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May 10 2016

DarkSideSixOfficial added a comment to T74866: AAF Hellcat Firepower.

@ProGamer

In real life? It has 2 20mm cannons, and 2 rocket pods.

Info-- 2 x 20mm cannons, 2 x 70mm rocket pods CRV7, 8 x TOW ATGM

May 10 2016, 7:22 AM · Arma 3
DarkSideSixOfficial added a comment to T74866: AAF Hellcat Firepower.

@ProGamer

Its not really about balancing here, i kinda made it sound like that though, now that i read it over. The Wildcat in A2 had a 25mm Pod. I can't understand why they changed over to 2 M134's.

May 10 2016, 7:22 AM · Arma 3
DarkSideSixOfficial added a comment to T74866: AAF Hellcat Firepower.

Two gatlings... to be exact, its the same thing as the Blufor AH-9 Pawnee, just on a bigger heli. One 25mm pod would make more sense, though, i've taken out a Marshal with the Gatlings easy. That, and the Opfor Marid. The 25mm Pod though, it would be better for balancing out the weaponry of Blufor's light scout, and Greenfor's light scout.

May 10 2016, 7:22 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T74866: AAF Hellcat Firepower.
May 10 2016, 7:21 AM · Arma 3
DarkSideSixOfficial added a comment to T74859: M2A1 - wrong cannon caliber.

What's the Merkava real tank round in real life?

May 10 2016, 7:21 AM · Arma 3
DarkSideSixOfficial added a comment to T74606: Need a way to remove all water and underwater effects on vehicles and/or on static objects/.

Agreed.

+1 Upvoted.

May 10 2016, 7:15 AM · Arma 3
DarkSideSixOfficial added a comment to T74515: setWaterLevel.

I like this idea. BIS, remember the salt flats? In real life, that fills up. Why not have this instance in the weather feature, but not too extreme. Maybe you can raise the water level, ONLY enough to fill the salt flats.

+1 Up-Voted

May 10 2016, 7:13 AM · Arma 3
DarkSideSixOfficial added a comment to T74377: MISSING DOORS AND FLIR FROM DEV BUILD AH-9 AND MH-9.

Well, seeing as these doors were an accidental pass over from Take On Helicopters, and they never meant to have them in the first place, it makes sense to take them out on BIS's part. Not only that, but, i can even see parts of Seattle in the reflection. HOWEVER, i think it's fair, that they fix the reflection on the doors, and release the door models for the Civilian faction since they screwed up and now allot of people are disappointed. It would surely make allot of people happy, and save the stress that would occur, if they were to say... re appear in the Helicopters DLC which was stated to only provide 2 more helicopters and some new engine features. Would be mis-leading if some doors and FLIR pods were to magically show up as paid content as well.

May 10 2016, 7:10 AM · Arma 3
DarkSideSixOfficial added a comment to T74156: Feature request: Add the option to completely disable the weird sliding shoreline water effect that creeps up hills (see videos).

It'll be fixed when the Expansion comes out, in fact, is already fixed on their special build, along with a handful of new water related improvements. But I'll up Vote this.

May 10 2016, 7:05 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T73896: Tweaking Apparel On Vehicles.
May 10 2016, 6:54 AM · Arma 3
DarkSideSixOfficial added a comment to T73854: Driving around on large moving ships have issues..

Up voted.

May 10 2016, 6:53 AM · Arma 3
DarkSideSixOfficial added a comment to T73828: When you're in a vehicle rain is not affected by lighting.

I do think that the reflection off rain needs a slightly more glistening look. Slightly.

May 10 2016, 6:52 AM · Arma 3
DarkSideSixOfficial added a comment to T73743: Man class has difficulties moving around on large shipx class vehicles.

Up voted.

May 10 2016, 6:50 AM · Arma 3
DarkSideSixOfficial added a comment to T73734: Boat Wakes.

... No, it wouldn't explode Arma 3. They just need to make better particle effects, or make use of new water technology in the matter. Not sure how long it would take, but it can be done. They look horrible right now, and doesn't even stay around long enough.

May 10 2016, 6:50 AM · Arma 3
DarkSideSixOfficial added a comment to T73648: Flaps and Stabs.

Probably both. Hehe, but yes, the section on the wings, and the rear.

May 10 2016, 6:47 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T73648: Flaps and Stabs.
May 10 2016, 6:47 AM · Arma 3
DarkSideSixOfficial added a comment to T73573: Loadouts - Vehicles - CAS Options.

Or not as mods, but as a realism style thing. Not just for jets, Heli's too. IT's not about stripping down an aircraft, but rather about giving mission flexibility as a whole. In other words, if you want only a gun on your aircraft, you should be able to choose only a gun pod, and that's it. Now all you have is your gun pod. Or if i wanted more AGM's , i would put AGM's on the hard-points. If i wanted free fire rockets over AGM's , i would equip rocket pods. Simple. This should be the same for Heli's. If i wanted to switch out the Minigun's on the Hellcat for the 20mm Gun-pod, i should be able to do that, as it's doable with the real life counterpart, and provides many options. I would be able to equip 2 AA missiles on the AH-9, or 2 AGM's with it's miniguns. Or maybe 4 AGM's and no minigun.

May 10 2016, 6:45 AM · Arma 3
DarkSideSixOfficial added a comment to T73573: Loadouts - Vehicles - CAS Options.

Yes, we have already understood about these scripts that can do these things. Scripts can do a lot of things. But this is a feature that's being requested. As in, this should be something existing within vanilla content up to working standards. When weapons are switched, the models appear on the vehicle.

May 10 2016, 6:45 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T73573: Loadouts - Vehicles - CAS Options.
May 10 2016, 6:45 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

Ahh, yes. The C-192, well hopefully. Although a two seated fighter would be much more interesting and bring back a classic, having other types of fixed wing is never a bad thing.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

They had 2 seats in the SU-34 in Arma 2. In fact, it is faster is faster than the To-199, and on chernarus, which is a smaller map. I remember crossing the map 5 times in under 1 minute, and a half. Though I agree, training is one thing, because there are people who have asked me to teach them tricks/tips. It's also useful if the gunner can spot things you may not have. But it would also look really nice to have a two seated To-199.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

Really? Where did you get that information? That's be cool.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

BIS, it would be great if a Two seat version f the To-199 could be introduced, with maybe some improvements. For example more bombs, or AGM's, a camera for the gunner. It was great having a two seat fixed wing aircraft in Arma 2. Please, bring it back. You can use the same model as the To-199, and add the gunner seat.

Changed from Gameplay, to more "Feature Request".

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

Thanks Druid! =D

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

The Yak-130 is the trainor 2 seat version. The model we've seen a picture of that BI is currently developing is the Yak-131 which is a one seat light attack variant. It would only make sense for them to make two seat aircraft, it was in Arma 2, and was great for team work.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73002: Aircrafts with two seats.

I mean, it would not only look amazing, it would make Arma 3 feel so much better. I mean it would fit in perfectly to have two seater variants to add more value as well, to the fixed wing assets.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T73002: Aircrafts with two seats.
May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73001: Single Flare Mode Needs Simple Fix.

As Progamer said, and again, it's not a balancing issue. The ability exists, and has existed since Arma 2, BI, just hasn't touched on this since release. It's a simple issue that's to b fixed.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73001: Single Flare Mode Needs Simple Fix.

@B00tsy That is not the point. In real life, you can pop one flare. Skilled pilots use flares in a hot zone. Why penalize game play as if it's something like an RPG, when it is a Simulator. This is simply a broken mechanic, that needs to be fixed. There will still be an option for burst flares, but the single flare needs fixing, so i don't really see the problem.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73001: Single Flare Mode Needs Simple Fix.

Matter a fact, this should have been fixed via. patch 1.02. It cannot be that complicated. Cant understand why they didn't.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73001: Single Flare Mode Needs Simple Fix.

Exactly right Linkin. That is why this needs to be fixed.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T73001: Single Flare Mode Needs Simple Fix.

Precisely.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T73001: Single Flare Mode Needs Simple Fix.
May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T72999: Flight Limitation to Realistic Maneuverability.

Could it be Nvidia who helped with the new PhysX Aspect? But back on Topic, The whole thing here, is to have it set in the Vanilla more realistically, as appose to having to get mods in order to fly to a certain level. These posts are based on the Original product.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T72999: Flight Limitation to Realistic Maneuverability.
May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T72998: The "Empty" UAV is unusuable without faction.

That may be a temporary fix, but i'd rather have it fixed in vanilla in order to use the drones without a scripting solution. And thanks fireball.

May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T72998: The "Empty" UAV is unusuable without faction.
May 10 2016, 6:27 AM · Arma 3
DarkSideSixOfficial added a comment to T72863: Not enough light sources in the editor.

I don't believe that is why they removed them, i don't believe a mission maker would purposefully use enough lights to cause the overlapping issue to occur. When i used the lights nothing bad came of it. I agree, they need to bring back the lamps section, and if there are overlapping issues, which i'm sure there are, it can be worked on whilst allowing mission makers the room to use them wisely.

May 10 2016, 6:23 AM · Arma 3
DarkSideSixOfficial added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

Ok, that sparked an idea from a game i played called YSFlight Simulator. The most simplistic thing ever, and you cant really call it a simulator, for reasons you'd have to try to believe. Ok, to point, the way thrust worked in that game is much like how it woks in TOH to some respect. "Q" and "W" handled thrust, and the Tab key enabled/disabled Afterburners. This being said, in Arma 3, they could make it to where you can raise thrust via. "Q", on a bar. When you let go of Q, the thrust level stays at that level you left it on, keeping that amount of thrust unless you either increase it more or decrease it. This means that on take off, you can increase it to full and let off the thrust till your at designated altitude, before pressing "Z" some to bring down the unnecessary extra thrust. I think this would be a fantastic idea to help the thrust physics in Arma 3 improve.

May 10 2016, 6:22 AM · Arma 3
DarkSideSixOfficial added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

@the_Demongod, you are correct. the reason people stall out is because they assume either pulling hard on the flight stick, or holding "S" on the keyboard should give them a constant turn. This is false. In real life, your aircraft cannot hold a constant turn that way, especially without afterburners. That being said, most keyboard users will have a problem with this, but those with a flight stick should try a new approach, and finding the right limit between thrust and turn. It can get a bit more complicated in terms of turning, but im going to keep that bit to myself. ^.^

PS- im a keyboard and mouse user, and i have no problem with flying, or stalling out. If you wish to watch me fly with Mouse and keyboard, watch my CAS mission here - = http://www.youtube.com/watch?v=g1B3fVJgTIM = -

May 10 2016, 6:22 AM · Arma 3
DarkSideSixOfficial added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

The only plane you have available to you at the moment is a L-159 ALCA (A-143 Buzzard In Game) The craft is a single/two seat trainer with a medium power sub sonic engine. You cannot attempt to do serious High G maneuvers in it, due to the fact you WILL stall out, just like i real life. It is not a fighter. Don't treat it like one. Although, i do agree, over all, the flight models do need improvements over their Arma 2 counter parts. In terms of realism anyway. I prefer realistic flight over Arcade like performance. +1 Vote.

May 10 2016, 6:22 AM · Arma 3
DarkSideSixOfficial added a comment to T72769: Unrealistic air to air weapons of the A-143 Buzzard jet..

They already have chaff, and flares. It uses both, and it is simplified. when you deploy flares, you see the flares disappear, but look closer, and you see small circles still remain in the path of where the flares were deployed. As for the missiles, idk. I am an ace and personally came to find i out maneuvered 3 missiles after running out of flares in a hot zone... or maybe i was just that desperate. What i did is taught in real life. Turn away from the missile, and as it gets closer, pull hard in another direction to defeat the missile. It saved my life.

May 10 2016, 6:20 AM · Arma 3
DarkSideSixOfficial added a comment to T72673: Jets - Afterburners, orange glow around the engine and wing stress simulation .

The F/A-18 doesn't fit the 2035 era. Maybe they need to make the more modernized version of the F/A-18. Dont remember the name of it. Its got some stealth features though.

May 10 2016, 6:18 AM · Arma 3
DarkSideSixOfficial added a comment to T72673: Jets - Afterburners, orange glow around the engine and wing stress simulation .

Id like to say although the trust is nice on the aircraft, the in game flight model does need work over the long run, if not short run. The aerodynamics are OK, but not the best, the stall out on the ALCA is a bit over stressed. Maybe implementing aircraft weight, say, after using payload the aircraft becomes lighter, and when fully loaded heavier.

May 10 2016, 6:18 AM · Arma 3
DarkSideSixOfficial added a comment to T72655: Simul Weather commands are local.

This feature is much needed.

May 10 2016, 6:18 AM · Arma 3
DarkSideSixOfficial added a comment to T72655: Simul Weather commands are local.

Was he soaking from the rain? (hehe, kidding, but that would be funny)

May 10 2016, 6:18 AM · Arma 3
DarkSideSixOfficial added a comment to T72444: Flap angles do not correlate with real physics.

What they need to do is look up the physics of all the aircraft they implement in the game, and go off of that. Structuring flight models from their real life counterparts, is something that BI SERIOUSLY needs to look into. This way, it creates the balanced and polished feel of what the game needs. You get my vote on this one. +1.

May 10 2016, 6:13 AM · Arma 3
DarkSideSixOfficial added a comment to T72402: Incorrect flare count.

this and the ability to launch only 2 flares via. key binding (in options, vehicle settings still broken) NEEDS to be fixed.

May 10 2016, 6:12 AM · Arma 3
DarkSideSixOfficial added a comment to T72304: Countermeasures modes don't work.

Pettka! Plz fix. =/

May 10 2016, 6:09 AM · Arma 3
DarkSideSixOfficial added a comment to T72088: Full use of TrueSky weather in Arma 3.

EDIT: New features have long since been added and they would be great to have ok Arma, for example, built up falling rain at distance in for of a transparent down draft cloud, and also mountainous hugging clouds that would go perfect in mountainous regions in Arma 3. Being able to access all of this would make Arma 3 a REAL sandbox.

May 10 2016, 6:03 AM · Arma 3
DarkSideSixOfficial added a comment to T72088: Full use of TrueSky weather in Arma 3.

Any news on this? Is there any way to access more of these features? Like say unlock the snow for custom maps? Or lowering cloud level?

May 10 2016, 6:03 AM · Arma 3
DarkSideSixOfficial added a comment to T72088: Full use of TrueSky weather in Arma 3.

I just can't understand why they wouldn't add this feature. Than again, i still don't have an option for the dynamic fog in the Vanilla Editor. Not too impressed about that.

May 10 2016, 6:03 AM · Arma 3
DarkSideSixOfficial added a comment to T71826: Turning your head makes the clouds move and change. And odd rotational effect at the edge of screen..

I believe this can actually be fixed, but the quality of the clouds would be far higher than what it is now. This may be an issue with the clouds not being as transparent as they and fluffy as some showcases I've seen, not sure how that can be accomplished, but when they are transparent, not only does it improve that glitch, but visually enhances the clouds by a long shot, and the lighting on the clouds also appear to be better.

Example of the softer transparent clouds, over the rougher ones.

[IMG]http://gamingbolt.com/wp-content/uploads/2013/12/Simul-Software_TrueSky.jpg[/IMG]

May 10 2016, 5:56 AM · Arma 3
DarkSideSixOfficial added a comment to T71814: When flying through clouds, they show as a sphere shape around the aircraft. The same occurs skydiving..

When was this ticket assigned?

May 10 2016, 5:56 AM · Arma 3
DarkSideSixOfficial added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

The bottom picture makes more sense, and just looks right all together.

May 10 2016, 5:48 AM · Arma 3
DarkSideSixOfficial added a comment to T71272: Planes/fixed wing aircraft need airbrakes, wheel breaks.

What your saying is that you want to be able to turn the plane's thrust essentially to zero, and still fly through the air via. gliding? This is possible by turning off the engine. The planes brakes, and Air Brakes are controlled by "z". If you fly the Tu-199, you can see the air brake come up. For the other jets, not sure for animation. But I've turned my engine off and glided around 3 clicks, and landed safely.

May 10 2016, 5:40 AM · Arma 3
DarkSideSixOfficial added a comment to T71061: Playing dead while in vehicles-multiplayer exploit.

Personally, i think this should stay. Even though it's very hard to fall for, some people do, and that might mean the difference between life or death in a survival situation. I've done it in Hardcore Wasteland to survive, was stranded, someone drove up, looked at inventory, i got out, shot him, took his vehicle. Would have lost everything. Besides, you can play dead in real life. sooo...

May 10 2016, 5:34 AM · Arma 3
DarkSideSixOfficial added a comment to T70753: Add option to prevent players from changing clothes in game.

That makes NO logical sense. Quote-=-

"For example, roleplay missions and mods would benefit from this option a lot. It's very hard for eg. cops to track and keep their tabs on the civilians, if they can change their clothes at any time. The permanent ability to change your clothes in the game at any time makes the missions hard to design and very hard to balance. Thus adding the option to disable the ability to change the clothes in MP is necessary."

Isn't that the point in life mod? It is supposed to be dynamic. The reason for changes cloths in the first place is to not get found. Some play it smart, but then you have those that run around with their heads cut off. Cloths changing is very important, and especially in role play. Also, if you cant keep tabs on someone when their name clearly pops up when your 10 feet away from them... well... wow. But as for that, im forced to down vote, as in role play, you don't want to be in the same cloths for ever. Civilians change cloths every day.

May 10 2016, 5:23 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

^^ this.

Pettka, i believe you mis understand that we are talking about the actual function, rather than the hint on how to activate the function. What this ticket is reporting, is that ounce you try to switch firing modes, no matter what version of the "Hint" we use, it does not exist in game. I've been told that the function for this was a config bug, and could be fixed quite simply, but that was... close to a year or two since i heard that. If you could maybe change this to un-resovled until is actually been... resolved.

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

I could see this happening if it were an AI problem, in which is false, because the AI handled flares in Arma 2 with both modes available, as they do in Arma 3 without it. Not only is it not an AI problem, it's already been proven that in real life, you can pop a pair a flares other a whole handful. So it makes no sense to me. You can make a DLC to add i a realistic flight model, much choose not to include a realistic feature of aircraft that could benefit the base game. It's strange... And quite simple too, which is why i'm confused as to why it was decided oust. I mean, the only thing i can see a problem with changing the flares mode, is the sounds. It sounds like the under slug grenade launcher firing automatic. But even than, that's no reason to leave it out. But i guess decisions are decisions... GG

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

Nope, i posted it on the Feedback Administration on the Forums. Should be fixed soon hopefully. Its been almost a year now

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

Needs to be edited at "NOT RESOLVED" so people don't think it's fixed, when its not quite.

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

Alright, ill check it out when or if it's implemented to the dev build. Thanks much!

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

Can you update this info? It seems it's been assigned, but hasn't been touched since.

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

No, it depends how you use them. I could make a video but id be forced to use Arma 2. Until they fix this. There should be a main branch update by next week, so hopefully it's fixed by than. Fingers Crossed.

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70465: Heli flares single flare mode isn't working.

This needed to be fixed in the patch 1.02. Cant understand why they didn't do it.

May 10 2016, 5:13 AM · Arma 3
DarkSideSixOfficial added a comment to T70171: Bring back "Carry" / "Drag" feature.

I agree, only if they don't sue Arma 2 Animations for it. For example, have the ability to drag a downed soldier, and have their legs and arms rag doll so it looks good. Same with carrying. Have their arms and legs rag doll while you walk with them over your shoulder.

May 10 2016, 5:02 AM · Arma 3
DarkSideSixOfficial added a comment to T69292: Remove the blured vision when Fatigued..

Maybe they should make a script where it will force the players character to start stumbling, and slow to even a crawl as a long term consequence of running more than 2km's. That seems realistic right? Ill notify the devs. No seriously, if the blur gets annoying, maybe your doing something wrong. In real life, you get tired, you rest from your run, and catch your breath. In Arma, if you get the blur, it should have the same results. When you start loosing focus, rest. There are many ways to simulate fatigue, but if they were to do it in a way that wouldn't cause you to rest, than it wouldn't be realistic. If that doesn't encourage you to rest, than your simply gonna get shot because you failed to see a guy to your right, due to tunnel vision. Then again, having the player fall down for 3-5 minutes after running too long, doesn't seem like a bad idea. Then you can have someone walk up to you, run around you in circles, and then shoot you. Rest is important. Don't ignore it.

May 10 2016, 4:30 AM · Arma 3
DarkSideSixOfficial added a comment to T69167: silenced sniper rifle.

While we could possibly see this kind of stuff with the Marksmen DLC, i wouldn't mind seeing suppressors for the Large guns. My view point is make it suppressed, but make it the supersonic suppressor. Therefore, it can be heard in absolute silence obviously, but significantly quieter than if not suppressed. But during a large battle, you may not pick up the sound, which i the best time for a silenced sniper to take action whilst there is plenty of Audio distraction to hide in.

May 10 2016, 4:25 AM · Arma 3
DarkSideSixOfficial added a comment to T68975: The Titan AT Launcher has a super locking system if you stay in the scope.

This is not a bug, it is realistic. These munitions have cams in the warhead tips that track their target ounce fired, so when you fire in the opposite direction, it automatically tracks and finds its target to kill. This is what those kind of missiles are programmed to do. Same with the TOW from Arma 2. Fixing and issue that isn't broken will be like changing the 2035 technology, to cold war technology. Case and point, it is not a glitch. Gonna have to down vote this one.

May 10 2016, 4:15 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T68017: Advanced Air Combat Enviornment (More Info).
May 10 2016, 3:39 AM · Arma 3
DarkSideSixOfficial added a comment to T67471: Full Size Ghillie Suit.

Let me clear this up. Snipers take positions in many different ways. Standing, crouched, up against a tree sometimes, in bushes, on ridges, anywhere. There are many different ghillie suits. In Canada, we have many, for many different scenarios. Mostly though, they are full suits, almost like fatigues. You can store ammo in them. I've seen a sniper climb a tree and stand in the top, and i tell you, at first sight, you would never know. Never. If the front were not covered in this position in particular, on the other hand, you would probably notice. Case and point, having both variants, will be VERY realistic. After all A3 is a Mil Sim, and BI are working on making the best. Be Patient.

+1 Up Vote.

May 10 2016, 3:21 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T66372: Wheather.
May 10 2016, 2:39 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T66371: Lighting.
May 10 2016, 2:39 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T66172: Animations, Feel.
May 10 2016, 2:30 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T66139: Dynamic Wheather.
May 10 2016, 2:29 AM · Arma 3
DarkSideSixOfficial edited Steps To Reproduce on T66138: Weather After Very First Update.
May 10 2016, 2:29 AM · Arma 3

May 9 2016

DarkSideSixOfficial updated subscribers of T62030: Terrible sound immersion.

One solution. JSRS 2.0, and @Real Sound.

May 9 2016, 11:42 PM · Arma 3
DarkSideSixOfficial added a comment to T60980: Mortars extremely accurate.

Why dont Arma 3 explosions look like that?

May 9 2016, 10:37 PM · Arma 3