The devs are making new rain, hopefully like this: http://www.youtube.com/watch?v=-yxnETZ6RZk
If we have new rain, all that water has to fill up and flood areas.
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May 10 2016
It basically takes the normal map and completely changes it, and in Arma 3 with the new diving feature, imagine swimming through flooded towns and cities while rescue vehicles follow the elevated roads above sea level.
I wonder how hard it would be for the devs to import this from Arma 2?
Would love to make missions were you rescue civilians and help out areas that are flooded, protect area's from loots etc...
I would think there was a reason ACR did it the way it did rather than raising the ocean.
What? It would be like this by default but players could change its location.
What solution would you have in mind, so it doesn't obstruct the player's view?
To fix this, why not add this part of the "HUD" to the customize you layout option so a player can choose were he wants this to show.
Nice ticket, something I'd love to see in game.
Great that the the devs are making sure the Comanche can do its "Snap Turn"!
Please show proof that the the mi-48 design allows that. And make a ticket for that.
I just tested this recently and it is not fixed yet. :(
I know addons can do these things, but I was wondering whether or not mumble link could allow us to script such features in without an addon.
Edit: I think you may have the wrong link.
Would mumble link allow for things like YouTube videos to played on in game screens? Would it allow for real life free online radio stations to be listened to in game with a script?
You vote down because a single mod will do it? What if people want it in vanilla or another mod?
There is no balancing in this game, both sides will be asymmetrical. Arma is the civilian version of VBS2 which is sold to NATO. The balancing done in the game is for AI versus player. Gun bipods do not exist yet either, they are comming after release. The devs have said many times that "natural balance" comes when you model the game after real life. This game is not soley based on TDM or PVE. If you don't like the scopes, remove them from the mission. Balance is done by the mission maker, not BIS.
This is not a game to argue that something does not take enough skill, a jet will always easily destroy an entire base, while vehicles will decimate infantry.
The part of the dev team devoted to balance, called Task Force Balance, balances AI with players and nothing else.
I'm sorry, but there is no such thing as "overpowered" or "underpowered" in Arma games. The "Balance" is up to the maker of the mission, not the devs.
Yea, just change the positions under Configure-Game Options-Layout.
Ticket is now closed.
Opening because this be an issue again. The lynx should copy its real life counterpart, not be "balanced".
Check out these videos here:
http://www.youtube.com/watch?v=NFXgxBGcaak
http://www.youtube.com/watch?v=t-Vrvh7qeGA
We has three ghosthawks flying in three different areas on a server and they all blew up at the same time.
Link to were I got the picture: http://resources.bisimulations.com/wiki/File:setAmputate.jpg
I don't see how this is acceptable to be away from realism. Taking a sniper or some other large gun into a CQB situation is and should be a bad idea. Lowering weapons would help with moving around in CQB but if it isn't lowered when it should be to big to fit, you should have a bad time moving around.
Helicopter sounds at the moment seem way to quiet for those in positions were they would not have protection or not full protect.
Helicopters now at times when you are inside them with no protection or outside with no protect seem way to quite and do not interfer with communication anymore. Unless you are wearing protection or what you are doing would have protection then the sound should affect VON by making you have to speak much louder.
It was more fun when sound realistically affected your communication and you had to really speak up to communicate.
My take on this appears to be from a VON related problem.
They should be quite loud as they are in real life, it comes down to just another challenge soldiers can face in real life with communication as you said you do ingame.
I doubt everyone in Greece supports the Greek militeries point of view but it comes down too how many Greek players would play Arma 3.
I assume you are playing the user created mission called wasteland? I don't know about wastelands rules regarding whether or not the independent side is free for all but normally the independent side is thought of as it's own faction similar to Blufor and Opfor. You loose points because you are in the games view shooting your teammates.
More to you point about "score", just ignore score. Score does not matter in Arma, there is no levelling up or persistent score unless the mission has that added in by a mission maker via mods or scripts. I'd assume your "kill count" would be what you could watch through your session but it still isn't saved or anything.
Independent are considered a separate faction then the two main ones. They are not actually independent of each individual but rather just independent of the two main factions.
I was referring to more sturdy aircraft that can handle the high winds.
Strong winds? Aircraft fly into hurricanes all the time for scientific reasons. Tornadoes on the other hand are not flown through as I know.
You can set what controls you want by yourself, the current ones are just default settings.
The cloud height varies in real, there is not exact height. Arma should have a set cloud heigh ability be ause we are also receiving new volumetric clouds!
This would be a way to expand on environmental effects ingame that effect gameplay.
Thank you for taking the time to review my ticket!
Don't see why someone voted against it, total eclipses are amazing in real life. This would not be a huge priority but would be cool to have later down the line.
Thank you for taking the time to review my ticket.
I ment if for capturing a member of the enemy team fir questioning and for capturing a commander or general in a user made mission.
We don't need automatic teleports out of your seatbelt and thru the glass and unopened doors. :(
Your ticket was a duplicate of this one. It was also about tweaking and making this "quick fix" a feature rather than waiting until proper interactions with water could be done.
The use the emergency window/ door opener is a good point but the rest of your post is more of a slightly less quicker fix to this issue. Fatigue effects and blackout effects would not be valid for a lot of crash scenarios either.
Oh that glitch still exists?
Hopefully progress on this issue will be made by the full game.
Helicopter interact with water like they do in GTA vice city currently.
That has happened for a while.
Yea... I thought vice city too. But this is the reason the ticket exists. Even vehicle don't get the explosion model when they touch the sea bed, but helicopters do.
Yea, these need to be fixed. When we make the crashes more realistic, instead of having it "your dead or floating" you would have to safely exit the helicopter after it rolls which would make crashing more fun.
Because there are other tickets for those issues. Plus there is much more space with water than land and water has been made better for Arma 3.
Any progress made on this so far? I haven't tested lately but I'll try later today.
Yes, but the what causes the damage is off and the water pulls the helicopter downwards like quicksand when when it contacts the water.
When a helicopter wheels touch the water the engines are still damaged.
I also saw that when you crash into the water currently, the rotors magically disappear and the helicopter sinks right side up like a crane is lowering it down then explodes when it lightly taps the sea floor.
Yea, thou I think that goes its what I said about water being like quicksand were once you touch it your pulled into it.
Hopefully the devs can implement this and make crashing into the water more enjoyable than just your dead or magic teleport to safety.
Yea I ment using HABID bottles and LPUs above, not all aircraft can jettison the escape hatches though.
And yay! It got assigned!
- Here's what should happen, the damage model would depend on the speed of the aircraft.
- If it was not going an insane speed it would float for a second while it fill with water then roll over.
- After its rolled over and sinking, you have to wait for cabin pressure to become equal with the outside water. (let the inside fill with water).
- Aircraft commonly have small air tanks for emergencies such as this when they operate near and/or over water. Put it on to avoid drowning though things will still be a little blurry unit the water goes over your head.
- Now you trigger the emergency escape hatch or bust the window down.
- Swim to the surface.
- Await rescue or swim for it depending on medical situation.
I would say that the aspects described in this ticket would helicopters a lot more enjoyable for everyone.
The ticket includes more than that and that specifically is not as far as most would like it to go.
The ch-49 is the only helicopter that requires the "floating" like ability for a few seconds like the ch-47 in real life, and yes rolling over before sinking is also part of the ticket.
The new helicopters including the ch-49 had there damage model reworked apparently in the dev build but I can't test to see how it works currently as I am holidays.
Any news on making helicopter interact better with water currently?
Can someone please test and confirm the current helicopter and water interaction ingame?
So better downwash effects?
Yea it does, but it almost looks more Hollywood like too.
Low priority? I'd say this this is pretty high, even with TOH FM, it still forced you to restart when crashing into water. And 78 votes so far!
Does VBS2 already have this stuff like it has everything else the community wants?
Really need this do water isn't so arcadish anymore.
Hopefully this is implemented, I doubt any other combined arms game could say they have this.
I would say bounce depends, if the bottom is shaped like a boat, it makes sense like water planes bounce during take off and landing. Though a big thing for me is making the ch-49 "float" for a little bit for diver and boat recovery.
Would you say the ticket is well written.
Yea, the new helicopters are incredibly arcade like with their water interactions.
Is this worded well enough for the devs to fix, or does it need to be better worded for them to do something about it?
That's because I set it to beta.
Why can't I set it to Arma 3 beta?
We just need to keep reminding people of this ticket and getting everyone we can to vote for it, sp we can do away with Arcadish water interaction.
No needed to add that Laqueesha, because I already detail how to reproduce it.
I tried touching the ch-49 to water, after the tire touched the engine began to break, it should float for a few seconds rather than sinking like quicksand.
Can the ch-47 float for a few second because I was bouncing the ghosthawk like a skipping stone off the water.
Great!
Air vehicle interaction with water feels very Arcadish at the moment and could be made to interact better with the new water as infantry have been made to.
I do agree that helicopters such as the chinook should be able to land on calm water for short periods of time to pickup swimmers, divers and boats.
What altitude do you have to reach to be above the cloud layer?
Are you sure? A while back I placed a jet using the allinarma mod and I was not able to get above the clouds.
Volumetric should mean I can fly through them, over them and under them.
Is this still an issue? I won the triton AX pro, and may have some issues with it.
Don't see a reason they can't add these now, or later on.
The damage model in relation to water is still broken: http://feedback.arma3.com/view.php?id=8468
Your videos show the ongoing WIP with making helicopter interact with the ground realistically, like sliding, wheels, ect...
My ticket includes the chopper having a incorrect damage model when crashing into water: http://feedback.arma3.com/view.php?id=8468
I find they are really dim, I don't even notice them at all, but in real life you can see them in the middle of the day.
I was able to reproduce with the information provided.
This game is a simulator, there is no "overpowered or underpowered" more realism is good.