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May 10 2016

ProGamer added a comment to T65107: I think the moon is upside down....

This ticket could be of use here for your issue: http://feedback.arma3.com/view.php?id=8473

May 10 2016, 1:48 AM · Arma 3
ProGamer added a comment to T65099: playSound3D is not fully implemented.

IS this still an issue?

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

Don't automatically lower weapons. Stop the play from moving forward and if he lowers his weapon, he can move farther forward.

May 10 2016, 1:47 AM · Arma 3
ProGamer added a comment to T64903: The cricket like insects are too loud.

Closing as it is a duplicate.

May 10 2016, 1:41 AM · Arma 3
ProGamer added a comment to T64794: Random Offroad Textures are not synchron in MP mode.

Yea, I would like for this to be fixed, we don't need differences for what different clients see because it only leads to problems and confusion.

May 10 2016, 1:37 AM · Arma 3
ProGamer added a comment to T64792: Dynamic mod downloading and loading.

I don't see what the issue is with using an alternative to steam for those who wish to?

Using Armaholic would be nice as well.

May 10 2016, 1:37 AM · Arma 3
ProGamer added a comment to T64765: Swaying of tree trunks.

We should still have parameters for the swaying of the tree trunk for high wind conditions. But the tree trucks should not sway low wind conditions.

May 10 2016, 1:36 AM · Arma 3
ProGamer added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

I never said that subsonic was how the suppressors work in real life. I said that's how they are in game right now. Because it's like BI planned to add subsonic rounds and had things the way they are as a placeholder.

May 10 2016, 1:33 AM · Arma 3
ProGamer added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

Seriously? It's two different ammunition types. It's not balancing, its laziness or lack of time and resources.

We shouldn't have to wait for a mod to fix it. And Arma should never need to artificially balance weapons, ever.

May 10 2016, 1:33 AM · Arma 3
ProGamer added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

The problem is Arma 3 doesn't have the subsonic ammunitions that Arma 2 had, so someone at some point figured they set the suppressor to work like it was shooting subsonic rounds when it wasn't.

May 10 2016, 1:32 AM · Arma 3
ProGamer added a comment to T64553: Weather conditions / seasons (snow etc.).

With full use of the already in game TrueSky weather effects, we can have snow! Ticket is here: http://feedback.arma3.com/view.php?id=13729

May 10 2016, 1:28 AM · Arma 3
ProGamer added a comment to T64553: Weather conditions / seasons (snow etc.).

It would not be realistic to have snow on stratis or Altis buts it's a sandbox Militery sim.

May 10 2016, 1:28 AM · Arma 3
ProGamer added a comment to T64520: Feature -Weapon: Tactical Shield.

I would like to see a good police simulation because the Militery has to deal with police in real life and work with them.

May 10 2016, 1:27 AM · Arma 3
ProGamer added a comment to T64520: Feature -Weapon: Tactical Shield.

I would expect riot shields to be used by the police BIS plans for the full game.

May 10 2016, 1:27 AM · Arma 3
ProGamer added a comment to T64151: Changing the bleeding texture to drops.

Depends on weapon type, some would cause "chunks" or big globs to fall out while others would be more dripping like.

May 10 2016, 1:14 AM · Arma 3
ProGamer added a comment to T64143: add in realistic airport markings and lighting.

I hope Altis' airport has these features!

May 10 2016, 1:14 AM · Arma 3
ProGamer added a comment to T64130: Tides?.

The docks may not be submerged as the water level could be modeled at a specific tide height already.

May 10 2016, 1:14 AM · Arma 3
ProGamer added a comment to T64092: RPG42 has classname RPG32.

The RPG-42 in game is based off the RPG-32 as far as i know. Meaning the ammunition name is correct but the weapons name is not.

May 10 2016, 1:13 AM · Arma 3
ProGamer added a comment to T64011: Suppression effect for players.

Suppression for AI is needed to be more in depth because they do not react in a similar way to a person.

If you are using Extended Armor, then please do not complain about the apparent lack of suppression effects. If you do not use extended armor, you know those bullets will kill you, and you are scared of being killed because you will not respawn or you will be forced to move a great distance back to your location.

May 10 2016, 1:10 AM · Arma 3
ProGamer added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

The problem with halo and planetside is when the vehicle was moving you would have glitches and die. One of my favourite parts of Crysis 3 was standing ontop of someone's mech thing while it walked around, jumped and shot at people while I rode it shooting at other people without gltiching off the vehicle. Crysis 3 also allowed what we want with vehicles on a static spaceship flying around the map which you could stand on.

May 10 2016, 1:05 AM · Arma 3
ProGamer added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

Would BIS ever implement this? Or will they VBS2 have all the stuff the community wants already implemented?

May 10 2016, 1:05 AM · Arma 3
ProGamer added a comment to T63934: Get rid of the red circle when player is not shown on map, or allow it to be disabled in difficulty settings.

Great!

May 10 2016, 1:04 AM · Arma 3
ProGamer added a comment to T63689: Add an animation source opticsMode that changes with selected optics/backup sight.

This is needed.

May 10 2016, 12:51 AM · Arma 3
ProGamer added a comment to T63618: Destroying an assault/rescue boat will kill all the soldiers on board..

This is a pretty big issue for water combat.

May 10 2016, 12:49 AM · Arma 3
ProGamer added a comment to T63618: Destroying an assault/rescue boat will kill all the soldiers on board..

The flexible tubes pop and flatten as well.

May 10 2016, 12:49 AM · Arma 3
ProGamer added a comment to T63607: Jump/Jumping command.

Here is a jumping mod for those who would like to use it: http://forums.bistudio.com/showthread.php?171751-Running-Vault-Mod

May 10 2016, 12:48 AM · Arma 3
ProGamer added a comment to T63607: Jump/Jumping command.

http://forums.bistudio.com/showthread.php?160133-Realistic-Jumping-Script

May 10 2016, 12:47 AM · Arma 3
ProGamer added a comment to T63201: Modernize vehicle gunnery.

We need this for modern combat, though because of detection systems we should have the manual option.

May 10 2016, 12:33 AM · Arma 3
ProGamer added a comment to T63201: Modernize vehicle gunnery.

Up voted

May 10 2016, 12:33 AM · Arma 3
ProGamer added a comment to T62763: Wheels collision provides weird results.

I was trying to test if Arma 3 has or uses something similar to Raycast wheel simulations but I can't because the wheels don't even collide with objects.

Good news from my tests is Arma 3's driving physics compared to the VBS3 driving physics video are pretty similar. Bad news is we need dynamic control over friction and like I said above, the wheels and bottoms of vehicles seems to have their collision disabled and then this effect is increased with the higher the speed.

Edit: It appears like its the entire bottom have of the vehicle that has collisions disabled.

May 10 2016, 12:14 AM · Arma 3
ProGamer added a comment to T62430: Manual ragdoll control via script commands..

This is really needed. It would give us a way to have an alive soldier on the ground in a non static position as well.

I would go farther though and have the ability to ragdoll each individual limb. So that scripts could simulate broken or damaged limbs.

A ragdoll command for the entire body, then have ragdoll commands for LeftLeg, RightLeg, LeftArm, RightArm, Torso, Head, and possible hands and two separate ragdoll locations for each of the four limbs.

May 10 2016, 12:00 AM · Arma 3

May 9 2016

ProGamer added a comment to T62276: [Feature request] Fast Roping.

@izaiak So you expect fast roping to be added without rope?

May 9 2016, 11:53 PM · Arma 3
ProGamer added a comment to T62276: [Feature request] Fast Roping.

This ticket here is for a Physx based rope: http://feedback.arma3.com/view.php?id=15658
We cannot have fast roping without a proper rope. Then scripts, mods and the developers could make a proper fast rope.

May 9 2016, 11:53 PM · Arma 3
ProGamer added a comment to T62276: [Feature request] Fast Roping.

TOH had fast roping: http://community.bistudio.com/wiki/BIS_fnc_wpFastRope
We can dream arma will one day! :)

May 9 2016, 11:53 PM · Arma 3
ProGamer added a comment to T61934: setOvercast command not functioning.

Have you guys tested using skiptime? Because these commands are not instant. They take time to change the weather so it looks realistic.

May 9 2016, 11:36 PM · Arma 3
ProGamer added a comment to T61800: Players can not enter portable toilets.

Lol, imagine being able to hide inside it!

May 9 2016, 11:21 PM · Arma 3
ProGamer added a comment to T61600: Horrible convoy driving of AI vehicles.

What we need is a "Convoy" in the special tab on a unit or in the formation tab on waypoints.

May 9 2016, 11:14 PM · Arma 3
ProGamer added a comment to T61395: Weather conditions not the same for everyone.

Any part of a cloud could cause one player to have an unrealistic advantage over the other. Meaning if you fly behind a small part of a cloud, the other player should see that as well. Which means clouds need to be perfectly synced. And any other weather that visually affects the player.

The source of this problem though is likely because all simul weather commands are local currently.

May 9 2016, 11:05 PM · Arma 3
ProGamer added a comment to T61395: Weather conditions not the same for everyone.

Wind, lighting, fog, rain, overcast, ect... Should all be able to be synced to every player. Even little differences can causes issues for player, even the clouds when flying or sky diving can cause problems if not synced to everyone.

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

Dayz has openable med-kits and first aid kits which contain various medical items for use. This would be great for Arma and along with blood types and transfusions that the medic could preform on the battlefield, would make VBS players jealous of Arma 3's awesome medical system!

May 9 2016, 11:02 PM · Arma 3
ProGamer added a comment to T60980: Mortars extremely accurate.

A mission can be fixed, but having mortars being not very realistic was not ok.

May 9 2016, 10:37 PM · Arma 3
ProGamer added a comment to T60148: Aircraft should not explode violently when in water.

Please view this ticket: http://feedback.arma3.com/view.php?id=8468
A much better explanation and more detailed. The ticket details a better system for water and aircraft interaction.

May 9 2016, 9:28 PM · Arma 3
ProGamer added a comment to T60025: No female soldiers models available.

I heard the devs are testing female characters in the beta. Haters going to hate!

May 9 2016, 8:35 PM · Arma 3
ProGamer added a comment to T60014: Helicopters are too tough.

Be sure that the falling thing does not interfere with reverse rotation which is a realistic way of landing without an engine.

May 9 2016, 7:23 PM · Arma 3
ProGamer added a comment to T59473: Helicopters cant taxi.

What the issues for implementing this for helicopters as the functionality already exists for fixed wing aircraft as seen with the new Greyhawk?

May 9 2016, 6:57 PM · Arma 3
ProGamer added a comment to T59473: Helicopters cant taxi.

This ticket should include the static landing gear on the ah9 and mh9 being able to slide realistically.

May 9 2016, 6:57 PM · Arma 3
ProGamer added a comment to T59473: Helicopters cant taxi.

With the fixed wing aircraft classes working wheels, the devs could apply that to the applicable helicopters to taxi.

May 9 2016, 6:57 PM · Arma 3
ProGamer added a comment to T59473: Helicopters cant taxi.

Yea, I have had many times were tail rotor loss has made this type of landing the best way to go but, it still isn't implemented, though recent devs builds show the ch-49 doing something like landing with wheels but no taxiing yet.

May 9 2016, 6:57 PM · Arma 3
ProGamer added a comment to T59222: [Feature request] Really need a running vault.

Here a script for a running vault: http://www.armaholic.com/page.php?id=21806
The animation is already in game.

May 9 2016, 6:45 PM · Arma 3
ProGamer added a comment to T59005: No Surrender Key.

I would like to see the surrender animation this time work until you tap the key again and the ability to walk with your arms up.

The problem with it in Arma 2 was you could not walk while having your hands behind your head and that a singke key press did not keep your hands behind your head. You had to spam the key to keep your hands behind your head.

I hope to see this animation with a key bind soon!

May 9 2016, 4:15 PM · Arma 3

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