The question is only, which is the desired result? Vermin without suppressor (no muzzle-climb, almost no recoil), or Vermin with suppressor?
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
Known issue.
Mass closing resolved tickets from last month.
I heard this was improved?
Mass closing resolved tickets from last month.
Don't downvote tickets which you cannot reproduce, it's a multiplayer bug.
Updating repro steps and attaching repro mission.
Original poster (p00d73), could you please improve your ticket according to the discussion (see my above comment)?
One thing to be made clear is certainly the fact that the pilot should still be able to order a certain weapon to be used. In your ticket you say "remove" other items from his selection - this probably would be a bad idea.
Only the CONTROL of unguided rockets pass on from the gunner to the pilot.
I would like to see how you resolve the "fighting over weapon selection" problem that potentially arises in MP.
What I think would be a useful compromise is:
- Pilot still only orders which weapon to be selected
- Gunner still is the only one who selects the weapon
- As soon an unguided weapon is selected, trigger control is transferred exclusively to pilot
- When a gunner-controlled weapon is selected again, trigger control is transferred exclusively back to gunner
Sorry, spotted it too late, gonna dupe it and then resolve #10212.
Mass close.
Mass closing resolved issues not updated since November.
Mass closing resolved tickets from last month.
Mass close.
Mass close.
Dupe of #9532.
I believe the sun and its flare were changed recently, is it better now?
Mass closing resolved issues not updated since November.
As I stated, it's not a bug per se, but it might be a mis-feature, specially connected to different graphical settings or twilight.
It's an overlay effect, the *lighting* doesn't actually change.
I just checked again, and it's not the lighting of the entire scene that changes, but it's the blending effect of the sun.
It's a kind of a diffuse lens flare, which should simulate how you are blended by the sun in your view.
Not a bug IMO.
I believe this is related to HDR (high dynamic range).
It's similar as if you look towards the sun by naked eye and and then turn away from it, the pupils in your eyes extend/contract and the visual experience changes...sorta.
Mass close.
Good repro also in #9621.
Mass closing resolved tickets from last month.
Mass close.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Could someone confirm the fix?
Closing as dupe of #11119.
Can you please re-write the ticket (Coding) to fit the explanations of FeralCircus and I can mark it reviewed.
Mass close.
Mass close.
Still an issue? Repro mission doesn't work anymore (it's got A2OA desert_e as requirement??).
Mass close.
Mass close.
Terox, both should be the case; you should be able to sort them into subfolders, so the admin can e.g. better enable/disable missions as he sees fit (i.e. remove/add a single folder for missions e.g. requiring ACE or a certain map), plus in the game it should be sortable as you say.
Mass-closing resolved issues not updated in 10 days.
Cheers! Let me know once you got the other ticket filed, so I can relate and escalate it.
Can you please attach a repro mission?
Which mask are you talking about? Does this apply to any unit or only specifc ones?
Not a bug; every modern chopper has armored glass and it was definitely a bug in A2/OA to have the AH-64, KA-52, MI-24, etc. unarmored as they were. I remember bug tickets in the A2 CIT where those facts were well laid out.
Not sure about the M/AH-9, I don't think you can really make such elaborate swung glass (which is open on the sides anyway) bulletproof. If you find evidence that is shall be bulletproof, feel free to create a ticket.
Mass closing resolved tickets from last month.
Fixed in 0.77.108906 according to feedback from DS Skype channel.
Mass-closing resolved issues not updated in 10 days.
First of all I've tried both Ghosthawk AND Mohawk (just to make sure I'm not missing anything) and second, the AH9/MH9 ticket is open again since they seem to be a case on their own.
Long story short, you write:
"I just tested the latest stable patched version, and the Effects sounds sound more dubbed down concerning the chopper rotor noise. Both pilot seat and passenger seats (of the Mohawk and Ghosthawk) appear to be equal in sound levels. As to whether this fixes people being able to use VON effectively, likely a step in the right direction."
It's exactly what I observed and what I want to know from you and if possible even more people, hence "feedback". Could you PLEASE first test and then exclaim?
Ok, I just played around in the editor with a "flying" Mohawk/Ghosthawk, once me as player in control (pilot) and then as a rifleman using moveInCargo in the back.
I can't help it, but for me it's both the muffled the same way and very acceptable. Please confirm.
I might even make a video showing that the sound is the same volume wherever you sit in the chopper for me, but I can't make any sense out of this ticket anymore. If you still think it's too loud, please make a video cutting both a cargo position and pilot position together - I'm really curious.
If you insist on keeping it the same as the players originally voted for, then I will mark it resolved, because since creation of the ticket, the sound levels have been adjusted for the helicopter interiors, spoken as whole.
Rogerx, we just need the ticket to be more specific now and narrow it down on the pilot/copilot seat of the affected choppers (all?); can you please modify the ticket as to make it precise?
There is much more chance to get a 'tweak' done on those positions as to ask for global changes such as "headphones for all pilots" (aka feature), even though it might have the same effect.
If you want to insist on the headphones idea, be my guest, but it might take longer to be picked up (or not at all).
Rogerx, it's good testing what you did and you boiled it down to the very core of the issue you're experiencing, namely that the pilot and copilot seat apparently are too loud compared to the passenger compartment.
First of all, it's not "closed", else you couldn't comment, and second, instead of just "giving up", just make the ticket fit to the narrowed down topic of your detailed findings.
Update; I just played Invade & Annex today and there was lot of talking in in-game VON and I was passenger in a helicopter (Mohawk and Ghosthawk) frequently and when I was in first person, it was whisper-silent, absolutely no problem for everybody to talk.
Sound effect settings at 90%.
What are you talking about "they"? I'm not Bohemia Interactive. It seems like that there are roughly 50% who agree with me, that it isn't a big deal.
But okay, I also see you (and the people you play with) have got a point there. Let's leave this as it is currently.
EDIT: Make sure your passengers and yourself switch to 1st person view while in a helicopter, this will help voice communication a big deal.
Would you please read my post entirely before replying I said it was EITHER...OR.
I have an high-end gaming headset (not audiophile stuff, but very good still), 5.1 with subwoofer module. I agree the choppers are loud, but it works very well with TS.
So please read again what I wrote, PAST the first half sentence.
EDIT:
Elaborating what I'm coming after; I think the ticket is just fixed on the fact that choppers are loud, but they're not TOO loud in my or many others opinions, so I suggest that we modify the ticket to focus on VON being too bleak, or - because there are already many downvotes - close this one and generate a new ticket which focuses specifically on VON (instead of choppers).
rogerx, I believe to suspect that either your stereo/surround/whatever configuration is not correct or it's rather actually an in-game VON issue.
Using TS I have no problems with game sound effects at 90%.
Maybe the ticket needs to be rephrased or even re-done, on the subject of in-game VON. I must confess, I never tested in-game VON vs helicopters.
rogerx, VON should not be used as reference, since it roughly depends on the other player's microphone input volume. OTOH, our clan uses TS all the time and yes, if they're really next to a chopper (<10m), some can't hear other's talking, but as soon you get in, it's fine.
I think current levels are perfect and can be refined with individual minor sound adjustments. I'll close the bug in 2 weeks roughly (you can only add comments while it's not in closed state).
Thanks, marking resolved.
I think in current beta they're in more reasonable volume, when you're inside the helicopter. Can you confirm?
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
Mass-closing resolved issues not updated in 10 days.
I'm calling this fixed. I think the others are on purpose and not feasible for an exploit.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Mass closing resolved tickets from last month.
Mass close.
Mass-close of resolved tickets not updated in last two weeks.
Removed spam. AiA bugs are getting looked at, but they do have a lower priority, so no need to vote them down.
After all, and specifically in this case, a crash is a crash is an engine issue.
AiA is a mod which enables forward porting of legacy content developed by Bohemia Interactive (and of course also existing correctly built user made addons).
It's not like the content in AiA is custom made - it merely uses *official* content from legacy games such as A2/OA, so it is indeed something we all want fixed and not a simple "user error".
Pomigit, these kind of reports are made to ensure backwards compatibility to existing content such as BI's own content, as used in AiA.
Low prio, but still a good idea.
Marking dupe of #10726, since it's got the most votes - but you certainly come up with one possible idea; it's not lost due to relationship with the other ticket.
Mass close.
Mass-close of resolved tickets not updated in last two weeks.
Mass close.
You can turn off "Peripheral vision" in the difficulty properties already, so you don't need to crank up the settings as whole.
Mass closing resolved issues not updated since November.
Resolved according to reporter.
I believe this has been resolved.
Mass close.
Thanks.
Then we need more info on how to reproduce it reliably. Looks like the majority including BI devs can't repro it.
Could it be dependent on the graphics card (driver)? I've got an AMD graphics card for example.
Works fine for me.
Mass close.
Mass close.
Thanks.
So I heard they're still too noisy?
Ok, could repro it; the bags contents are of no relevance, but indeed the action to assemble the Mk6 again doesn't come up.
Improved ticket description and repro.
The bag is the assembly, but it's empty by design.
You put a tripod/mortar assembly on the floor and keep the other part on the back (in your inventory), then aim at the bag at the floor and then you get an "assemble" action.
Ok, adding your observation with other buildings to the other ticket and closing this as a dupe to #5477.
Any new info on this? Is it still happening?
Mass closing resolved tickets from last month.
Dupe of #6917.
Mass close.
Outdated. Open a new ticket if new issues arise.
Unable to repro with current versions and 64bit Windows.
Can you still repro?
I noticed that in the recent patch 1.14 (not sure if it's related to this one, could have been done already earlier), they stop shooting and run to cover, if they're under fire/being hit.
Can anyone confirm?
Please refrain from iterating the same arguments over and over again, I think everything has been said now.
Also refer to my note above, where I explained how everyone is right to some extent, but there is no way, that there can be a physiological correct implementation in the game, that applies to every person - hence random events are needed.
First of all: If I see more people attacking eachother, I'll close down the ticket for one week at least to let everyone cool down.
That said, here is some interesting reading for you all; excerpts from a police manual about caliber and documented reactions of victims getting shot:
EDIT: I just realized that they're in German and scanned too, so you can't use translators on them, that limits their meaningfulness for most of you - apologies to that.
http://www.zerouptime.ch/files/Image0008.PDF
http://www.zerouptime.ch/files/Image0009.PDF
http://www.zerouptime.ch/files/Image0010.PDF
So there is definitely not one correct reaction to be modeled in-game; everyone is right. The reaction could be dependent of AI skill and probably some randomized value, also influenced by the spot of the body getting hit.
But correct implementation of my idea would also mean that some AI could shoot on for a moment until their adrenaline/blood pressure drops and they pass out or become otherwise incapacitated, even though the overall accumulated damage would mean death in-game, as by today's damage model.
Mass close.