It would be good to add some selectable grip position.
like The "thumb over bore" May makes you hold recoil better,but get tired and unstable over shorter time.
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May 10 2016
I do have reported this though...
http://feedback.arma3.com/view.php?id=6412
Hope it will be fixd at final by adding more kinds of animals.
It should be normal to see total 20+ rabbits, dogs, snakes, bugs, birds etc... along some km of travelling.
Using windowed mode may helps you
My TV supports 1366X768 but 1360X768,that makes me have to use windowed mode for many games
Isn't that cool to steal something from an unaware...enemy maybe?
It is possible someone steal your backpack without your notice...(don't ask me how I learnd this!)
Maybe add some noise or sth when someone trying that,and react by turning around or run away if necessary.
If add the ablity to manually arrange your own magazines,even before operation.It would solve all problem.
e.g. I could arrange my own mag by 4 standard-1Tracer then the last 3 are all tracers.or 3standard-1ArmorPiercer,or even half standard-half tracer.......any kinds of arrangement you could think about……
If you enter a vehicle, you should put your weapon to SAFE mode. Upon get out,
the AR-style safty turned to semi mode sounds make sense-- or stay SAFE mode as
it in ACE2
It seems ArmA will recognize your controller's axis as a "Centered two-way axis" or a "slider" automaticly, with some multi-axis device, such recogniztion would be wrong (actually,my 4-axis cyborg EVO suffered such problem too,throttle is recognized as two-way axis while Z-rotate been slider)
The solution would be add a custom options for it.
Unable to reproduce in DEV 061.106178
Switch shoulders with other key settings would be even better,it may takes you 2~3 second to do,and maybe more unstable when using left shoulder.
But very useful wen going through a right corner or using a right side cover in any stances
Tested with DEV ver and it's fixed,GJ
Actuality,in the game now,those bullets don't become subsonic at all,they trave the same speed with/without suppresser.
What's more,they have same behaviour when penetrate walls, blocks, trees.... the only "magical" things happen when it hit a man or a car,suppressed bullet with same speed just doesn't cost as much damage as unsuppressed one.
@ProGamer
But they goes same speed, It's more awkward to have a parameter(sliencer) beside the ammo/target type, velocity, and impact angle effect on "damage", while they've already did great job on penetration
@galzohar
Yeah,after tested with man and light vehicle,the suppressor one is almost half the damange.That's werid,if same bullet hit same thing with same speed,it should do exactly the same damage!
NOT RESOLVED yet.
I've tested multiple guns with ProvingGround(with bullet speed) and projectile tracing script(check penetration),it seems bullets act almost the same way with/with out suppressor,for .45ACP in pistol it even get faster with it. So I think this issue should be resolved?
There are different kinds of suppressors, with variety of structure and working theory, and some does slow down bullets.
Although I don't think these kind of suppressors should be use here, only BIS know how the 6.5mm caseless ammo should work with......
Up-voted.
But make your commander shoot you it you ignore them too much,haha~
The side arm actually came up while still reloading,check out my pic uploaded。
And the stance adjust should be done by 6DOF headtrack tY axis,too.
It happens in FSX too.
As a scenery modder of FSX, my way to deal it is to separate all texture file with Alpha transparent,name them as"zzz*.bmp" or "zzz*.dds",so the game would render them at the last, and partly fix the similar issue.
No idea if it works with ArmA3, but it's not the ultimate way to fix it
Hard to choice,because you can't feel the trigger and recoil in the game,so it's harder to tell your gun was dry.For me,it takes almost 2~3 empty "chink" to notice that,while I miss only one or maybe two shoot even on AEG.
@Deadfast ,Thanks for that remind.But how about the "force" issue? I don't wanna see a normal human can slowly push someone who stand next to the door,or other interactivable object do their job (like truss stretch or rotation) and push through almost anything getiing in their way.
The new FreeTrackClient.dll didn't work,It makes the "output-Main-FreeTrack interface" grey,and the TrackIR interface(with TIRViews.dll) didn't work in ArmA3 with enabled TrackIR either.
Upvote,I can't stand using "break" pedal of my controller to reverse a car instead of shifting to R gear and using Accelerator even for Auto Transmission
Any 3d monitor can simulate both-eyes-open sighting,That should be Support.
I don't have one though.so I don't know if it have been done
I think that current penetration system on walls and other things are already working great. Why don't just put that on a unit?
Raoul
That's why we need a realitic body armour which only covers the area it should.
Currently hitting on face and hitting on helmet is the same hit box which count down same mount of HP, that's the issue this tickit want to change.
BTW,a standar 7.62X51 round hit on your IV level chest armour won't break your ribs.
Raoul
Why add more realisim into this simulator will ruin it?
Anyway, If this system be proper implaent,it's easier to remove or put on a lighter armour that you guys may love,which couldn't stop a rifle bullte.
It's better for both side: who want a realistic body armour,or who don't want it and like to be killed by one shot, rather than the "armour" be part of unit (actually just different mount of HP right now)
Again, a hard game doesn't mean a realistic game.
Easy to die not means simulation, some video shows USArmy guys received 4~5 hits on their armour and didn't even get permanent injure!
Modern Body armour is already changing the shape of modern war, stop reminiscence on the old OFP days.
In beta seems we have a longer HP bar,but that's noting realistic to a body armour.
You see, if my helmet stoped one bullet, it doesn't mean my chest amour will stand one or two rounds less than it should be
@Keragon
NIJ Level-III plates (widely used in USGI)stop 7.62×51mm NATO M80 ball(means several rounds in close distance).And Level-IV is designed to stop .30-06 Springfield (or known as 7.62×63mm)M2 ARMOR-PIERCING bullets.
for more: https://www.ncjrs.gov/pdffiles1/nij/223054.pdf
There are some video shows some guy wear a level-IV body armor and hold several shoot form AK47 or FAL in 1M,and can even stand on one leg when impact.
No doubt how hard modern armour are.unlike COD or other game which have a long HP bar to make you hold 5~7 rounds,The body armor actually keeps you UNHARMED after 5~7 rounds.
But it is not invincible,IV plate can only cover small area,or it will be too heavy
Much harder to kill someone as well as much harder to be killed,maybe it should be a optional setting for realism hardcores(and yes I am).
There is plenty of video shows some USGI been hit by SVD or AK,fall down,and then run away as nothing.that's what you want ? For a simulator,yes.but as a game...god damn how hard and boring could it be if both side have such armour...
Confirm,and the flash light can light the reticle up,that's improper.
Also,it should be adjustable,NOT to adjus brighter in dark to see them,but dim them down when dark to keep it form glowing.
I use freetrack and find that Z-Zoom dose't work at first time,then I try some settings(basically try set track on zoom key assignment,although that dosen't work),and finally,I happen to get it work as zoom,I don't know how and why,but it works,anyway...
Vertical movement is great ideal,since ARMA3 have ctrl+W\S function,why don't just make Track tY axis do that work?
May 9 2016
NodUnit
Based on my experience on GTASA modding, the hitbox and weapon hold points could automaticly changes with different scale of bones and models,I don't know if Arma could works the same way though...
It might be problem that there are something on the units like mags or grenades,they should maintain their size,thus they could have some more overlapping on rescaled unilts itself(just visual)
Just some scale change(maybe in different body part),won't impact the FPS,so upvote.
But I think in PVP mode,everyone may try to use the shortist guy....
fixed in Dev 071.107070
Even if it is impossible or just don't want to implant it, any devs to give a statement please?
BTW,if this have been implanted,what about adapter? like Mp5\G3 have it's own rail system,but nowadays most of them use a adapter for picatinny rail.
Not only Rail moutings,Also magazines should have their interface system.
Like 4179 STANAG Mags,used in 5.56AR SCAR FAMAS L85 FNC...and so on.also it can be used with 6.8mm and some other calibers.
In ArmA2,with tons of Mods,the magazines sometimes don't interchangeable with other mods even they do in realworld.
This should be done with just 2 value,interface system code and caliber.Also,some guns may have more than one interface,like Minimi.
@armapirx
Adjust curves for your TrackIR (make it less sensitive near center) might let you feel better with Reflex&Iron sights.I use FreeTrack and I set the curves for ArmA much curvy than it for Flight&Race Games, and I feel no problem when using it with non-powered sights.
@Val
I got your point, this capability should be implant. But for scope sight, especially the high powered Scope, I would prefer the 2D View with non-zoomed external ,unless the 3D one can do it with the same quality and perfomance.
@armapirx @Tovarisc
Check this ticket for TrackIR issue with fake 3D-Scope:
http://feedback.arma3.com/view.php?id=10373
But the point here for this PIP-3Dscope ticket is, if the out side is non-zoomed as this ticket requestd, TrackIR will not feel that sensitive, thus will not feel as bad as the fake 3Dscope we have now.
Val
Still I think A 2D one would more easy to implant without massive perfomance impact(similar to this Helmetcam Addon: http://www.armaholic.com/forums.php?m=posts&q=21300) And I don't think even with HeadTrack, I would turn my head for looking around while watching through the scope.
Well,for the All-Zoomed 3D Scope, Using HeadTrack while aimming down the scope is just torment.I mean A SOS style 2D Scope is even better than that one.
But for a Proper 3D Scope, it might not be that bad. Also,the zoom Axis should work as well as a non-powered sight.
After Played with the new "3D Scope",I would prefer a SOS style 2D Scope rather than a 3D one.
Maybe A SOS one with some non-zoomed Out view would be better? and it might not necessary use The PIP engine,Because it's Just two separated 2D render window
Another problem of this is:In real world,we use (mostly) right eye to see through the Scope while left eye just bypass it from it's left side,the 2 different picture combined by our brain,that't why ACOG can be use as a non-powered scope for CQB.
This phenomenon alos affects Dot sight and Iron sight.When in CQB,open both of your eyes will let you see "through" sight or their frame. Unless we use 3d monitor,this is impossable to simulate.
I have already set switch Weapon to left win
This kind of thing happened a lot in ArmA2 with many weapon swap cheat mod.
Annoying,should be fix,but not so crucial
MadDogX
It fixed in DEV0.71.106869,with Z\X key
but I find that when using Binoculars,Ctrl+WASD didn't work at all, is there any ticket about this issue?
While go prone form staning, it doesn't happen
but when involving courching, it still happen
That's someting already been done by @SMK in ArmA2,and it is great.
Left-side urban prone should be useful for right-side cover,since ArmA doesn't have left-hand shooter
sure,even my non-tactical flash light can light up something about 50m away at night,and a few hundred meters should be easy for a tactical one.
but in A3,maybe just 20m for a tactical gun light...
setACCTime 0.1 or such you'll see what's a superman's turn!
Will,Turning with delay may be worse,but the BODY TURN should have a speed limit,while the gun could turn as fast as you can move the mouse (to separate them, try aim down, hold Lalt and move gun around, see what is GUN TURN)
Also I find that the FreeLook do have speed limit.
Confirm this when using keyboard to switch it,but fine when using action menu
I have seen many game with underwater view got this kind of problem,even in ArmA and ArmA2.
All those high voted issues, only the CPU/GPU Utilization one they actually made great improving on it, and that is maybe the most tough one.
But why don't BIS you get some time and take care of those easyer stuffs, just something already been done in VBS or ArmA2Mods
The bipods in Dev 0.57 105007 is folded default,is it usable? What's the key map?
Confirm,and the flash light can light the reticle up,that's also improper.
As for the brightness adjustments,it should be NOT to adjus brighter in dark to see them,but dim them down when dark to keep it form glowing.