anyway, the car just slow down.

  1. Hand-Break, while I noticed it does lock the back wheels, it does not cause any drift while Hand-Breaking and turning.

which kind of render the Hand-Break pointless at the moment. this should be used to take sharp turns fast with out losing speed,
making 180 turns, flipping from revers back to forward driving fast in a need of a getaway etc...

  1. Reverse, is damn too slow.
  1. cars can't be flipped at all, while in real life it is extremely hard to flip a car, and you need to be extra stupid (or crazy)

to actually flip a car, it is still very much possible. at the moment even when the car is flipped, it magically flips back instantly.
If a car is flipped while driving fast over a turn hitting a rock, the car should flip and roll, Physx guys, use it!!

  1. Front tires getting punctured when the front bumper hit something, well it's just stupid, i don't think I need to explain that even.

Same goes for the back wheels and bumper.

  1. Speed, most cars are just too slow, but I guess it's more of a personal taste.

There is probably allot more, but I think this list is a must to fix, excluding number 10 maybe.
I would really love you guys actually take care of this, it is a much needed fix after all these years.

Good luck.

May 10 2016, 12:35 AM · Arma 3
bez added a comment to T63286: Vehicles feel... weak. They stall while going up inclines, are weightless, handle too poorly..

+1

I totally agree with this issue.

This behavior is from OPF not ARMA2, especially the weak engine not able to climb
a little hill or slowing down when you drive to gravel or grass from a tarmac road.

-EDIT-

Nothing has seem to improve in the Beta.
It still feels like driving paper cars, just like in original OFP.
Where is the PhysX? I don't feel any of it.

  1. The civilian car can't go over 90 kph on a tarmac road, really? what is it, a car from 1940?
  2. The hand brake does not seem to lock the wheels and cause drift it just stop the car like the normal breaks.
  3. Cars jump way too high from every little rock, and still seems to land on the wheels almost always.
  4. Cars landing after a jump seems to land very smoothly, no impact on the ground, feels like a paper car.
  5. Acceleration seems to be poor across all vehicles.
  6. Even truck with powerful diesel engines seems to have not enough torque to climb hills the smallest incline will bring almost all vehicles to a complete halt.
  7. wiggling the steering wheel erratically from side to side will not cause the car to loose grip, instead the car will just slow down and stop.

This should be addressed, ATM I don't see any difference from old ARMA games (maybe a small one)
but not anything that remotely resemble to modern vehicle PhysX in games.

May 10 2016, 12:35 AM · Arma 3
bez added a comment to T63267: Option to Lock a door from the inside.

+1
Good idea

May 10 2016, 12:35 AM · Arma 3
bez added a comment to T63102: Diving Physics.

I agree, especially with your last comment about prone while in shallow water!

May 10 2016, 12:29 AM · Arma 3
bez added a comment to T62954: Land vehicles especially lighter ones have NO sense of initial torque and/or wheel spin..

I said it before and I will say it again,

I see no difference or close to none in the driving physics from
ARMA2 to ARMA3. Sorry, but up until now the so called Physx are, well,
I don't really know what they are at the moment.

I really really hope this would get better because if it won't,
than it's just like ARMA2/OPF.

May 10 2016, 12:21 AM · Arma 3

May 9 2016

bez added a comment to T62251: Characters should reassume previous stance if they vault over an object.

wanted to open a ticket about that also.
Definitely +1

May 9 2016, 11:51 PM · Arma 3
bez added a comment to T61925: [Suggestion] Touch Off Explosive should be tied to an item..

must have!

May 9 2016, 11:36 PM · Arma 3
bez added a comment to T61925: [Suggestion] Touch Off Explosive should be tied to an item..

Yes!!!
Thank you

May 9 2016, 11:36 PM · Arma 3
bez added a comment to T61872: New technique for rendering grass at far distance.

I understand that completely. It's only that they were totally under the ground from head to toe. I mean if this current method will stay, it should at least be fixed that you see a head stick out, at least.

otherwise lets just make the AI invisible at all times and call it a day, why not.

May 9 2016, 11:32 PM · Arma 3
bez added a comment to T61872: New technique for rendering grass at far distance.

I understand they are related, but often they are completely buried.
I just played,and some AI were totally invisible, I mean totally.

i didn't even know what the hell happened until I saw them stand up.
I couldn't even see the head, is this not a bug?

EDIT
if this ticket is the only way to solve this "feature"
well OK. upvoted anyway a long time ago, I think.
I just hope this will fix the AI from completely be invisible
since this is really stupid.

May 9 2016, 11:32 PM · Arma 3
bez added a comment to T61872: New technique for rendering grass at far distance.

I just wanted to post about this:
http://feedback.arma3.com/view.php?id=8157
only to find it is closed because apparently it is not a bug.

Well the thing is, the AI is not partially buried it is often
COMPLETELY buried underground, how is that a feature?
what kind of a feature is this that I walk around and all of a sudden get shot,
only to find out the enemy can not be seen AT ALL, and I see them only after they get up!!!?!?!?
And I don't mean half body is not visible, I mean everything from head to toe completely.

I would post screen shots, but it would be of an EMPTY TERRAIN!!!! and I don't have FRAPS or something.
If I don't get a response about this I will open a new ticket regardless.

May 9 2016, 11:32 PM · Arma 3
bez added a comment to T61802: Add ability to climb onto/over objects.

+1
it should be bound to the same vault-over key
and should just auto detect that the wall is higher than your waist
then it will trigger the correct animation.

Simple as that.
OK maybe not in the ARMA world... :/

May 9 2016, 11:22 PM · Arma 3
bez added a comment to T61699: Scopes not working with NVG.

cychou explained it best, what you are asking is not realistic, period.
I am sure they will add NV optics.
downvoted.

May 9 2016, 11:18 PM · Arma 3
bez added a comment to T61549: Smoke deployed from grenades can be blown under hilly terrain.

Yes just experienced this myself,
If this is not fixed it kind of render the smoke useless to be honest

May 9 2016, 11:11 PM · Arma 3
bez added a comment to T61396: Moving tactical stance problem.

I don't think it's fixed,
I don;t know if I understand correctly what the ticket is about
but we can not use (I still can not even in dev build) the stance modifier
while walking, we have to stop and then change stance.

It should be that you can always change your stance with the stance modifier
even while walking or jogging, maybe just not while sprinting.

May 9 2016, 11:05 PM · Arma 3
bez added a comment to T61369: Realistic Wounding System.

@gotmilk, You are missing the point.

*I NEVER* said dismemberment is not possible.

If I recall correctly this whole argument started about grenades, well,

Your first example just make my own argument stronger
Several grenades exploded ON him while he carried them.
I gave you a similar example.

Second guy had his arm dismembered by an RPG, do you have exact details how it happened?
RPG works nothing like a grenade. I gave you a flying metal tube as an example, and an RPG is just that,
with the added bonus of a Shaped charge warhead at the tip of it.
Most chances the RPG hit his arm directly, and if an RPG can penetrate armor, it sure can take off his arm.
Even if it didn't hit his arm directly, an RPG warhead is a Shaped charge warhead, it essentially
focus the explosion to one direction, so it's nothing like a frag.
A frag create a shockwave sphere with Steel fragments inside it.

I am sure there are tons more examples, I know personally someone who lost him arm inside a tank.
question is how exactly, all these examples are nice, but you have no way of knowing what exactly caused the dismemberment.

Most chances it wasn't the shockwave (again unless you are at the center of this shockwave)
or the fragments of a grenade.

-EDIT-
Also medically speaking many times the limb is not dismembered
but it is just turned into pulp (sorry for a lack of a better term)
or it is very infected or there is a Gangrene
And later the limb is surgically removed.

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

@gotmikl
Rapid displacement of air will not cause dismemberment, just no.
The air is going in all direction as a sphere, it is not sharp enough
to dismember any limb, all of your body is affected by the initial shockwave
throwing you back and then sucking you.

This will cause, like I said before, your body to twist and turn and hit the environment around you.
What you will most likely see as a result, is a body that is twisted and broken in ways you never thought possible (and believe me it's really nasty to see)
Shattered bones, twisted limbs, internal organs will be a mess inside, red swollen eyes, puncture holes from shrapnels.
But sorry, no dismemberment.

What can cause dismemberment is if a very sharp and relatively big object (lets say a metal tube)
will fly as a result of the explosion and hit you taking a limb off on his way.

theoretically speaking, I can imagine the shock wave dismember a limb
if you would stand protected from the blast behind a strong object and only your arm would stick out,
but even then what most likely to happen is that you will be thrown back and you probably will have shattered bones.

If you will hold a grenade in your hand, sure, your palm will be turned into pulp,
and probably your arm also, so you can call it dismemberment.

Anyway of course dismemberment can happen, in all sorts of ways,
but a frag grenade is probably not one of them.

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

@CraziKin, first of all thank :) I still think about it, I will see what comes out.

About grenades, I have to agree with fragmachine,
I once treated a south lebanese soldier that Hizballah exploded an IED on his guard post.
His body was full of little puncture holes (nails and small metal balls) but all his limbs were ok, well if you can say that.

What you will more likely to see is:
Severe deformation, the body (and limbs especially) can be twisted in all sorts of ways, very nasty to be honest.
multiple puncture holes (very small) from the shrapnels
Internal bleeding will probably be the cause of death though (well you don't see it, but it's most likely)

You would need some powerful explosion to cause dismemberment or be really really close to it like fragmachine said.

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

+1 for more complex wounding system
but only if it's in the hardest difficulty settings.

I made a simple interface and thought of a wounding system (a bit a'la ACE style) I think is nice.
you can read about it here:
http://tinyurl.com/kr4qlm8

I would love to hear your thoughts and suggestions about it.

-EDIT-
I uploaded a little preview here because i guess without an image
people won't notice it, it's a shame though we can't link the images here to our own posts.

May 9 2016, 11:01 PM · Arma 3
bez added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

I don't know anything about how this really works,
but if the OP idea means that we could have community attachments attached
to vanila weapons and in general make things easier for all of us, I vote up!

May 9 2016, 10:51 PM · Arma 3
bez added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

YAY They fixed the Aiming Deadzone!
It's now the best I have seen since OFP, IMO at least.
Good work BI! thank you :)

May 9 2016, 9:53 PM · Arma 3
bez added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

i don't use aiming dead zone because it's just terrible the way it is now.
You hit the end of the deadzone and you need to move your hand all across
the table to turn just a bit ingame, really bad.

need fixing ASAP

May 9 2016, 9:53 PM · Arma 3
bez added a comment to T60635: Separate mouse sensitivity options (in sights, zoomed in, scope etc).

+1

and +1 to Psychomorph second post from top!!!

May 9 2016, 9:52 PM · Arma 3
bez added a comment to T60607: AI can detect players in water too easily / at too great distances.

+1

I can confirm that as of the latest dev build
an ifrit parked on the beach spotted me while I was about 1.5 meters
underwater and at least 150 meters away from it.

May 9 2016, 9:51 PM · Arma 3
bez added a comment to T60516: Automatically standing up when crawling between rocks.

Thanks for the update,

Though a bit disappointing to hear I understand not all issues can be solved.
Is it possible though to make the character go to the lowest crouch possible
instead of the normal crouch? that would even be a bit better.

Also that is only about steep slopes I presume, can I guess from that than
that little rocks and walls are fixed regardless of the steep slope problem?

thanks again.

May 9 2016, 9:47 PM · Arma 3
bez added a comment to T60516: Automatically standing up when crawling between rocks.

good suggestion armapirx!

May 9 2016, 9:47 PM · Arma 3
bez added a comment to T60397: Choppy level of detail transitions.

It's true, if you play on high graphical settings there is much less LOD popping.
but it is too much on low settings.

May 9 2016, 9:43 PM · Arma 3
bez added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

too much of one long press to throw a grenade.

I like the idea of the longer I hold the further it's thrown,
but I want to aim and have my time about it.

With your idea if I want to throw a grenade with let's say 50% force
I would have to hold the G button and and release it in the exact time
all in one press which gives me a limited window to aim my throw.

or did I get it wrong?

May 9 2016, 9:38 PM · Arma 3
bez added a comment to T60266: Binoculars Animation - unnecessary switch to the main weapon while changing stance.

+1 wanted to open a ticket on it now, glad it's here already.
This is from OPF btw not ARMA 1.

And +1 to bino like weapon, just line in ACE mod.

I have a bad feeling this will stay in final release :-/

May 9 2016, 9:37 PM · Arma 3
bez added a comment to T60186: You should be able to move while changing weapons.

Why looky here fellas what a nice mod!
http://forums.bistudio.com/showthread.php?158044-Switching-weapons-on-the-move

Now how complicated would it be for the DEVS to make in vanila?

May 9 2016, 9:31 PM · Arma 3
bez added a comment to T60186: You should be able to move while changing weapons.

+1

reminds that back in the day in OPF you would also stop
while reloading, thank god they fixed that!

May 9 2016, 9:31 PM · Arma 3
bez added a comment to T60057: AI has 360 degree situational awareness and fires before fully turned around./ AI is too accurate,etc...

+1
happened to me a few times also badly need fixing.
I think it will be hard to reproduce though, it's probably a glitch
since it's not happening all the time.

May 9 2016, 9:24 PM · Arma 3
bez added a comment to T59955: Unable to put on enemy uniform.

yep you are right, it's also a problem.
I just meant that the fact we can wear Opfor uniforms does not mean it's working.
Because some people here say it's working for them, but then they say Opfor shoot at them,
So I was confused why they say it's working when it's not.

May 9 2016, 7:21 PM · Arma 3
bez added a comment to T59955: Unable to put on enemy uniform.

@bruklin, so it's not working.
making you able to wear opfor uniforms is not BI's problem,
I think what BI are having issues with is to make the opfor soldiers be able to recognise
the player as blufor after they mistook him as opfor.

So to summarize (as far as I know):
The ability to wear opfor uniforms - not a problem to do.
Making opfor AI think your are also opfor when wearing opfor uniforms - not a problem to do.
Making opfor AI realize you are actually blufor, in case you are too close, open fire at them etc. etc. - THAT IS THE PROBLEM

@Helperman, Though I agree with you on the war aspect of things,
that is no reason to be rude, (it's free to be polite you know)
Also, I am sure you are violating forum rules by saying Islam is root of all evil,
keep you racist thoughts to yourself please.

May 9 2016, 7:21 PM · Arma 3
bez added a comment to T59955: Unable to put on enemy uniform.

I don't understand, you say it's working, yet the enemy still recognise you
as blufor even if you are with opfor uniform on, then it's not working, is it?

May 9 2016, 7:21 PM · Arma 3
bez added a comment to T59955: Unable to put on enemy uniform.

+1
The geneva convention? really? come on sound like a stupid excuse to me.
the game already brakes so many clause in this so called "convention"
and people still believe in that excuse, really?

Most probably an AI issue, I think any decent programer could solve this issue.
I can think of any number of ways for a creative solution to this problem.
If BI can't solve this I would be really disappointed from them.

considering they them self showcased this exact scenario in E3
I would expect it to be in the game.

May 9 2016, 7:21 PM · Arma 3
bez added a comment to T59850: [Feature request] Make it possible to "favorite/save" servers in multiplayer browser.

YES +1

May 9 2016, 7:16 PM · Arma 3
bez added a comment to T59595: Ladder climbing animation is way too fast and hovers on exit.

Sorry for duplicate, somehow missed this post.

I also think this is a good reference as to how it should look
Dslyecxi's video about raven shield ladders:
http://www.youtube.com/watch?feature=player_embedded&v=Hh7JdcpXt8M

May 9 2016, 7:03 PM · Arma 3
bez added a comment to T59479: [SUGGESTION] Open weapons as containers to grab attachments.

Hey,
In 6862 I suggested this:
https://dl.dropboxusercontent.com/u/34313938/ArmA3%20screenshots/interface/Looting_interface_example_A.jpg

Or this:
https://dl.dropboxusercontent.com/u/34313938/ArmA3%20screenshots/interface/Looting_interface_example_B.jpg

I think this would also solve what this ticket is about, of course it can be improved, it's just a general idea.
What do you people think?

May 9 2016, 6:58 PM · Arma 3
bez added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

@Gliptal
It is also true that the OPF/ARMA series is a much more complicated than most
other games, so I am not judging in any way.

But in my eyes the animations visual side and/or technical side in the
OPF/ARMA series were never up to par with modern games, that is all.

I think that the base for the animation technology in ARAM3 haven't changed
much since OPF in 2001 (though I might be wrong on this one).

May 9 2016, 6:56 PM · Arma 3
bez added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

+1
Couldn't say it better myself,
from my own experience in the army I totally agree.

Though I am afraid this is beyond BI at the moment.
To be honest I think animation is either handled really really bad
in this engine, or BI animators are really really bad.
sorry guys but it's true :(

May 9 2016, 6:56 PM · Arma 3
bez added a comment to T59221: Bring back blinding sun.

The sun in ArmA3 might be not blinding enough (didn't bother to check really)
But the sun im ArmA2 was way too blinding.

I usually don't go with sunglasses (and I live in a very sunny place)
While Of course I can't look at the sun directly, I have no problem
to look to the general direction of the sun, I can close my eyes half way
and/or take my eyebrows with the forehead a bit down.

So I don't have a problem with a blinding sun, it should blind you of course
but ArmA2 was way too much, the area that blinded you was too big around the sun.

Just make it in the middle.

May 9 2016, 6:44 PM · Arma 3
bez added a comment to T59041: Requesting abilty to aim grenades..

ASSASSYN360 is right, as an ex infantry I can confirm cooking is FORBIDDEN as an order!
and it's 4.5 seconds btw ;)

Back to topic, I think OPF / ARMA1 /ARMA2 grenade handling was way too cumbersome but
now it's too simplistic, it should be somewhere in the middle.

The animation is OK more or less (they could add the pin release animation, that in it's turn will eliminate the frag spamming also) but atleast it's not as cumbersome
as it was before with this circle thing and all.

All that should be done is make a grenade as a selectable like before but keep it's
throwing simplicity like now.

Though I must add you can more or less aim the grenade now.
you just look into the sky and throw it.

May 9 2016, 4:16 PM · Arma 3
bez added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

Ho ok, didn't know that.
I am glad to hear it because this is really bad lol

May 9 2016, 4:08 PM · Arma 3
bez added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

Wounded people who scream MEDIC, they all sound like they are near you
no matter where they are, also you can not know the direction.
Not even left or right, god damn it, not even STEREO???!!?!

I must say I am a bit disappointed from BI.
When they announced ARMA 3 I thought we gonna get a new engine but it looks
that again it's the same, just many more patches on top of the old one.

May 9 2016, 4:08 PM · Arma 3
bez added a comment to T58683: AI walk through everything.

SuicideKing, the AI cliping with ground is to simulate the grass hiding the AI
from long distances where the grass is not rendered. it is on purpose and is not a bug.
Annoying and stupid yes. sometimes they even completely vanish under ground
but it's not really realated to this ticket.

May 9 2016, 3:25 PM · Arma 3
bez added a comment to T58683: AI walk through everything.

+1
This needs fixing of course, but I don't have high hopes for it.

personally as much as I love the OPF/ARMA series I think that
their engine is flawed in many ways, collision detection and path finding
is one of them.
If it's there for 12 years why all of a sudden do you think it will be fixed?
it's not a small issue like the binoculars and stance thing that you might think they just ignored for 12 years.

May 9 2016, 3:25 PM · Arma 3
bez added a comment to T58536: Seeing Building Layouts in Editor.

+1

As much as I would like a 3D editor, it's not gonna happen :(
so this ticket is a good workaround, together with kidmosey post
about the level indicator and that would be awesome for mission making.

May 9 2016, 3:19 PM · Arma 3