@rogerx> Actually the fog array works with older maps although the height falloff seems to work differently - I assume it has something to do with height calculation maybe a ATL / ASL calculation issue.
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May 10 2016
Yep - I managed to get it working but it would be nice if they added a slider to allow for easy changes in fog altitude and falloff - it's a tedious process trying to get low altitude fog exactly right.
@rogerx> Odd though the fog array command seems to be the same but the functionality seems to not work like it did. If you use 0 setFog [1, 0.01, 0]; theoretically according to the wiki (time setFog [fogValue, fogDecay, fogBase]) you should get fog that starts at full density, that decays fairly rapidly with altitude and that starts on the ground. However all I get is a slight haze - I can't seem to replicate the cool ground fog seen in Dslyecxi's video: https://www.youtube.com/watch?v=77Ab5YpwIFE
Yep totally agree - we need more weather effects like snow. Maybe BIS only bought the cloud sim module ;). I would also like to see the advanced fog system working like it did in the A3Beta. The fog array seems to have stripped down functionality.
How can you down vote something that fundamentally affects the realism and immersion of ARMA3 (excuse the pun) simply because in your view attempting to more realistically replicate the movement of water would waste Bohemia's time and resources? The engine of ARMA3 needs some major work - this would be part of that 'work'. The reporter vote system is not a personal prioritization process on behalf of Bohemia - it's more one of agree/disagree with the issue. From what I can see from reading 100's of tickets the majority of ARMA supporters agree that the engine is dire need of improvement particularly when it comes to the visual and physical environment. This issue I think is important since it highlights the bigger and broader environment issue mentioned above.
As of Dev patch 25/9 the runway lights look much better. They look better from far at least. From short distances the lights have a bloom around them. Tested in harsh weather and different seasons. The main airfield in Stratis doesn't have taxiway lights or red end of runway warning lights. Airfield lighting now needs to be sorted out it's far too dark. This issue has been created in a separate ticket.
It would be nice if all runways could have some lighting. But I suppose we will have to live with placing lights on the smaller airfields ourselves - assuming we had some. Now all we need is for all the airport buildings to be lit up properly and we are cooking or a module that toggles lights within a radius!
Runway lights should illuminate the runway. Also Control tower and terminal building lights should be on.
@Gekkibi I was not suggesting that the lights should illuminate the surroundings. There are two basic issues - one dealing with lighting the surrounding airfield buildings this is covered in a separate ticket and two they should implement a proper runway lighting system.
What I was saying is that the airfield lights are far from ideal at the moment. The developers on ARMA3 should consider implementing runway lighting more realistically:
- Approach Light Systems (ALS)
- Visual Glideslope Indicators
- Runway End Identifier Lights
- Runway Edge Light Systems
- In-runway Lighting incl Runway Centerline Lighting System,Touchdown Zone Lights, Taxiway Centerline Lead-Off Lights, Taxiway Centerline Lead-On Lights, Land and Hold Short Light
- Runway Status Lights
Obviously its going to be a trade off between features and performance.
Apart from the above it would be great if the developers could implement a module that allows you to switch on/off lights within a certain radius of the module. This would allow you cut power to an area i.e. town dependent on mission requirements. Airport building lights would also be able to be switched on and off using this module.
Failing this feature request - that all airfield lighting is re-looked and fixed. It is far from acceptable at present.
Runway lights flicker almost like the lights are below the mesh. They are almost invisible from even short distances (500m) when flying at night. They should be clearly visible from at least 500m. The airports also have most lights switched off - which is a great pity since it ruins the effect. This applies to today's dev build Sept 20. All airfield lights are still way too weak and cannot be seen from any realistic distance.
My fault. This issue should be split into 2. The first issue that of runway lights appears to have been fixed - thanks very much - looks great now. This issue was listed under a separate ticket and is now closed.
The second issue is there is no lighting inside airport buildings and control towers etc. That is the issue this ticket is highlighting. This is still an issue in latest dev 1.09 build.
Just push the gamma up fairly high and all the plants and grass appear bright green and navy blue. Gamma adjustment shouldn't make this happen.
Great! Issue seems to have been fixed. I have 4 x machines running 32 bit Win7 and 1 x Win7 64 bit. All running fine now. Excellent map!
I understand this ticket relates to allowing civilian females to use weapons & vehicles.
But I would suggest that the more important feature request is adding female civilian models. Presently a much needed feature.
The debate regarding whether female civilians can be equipped with weapons is secondary and in fact a non issue - if male civilians can be equipped with weapons so will the female civilian counterpart - obviously at the discretion of the missions maker.
Female civilians would make most missions much more believable - irrespective of whether they carry weapons or not.
It's only by taking the weapon (non) discussion out of the equation that this feature request will remain on point and not get hijacked by the sexist/misfit brigade as per the female soldiers ticket.
Totally agree with feature request. This would make the towns a little more believable and if I remember correctly that's what we are trying to do - make ARMA3 as realistic as possible. The debate about the need for female soldiers can wait imo. Of course once we have female civilians what's to stop them occasionally picking up a gun as you quite rightly said. Mission makers will then be able to include these NPC's if they feel it will add to a mission.
Seems it happens only on certain terrain/surfaces. Like on the pier - chopper seems to fall through the mesh and then get reset continuously. Very easy to reproduce.
The point is respawning should not have to rely on this outdated and tedious text file process. A simple respawn option in the editor is what we have been asking for for some time. Why is this so difficult to enable? It doesn't require 1000's of lines of code and it would simplify this very important part of the game and make the game more streamlined and polished - features Bohemia stated were a priority for ARMA3.
All we need is a respawn option in the editor - allowing the level creator to set:
- Number of respawns allowed: slider from 0 - infinite
- Location of respawn: nearest base, nearest teammate, etc.
- Repawns apply to: friendly human, friendly AI, both.
Anyway something like that.
Yep I think you are right.
Confirm this issue has now been fixed in latest dev release.
Considering we are already at version 1.something I reckon they should have fixed this by now. It certainly makes the game look less polished.
Also if you group these soldiers to you and then get them to parachute - they fail to be released from their parachutes and instead on landing get dragged around indefinitely whilst attached to their parachutes. Whilst this is funny to watch it really needs fixing.
So then up vote this - its an important issue.
A year down the line and still nothing. Any fast roping module would be great, then we could synch it to a group, trigger and waypoint etc.
How can you down vote something that fundamentally affects the realism and immersion of ARMA3 (excuse the pun) simply because in your view attempting to more realistically replicate the movement of water would waste Bohemia's time and resources? The engine of ARMA3 needs some major work - this would be part of that 'work'. The reporter vote system is not a personal prioritization process on behalf of Bohemia - it's more one of agree/disagree with the issue. From what I can see from reading 100's of tickets the majority of ARMA supporters agree that the engine is dire need of improvement particularly when it comes to the visual and physical environment. This issue I think is important since it highlights the bigger and broader environment issue mentioned above.
@AD2001 there is a distinction between stepping and climbing over objects - it's one of height. In BF3 you press a key to climb over objects that are at waist high - smaller objects you climb over automatically. In Arma3 when a player's movement is blocked by a small log or rock you should not be required to press a key to step over it hence my comment. This is just one example - a very basic issue - stuff other games sorted out years ago. If you want to use them as cover well then you stop before them and lie down. Climbing a ladder should as in other games only take place if you purposely walk directly up to the ladder. If you don't want to climb the ladder then you don't walk directly up to the base of the ladder. I have no idea why Arma players have to argue about obvious stuff like this - it's crazy - we all want the same end result!
Problem is still present in the latest dev build as of 25/9. Spray and water appears through the floor when viewing in 3rd person.
Sorry this seems to only affect the rubber ducks.
As usual this ticket has got lost in the deluge of things to do because the fan boys can't see things in perspective. A sand box like ARMA3 by it's nature should emultate the real world and that means players should be able to play around in it as they see fit. And if that means going scuba diving at night on wrecks with a (god forbid) flash light then so be it. I really don't think adding a flash light will kill or undermine the ARMA series and it should be a relatively simple item to add.
Thanks. Ok then they should be a standard inventory item if its night time. Plus a torch.
I've been in the marketing industry and gaming for over 28 years so I know all about branding and market segmentation and USP's etc. I'm obviously not suggesting as you seemed to infer from my suggestion of simplifying the loadout process that ARMA3 becomes another BF or COD/MW. Making the loadout process easier does not detract from the core values and proposition of the ARMA series. All it does is streamline a process which in the real world is a lot easier - even Bohemia recognize this - I'm talking a refinement process.
If you really want to dissect ARMA there are many issues that bear little or no resemblance to the real world simulation you imply ARMA currently is or is attempting to be. Take the ridiculous (imo) process of respawning. Is turning into a seagull emulated in the real world? There is a fine line between cornering a niche market and staying in business. ARMA only needs to remove the rough edges and it will appeal to a much broader market - and before you assume this means attracting all the ADD COD kiddies I'm not for a moment suggesting this.
I have been into hardcore sims since the category was created and I fully understand the defense of the ARMA high ground. It's simply a matter of functional refinement that's all.
As an aside I think ARMA needs to move more in the direction of mass appeal than towards the sim or tactical shooter. If I want to use a torch and get shot in the process then so be it. As mentioned by Bohemia they want to broaden the appeal of ARMA3 by making it more playable (dare I say 'fun') rather than adhering to the rigid requirements of a sim or tactical shooter. Simplifying the inventory system and loadout process is a very important step in this process. I know this is off topic but it illustrates an important point imo.
A light underwater - a dead give away - hmm I would never have thought of that. :)
However using a torch under water during a rescue mission at night could be useful. NV goggles don't seem to work with divers in the Alpha. I reset keys to default but can't get NV goggles to work. Possibly this was left out of the Alpha. In any event a torch would be useful for non combat missions like mentioned above.
Up voted - soldiers with limited equipment get tired far too quickly in latest release (final) even when running at medium speed. A fit soldier carrying limited items should be able to sprint for at least 100m before sounding like he is about to cough up a lung. I think the breathing sound is also over done.
Totally agree - sure you all saw Dslyecxi's YoutTube video with sliders etc. That's what needs to be in the editor. Sure they could do this. The fog situation is not good at present (Nov 2014!) we need ground based fog. If this means some fog gets into buildings so be it - it still would be better than the current fog imo! Also the fog array seems to have stripped down functionality from the initial fog system shown in the A3 Beta. Or is it just me?
Yep totally agree - the fog sliders that Dslyecxi showed off in the A3Beta would be ideal. Might have been his own work.
Sorry should have mentioned this is in the Editor - when creating a game. There should be a simple option to add respawn in map.
That sounds promising. Maybe the medic and a couple of other roles in Arma3 are about to get some new life breathed into them. But I think I'm jumping the gun.
Bump. If a feature doesn't work correctly or not as expected or documented then it's a bug - particularly since this issue is well over a year old now. Many scripts and wounding systems are dependent on this 'feature' working correctly.
Earth to BIS - when will this issue be fixed? It's quite an important bug. It's over a year now since this was logged!
Anyone voting against the ability to vault over higher than knee high objects or jump short distances (scaled according to the weight being carried) has truly lost the plot. Arma3 aims to be as realistic as possible - i.e. to emulate real life movement and world interaction.
Ask yourself in real life can soldiers jump short distances, can they vault over objects? Yes Of course they can, if they aren't too tired or carrying vast amounts of heavy equipment. Of course the dynamics need to managed well so that it doesn't become an exploit - but don't just down vote an issue because you think you are somehow in charge of protecting Arma's sacred milsim honour - when in reality you are doing just the opposite by restricting it's development. Try and credit BIS and the rest of the community with at least some intelligence!
I wonder if this ticket will get closed due to inactivity just like 1000's of other tickets. It's a great system - just leave a problem and it will magically go away. :) I can confirm that 1.5 years after this ticket was opened it's still not fixed! But the ticket is still open so maybe there is still hope!
Brilliant I reckon you should work for Bohemia - they need some major help with:
- FX - Sound and special
- Sound in general
- AI programming
Yep like mekanick said - we ideally need a PUSH option to move boat back into the water. Perhaps a basic action that can be used to bump / push the boat towards water.
I reckon Bohemia are waiting for us to fix their game. Either that or they are all busy making the campaign missions which they forgot about. There are tons of major bugs which should have been fixed months ago but haven't even been looked at yet. Oh well like all ARMA games I suppose we have to wait a year for them to fix stuff.
There are also no shadows at night (even in latest build). When walking in town past a street light or other light sources there should be shadows.
May 9 2016
Since Take on has this capability it is clear that BIS is planning to include this feature in a DLC. How this will work who knows? The RAV Lifter mod has fully functional ropes and animation. Fast roping used to work reasonably well but apparently the recent DLC has broken it and Raven appears to not be supporting or developing it anymore. So this feature is for me a must have. We just need to push this as a feature - if u agree vote. Upvoted +1000
I thought the whole point of ARMA3 was supposed to remove the arcane control system and make its appeal more mainstream and intuitive. Not that we want another BF3 but a control system that is consistent and easy - that borrows the best control mechanics used in other games. Other games got it right some years ago why can't ARMA3?
Yep totally agree - small obstacles still do far too much damage to vehicles wheels and engine. And wheels damage does look odd the way the wheels just disappear. Better general damage modelling and fire simulation (off topic) is what's needed.
I agree - I felt quite bad just now commenting on some of the hundred's of problems ARMA3 still has and then I realized this is 2013 - games have a moved a long way in the last few years. ARMA3 needs some major work still to be up there with the polished titles like ... (dare I say) BF3 etc. Assuming this Alpha is anything to go by.
Maybe this is Robben Island? I didn't see a prison anywhere though. The only issue then would be getting Nelson Mandela to allow 'his' island to be used by Bohemia. Given the political and historical sensitivity of this island I suggest they don't get caught illegally taking photos there - they could get locked up for a very long time! :) One other thing - it's in the Southern Hemisphere so the seasons are different - so I guess its coordinates are just some random location.
Static lights like on streets in town seem to fade in - this is unrealistic. They should emit a standard number of lumens irrespective of time of day. At night (evening)this means they would be full bright as soon as they come on. During the day they would most likely be off or if on they would have little effect due to ambient light. Time of day should not influence static light or vehicle light brightness. Lights look bright at midnight - seems light are linked to timer and gradually increase brightness to full at 2400. Likewise they fade out towards dawn. Crazy programming!
Agree - also if you push the wave setting too high - the boat appears to float - with the back of the boat hanging with prop out of the water. The sound of the prop out of the water gets very monotonous - due to wave cycle repetition. Whilst I know this is tricky to fix - and in very rough water this would be reasonably real - the effect needs tweaking imo.