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May 10 2016

gibonez added a comment to T73261: Combat stance- Nobody stands like that!.

The Arma 3 combat stance is pretty Silly.

It scream tacticool mall ninja and overly done.

More relaxed and natural stances would be sweet.

May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73262: Freezes in map.: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Benargee added a comment to T73261: Combat stance- Nobody stands like that!.

Really guys, this is a 2 year old issue that has been massively downvoted. It's not even worth discussing anymore.

May 10 2016, 6:33 AM · Arma 3
thecaptain edited Steps To Reproduce on T73262: Freezes in map..
May 10 2016, 6:33 AM · Arma 3
TheMasterofBlubb added a comment to T73261: Combat stance- Nobody stands like that!.

German Army same as @pleasereboot

May 10 2016, 6:33 AM · Arma 3
Cenwulf added a comment to T73261: Combat stance- Nobody stands like that!.

The animations reflect what 99% of the players will expect to see in terms of a soldiers stance and his movemen, which is all they are required to do.

You may well be right but it's no really the point.

May 10 2016, 6:33 AM · Arma 3
Shields added a comment to T73261: Combat stance- Nobody stands like that!.

So much nope.

May 10 2016, 6:33 AM · Arma 3
InstaGoat added a comment to T73261: Combat stance- Nobody stands like that!.

You don't stand straight up under fire. Also...

http://i602.photobucket.com/albums/tt104/vor033/United%20States%20Spec%20Ops%20-%202/936322_zpsa0d8a389.jpg

and

http://i602.photobucket.com/albums/tt104/vor033/United%20States%20Spec%20Ops/116acd86.jpg

And if you want to stand up straight like that, use stance adjust up when standing.

May 10 2016, 6:33 AM · Arma 3
Crazydudeg47 added a comment to T73261: Combat stance- Nobody stands like that!.

@HaydenG and Oh take a look in some videos of soldiers in "Go pro cams", the only stand straight up when they are behind cover, and where the fuck did you took this one that the leg needs to be straight to give better stance? both legs slightly bent will reduce the recoil and take out majority of joint stress, you clearly need to go to the military for a while

May 10 2016, 6:33 AM · Arma 3
pleasereboot added a comment to T73261: Combat stance- Nobody stands like that!.

Clearly a downvote...
In the austrian army its taught just like that in arma!!
It gives you more stability when dealing with the recoil, just like crazydude said!
Experienced it myself, you can't See in a picture wheter it's like this or not...

May 10 2016, 6:33 AM · Arma 3
Crazydudeg47 added a comment to T73261: Combat stance- Nobody stands like that!.

@HaydenG Yes people stand like in the game, and is called "Wave" or "CQB Stance" the purpose is reduce silhouette, and improve stability, and absorption of the recoil, this is majorly used by Special operators since they receive better training, but was established in 2007 as the normal tactical carbine stance for BCT, try taking a look at House clearing videos from special units, and another thing, military train as they fight so the argument those are training is simply stupid, i simply suggest you go to the military for a while, or take some Classes with Tactical shooting and CQB before going out talking about what you clearly don't know

May 10 2016, 6:33 AM · Arma 3
HaydenG added a comment to T73261: Combat stance- Nobody stands like that!.

@InstaGoat
Those are training, not combat. And the 1st one is a little hunched but far far less than in Arma where he is hunched over like a 90 year old man.

May 10 2016, 6:33 AM · Arma 3
Soulh4cker added a comment to T73259: CTD.

I fixed it by changing the System Language my Windows is running at from english to german. My PC is from Germany and my Windows 7 Main installation was in german but i had it on English settings and reverted it back to german and everything worked fine again

May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73259: CTD.
May 10 2016, 6:33 AM · Arma 3
Jevuner edited Steps To Reproduce on T73260: Heavy FPS drop on hight movement speed (300 km/h and above).
May 10 2016, 6:33 AM · Arma 3
HaydenG edited Steps To Reproduce on T73261: Combat stance- Nobody stands like that!.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73260: Heavy FPS drop on hight movement speed (300 km/h and above).
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73260: Heavy FPS drop on hight movement speed (300 km/h and above): Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73261: Combat stance- Nobody stands like that!: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73259: CTD: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Soulh4cker edited Steps To Reproduce on T73259: CTD.
May 10 2016, 6:33 AM · Arma 3
dezkit added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Thanks for the update hladas.

I understand that the auto rudder will not return, and I agree that that is a faulty concept, but, will there be a fix so that the airplane actually turns when banking? That is the most important question! :)

There's many tickets relating to this, and there is one that is on the front page of this bug tracker right now.

Anyways, auto-rudder or not, this turning effect when banking has to be achieved in every jet due to simple physics.

Hope i hear from you soon!

Also, check out this aircraft that I am making into arma 3: http://www.youtube.com/watch?v=yXL9Cw5kJ40

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Few notes

  • flight model has not changed, only automatic use of rudder was removed. This was wrong and will not return (also is different problem)
  • I will add (soon) more config parameters, so some level of this effect could be achieved
May 10 2016, 6:33 AM · Arma 3
dezkit added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Also. I tried rudderInfluence, it doesn't bring back the rudder. I tried values -100, -1, 0, 1, and 100.

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

So this is the ticket that killed the aircraft physics.

Could you please give me a little more details, how rudder should influence airplane?

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Will look at it.

May 10 2016, 6:33 AM · Arma 3
dezkit added a comment to T73258: Jet auto-rudder needs to be optional/removed.

hladas, please don't take this the wrong way, but...

This is how the rudder was before the update:
http://www.youtube.com/watch?v=4oZPTGWu-8A [Video 1]

This is the rudder after the update:
http://www.youtube.com/watch?v=jHpIYgGKWoc [Video 2]

If you look at the first video you can see how the jet actually moves to the left after banking, when you look at the second video you can see how the jet is practically at a standstill after banking.

This applies to every single aircraft in the game, modded or not.

If you download my aircraft that I released in my Ivory Aircraft mod on the forum, you can see for yourself how if you bank, the big airliner doesn't turn at all.

In all of the previous arma games, every single jet had the feature where the airplane moves to the side it banks, but it was removed in an update around October 22 2013 in arma 3.

A lot of people have been complaining about this and I have not seen a BI developer respond to it.

I sincerely hope you look into this issue and save the aviation community within ArmA 3.

Thank you very much!

May 10 2016, 6:33 AM · Arma 3
dezkit added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Keep me updated, hladas. If you release an update to the dev branch with a fix, I will literally drop dead. I love you, for life.

May 10 2016, 6:33 AM · Arma 3
Sniperwolf572 added a comment to T73258: Jet auto-rudder needs to be optional/removed.

I adjust slightly , and the rudder swings the nose back the opposite direction.

Even in current beta?

This isn't happening for me, I've tested it in the latest dev branch and aiming is much better.

May 10 2016, 6:33 AM · Arma 3
Sniperwolf572 added a comment to T73258: Jet auto-rudder needs to be optional/removed.

I can confirm that autorudder has been removed from "Airplane".

If there is nothing more to add hladas, I think we can close this? :)

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

I adjust slightly , and the rudder swings the nose back the opposite direction.

Even in current beta?

May 10 2016, 6:33 AM · Arma 3
arziben added a comment to T73258: Jet auto-rudder needs to be optional/removed.

well, isn't that efficient AND quick, thanks guys, the jets will feel much more realistic without the rudder moving on its own :D

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

would it be possible to remove it from "Airplane"

Yes, on monday.

Done.
I Also added new parameter - rudderInfluence, which can be used to increase, how much will rudder turn the plane.

May 10 2016, 6:33 AM · Arma 3
dezkit added a comment to T73258: Jet auto-rudder needs to be optional/removed.

So this is the ticket that killed the aircraft physics. Good thing we don't move in the air anymore when we bank right guys?

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

would it be possible to remove it from "Airplane"

Yes, on monday.

May 10 2016, 6:33 AM · Arma 3
Sniperwolf572 added a comment to T73258: Jet auto-rudder needs to be optional/removed.

is removed in current beta, waiting for feedback ;)

It works great with the Buzzard, the airplane feels much better to fly.

Is this dependent on the "AirplaneX" simulation?

It seems to be only changed for that type simulation, would it be possible to remove it from "Airplane" simulation too? Community addons that use that type of simulation still seem to have autorudder enabled.

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

it starts working when you are NOT pressing the assigned key for the rudder

is removed in current beta, waiting for feedback ;)

May 10 2016, 6:33 AM · Arma 3
gutsnav added a comment to T73258: Jet auto-rudder needs to be optional/removed.

The main issue I have with the rudder is that when lining up for a CAS gun run, I adjust slightly , and the rudder swings the nose back the opposite direction. This causes rounds to fly everywhere but the target. I think that what is happening is that after I press a rudder key, the rudder engages in the opposite direction for about 1/4 a second. No idea why it's doing this, but please fix it.

May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73258: Jet auto-rudder needs to be optional/removed.
May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Also, could please give a little more feedback, how rudder should influence airplane?

  • what you would expect, that proportion of forward and sideways speed will be, when rudder is at maximum and plane has landing speed or maximum speed
  • how use of rudder should influence forward speed
  • how quickly should sideways speed return to 0, when rudder is released when plane has landing speed or maximum speed
May 10 2016, 6:33 AM · Arma 3
Bohemia added a comment to T73258: Jet auto-rudder needs to be optional/removed.

Rudder in itself influences the airplane correctly, the problem with the rudder is that it starts working when you are NOT pressing the assigned key for the rudder

IE: i want to make a turn to the left, to do that you should roll left and wait for the aircraft's momentum to pick up.

now the way arma has it wrong is that your rudder decides that he wants to be part of the fun and turns left. it shouldn't be doing that unless you press the assigned keybinding for Rudder.

If you remove the fact that the rudder acts like it has a mind on its own aircraft should behave properly or atleast be more predictable

May 10 2016, 6:33 AM · Arma 3
hladas added a comment to T73258: Jet auto-rudder needs to be optional/removed.

please retest in rev 111002 (or newer)

May 10 2016, 6:33 AM · Arma 3
arziben added a comment to T73258: Jet auto-rudder needs to be optional/removed.

if you don't touch the pedals, the rudder shouldn't move AT ALL

I don't understand why it's like that in arma, it doesn't make sense and is unpractical

/upvoted

May 10 2016, 6:33 AM · Arma 3
Bohemia edited Steps To Reproduce on T73258: Jet auto-rudder needs to be optional/removed.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73258: Jet auto-rudder needs to be optional/removed: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73257: Control tower has a transparent wall.
May 10 2016, 6:33 AM · Arma 3
Kirill edited Steps To Reproduce on T73257: Control tower has a transparent wall.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73257: Control tower has a transparent wall: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73256: Create Task Module doesn't work as stated: Arma 3.
May 10 2016, 6:33 AM · Arma 3
sproyd edited Steps To Reproduce on T73256: Create Task Module doesn't work as stated.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73255: Ghosthawk Lights: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73254: AH-99 and Mi-48 constantly increasing flight altitude when they follow a waypoint.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73255: Ghosthawk Lights.
May 10 2016, 6:33 AM · Arma 3
Arkenbrien edited Steps To Reproduce on T73255: Ghosthawk Lights.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73256: Create Task Module doesn't work as stated.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73253: AI Respawns After Dying - Module.
May 10 2016, 6:33 AM · Arma 3
Drugo edited Steps To Reproduce on T73254: AH-99 and Mi-48 constantly increasing flight altitude when they follow a waypoint.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73252: Vehicle goes airborn (weightless) when hitting a chainlink fence.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73254: AH-99 and Mi-48 constantly increasing flight altitude when they follow a waypoint: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73253: AI Respawns After Dying - Module: Arma 3.
May 10 2016, 6:33 AM · Arma 3
nightovizard edited Steps To Reproduce on T73253: AI Respawns After Dying - Module.
May 10 2016, 6:33 AM · Arma 3
SgtRock edited Steps To Reproduce on T73252: Vehicle goes airborn (weightless) when hitting a chainlink fence.
May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73251: switchCamera doesn't work when reloading.

I've closed my ticket as fixed and this one appears to be fixed too.

May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73252: Vehicle goes airborn (weightless) when hitting a chainlink fence: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Killzone_Kid added a comment to T73251: switchCamera doesn't work when reloading.

related: http://feedback.arma3.com/view.php?id=16205

May 10 2016, 6:33 AM · Arma 3
micovery added a comment to T73251: switchCamera doesn't work when reloading.

I am seeing similar problem. The "switchCamera" command does not work properly unless the player has a weapon in hands.

May 10 2016, 6:33 AM · Arma 3
sms added a comment to T73251: switchCamera doesn't work when reloading.

It's not just reloading. Sprinting, lowering weapon, diving, and most of other animations make switchCamera work incorrectly.

May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73251: switchCamera doesn't work when reloading.
May 10 2016, 6:33 AM · Arma 3
Celery edited Steps To Reproduce on T73251: switchCamera doesn't work when reloading.
May 10 2016, 6:33 AM · Arma 3
Victim9l3 added a comment to T73250: Game crash in editor while viewing in camera.sqs.

When in camera mode "esc" button doesn't really work. The only way is to push it repeatedly and when it does come up, you don't exactly exit. The view doesn't change, only the lines and instructions (as if pushing "H") and at the bottom of the screen says "unable to load screen" and FX in the opposite corner. Then the normal "esc" screen opens up when it gets pushed, as if in game. You can't get back in the game.

May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73251: switchCamera doesn't work when reloading: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Mr_Centipede edited Steps To Reproduce on T73250: Game crash in editor while viewing in camera.sqs.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73250: Game crash in editor while viewing in camera.sqs.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73250: Game crash in editor while viewing in camera.sqs: Arma 3.
May 10 2016, 6:33 AM · Arma 3
PacMan added a comment to T73249: AI magically spots & accurately shoots through concealment.

Clearly. AI have no problems in regards to concealment. That's why 2 days later a new ticket regarding concealment & Ai was opened and was assigned? Albeit the author went into redundant detail regarding the problem. The AI have always had problems with concealment. It has gotten better but there are still issues. Which I think has been proof enough & the report isn't nearly as worthless as your reply.

May 10 2016, 6:33 AM · Arma 3
maturin added a comment to T73249: AI magically spots & accurately shoots through concealment.

Completely false: no attempt at proof: worthless ticket

May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73248: air lift leaves before team can reach extract.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73249: AI magically spots & accurately shoots through concealment: Arma 3.
May 10 2016, 6:33 AM · Arma 3
wakrein edited Steps To Reproduce on T73248: air lift leaves before team can reach extract.
May 10 2016, 6:33 AM · Arma 3
PacMan edited Steps To Reproduce on T73249: AI magically spots & accurately shoots through concealment.
May 10 2016, 6:33 AM · Arma 3
kju-PvPscene edited Steps To Reproduce on T73247: Additional infantry launcher ammo in magazines[] ignored even when unit has backpack with enough room.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73247: Additional infantry launcher ammo in magazines[] ignored even when unit has backpack with enough room.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73247: Additional infantry launcher ammo in magazines[] ignored even when unit has backpack with enough room: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73248: air lift leaves before team can reach extract: Arma 3.
May 10 2016, 6:33 AM · Arma 3
tarciop added a comment to T73246: Make AI take point in formation (especially line, column or staggered column).

You can achieve this through the Advance, Stay back, Flank Left, Flank Right orders under the Move menu (1-2, 1-3, 1-4, 1-5).

These commands are cumulative: they will make the AI move about 50 m in the corresponding direction each time they are issued. So if you want a unit to take point 200 m in front of you, select it and order it to advance (1-2) 4 times.

Also, these orders can be combined: for example, if you issue a Flank order after an Advance one, the AI will move in a diagonal line to take point either to the front-left or front-right.

May 10 2016, 6:33 AM · Arma 3
tarciop added a comment to T73246: Make AI take point in formation (especially line, column or staggered column).

Yeah they don't leave the group.
Once in the new offset position, they'll move in sync with you as always.

May 10 2016, 6:33 AM · Arma 3
BlackMamb added a comment to T73246: Make AI take point in formation (especially line, column or staggered column).

The AI in your group doesn't know where you're going. How would they take point? They follow you.
You still have the option to designate one dude and have him move in front of you, out of the formation, to a specific point. I'd imagine that's about the only thing you can do with AI.

May 10 2016, 6:33 AM · Arma 3
ocf81 added a comment to T73246: Make AI take point in formation (especially line, column or staggered column).

Oh, I thought those were for the management of AI when you're not in the group. They seem to disconnect from the group altogether when you issue those orders.

May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73246: Make AI take point in formation (especially line, column or staggered column): Arma 3.
May 10 2016, 6:33 AM · Arma 3
wakrein added a comment to T73245: Weapon is firing blanks?.

Was unaware of the games new advancements.

May 10 2016, 6:33 AM · Arma 3
ocf81 edited Steps To Reproduce on T73246: Make AI take point in formation (especially line, column or staggered column).
May 10 2016, 6:33 AM · Arma 3
Gekkibi added a comment to T73245: Weapon is firing blanks?.

Check your magazine. You were using underwater bullets, and those don't fly far.
Use action menu to swap which magazine type you use.

May 10 2016, 6:33 AM · Arma 3
BlackMamb added a comment to T73244: Lower leg shots are lethal.

Actually, if we're talking scripting, shots in the legs will actually never kill you. Only shots in the torso and the head will.
On the other hand, every damage will add a little to the general damage, which eventually will end up killing the soldier.

Stating that you can't prevent that is wrong, and preventing people from actually dying from leg shots is very easy.

May 10 2016, 6:33 AM · Arma 3
wakrein edited Steps To Reproduce on T73245: Weapon is firing blanks?.
May 10 2016, 6:33 AM · Arma 3
Bohemia added a project to T73245: Weapon is firing blanks?: Arma 3.
May 10 2016, 6:33 AM · Arma 3
Bohemia updated subscribers of T73244: Lower leg shots are lethal.
May 10 2016, 6:33 AM · Arma 3
DrDeathO5 added a comment to T73244: Lower leg shots are lethal.

fully agree,

i see no point in recreating realistic bullit paths and using lots of cpu power etc... if the consequences are totally unrealistic.
Shots in legs, arms, torso and head should have all different consequenses.

May 10 2016, 6:33 AM · Arma 3
Jevuner added a comment to T73244: Lower leg shots are lethal.

This is the shock caused by pain, most likely

May 10 2016, 6:33 AM · Arma 3
HaydenG added a comment to T73244: Lower leg shots are lethal.

@ landmines, So because vanilla arma 3 doesnt have wound incapacitation/treatment then the game should be designed to make scripting realistic wounds hard to impossible?

in arma 3 dead cant be brought back to life, which means in my wound scripts if someone dies from a leg shot i have to delete them and create an entirely new unit. very annoying.

May 10 2016, 6:33 AM · Arma 3
DaveZember added a comment to T73243: [FIXED dev 1.03.111052]Heli AI gunner locks place higher target.

Really annoying glitch.

May 10 2016, 6:32 AM · Arma 3