The Arma 3 combat stance is pretty Silly.
It scream tacticool mall ninja and overly done.
More relaxed and natural stances would be sweet.
The Arma 3 combat stance is pretty Silly.
It scream tacticool mall ninja and overly done.
More relaxed and natural stances would be sweet.
Really guys, this is a 2 year old issue that has been massively downvoted. It's not even worth discussing anymore.
German Army same as @pleasereboot
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.
So much nope.
You don't stand straight up under fire. Also...
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.
@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
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...
@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
@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.
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
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
Few notes
Also. I tried rudderInfluence, it doesn't bring back the rudder. I tried values -100, -1, 0, 1, and 100.
So this is the ticket that killed the aircraft physics.
Could you please give me a little more details, how rudder should influence airplane?
Will look at it.
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!
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.
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.
I can confirm that autorudder has been removed from "Airplane".
If there is nothing more to add hladas, I think we can close this? :)
I adjust slightly , and the rudder swings the nose back the opposite direction.
Even in current beta?
well, isn't that efficient AND quick, thanks guys, the jets will feel much more realistic without the rudder moving on its own :D
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.
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?
would it be possible to remove it from "Airplane"
Yes, on monday.
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.
it starts working when you are NOT pressing the assigned key for the rudder
is removed in current beta, waiting for feedback ;)
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.
Also, could please give a little more feedback, how rudder should influence airplane?
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
please retest in rev 111002 (or newer)
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
I've closed my ticket as fixed and this one appears to be fixed too.
I am seeing similar problem. The "switchCamera" command does not work properly unless the player has a weapon in hands.
It's not just reloading. Sprinting, lowering weapon, diving, and most of other animations make switchCamera work incorrectly.
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.
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.
Completely false: no attempt at proof: worthless ticket
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.
Yeah they don't leave the group.
Once in the new offset position, they'll move in sync with you as always.
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.
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.
Was unaware of the games new advancements.
Check your magazine. You were using underwater bullets, and those don't fly far.
Use action menu to swap which magazine type you use.
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.
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.
This is the shock caused by pain, most likely
@ 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.
Really annoying glitch.