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May 10 2016

ShotgunSheamuS added a comment to T66482: pain blur is ugly.

sorry, never noticed this. Might be something on the graphic card side causing the pixelation. Try setting graphic card to use application settings, see if it makes a difference.

*PS: alternatively, also play with the PostProcessing effects settings in game, set disabled, very low, low, normal, high and very high and see if that improves the quality of blur effect. It is heavy resource intensive (can take away around 20frames) but test anyway.

May 10 2016, 2:43 AM · Arma 3
ShotgunSheamuS added a comment to T66480: Sound of explosions is artificial.

Given the recent overhaul on sound, and new sound effects, I would say be patient, they probably still working on the new sound effect for explosions. Since witnessing the new sounds from latest update, I am very sure the other outdated sounds are just placeholders. So be patient =)

May 10 2016, 2:43 AM · Arma 3
ShotgunSheamuS added a comment to T66474: SDAR underpowered.

well this was educational. Kinda wish BIS would include some of the history and roots of weapons, ammunitions etc as an educational course =)

But on topic, reading the articles, seems what BIS has implimented is on the right track, however a bit over exagerated. I mean sure effectiveness beyond 40m drops excessively, but 3 rounds to the face? 20 rounds in the torso? That is over exagerated indeed. I believe 1 shot to the face is pretty standard for any weapon as a kill (or to vegetize someone at the least), and torso, with body armour, 10 rounds max (even that feels overexagerated)

just my 2cents =)

May 10 2016, 2:43 AM · Arma 3
ShotgunSheamuS added a comment to T66452: Pilot and Divers bodies/Uniforms invisible - cannot load texture warning.

Well thats part of development, you may fix one thing only to realize something else is broken, or many other things. Which is exactly why they put the alpha out for the public, so that WE can do the testing and report these things to them.

You dont have to point finger at them and say they are making it worse, that wont help the cause. I suggest you remove the additional information bit and just say thanks in advance instead.

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66451: Screaming for medic bug.

Oh, well i did pay attention to the unwounded screaming, my bad for not mentioning, but i didn't experience any cry for help when there was no person wounded, also given that the sound has improved and you can now actually determine that someone is far away and not right next to you, i can now confirm that i never had that cry for help coming from my character at all being un wounded. Hence why i can't confirm this.

Perhaps play with the sound settings, could be that the cry for medic is playing via the effects channel, and perhaps over VON, music or radio? Also the frequency of how often you gear that would most likely be related to dom creators, they can probably change the frequency. But other than that, sorry mate. I'm just not having this issue any longer since the new update.

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66451: Screaming for medic bug.

Okay so I just finished playing Domination now, because BIS did not release an update today =( lol jk.,..

The sound issue has drastically changed with the new sound overhaul update I think. Now it doesn't always sound like the wounded is right by you like it use to, now there actually is some depth and fade out the further you are, and it isnt right next to you, the annoying kind of in the ear kinda sound. That was my experience =)

Im not saying it's perfect, but it is an improvement. Then again perhaps the domination creators made a change, or perhaps it was the server i played on? Filter bellavista, and play it there, see if it is any better now? and if so, then try any other domination server.

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66451: Screaming for medic bug.

Makes sense, but doesn't it rely on the sound engine? I mean, there might possibly be a problem with custom sounds due to incompleteness of the sound overhaul. Perhaps this issue should remain open until sound is sorted, but no priority at all, and also OP or anyone to contact the domination creators and get feedback from them? If there's no response from dom creators by the time sound is finalized, then close ticket?

And how can you not play domination? =O

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66451: Screaming for medic bug.

Won't touch mp? Security measures? Is there something you not telling us? Lol...

I play through every showcase when there's a dev update, only when you guys take a break, i play mp... Sooo safe to assume it wasnt you who team killed me the other day? =O there's someone with nick MadDog (without the X) that i played with the other night, who tk'd me for no apparent reason... Thought it was you getting revenge for the drama i made about a ticket you closed unfairly lol

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66451: Screaming for medic bug.

Okay I see you updated the description, this now happens when you not wounded?

I will try some domination tonight, see how that goes. But again, as I stated, when somebody calls medic, it sounds like they are right next to you, and also sometimes I also hear someone screaming medic when no one is around. Come to think of it, these issues could actually be describing the issue you are having? Because it would make sense that if no wounded are around, yet you still hear it, and it does sound like its right by you, that it may possibly be your character.

Whether it is, I dont know, have you tried moving far away from the AO in vehicle or heli, and then see if you still hear it?

I have played a bit of the showcases and the new sound is just awesome, maybe that fixes the problem? Will see later and update =)

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66451: Screaming for medic bug.

Now you know how a medic feels when he keeps hearing all the wounded calling for him. But honestly, no reason to get rid of it, it should stay, they should only work on it to improve it.

The problem i experience with it firstly is that when someone is down, and he is 100m away, it sounds like the wounded is right next to me, now imagine 5 wounded all spread accross the AO... That is annoying as fuck and confusing because i dont know where to look and what direction.

Also I sometimes notice that I hear wounded calling, but when I check my map, I see no-one nearby that is down, even if I use global chat, and ask whose down, no answer. Sometimes I think it's the enemy soldiers perhaps? But above issue is really the only problem.

Now lastly, you arent very precise with your description, by the sound of it, you didnt mention being wounded when hearing the call for medic, so is your character calling medic when you aren't even wounded and down?

As for your ears hurting, dont turn the volume up so high, not good for your ears, so turn it down a bit and it wont hurt. If you want to make it stop, go revive the soldiers =)

May 10 2016, 2:42 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

Still not a fair solution, so i get weapon sway and slow movement, and i still can't see, but you can see me clearly? The solution should be balanced equally. Still i think you guys are making too much of a big deal over this, because it isn't forced on you, really, just learn to manage stamina. Even if the blur "hurts" your eyes, starting at the screen for long period of times also is bad for you, yet we gamers do that still. We learn to live with it, and we manage the time we spend staring at the screen, and take breaks.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

So let's see, what you saying is you want to disable it as an individual setting for yourself, I'm other words if you and i play online, i get tired, then i can't see shit, but you can get tired and you can see clearly...?

Sounds awfully like an advantage to you, which is exactly why disabling blur won't affect being wounded or tired blur.

Once again, this about strategy and tactics, so that's how you play, with these limitations in mind, you need to discipline yourself, and learn to manage your gear, weight and stamina, and be prepared for when shit hits the fan. So again, this effect won't bother you at all if you manage your stamina, all up to you.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

I know it's a game, hence i called it a serious game as opposed to a simulation like others do, to me VBS is the Sim, but anyway, the devs obviously want to make it this way, and it should stay this way, now whether if you want to replace the effect with an alternative, I'm cool with that, as long as it has the same impact, but I'm against disabling it =)

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

Lehman is right, ARMA is a serious game... If you want to have fun, play battlefield, that's what I do =) and yes you are allowed to enjoy both... Except CoD, lol XD jk

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

^ This exactly... The effect is a neusance, even for me who isnt physically impacted, but I cant see shit when it blurs. So I learn to maintain and manage stamina. Any replacement effect would have to have the same impact, and this just to make the few happy.

Honestly, I still say, dont waste your stamina, and dont get shot. Then you wont have to see this effect at all.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

turn it off and then what? No penalty for running limitlessly??

If it is so bad, whyyy do you do this to yourself? Why do you have to exhaust your character to such an extent? Dont you think that is the principle behind the point of blurring the screen? Learn to manage your stamina!

Disabling it without a proper replacement that will disrupt the gameplay equally as effective as the blur, is not a fix! Besides, you arent forced to have the screen blurred all the time when running, only when you get exhausted, so learn to maintain and manage stamina, then you wont have to complain about it.

the ticket is assigned already, so I am sure they are testing out some alternatives that will have the same impact, without hurting your eyes.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

Lol fujix, honestly now, that comment was an over exaggeration... Look I'm not saying the devs shouldn't cater for you, but threatening them with a refund over that? It doesn't affect the majority, like majority aren't left handed and i haven't seen an option for weapons to be left handed, neither have i seen threats revolving around it.

Again, you will most likely see this fixed as a mod if the devs don't fix it. So chill bru =)

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

Bez, I know it isnt like that in real life, but neither is third person view, neither is little white and green dots on the side of the screen, etc. As I mentioned, some things cannot be simulated as it is in reality, like peripheral vision and sense of feel, hence some or other effect needs to compensate for it.

as for how quick it happens, yeah it's debatable, different people have different levels of fitness, not to mention it is a very different story all together regarding what gear you carry and what terrain you are on. Me playing paintball in the bush on very similar terrain where such long grass is actually difficult to move through not to mention run through, this seems pretty legit, and my gear doesnt even weigh half of what a soldiers does. so as I say, it is debatable, not saying you are wrong, but also not saying you are right.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

Well im not denying your disability, if I can even call it that, just saying it is hard to grasp for me... It sucks to be you when it comes down to this, and as I say, I dont oppose to that, so I will change my vote as soon as the description is updated with the few alternative suggestions posted here =) The I will feel more at ease that the devs wont abandon this feature, but rather try to appeal to those who suffer.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

This is trial by error after all, so this is just their idea of how it should be? And all that is required is suggestions and solutions.

In that case, the poster should not just complain about it, he should provide an alternative solution to uphold the purpose of the principle, which others may not like as well but others are also welcome to make suggestions too.

Because honestly, it sounds like an excuse, blur doesnt affect me in anyway, neither does it anyone else I know. And this begs the question, why isn't there much fuss over the injury blur???

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

Hmmm I dont mind a different effect, lowering the contrast and saturation could do the trick maybe, but I bet you now, there will still be complaints. Look im open to alternative suggestions, as long as the principle remains, because I personally think it is a great addition.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66341: Fatigue Blurring causes physical sickness.

I find tickets like these to be too funny, people will bitch about representations of reality, I mean this is after all a game limited to constraints of virtual reality, and some things just cant be simulated so a placeholder work around like effect is implimented to overcome these things. This blurring when you get tired, really is just there as a representation.

Dont like it? Then stop and catch a breather, in fact, try and manage your runs and stamina according to your weight, you should know when to sprint, when to jog and when to walk, and when to take a minute or two to recover stamina.

Yes the blur effect is a tad bit overdone, but the way I see it, it is with good reason, and really bitching to the devs about it really is just lame, because YOU can overcome it yourself by properly managing your stamina. And it seems that is what the devs are trying to do. Cutting away from that unlimited stamina to run infinately to force a player to take a break, like in reality. As Kumeda says, they can drop the blur, and propbably impliment a mechanic that will make your character collapse and pass out, but then everyone will just hate it as well...

That said, you can be sure to find a mod that will disable this blurring effect, so hush hush. It isnt the end of the world.

May 10 2016, 2:37 AM · Arma 3
ShotgunSheamuS added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Dude i have had trouble finding duplicate tickets too, but I'm telling you, i read about rappelling some where... I'm just saying. But if there is one, mad dog will find it.

May 10 2016, 2:35 AM · Arma 3
ShotgunSheamuS added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

it is a great idea but i think there is a ticket for it already.

However i dont really see rappeling being a big thing other than out of a chopper.

May 10 2016, 2:35 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

Well then pirx, then that would add allot to game play and immersion if the light illuminates surrounding objects and environment, mix that in with what laywiin said about the different tracers and it's affect to NVG as well and this topic can become a much wanted effect.

As i mentioned,.i don't know what the impact is, i only imagine it to be resourceful as having plenty of dynamic lighting requires resources, i have never used the mid myself though, but if you d say it has little to no impact, and the devs justify that, then that would be an awesome feature.

May 10 2016, 2:35 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

No I've never used that mod, but still, can only imagine it having to use more resources, other than that, if the tracer gives off such minimal amount of light, then what's the point even doing it if you won't really be seeing the effect, if the tracer glows like it does now, then i see no problem with the current state of it. So tell me exactly how it will make an impact on game play, or even the immersion if it's a light source that wouldn't even light up it's surroundings a meter or so?

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

I'm with laywiin on this, and tracers light up, which makes them a light source, but as i say, i would much rather it be an option as having hundreds of dynamic light sources flying around, i imagine it to be putting heavy strain on any ones rig.

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66290: Make Tracers A Light Source.

it would be nice, but if so, so as not to impact performance, make it only a variable that will be enable if dynamic lights are set to very high or ultra.

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66288: driving over characters have no impact?.

I guess you could say duplicate to 1066, though I've always heard crash sound when hitting objects, including trees, may perhaps be due to sound overhaul, noticed as of yesterdays update silenced weapons play no sound either. But anyways, this is more about hitting AI and players alike with vehicles, not just limited to trees, and optionally also a physical effect such as "bounce" when going over said AI or player. So i agree with related, or update description of ticket 1066 to include sound of hitting AI and players as well.

Thanks MadDog =)

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66288: driving over characters have no impact?.

No no no no, not a duplicate ceeeb, read the description carefully =)

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS edited Steps To Reproduce on T66288: driving over characters have no impact?.
May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66284: Vary Intellegence of AI.

When i said they had the same training, I am referring to basic training, ignoring their specialized roles because I specifically mentioned how that they differ in their roles, they are all pretty much equal when they all are handed a basic assault rifle or side arm, and this I am also referring to those you are bound to meet on the battlefield, i am excluding support roles that aren't there on the battlefield necessarily pointing a gun at you, though even they probably have gone through basic training. So let me just clear that up =)

In that regard, they all are pretty much the same skill level, as they all go through weeks if not months of the same training. If you bring in specialized roles now, obviously a sniper would be more accurate than a support gunner, and this isn't really limitation on skill per role as it is the weapon.

So hopefully that is much clearer now. But to achieve what you want, best bet is to have AI moral and bravery affected after taking out their strongest unit, which would be squad leader, but I think that already is something implimented, perhaps not exactly like that though, but those characteristics are there.

As for opening another ticket, I have been highly demotivated doing things people suggest I do, the last time someone told me hey you should make a seperate ticket for that, it got closed for being a duplicate, and honestly it isnt always easy to find exactly what you looking for if you dont have the right words. So i rather not =) I am sure the devs will read this portion anyway, and if they think it is worth doing, maybe they will, or maybe i will come accross a ticket that is bringing up said issue, after all I have read others who also felt this was too much like CoD so for all I know, that ticket does exist..

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66284: Vary Intellegence of AI.

it's neat idea, but units all go through the same training, so they are all pretty much equal in skill, and really only differ in their roles, so you wont likely find a varience as such where one shoots better than the other, perhaps only when someone is handed a weapon without any training and expected to fight.

The real difference comes with experience, veterans have more experience, and as such can read and predict a battle better than a "noob" in order to make the better judgement calls on the field with the right tactics, but then it only affects the tactics used since the lesser experienced may probably not think 2 or 3 steps ahead.

So really, I can't say I am in favour of variety of skill since it will really differ so minimal, that it wont really be worth doing.

The rank markings however, VBS has that, and it isn't a bad idea. If you could somehow determine who a squads leader is and gun him down, you could break the squads moral and performance, as well as their ability to work well together, then again, there will be someone else next in line to take charge, so it should weaken the squad none the less since it's lesser experienced members taking over, but i dont know if it will really be worth implimenting that much since you could pretty much wipe a squad out before they even realize what happened.

As far as the skill level goes, i think that is pretty much worked in already. However it would be neat if th player could be locked to a skill level instead of being a jack of all trades. Disregarding basic stuff, the special role skills is what I am on about. Say if for example I am support gunner, it shouldn't really be possible in game to now be able to fly a chopper, or pickup a sniper rifle and wipe out an entire squad as if I am a sniper, or heal my team mates as if I am a profesional medic. Agreed it shouldn't be rocket science to be able to pickup and operate a sniper rifle, or AT launcher, or bandage a team mate, but I think the player should be penalised somehow for stepping out of their role, and the impact must be negative enough to force the player to play the role he was assigned to do, but also not too negative to make it seem impossible.

Well thats my 2c worth.

May 10 2016, 2:34 AM · Arma 3
ShotgunSheamuS added a comment to T66251: Hunter headlights VERY weak..

Point noted. I haven't actually jumped in an ifrit at night, did very few night ops, should probably setup editor quick mission.

About the shadows, I've noticed that, like the AH9 has soft shadows and the mounted weapons have hard shadows, and then the ka60 has all hard shadows. Personally i would like objects near the ground or surfaces to have hard shadows, oor character, vehicles etc, and then objects higher like trees etc to have soft shadows, but that's just me.

Back on topic about the lighting, really needs to be brighter, I'm sure they will be writing on it, but no harm showing discontent with the current state and reminding the devs that they need to work on it =)

May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66251: Hunter headlights VERY weak..

the lighting overall seems too damn weak, even with flashlight attachment on weapon it is weak to use for night time CQB without NVG's. and for this reason, people will most probably still up the gamma in game -_-

ARMA2 had good bright lighting, and it should be about the same in the new lighting engine.

May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.

Military standards are pretty much the same world wide in a sense i imagine, so of course both sides will be balanced, all militaries pretty much have the same class of troops, same class of vehicles, and same class of weapons etc. Doesn't make sense why one side would be more powerfull than the other =/

Also as stated, why the cross mix of arsenal, it is because blufor is NATO and not the US specifically.

May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66247: Dynamic Shadow Sources (Feature Request).

Poorly my ass... Thats pretty good editing! and that does really look insanely gorgeous... I was hoping this would have been what we could expect from A3 with the new lighting, however meh, seems like i had my hopes too high, although I would love if BIS could impliment this!

+1

May 10 2016, 2:33 AM · Arma 3
ShotgunSheamuS added a comment to T66195: Add Things to Building interiors. No bare bones ghost towns. Needs more immersion.

of course yes, hell if they set it to even just load in 10m away from a building to the start populating the building with contents, it would be a huge performance saver as it wouldn't have to load all the contents in all the buildings at all times.

but mind you, given the clutter range that already eats performance, when you get within range of the building you may experience a hit in performance, so you will have to compensate for it, or if the devs are smart, they can dynamicly take away from the clutter range to make up for building contents, for example cut the clutter range by 200m.

This of course would be unnoticable since you are in an urban area and you are entering a building, you wont notice the clutter being cut away 2km away or more.

Anyhow, they made it work in takistan map for Operation Arrowhead, I am sure they can make it work for A3.

May 10 2016, 2:31 AM · Arma 3
ShotgunSheamuS added a comment to T66195: Add Things to Building interiors. No bare bones ghost towns. Needs more immersion.

I dont know hey, they managed to fill interriors in takistan, and that doesnt seem to have had much of a performance hit i guess, also some buildings in chernarus were filled too, but I agree, it should have some stuff in, and i doubt that it would mess with path finding, as i understand, paths in buildings are somewhat predefined, if not, it can be made like that so that it will guide AI to traverse interiors much easier.

I think people are being a bit too negative about this. but in that case, yeah if your system can't hold up to it, then BIS should make interior clutter an option to enable or disable. Personally I would like it to bee a little decorated, Im not asking for over the top details, but some stuff inside would be greatly appreciated.

Also perhaps objects in the interior can only become visiable within a distance of say 100m? I mean what can you really see inside a building within 100m? or even less? I am sure the devs can make it work, i mean they did make it work with takistan.

So anyhow, I vote up, make it oiptional =)

May 10 2016, 2:31 AM · Arma 3
ShotgunSheamuS added a comment to T66150: Very High textures and POM should not be bundled together. (video option).

Actually it is bundled with terrain? You can have ultra texture without parralax mapping if you set terrain to standard.

But I agree, it sahould not be bundled with terrain etc, should be enabled or disabled by checkbox, and if possible, also configurable.

May 10 2016, 2:29 AM · Arma 3
ShotgunSheamuS added a comment to T66022: Night Vision Mark One Eyeball..

well this is something i totally support. this too could resolve the gamma cheat, i mean, essentially this is what gamma does for those without NVG, addmitedly even i have done the same in DayZ. but this is an actual thing indeed!

Takes around 20 to 30min for eyes to adjust, depending on the levels of light, the more light there is, the quicker your eyes level with it, so if there is 10% of light (think full moon), your eyes dont have to adjust 100%, so the adjust time will be faster than a a black moon night.

But onto the point, this is a very valid request that can be implimented, since there already is an adjustment switching from NVG to naked eye. Only thing is, they need to extend it. so it would adjust as normal when removing NVG as it is now, but after that it would slowly and gradually pickup and become brighter over time. this will make night ops somewhat more enjoyable.

also NVG's in the game has unlimited battery, which it actually shouldn't. NVG's are more commonly used for quick close quarter ops if I am not mistaken, but this naked eye night vision is for when you in the field for hours.

May 10 2016, 2:24 AM · Arma 3
ShotgunSheamuS added a comment to T66000: Can't escape helicopters submerged in water.

Love reading feedback like that from devs =) its heart warming hehe

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T66000: Can't escape helicopters submerged in water.

I would like to see this fixed, if it so happens that i land in water, and I even survive it, then I would like to be able to get out as quick as possible, especially from the AH (little bird) since it is easy to get out and has no doors that could possibly stop me in reality from getting out.

Also being able to jump out hovering over water building rooftops and ground. (think dropping off divers, troops) Not saying pilot and co-pilot should be able to, but surely passangers should. But i think theres a seperate ticket for that.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

Exactly why BIS needs to do it, same as how someone pointed out that all in ARMA is doing the porting, yet there are still issues that they can't fix and said it would be up to BIS, thus is why BIS needs to do it in order to do it right. Just a free tweaks here and there, doesn't need to be remade from scratch.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

doesn't mean takistan wont fit in the future setting at all.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

I would totally love to see different weather effects and seasons other than rain!.

As for current generation of weaponry, it be a nice welcome as well, though A2 current gen content is pretty much good enough to be handed down as DLC for A3 and will probably look just as good in A3, perhaps just some upscaled higher rez textures and renewed animations at most, but its an example of how BIS could save a lot of time and effort by bringing in A2 content as DLC as opposed to go and remake all of that.

Anyways, im off to bed to dream about the armaverse =)

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

DLC sounds wrong only because you think of paying for it. I say if you own A2, then just a patch to basically use your A2 content from library, and the patch will integrate and fix it.

But for those who never purchased A2, they can buy the DLC map and vehicles or weapons packs. Because new comers would much rather prefer that than have to buy A2 and related expansion packs and revert from the current changes back to old clunky game that is outdated. So BIS would actually benefit from that, as well as us long time supporters.

And as for A2 mods, most of the worthy ones will be coming to A3, so theres no loss. A2 will die off, so might as well make some of the content available in A3, just as mods are moving over to A3.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

That which you are talking about, that's called an expansion, dlc is just additional content, pay for or free, usually limited to small amounts of extra's, new weapons, maps etc, but expansions are new campaigns and content, and is practically a complete new game based on the core of the original game, and typically an expansion on the current series, like AOA is an expansion of A2.

But what we talking about is just the map, not even a remake of the map, just make it easily available with a few tweaks to make it compatable, as it already is possible to have these maps in A3 already, but it is a mission to setup for the average joe, and is bugged due to compatability issues.

So just make it readily available with the bugs fixed and maybe other content like vehicles and weapons from A2 and A2OA, that's worth being a dlc.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

If not, Why not?

This is ultimately up to them really, but I dont see a problem with doing this as it will add value to A3 in many ways. Sure people can buy A2 for the pure takistan and chernarus maps, but who will play A2 after A3 release? And those playing A2 and dont really intend to buy A3 because of the so called unrealistic futuristic setting. This will be worth it.

Guess it is debatable, but in the end, I'm just wishfully hoping BIS would give us this, even as additional DLC.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

not asking to remake arma 2, just take whats already done, and make it easily available on the newer game, for the sake of variety of landscape and maybe some extra's, as well as the fact that I am getting use to A3, and so are many others, and playing A2 just feels sooo old and clunky in comparison it is hard to go back and get use to.

The more native it is, the better and stable it works. It's from modding that it becomes buggy again and needs constant updating and fixes, and modders may have freedom to do many things, but at the same time are pretty limited to integrate such things perfectly due to limitations and time.

Once again, there's no priority on it, and it is up to the devs to decide. There is no harm to let them know that we want it. It can be a DLC release in future. That is all I am saying.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

This may be wishfull thinking, but the OP has a point. I mean I too would like to see the return of Takistan and Chernarus from BIS to be as natively implimented as possible. I can understand if the character models can't, but most of the props, objects etc along with the maps should be very much possible with some minor twaeking for those who already own ArmA2.

This ofcourse should be low low priority. But couldnt hurt to take into consideration to send an update patch that will allow it without any hassle.

May 10 2016, 2:23 AM · Arma 3
ShotgunSheamuS added a comment to T65970: Anti Hack program required!.

I'm not at all saying that ARMA should become closed to modding, i just can't see how it could really even be a problem if BIS develops the game to be open anyway then of course they aren't going to develop it any other way by just working on an anti cheat system, or make it less for the hackers to hack.

I'm not dictating, I'm just sharing my thoughts, And cheaters aren't really dictating how BIS should develop the game, the devs are doing it themself. If they dint work on a proper solution for this, then it will always remain a problem.

There's a saying that goes, do something right the first time, then you won't have to come back and do it again. The devs just need to come up with a solution, that's all, even if they have to hack and exploit the game themselves and say this is how we can stop this. I'm not saying we should see something in the next update, but when ARMA 3 releases officially, i do not want to have my games spoilt by hackers.They should probably have a dedicated team working on this, even right now fully committed to a safer and enjoyable product.

May 10 2016, 2:22 AM · Arma 3
ShotgunSheamuS added a comment to T65970: Anti Hack program required!.

Kardas, i know what you saying, but i feel this is important, and even more so to that the solution to this should be at the core of the game, and not an after thought. If a game is designed from the core to be anti hacked, it would probably be less hackable than it would be afterwards to which after wards they can impliment a secondary defence. At least that's how i figure it to make sense. So yeah, it may bring many more bugs, but once those are resolved, it will continue as usual, and probably be much more safer.

Mp really carries a big part of ARMA since the life span of ARMA depends on it, so it would make sense that BIS realy focus on it.

May 10 2016, 2:22 AM · Arma 3
ShotgunSheamuS added a comment to T65970: Anti Hack program required!.

Can't the devs just make use of a different format thats encrypted, that only the game can read from? Or just those files generated on the server side, and have client modify the files in the sever, and then those files interact with the server locally.. That way those client files aren't on the client open to modify. I know nothing about these things really, so i don't know how much sense it makes lol, but i have an idea how the hacking happens, so kinda thinking in line with that.

May 10 2016, 2:22 AM · Arma 3
ShotgunSheamuS added a comment to T65970: Anti Hack program required!.

I don't play straight alpha, I'm on the dev build, and don't only play wasteland, also play domination and other custom missions. And hackers still come crashing the party. And the issues aren't fewer at all.

May 10 2016, 2:22 AM · Arma 3
ShotgunSheamuS added a comment to T65970: Anti Hack program required!.

I have to agree with OP, been having the same nightmare... even though this isnt the place for it, it's still worth noting to the devs i think. These hackers are driving me insane, joined 5 different servers yesterday because just a while in some hacker comes and fucks around, and it really just frustrates everyone to have to drop a really good game going. How can everyone else be so cool about it?

May 10 2016, 2:22 AM · Arma 3
ShotgunSheamuS added a comment to T65951: clear.

I try to avoid amd, the problems with drivers that come with it isn't worth the price honestly. Much rather pay for something that works as intend. Plus, nvidia just has so much extra in terms of features and quality. But thanks non the less.

May 10 2016, 2:21 AM · Arma 3
ShotgunSheamuS added a comment to T65951: clear.

Thanks for the answer sairus. Not really wanting to go to extreme complex fixes to fix something, I'm hoping the devs would do this. But that said, I'm really contemplating switching over to a monitor, just dunno what to do with my tv then.

May 10 2016, 2:21 AM · Arma 3
ShotgunSheamuS added a comment to T65951: clear.

Well I wish I knew all this before I baught my 32" Samsung =( I dont actually have issues with it at all, other than my frames, for some reason if I run at native 1080p it is capped at 30 frames, and for some reason those 30frames arent smooth. Yet if I keep the interface res at 1080p and drop 3D res to 88% then 60frames all the way... Why is that?

What I dont get though is, I dont mind the 30 frames, because 30 frames on xbox is pretty smooth, but also if I run other games that allow to set resolution scaled with refresh rate for exampl 1920x1080@30hz or 1920x1080@60hz, then the 30frames is smooth, and image is great, but if I force refresh rate on TV or even in ARMA config file to 30hz, the colour and image looks like crap. Why is that?

BTW sorry for highjacking the thread lol, but i figure it is related to TV and resolutions, so not off topic.

*PS: whoops, just found this http://feedback.arma3.com/view.php?id=3316

May 10 2016, 2:21 AM · Arma 3
ShotgunSheamuS added a comment to T65943: Ability to shoot from sideways prone while moving.

I agree with tarciop and MadDog. Sure the recoil will make it an absolutely useless feature, probably even for suppresive fire, but hey if it's possible in reality, and even possible to shoot at the ground while sprinting, make it possible to do this in game.

By the way, given how that soldier holds he's weapon with one hand only and so close to he's face, that recoil... it would probably hurt to say the least.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

Oh okay i see, well I dont see anything wrong with that then, could work just as well, as long as the scroll command list doesnt get too over crowded, then yeah that would work just fine, aslong as there is a non obtrusive notification to let you know someone requests access.

Lol sorry i was under a very different different impression, i read somehwere among everyones comments about assigning a hot key.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

I get what you are saying but that is why it is locked from the start, and only unlocked when you allow access. The notification isnt a big popup UI in the middle of the screen, it could just be ontop somewhere where you most likely to keep your eyes, like ammo etc. Other wise if dont have to deny because you just have to ignore and not allow and that automatically dnies access.

The problem with lock/unlock key is that firstly, it is just another key you have to press, ARMA isn't exactly light on the key bindings, and besides, having to navigate your finger over the keyboard to press the right key (and lets admit, this wont be a very frequesnt action so it wont be etched into your memory to naturally find it blindfoldedly without navigation, or even remembering what you bound the to what key), so thus it actually takes your attention away more than allow from scroll menu.

Also not everyone in a public server has a headset where they can ask you over direct channel if they can access your back pack, sometimes it is text that can go unnoticed. Either way, a small back pack icon for notification that pops up ontop of your screen can easily tell you whats happening, and then a scroll action can allow you to accept, or you could just ignore it.

This to me just seems much more practical, but that said, it doesn't mean the action can't be bound to a key to toggle backpack locked/unlock which will work in your favour if you do have a key combination in mind.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

Then I am lost, whats the difference then?

Are you referring to have a lock/unlock command in scroll menu permanently? or is it just the wording, you prefer it be called lock/unlock as apposed to allow/aprove/confirm?

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

Arziben, sometimes i meet some pretty cool guys and girls on public servers, and we play together like a team, and then what if i want to allow them to access my back pack to grab some explosives, or ammo, or rockets? Sometimes when i play support gunner i try to be useful, and since suppression doesn't really work, i tend to support by means of being a human ammo cache. I bring spare ammo of most common types, even tickets based on my squads load out.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

I play on random public servers, here locally in ZA there aren't plenty of arma servers, and the few there are, barely have more than 10 people. And sometimes i enjoy playing domination on international public servers where there are plenty of people. and thats where the shit starts.... But yes, douches... plenty of them, hacking, combat logging, trolling, etc.

but on to the point, this is why i vote up, for people like this that do stupid things like this. and i hate being in the middle of a battle and ready to light up a tank and my rockets in my backpack are gone -_- or i run out of ammo and i know i had some in my back pack, because i didnt give any to anyone, and in the mean time, somebody helped themself.

I once even had an idiot who took a rifle with the wrong ammo (dont ask me how, he just did) and he had the MK17 i had, then he went and replaced all my ammo with MK16 stanag's which he took by accident. This shit pisses me off, and thats why i want an option like this. so i can ignore these idiots without worrying about them.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

Well i don't know about you, but from what I've picked up, that's the point, if course you won't have thus problem in private severs because your team isn't a bunch of greedy hooligans, it's intendid for public servers where you potentially play with arseholes who are more likely to take your gear instead of revive you, or waste ammo for no apparent reason, and then take yours, and for eff sakes, the same idiots who troll you by filling your back pack with glow sticks.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

I think to implement a real lock with a combination code is stretching it too far. sounds like too much of an effort really for something that's suppose to be simple. I'm all for the unlock backpack option in scroll menu if someone wants to access your back pack, or just ignore and move away will automatically deny access.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

I don't quite see the problem, the pop up is just a notification, it shouldn't in any way intrude on your game play, and secondly, seriously how time consuming is it really to scroll down one and click middle mouse Button or space,...

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

In real life the possibility is there, but you are likely to get t your ass kicked, or killed,... So shut up with the technical bs, down vote for a shitty technical aspect if you want.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

agreed, hence why my initial post was that backpack is available at all times, however public players can be annoying.

Perhaps server settings can dictate whether backpacks are open or locked? So in private servers backpacks can be left open because you trust your mates, but public servers backpacks are locked and require permissions to access backpack?

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

I don't know, the lock/unlock seems more time consuming and a hassle than just having to confirm, or ignore. Using lock/unlock you will have to lock your back pack when game starts, then if someone requests something from your back pack, you have to unlock, and wait for user to take what he needs then you have to unlock.

But if you just have to confirm, then the confirm action willmost likely be top priority atty that moment, so you won't have to scroll endlessly to get it, and secondly it will give requesting user access to inventory (and no one else without confirming) and as soon as person leaves inventory screen it will automatically lock again. That way it's much simpler than lock and unlock.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

Great suggestion kid, though no need for deny as player can just ignore, but yeah otherwise just a notification that someone wants to access your gear, and then approve it via scroll menu, or ignore it to deny. Option in scroll menu would disappear after user leaves/walks away from you. So you can just tell him over von to piss off if you don't want him digging around.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65939: Backpack Gear Theft.

there's both pro's and con's to this. I would say anything in your immediate assigned gear should not be taken, however if you have a backpack and there are things in the backpack that a team mate can only take what is in your backpack, and not on you physically assigned... unless you are dead of course.

having to drop gear for them will make you vulnrable, and in most cases you would not want to risk it when in a gun fight. So if say a team mate wants ammo, he can help himself to your backpack, and not grab your NVG, rifle, or current assigned ammo etc leaving you with nothing. And neither will you have to risk opening your inventory while shit is happening around you.

May 10 2016, 2:20 AM · Arma 3
ShotgunSheamuS added a comment to T65711: a new animation for getting over obstacles/walls.

MadDog please dont close this one, it is not a duplicate of http://feedback.arma3.com/view.php?id=3435

May 10 2016, 2:09 AM · Arma 3
ShotgunSheamuS edited Steps To Reproduce on T65711: a new animation for getting over obstacles/walls.
May 10 2016, 2:09 AM · Arma 3
ShotgunSheamuS edited Steps To Reproduce on T65707: a new animation for getting over obstacles/walls.
May 10 2016, 2:09 AM · Arma 3
ShotgunSheamuS added a comment to T65622: bushes with lod problem.

This is starting to take its toll... This glitch is being exploited horrifically now to hide at long range and at the same time, the opponent has a clear lone if sight behind it.

Please change priority to something higher than none!

May 10 2016, 2:06 AM · Arma 3
ShotgunSheamuS added a comment to T65622: bushes with lod problem.

confirmed! Even with ultra settings!

May 10 2016, 2:06 AM · Arma 3
ShotgunSheamuS added a comment to T65613: Helicopter rotors.

Though what you describe to be a little intricate and over the top for just a crash... I would vote up because heli crashes do need a little more to them. Right now crashes look rediculous. I will post some footage of real crashes later to show what it needs try and mimic.

here is footage of helicopter crashes. here we can see most common crashes, damage is dependant though.

Check from 1:00 http://www.youtube.com/watch?v=6EsoWpTO2qg
and here is a compilation: http://www.youtube.com/watch?v=pDV3OTIJFM0

As for blades and other parts being ripped a part, BI could create a nice particle effect of these objects for this as well as other debri, also allow the chopper to maybe have it's tail break off, seems to be pretty common in most crashes to break off.

But what would be most useful is a decent oversized dust cloud particle effect that can be brought up on impact, that can engulf the heli as it gets "deformed" (changes model to destroyed). This will make heli crashes much more dramatic like the real deal, and generate a sense of power when colliding with earth or water.

Also, this might not be the place to mention, but i suppose couldn't hurt, but helis really are too vulnerable to tip of tree tops, like really, the tip at the top of a tree is probably it's weakest, and should not destroy a heli, at most it should just knock the heli into an unexpected angle which could bring the pilot to a crashing halt, however more often than not, i find that it destroys my heli on impact...

May 10 2016, 2:06 AM · Arma 3
ShotgunSheamuS added a comment to T65521: Antenna on characters head?.

Will do Kryssar =)

May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS added a comment to T65521: Antenna on characters head?.

It's not always obvious, but i will try and see if i can get more pics if i see it again. I doubt it soups be a texture glitch, i have tried different nvidia configurations, as well as in game texture configurations and object quality, unfortunately the attached pic is the best i can get since it was visible on my character then, it doesn't do it anymore, but i noticed on another player something similar, but not easy to get someone to stand still so you can take a screen shot, hence why i couldn't get a pic of the most recent occurrence.

May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS added a comment to T65521: Antenna on characters head?.

Can close this one, see it is fixed with latest update =)

May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS added a comment to T65521: Antenna on characters head?.

I have actually just found other similar bugs like this, also with funny extrusions like in this pic, just not on the head, it was on the elbow of someone wearing a pilot's outfit. I think it may somehow be related to how the models are rigged?

May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS added a comment to T65521: Antenna on characters head?.

it wont let me attach the damn pic =/

Nevermind, got it.

May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS edited Steps To Reproduce on T65521: Antenna on characters head?.
May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS edited Steps To Reproduce on T65520: Antenna on characters head?.
May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS added a comment to T65520: Antenna on characters head?.

eh sorry, browser effed out, made a dupe... see 0007158

please close this one!

May 10 2016, 2:02 AM · Arma 3
ShotgunSheamuS added a comment to T65471: Player character can go through a lot of things (exploits & other collisions issues).

I wouldn't be surprised if the devs rewrote the entire game after the alpha testing, most issues are passed down from every arma title. If the devs completely redo the entire game and fix these issues, it be worth waiting another year lol.

May 10 2016, 2:00 AM · Arma 3
ShotgunSheamuS added a comment to T65461: Blood physic isn't realistic.

Agreed with Traxus. A little dripping particle effect can work, hopefully if it isn't too intensive on the resources.

The blood decals shouldn't appear immediately, it should appear as if fading in and "growing" as the blood seeps and spreads across wound.

Also I think the blood on uniform is a little too bright. Should be a much darker color.

Blood decals on the ground should appear more like a smudge rather than a big drop of splatter. And this only when lying down, or kneeling. The amount of blood I have lost in a game is redicilous judging by the splatter trails I have left behind me.

The blood mist, or "puff" should really only be appearing when shot in the face, where skin is exposed. When hit on the body covered by uniform or armour, blood mist or "puff" should be replaced by a puff of dust, so one can still get a clear hit indicator.

May 10 2016, 1:59 AM · Arma 3
ShotgunSheamuS added a comment to T65429: Foliage doesn't have that 'sheen' from reflecting light.

Plants now have this sheen to it, which is a nice touch, but is too overdone... needs to be toned down. For the most part it looks good at a close distance as is, but when you zoom in on the distance, the trees and plants light up like neon night light (but during the day) which is tooo over exagerrated.

Please tweak it down a notch or two?

May 10 2016, 1:58 AM · Arma 3
ShotgunSheamuS added a comment to T65384: Video, Audio, Controls and Game settings profiles....

Yes, something to change on the fly, preferably being able to switch in game, not in main menu.

May 10 2016, 1:57 AM · Arma 3
ShotgunSheamuS added a comment to T65384: Video, Audio, Controls and Game settings profiles....

I know, one particular issue is distance and clutter that has the greatest affect. I have mentioned myself that When playing infantry, i really don't need to be able to see 10km ahead, however when I fly a helicopter, then it surely is necessary to have that distance, so i agree, that is one reason for requiring adjusting on the fly. But as you say, some intense scenes will eat away on resources, so changing on the fly would be equally beneficial.

I was contemplating an ingame menu like in wasteland that allows to adjust distance visibiltity, perhaps some combo's of settings can be included here.

May 10 2016, 1:57 AM · Arma 3
ShotgunSheamuS added a comment to T65384: Video, Audio, Controls and Game settings profiles....

great idea, and certainly not the first. There are quite alot of players wanting something similar. Sift through the tickets, you will find them =)

+1 anyway.

May 10 2016, 1:57 AM · Arma 3
ShotgunSheamuS added a comment to T65224: Creating an immersive feeling to the game.

agreed, highest priority a feature should have is normal.

However this doesnt seem to be a feature that can be added later into the game without working perfectly, seems like something that needs to be at the core of the package, and might be a little too late to add now.

Sounds great for sure, I will vote up since this could improve AI perhaps, and god knows, arma can do with improved AI. But not holding high hopes for A3.

May 10 2016, 1:52 AM · Arma 3
ShotgunSheamuS added a comment to T65199: Game needs more video options.

Thanks for the feedback dwarden!

Why lensflares though? What performance impact dies it have? I suppose best is to make all settings an option, but not all need to be ingame menu.

Thanks for the feedback though, feel more positive now!

May 10 2016, 1:51 AM · Arma 3
ShotgunSheamuS added a comment to T65199: Game needs more video options.

When the fuck do we get to disable parallax mapping? I don't imagine creating a switch for it being that hard to do. I'm really not happy having to run standard terrain just disable it, too many floaty objects in the distance..

Cmon BI, just this one thing left, then this ticket can officially be closed! Just allow us to disable POM please!

May 10 2016, 1:51 AM · Arma 3
ShotgunSheamuS added a comment to T65199: Game needs more video options.

Thank you mad

May 10 2016, 1:51 AM · Arma 3
ShotgunSheamuS added a comment to T65199: Game needs more video options.

Nah I'm not referring to the horrible look of the pom effect, i would like it enabled or disabled, or adjustable based on distance as a separate setting, like how post processing was split up and all the options isolated. I want to disable parallax mapping, but still set terrain geometry in ultra, and grass distance at high or very high. Get what I'm saying?

May 10 2016, 1:51 AM · Arma 3
ShotgunSheamuS added a comment to T65199: Game needs more video options.

Whaaaat, its done already??? How many of the settings did they isolate? Is parallax mapping also isolated from terrain?

May 10 2016, 1:51 AM · Arma 3
ShotgunSheamuS added a comment to T65199: Game needs more video options.

MadDog, please keep open for testing, i don't mean to be a whiney bitch, but i would like to see how many options have been isolated as adjustable on their own, there may be other combined settings, like terrain for example that covers geometry, grass view distance and parallax mapping which i would prefer to have their own individual settings. This ticket is rather important in terms of performance, and given ARMA history, one should be able to really tweak as much as possible.

May 10 2016, 1:51 AM · Arma 3