Has already been reported here ---------> http://feedback.arma3.com/view.php?id=16138
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May 10 2016
I can approve that! Strange thing is, it only disappears when driving over it with the MBT-Kuma.
Anyone noticed that the t100 is way smaller? Seems strange.
http://feedback.arma3.com/view.php?id=16351 Noticed the same.
This is related to the weakening of explosive charges I suppose. So we should try to find a good balance, between durability of objects and firepower of explosive charges.
The issue has been fixed, max speed is 128km/h and speed indicator is working as expected.
Thanks
Any news about this issue?
Kind regards R3vo
Also STRG + mousebutton is not supported, which realy is an issue too.
UPVOTE for more customisation.
3D interiors make only sense, if they get combined with interactive controls like in the following video. Otherwise it's not worth the effort.
www.youtube.com/watch?v=4fwVuJluvtc#t=0m30s
It´s still an issue, current version is 1.10 or 1.11.
This is still an issue, is any dev looking into this?
I absolutely agree with the above-mentioned issue. It has been reported multiple times already. The way vehicles work in game right now and how their physics get calculated just looks unfinished.
I suggest the developers to overhaul all vehicles after the fatigue and damage system of the infantry has been finished.
UPVOTE
Should be changed, if someone can proof tha the real counterparts are higher.
I think he wanted to report an issue with broken glass of a car, which still protects the driver from bullets, after it has been destroyed.
Wow that was quick.
Terrain:Standard
Shadow: Ultra
I´ll check if it´s fixed with higher Terrain setting.
P.S. : Both settings on Ultra, still the same, sun is above me, so no shadows. (See picture)
Was already wondering why I can easily destroy a MRAP with the 7.62 miniguns mounted at the Pawnee. Besides the unrealistic penetration, the clunky aiming of the miniguns of the Ghost Hawk need a overhaul too. It´s way to hard to aim, perhaps it´s time to add a sigh to the minigun and remove the clunkiness.
I checked out wikipedia.org for information about muzzleflash reduction. It seems that normal suppressors are not capable of preventing a flash. That's why we have muzzle flash suppressors.
http://en.wikipedia.org/wiki/Muzzle_flash
However, I have no real life experience with guns, therefore I would like to have a statement of someone with knowledge from real life.
Absolutly true, the GPS is kinda weak, I would rather have a little tablet pc with way more options and possibilities than just showing my current position.
I´am also pretty sure nearly every vehicle , whether tank or MRAP have a GPS on board and so they should be visible on the GPS.
UPVOTE for more complex GPS
We can´t upvote this enough, it´s so annoying, I often switch to third person view when trying to give a target to my tank gunner.
Guess it was caused by a mod I was using.
Those tiny stone walls are one of the reasons I don´t like tank gameplay on altis. There is actually only one way to get rid of the problems those walls are causing.
Simulate the ~ 60 tons of the armored vehicles correctly. No damn 500 years old stone wall would stop a tank, especially if its not even a meter high.
On the other side, tracks getting damaged eventually, is realisic. Especially if you run over those walls with 60 km/h... but you should at least able to do so.
I suggest not to reduce the amount of walls on Altis, because this would make Infantry fights on those wide open fields impossible/harder.
Those issues definately have to get fixed, to make the differents between weapons more clear, especially for new players.
UPVOTE
Just have thought about such a module today, while using the ambient animation function. I would absolutely appreciate such a module, which would definately make building authentic missions easier.
I can confirm this issue. Here is a little video.
Besides that, they are completely silent.
Thanks Dunk for that awesome video.
Here's some reference, how a tank suspension should behave.
Well, in my opionion, the whole movement of tanks needs an overhaul, and proper trank simulation is only one part of it. UPVOTED.
The new animation was removed due to some difficulties with its implementation according to DnA. He also said it !could! be coming back in the future.
In SITREP 108 they stated how important a good mission presentation is - with pictures and proper description - yet, overview pictures do not show on servers, instead they produce an error message.
This is STILL an issue in 1.28. The great thing is, I've just tried to fix that issue for over an hours, because I thought the reason for it is on my end. God Dammit. Not even the simlest things are working as they are supposed to.
I also agree with p00d73. The name of the first profile should be changeable. In addition new people seem to have a problem with it, since it's nowhere clarified that they need to create a new profile to get the desired multiplayer name. ( see link below)
http://steamcommunity.com/app/107410/discussions/0/864969320400197440/?l=german
Sounds really interesting.
@rogerx The use of that map remains optional, so you can decide wheather you have the time you need to travel from Stratis to Altis or not. Besides, I'm sure mission builders would implement some sort of teleport or halo jump.
All in all, I don't see a real disadvantage, since more varity is always a good thing when it comes to maps.
kind regards
R3vo
Would be great to have an update from one of the Devs, since the last post was a while ago. Realy looking forward to this suggestion.
This issue was submitted 2013-03-23. Guess we could at least demand a statement from a dev.
Any possibility that this issue get fixed before 2032? Really annoying and absolutely breaking the immersion.
UPVOTE!
The 24h analog format watch is a great idea, however I would apprechiate a stopwatch function. So we can finally use the watch to predict the moment of explosion of placed charges.
Kind Regards
R3vo
Well, why didn't you put colorWest on the last place and colorEast on the first place? That way we could use shift + arrow up for colorWest and shift + arrow down for colorEast, boom, fast select for the two most important colours possible.