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May 10 2016

PiepMGI added a comment to T71076: Night Sky is too boring.

Not so evident! Stars cannot provide light sources in game because objects or #light sources should have 3D position. So distances are limited and that implies relative positions. Sky is not "lamp" populated. On the contrary you can set what you want with a post process effect (ppe functions in Arma). Then, Solar or lunar shadows should be the same process with different parameters.
I don'yt know how the night sky is managed in Arma but it's rather fine! Little improvments should be considered for lunar brightness. Constellations are OK.

May 10 2016, 5:35 AM · Arma 3
PiepMGI added a comment to T71076: Night Sky is too boring.

Thanks for having good constellation at right place. Northen star in Polar minus is at North and the sky is recognizable. Not so boring!

May 10 2016, 5:35 AM · Arma 3
PiepMGI added a comment to T70699: Fired Event Handler Global Issue.

So?

May 10 2016, 5:22 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

Any news about this question: how get the same distance info as displayed in the range finder ?
How the problem is "reviewed"? Could you assign it and work on it , please?

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

See also video at: http://feedback.arma3.com/view.php?id=23023
Playing out of group, player has no "knowsAbout", no "cursortarget" on enemies

Question apart, "solved" by auto report enabled in game difficulty.

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

It seems there is no answer to add a simple "check any distance" to cursor (or aimed point). What is the magic equation for distances in a rangeFinder?

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

My question should be : how get the same distance info as displayed in the range finder ?

  • one meter to my feet,
  • 3, 6 ,1000 , 2000 or whatever to the green grass aimed spot,
  • continuous distance along a wall,
  • whatever object distance,
  • nothing at empty skies.

Seems to be so hard!

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70402: The 1rst Person Breathing noises way too loud and unrealistic.

By the way, could you correct this: http://feedback.arma3.com/view.php?id=20945

May 10 2016, 5:11 AM · Arma 3
PiepMGI added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

I disagree applying penalty for every empty/emptied vehicle because, on real ground you don't want some equipments fall into enemies hands. That could be a good reason also in MP scenarios.
So, as you know, emptied vehicle are sided with the last disembarked crew. If your team have to leave a blue vehicle, it's sometimes preferable to blow it.

This ticket should be fixed, not closed. And btw, could you be so kind as to update:
https://community.bistudio.com/wiki/ArmA:_Rating_Values

May 10 2016, 5:06 AM · Arma 3
PiepMGI added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

There is no reason to have penalties when your vehicle is destroyed and you are the driver, even or not with friendly units inside. It's unrealistic to become a renegade - this is the reason why ex-friendly shoot at you - because you're hit by missile or victim of an accident.
Furthermore, in some cases, an intentional blast of a damaged vehicle is more realistic than leaving unused assets on battlefield.

The only reprehensible fact should be destroying a (same) side vehicle if not inside and vehicle still able (canfire + canmove).
In other terms, something like:
_true_side = getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side"); (where _x is checking for vehicle)

if (_true_side(_x) == _true_side(player) && vehicle player != player && canmove _x && canfire _x) then {penalties};

May 10 2016, 5:06 AM · Arma 3
PiepMGI added a comment to T68216: Some of magazines weren't stored in soldier Vest or Uniform? - Soldier are having too much equipment.

Still in 1.30127372 (October 2014)

May 10 2016, 3:46 AM · Arma 3
PiepMGI added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

@ Stilton,
Ah, language barrier make us so dumb!
For example "reviewed" means for a French guy like me: "examined". But it's past!
And, as far as there is no more person assigned on a reviewed topic, we can have some doubts on what it will occur... or not!
Sure, it's not closed, but a good sign could be "assigned" for this problem, or at least, reviewed (a guy) as for some topics.

As you could see, there is absolutely no answer from BI developers!
You know something like "see that in further version" or "changed for a feature request"... NOTHING!

I beg your pardon, Sir, if a write in a poor English.

May 10 2016, 3:29 AM · Arma 3
PiepMGI added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

Consider Adam is always right. Topic is closed, closed, closed, resolved, and reviewed.
Adam got a whole lot of nerve to duplicate this topic with the little improvement in brightness.
But I guess, it's good for BI stats to stick "resolved" each time you can find a tiny link with another subject. How many fake solutions?

May 10 2016, 3:29 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

++

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Sure, did you try it? Did you try terrain processor, terrain builder or else?
If you can build a map with that, please write a tutorial! I'm able to wait one year more!

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Guys, when you read "reviewed" in feedback tracker and no comment or reaction at all from developer, consider as "BURIED".
reviewed + closed as duplicated, for several months gently means "in your dream".

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Creating your own map is a very hard challenge. I gave up. Tools are weird and undocumented. Some people succeeded with that but you need extra softwares as L3DT and others. This could be a very good news if it becomes possible to create map so easily as Arma's editor.

BI made choices about heavy environment (rabbits, bees, garbages, objects) vs FPS or wider maps.

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66044: Visual Damages for Vehicles.

see also http://feedback.arma3.com/view.php?id=22711 The "damage" getdamage" commands are often non exploitable as they return binary_like results 0 or 1 (see feedback attached video). It could be great to link "hitpoints" damages with a general status "damage". Not simple but mandatory for consistent damages with a bunch of vehicles / units!

May 10 2016, 2:25 AM · Arma 3
PiepMGI added a comment to T65757: Going in and out of vehicles resets your gun's firing mode to the default..

Very annoying. You choose burst mode for your MX, you climb into a vehicle. When you disembark, MX is in single shot. Oukej, It's impossible you missed that!

May 10 2016, 2:12 AM · Arma 3
PiepMGI added a comment to T65063: Vehicles should not explode by gunfire.

Vehicles explode when global damage reaches 1. There are far more problems with vehicles damages "management" : http://feedback.arma3.com/view.php?id=22711

May 10 2016, 1:46 AM · Arma 3
PiepMGI added a comment to T63372: Weight system.

1 - Be sure what's is good for players remains valid for Ai. It's weird to have Ai's with full skill and never fatigued when you exhaust your lunges.
2 - fatigue must be a difficulty setting, not cast in stone! Or you will discourage plenty of players with "guardians of realism" considerations.

May 10 2016, 12:38 AM · Arma 3
PiepMGI added a comment to T62774: Grenades are not powerful enough. .

btw , do also something for grenade launched by EGLM or 3GL

May 10 2016, 12:15 AM · Arma 3
PiepMGI added a comment to T62718: Animating vehicle doors.

At this time, animateDoor function works for all IFRIT, unarmed HUNTER and unarmed STRIDER as far as cars are concerned.
It seems there is no time or will to improve these models.
If i had any idea to work for that, i could take time on it.

May 10 2016, 12:13 AM · Arma 3

May 9 2016

PiepMGI added a comment to T61395: Weather conditions not the same for everyone.

wind should be checked. It seems different. Difficult for me to confirm. In this case, forget the dual work spotter/sniper.

May 9 2016, 11:05 PM · Arma 3
PiepMGI added a comment to T61395: Weather conditions not the same for everyone.

Yes it seems to work. Good job!

May 9 2016, 11:05 PM · Arma 3
PiepMGI added a comment to T61395: Weather conditions not the same for everyone.

Sure, if different winds for players, this could be interesting with Marksmen DLC supposed to enhance the tandem work sniper/spotter along with wind parameters!

May 9 2016, 11:05 PM · Arma 3
PiepMGI added a comment to T59083: Low CPU/GPU Utilization.

@Legolasindar
I have just an i5 but the same video card as yours GeForce GTX 970 4 Gb. Arma 3 goes from 60 to 30 FPS in SP, about 30 in MP without mod. I'm aware of that because i wrote an add-on with multiple displays (7 layers of heavy calculated params & results). So, You can also play with 70+ and more with poor scenery in SP.

All objects aggregate like towns are FPS killers.
One point BI developers should consider : Avoid massive environment objects such as garbage, bees, butterflies, snakes,... You use and abuse with these things. Concentrate on buildings, men, cars. Thanks

May 9 2016, 6:28 PM · Arma 3
PiepMGI added a comment to T58946: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

If this could help: My Laptop (2 months old) was delivered with NVidia driver: 358.91, which worked fine, until 359.00 with some sparse crashes then 359.06 which worked until I decided to run Arma on battery power(not plugged). Crashes occurred after 1 minute at start of Arma. I thought the solution were on plugging my laptop, i was wrong. The system was stuck in crashes process each time i launched Arma.
Then, i began to try some changes in NVidia config for Arma. Not in launcher i never modified (but -nosplash). Results were from immediate crashes with unable to create DXGI to quick crashes with DXGI removed.
Then, I tried to reset all params to default. Crashes also.

And finally, reinstall 358.91 and I can play more than one hour. No chance I try on battery power. I'm still retaining my breath.

May 9 2016, 4:08 PM · Arma 3
PiepMGI added a comment to T58946: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

I just experience that on laptop i7 + Geforce GTX860M, Windows 10, NVidia 359.06 (latest). Yesterday, fine. Today, started on batteries, DXGI crashed quickly. I tried again after plugging the laptop... restarting W10, checking for Arma's file integrity (from Steam interface). Nothing works!

DECEMBER 2015. Search for error!

May 9 2016, 4:08 PM · Arma 3