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May 10 2016
I would upvote if you remove the "smoking" animation idea.
BIS has expanded into underwater assets, they will eventually release a expansion pack or dlc which has more naval and underwater assets in a few years.
vBS2 has it ingame and in its editor.
My ticket deals with crashed and interaction with water for helicopters: http://feedback.arma3.com/view.php?id=8468
Just thought I'd bring that up because it's similar, though I definitely agree with you that helicopters need an improved damage model.
Yea, they should have a device to measure the wind, look up what real snipers use and make a better ticket for that.
Check you settings mate, I can see t just fine.
The image you showed are same bullet type :) though ones a hollow point version and the others not.
All stuff BIS has fixed in VBS2 but for some reason can't easily fix in Arma 3.
What I'm saying is the gun does not do more damage than the anti-vehicle rifles though this is more of a problem of body armor ingame and the health system regarding limbs. You are trying to bandaid the problem.
But they aren't very similar to 9mm rounds. They are still stopped by body armor but are much more powerful in killing and stopping power than the 9mm.
So your saying if I shoot someone in the chest or head with a .45 calliber bullet, they shouldn't die as a result? And I have no idea what you ment by that last comment.
Wouldn't it for more for health systems? Rather than artificially changing the weapon, look at the heath system which makes the shot to the arm or leg a one hit kill.
What about chest shots and head shots? It's a .45 callibers bullet! It's purposely like that due to the calliber of the round, another 5 callibers up and you have a really powerful sniper rifle.
Yes that is what I said, the health system has a problem in which involves being shot in the arma or legs. You ticket's name is quite misleading because it looks like your upset about the damage rather than wanting to fix a health systems glitch or bug.
Your ticket should be health is glitched when being shot in the arm or leg. Not this.
Ever seen a .50 caliber sniper? Well this is five callibers less.
Yes, they are missing auto rotation and shock absorption currently. Your ticket is a bandaid to the acual problems.
Duplicate of another post: http://feedback.arma3.com/view.php?id=4878
It depends if the little bird is designed to do such a thing, the Comanche/ BlackFoot was made to be very agile and fly at high speed just above the trees and fly sideways. Idk about the AH-9/6
Duplicate of: http://feedback.arma3.com/view.php?id=716
Can we see some images of modern vehicle HUD?
Closed as it is a duplicate.
It's just unrealistic not to have hit boxes and if your landing ontop of them your doing it wrong.
Still not fixed I think.
This is a big part of the runway simulation which is currently missing.
Still an issue at this point in time.
If your landing were you hit these, your doing it wrong!
Then adjust them to break easier not leave them broken and glitched.
Added pictures to better show the devs the bug.
Got pictures to show the problem now.
This will be important for fixed wing aircraft because they should have to worry a little about hitting these.
Why is this downvoted? It's a glitch in the map, not some suggestion!
It should take a new slot, and not the place of a light, or scope, or barrel.
Idk, mabey new attachments and new variant of the gun?
It looks like it was removed for a new weapon that will be introduced later. Or something like that.
A duplicate/ better ticket exists for this issue.
You will have static weapons on September 4th on the development branch and then in the stable version during release.
Couldn't you protect it by making it only executed by the mission?
UGVs will be in the full game.
The game already has a Unmanned ground vehicle that will do what you want this to do.
It would be nice for paratroopers to carry a realistic backpack and gear.
Script wise why not just blacklist the script commands via Battleye?
A better solution would be to have a fully configurable object that can remove all water effects in an area: http://feedback.arma3.com/view.php?id=16247
Hacked easily? The ticket I made is for mods. Not base game.
Isn't there a new parameter or command which keeps water out of vehicles that are submerged? Could you possibly apply this to a larger area?
When you see an enemy, it is thought that you can read a map and use the scale of the map to calculate distance, it's not hard but something the game assumes you can do.
@trooper226: the game was like this before but a feedback tracker ticket made them just completely block throwing anything underwater which messed up night diving with chem lights.
Yep, and bullets will be replaced with nerf darts for added safety!
And regarding throwing underwater or on the surface, it would be more like dropping for bombing or lighting the area up quick.
Yea, it's not an issue of "why should you do it" but an issue of you should be able to do it.
It was removed after a few people complained about it, though it seems like a feature for players new to the game who might blow themselves up of something by accident.
Why was throwing gernades and other objects disabled in the first place? It can happen underwater so why disable it? If you throw a gernade underwater, you live with the consequences not get the devs to disable it because your too lazy to remember not to do so yourself!
Still, would love to use them underwater, even for a brief moment if they floated away.
I believe gernade were disabled underwater but for some reason chem lights were too.
The devs could just adapt the fog system for this command underwater.
The edges just look way to sharp.
Good, as this area of land was created solely by the devs and not off the real island, I hope it can be fixed.
Oh, so mine is good?
Well if there is another one, maybe the pictures can be moved there?
We need video of ingame proof, and real life proof for the devs to see to get this fixed.
No, his is about currents, mine is about waves pushing boats a little bit of pushing them against shore.
I know, but this is something that should at least be considered for an expansion or dlc to the game.
This is something that at least needs to be attempted to be fixed.
Your focusing on all the negative aspects! There are plenty of positive things as well!
Reviewed means it is given to the devs. And when you campare the number of devs Arma has to the number of devs companies have that make games as big as Arma, you will find the Arma 3 dev team is smaller than most.
Well, I doubt they expected the explosion of feedback tracker issues likely they hadn't even herd before either.
I can also say the Ocean lacks white caps when you look across it with waves.
Waves cashing in the shore would give a better authentic/realistic feel to the game as well!
Great, this was reviewed! Mabey we can can finally get some waves crashing on the shoreline now!
Still not fixed!
I would say this should be normal priority as this completely breaks the immersion with anything involving water that is not perfectly calm.
I would say look at battlefield 4's waves crashing on the shore but I don't think it has that either.
I should have to fight the surf to leave the beach!
Kinda ruins immersion seeing big waves out at sea, yet a few meters from the beach is perfectly flat and no waves crashing onto the beach, this makes boating new large rock formations in realistically safe in high sea conditions as well.
Added pictures showing flat water a few meters from shore with the highest wave settings, this needs to be fixed.
This is a big thing for immersion, really ruins a boat mission without this.
I saw the VTS mission had hand signs already.
It should be...
It's the same engine...
They do....
Doubt BIS would do that, they want VBS2 to have all the features the community wants.
Saw a ticket which is was just resolved with this issue I think. Nm, adjusting ticket.
No, it's not a bug. The real life version is designed to flood, so that when you release divers it doesn't give them away.
Yep, noticed this bug as well
Closed as it is a duplicate.
Wouldn't this be something mumble has to fix?
What altitude, what should I set the elevation of the unit?
ALT TAB it?