This ticket could be of use here for your issue: http://feedback.arma3.com/view.php?id=8473
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May 10 2016
IS this still an issue?
Don't automatically lower weapons. Stop the play from moving forward and if he lowers his weapon, he can move farther forward.
Closing as it is a duplicate.
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.
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.
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.
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.
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.
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.
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
It would not be realistic to have snow on stratis or Altis buts it's a sandbox Militery sim.
I would like to see a good police simulation because the Militery has to deal with police in real life and work with them.
I would expect riot shields to be used by the police BIS plans for the full game.
Depends on weapon type, some would cause "chunks" or big globs to fall out while others would be more dripping like.
I hope Altis' airport has these features!
The docks may not be submerged as the water level could be modeled at a specific tide height already.
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.
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.
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.
Would BIS ever implement this? Or will they VBS2 have all the stuff the community wants already implemented?
Great!
This is needed.
This is a pretty big issue for water combat.
The flexible tubes pop and flatten as well.
Here is a jumping mod for those who would like to use it: http://forums.bistudio.com/showthread.php?171751-Running-Vault-Mod
We need this for modern combat, though because of detection systems we should have the manual option.
Up voted
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.
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 9 2016
@izaiak So you expect fast roping to be added without rope?
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.
TOH had fast roping: http://community.bistudio.com/wiki/BIS_fnc_wpFastRope
We can dream arma will one day! :)
Have you guys tested using skiptime? Because these commands are not instant. They take time to change the weather so it looks realistic.
Lol, imagine being able to hide inside it!
What we need is a "Convoy" in the special tab on a unit or in the formation tab on waypoints.
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.
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.
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!
A mission can be fixed, but having mortars being not very realistic was not ok.
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.
I heard the devs are testing female characters in the beta. Haters going to hate!
Be sure that the falling thing does not interfere with reverse rotation which is a realistic way of landing without an engine.
What the issues for implementing this for helicopters as the functionality already exists for fixed wing aircraft as seen with the new Greyhawk?
This ticket should include the static landing gear on the ah9 and mh9 being able to slide realistically.
With the fixed wing aircraft classes working wheels, the devs could apply that to the applicable helicopters to 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.
Here a script for a running vault: http://www.armaholic.com/page.php?id=21806
The animation is already in game.
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!