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May 10 2016

TheMasterofBlubb added a comment to T83922: Really quiet sounds (need feedback).

On what input di you have your sound on the amplituner?

May 10 2016, 11:52 AM · Arma 3
TheMasterofBlubb added a comment to T83922: Really quiet sounds (need feedback).

Try the headphones on the amplituner. And look what windows has selected as soundsystem

May 10 2016, 11:52 AM · Arma 3
TheMasterofBlubb added a comment to T83922: Really quiet sounds (need feedback).

Change the arma Sound settings not the Equalizer. I know that arma can be awesomely loud. One time i got asked why there was war in my room when i played on a 5.1 sound System. Try to enable and disable surround.

May 10 2016, 11:52 AM · Arma 3
TheMasterofBlubb added a comment to T83922: Really quiet sounds (need feedback).

Did you tried to use headphones? Or some other device for reference?

What i want to say is when this is a game problem than it should affect more people. Thats why i help you to find the problem but i dont think its a bug in arma. I think that it is some setting in your Windows or equalizer.

Could you pls post screenshots of all your sound setting (windows and 3rd party)

May 10 2016, 11:52 AM · Arma 3
TheMasterofBlubb set Category to category:featurerequest on T83873: Give Zeus a module for full Arsenal.
May 10 2016, 11:51 AM · Arma 3
TheMasterofBlubb added a comment to T83873: Give Zeus a module for full Arsenal.

Bump

May 10 2016, 11:51 AM · Arma 3
TheMasterofBlubb added a comment to T83829: Troops should be able to select left or right hand shooting.

Why not additionaly switching between right and left side? Maybe in the Profile a setting for main side and controls for switching (ctrl q or e ) and for example when the weapon is in the weak hand you get additional weapon sway. Sounds good doesnt it?

May 10 2016, 11:49 AM · Arma 3
TheMasterofBlubb added a comment to T83799: Idea to vary the sound of explosions so that they will never sound exactly the same twice....

What about the Explosion 01 vary on kind and size of the explosion and getting effected by the new sound engine?

May 10 2016, 11:49 AM · Arma 3
TheMasterofBlubb added a comment to T83755: ReIntroduce Weapon Selections for Vehicles.

I dont mean switching i mean using simultaniously

May 10 2016, 11:47 AM · Arma 3
TheMasterofBlubb added a comment to T83755: ReIntroduce Weapon Selections for Vehicles.

One addition. A good system would be that .you could define a primary and secundary wepoan and 2 keybindings. So you can use rockets and cannon at once on the wipeout. Or cannon and mg at one in the tank

May 10 2016, 11:47 AM · Arma 3
TheMasterofBlubb added a comment to T83750: Please give us option to set dialogue volume in audio options.

Wait for the new soundengine and then change it there.

May 10 2016, 11:47 AM · Arma 3
TheMasterofBlubb added a comment to T83748: Let ARMA3 have traditional Chinese and simplified Chinese.

Make the email note private!!!!!!

May 10 2016, 11:47 AM · Arma 3
TheMasterofBlubb added a comment to T83747: [FEATURE REQUEST/game improvement] Make 'incapacitated state' built into the game as a standard part of the health system..

As the devs said the revive system from end game will be a free module when the work on it is finished. ^^ so just wait.

May 10 2016, 11:47 AM · Arma 3
TheMasterofBlubb added a comment to T83718: 50-Caliber sniper rifles is not capable destroy the wheel and armored glass..

No rage pls. The idea is not bad but requires much work for a little bit fancy graphics effects. I dont know what priority BI will gibe it but dont expect too much.

May 10 2016, 11:46 AM · Arma 3
TheMasterofBlubb added a comment to T83718: 50-Caliber sniper rifles is not capable destroy the wheel and armored glass..

Just for information the LRR is a Anti Personal Sniperrifle with a calibre of 10.36mm high velocity mostly ball ammo. That means it only makes holes not more (mostly in people). The Lynx is a Anti Materialrifle with 12.7x100mm ball or apds ammo. The ball ammo is like the LRR but the APDS is more like a HEAT ammo. All this ammos wont burst a composite glass window they will make a big hole in it. The tires will be only destroyed in one shot by the APDS but the are problems with the current damage system of tires in general. And when using APDS i normally shoot at the engine not at the tires its more effective.

May 10 2016, 11:46 AM · Arma 3
TheMasterofBlubb added a comment to T83711: High Memory usage shown in Task Manager (about 3GB).

It can use up to approx 3.75GB in standard but its possible that arma can use more with such called "large memmory fields" but requires some tweaks on windows. This issues i see my self when playing with standard malloc of BI. Try to use "system" as a malloc (without ' " ').
To your question google : Large Memmory Aware Flag

May 10 2016, 11:46 AM · Arma 3
TheMasterofBlubb added a comment to T83606: Problems with M2A1 Slammer..

Just google how many they are. Tank and normal physics are made by nvidia not BI alone. And yes the engine is 15 years old so you think its capable to use obstacle destruction?

May 10 2016, 11:43 AM · Arma 3
TheMasterofBlubb added a comment to T83606: Problems with M2A1 Slammer..

Professional team of what size? No it wasnt sarcastic what i meant is that it is to difficult to implement destroyable obstacles. As a programmer i can say better to wait for a good solution before using a workaround. Its just double work. I agree tilting would help much but we need to adress this to TankX and PhysX that are not the best solution in my opinion (but BI have their reasons). The segmentation could solve many problems BUT imagine what happens with the netcode bottlenecks if you double or tripple the amount of things to sync , just imagine. Some thing need to be sacrificed to make the game better. Thats no insult its just a quote of a friend. Sometimes its better to focus on other things like a really good netcode and than for example bring in segmentation or completly destroyable obstacles.

May 10 2016, 11:43 AM · Arma 3
TheMasterofBlubb added a comment to T83606: Problems with M2A1 Slammer..

You need weight to use the friction especially when not the full tracks touch the ground. Thats why i posted this 47cm when you put an obstacle underneath the tank with more than 47cm it will get stuck. A real tank would destroy the wall easily but its not possible in ArmA right now. A tanks weakest spot is his bottom because you easily can get stuck on it and without help you cant move away. What could be is that the fraction model is missing the front part of the tracks.

May 10 2016, 11:43 AM · Arma 3
TheMasterofBlubb added a comment to T83606: Problems with M2A1 Slammer..

Lex pls use another translator you are hardly to understand. I have the feeling that you just repeated my statement that when a tank is sitting on his belly he cant move anymore and that many obstacles in ArmA are not destroyable like this small stone walls or shelters. So the tank is limited by the absence of simulation technology (what in my opinion would be to hard to change.

May 10 2016, 11:43 AM · Arma 3
TheMasterofBlubb added a comment to T83606: Problems with M2A1 Slammer..

Hi Lex my russian comrade. What you both posted (the videos) show the one big difference between Games and RL : the destroyable nature. ArmA lacks the feature. The problem with the T-Walls is that you put the center of the tank on a wall so the tracks have no friction. The problem where you cant deive over the small wall comes like i said from the non destroyable nature . I must admit the 3 video is funny but still the problem is the destroyable house. Lexs videos (like always russian sources) are to the topic but doesnt help in anything.
Facts on the Mercava aka Slammer:
Space to ground 47cm
If i find more i will add.

May 10 2016, 11:43 AM · Arma 3
TheMasterofBlubb added a comment to T83588: MBT-52 Kuma weird Armor System on Tracks / Track Damage Behaviour.

Why dint you use the Virtual Garage? There is a Kuma model where you can see what gets hit.

May 10 2016, 11:42 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

The test was like this:
Shooter was on the Altis airfield and the target was north on a field behind a stone house. 4 times tested in this position 4 times switched positions.
Constallation:
Tank A --~2km-- House --~10m-- Tank B
Tested with a friend to adjust aiming to hit the hull all the time.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

For proper hitting i placed the building right in front of the target at 2km. When the building is in front of the shooter you dont hit anything

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

OK tested on 2km you have a slightly chance of destroying a kuma with one shot in the front. behind a house you need atleast 2 shots some times 3 because the bullet gets deflected into the tracks. So everything is correct with the penetration.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@mickeyman i almost agree with you the arrow will always penetrate just the question where the trajectory will be. The houses are deflecting all bullets same for rifles and tanks. Just the arrow doesnt care so much thats why i said especially the stone buildings should deflect more. But thats a general question what to do with that. Battlefield is not ARMA. The effects like i said are missing just like many other. I would prefer the effects plus some small damage whenn some one is nearby. Everything else is there deflection reduction and riochet.

So conclusion is right now:
-there are almost no visual effects.
Stone buildings should deflect the bullets more.
-APFSDST should break inside a tank or when reaching 80-90% of its maximum RHA penetration rate.
And the thing with the penetration needs to be tested (like i said 2 or 3 note ago).

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

Battlefield is much smaller and has not such a complex engine and still has more bugs and glitches than arma 2. And yes destructable objects are nice. Just watch the VBS 3 trailer there are destructable houses the only question is when will BI give most of the VBS3 features to ArmA.Just a matter of time.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

For a better view:
Kuma ~ Leopard 2A5
Ammo DM63 (not the best of the world but standard for the Leopard 2A5) RHA penetration rate on 2km is 62cm at 0° and 72cm at 60°.
Energy 12MJ
FRONT base Armour of a Leopard 2A5 against KE-Ammo: RHA 62cm
That means a Kuma can penetrate another Kuma on 2km without obstacles by hitting it from the front (not turret).
Test this and test it again with a building in front of the target tank (to prevent the projectile flying away).

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

I dont know if you guys mention that almost everything you are talking about is already in the game??? The buildings ARE calculated with taking speed from the projectile and giving it a random trajectory at every wall. 60-70%penetration rate??are you crazy? There is a 9kg heavy arrow coming in with about 1500m/s ? That are more than 1MJ !!! This thing has so much energy it penetrates the house completly and still would have enough energy to penetrate a tank from the side.
@mickeyman visual effects are nor the topic of this ticket but yes they are missing.
Where i agree is the stone buildings should deflect more but its not the topic of the ticket.
@Lex i agree with you that an arrow maybe cannot penetrate a tank after flying through a house because its deformed etc but thats not a bug its just not in the code. So this for example is part of a advanced ammo simulation.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

Lex first of all use another translator. The other thing is i feel like you are not reading the notes people write you.
I will summarize your ticket in its current state: The ticket is about a BUG that when you fire at a house you can kill a tank behind it with APFSDST. So this is not a BUG. I hope you agree!
The current system calculates the trajectory by taking in count velocity mass density and thickness of obstacles hit angle and gravity.

What you write in your notes is a goddamn FEATURE REQUEST. So you understand what i want ? I want you to open a FEATURE REQUEST ticket where you write everything you want in your ammo simulation.And NO dont change this ticket to the new one that will confuse the devs.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

I consider another position BUT your TICKET is about that apfsdst should not penetrate a house. They can in reallife they do in arma 3. The houses are calculated fully in the penetration algorithm. So this TICKET can be close.

What you actually want is a FEATURE what should have a FEATURE REQUEST in this tracker. This is not a bug because the engine in its current state works like it should. So let this ticket get closed open ANOTHER TICKET with a FEATURE REQUEST an a realistic ammunition and ammunition effects simulation. PS: i would expect the answer:"this is out of scope now"

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

Thats not the topic of the ticket! You wrote a house is not a Barrier to a APFSDTST and this is so its not a bug its reality. The tanks are another topic.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

https://youtu.be/8GNM13WLAhA
A russian video just for you that shows how apfsds works and why it has no detonator.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

So i summarize your TICKET: You say HOUSES are not calculated in the penetration algorithm. I say THEY ARE and the arrow can be deflected.

What you write in the notes: you want a realistic damage , penetration and bullet trajectory system. I ask you to show me a game that does it better than arma 3 ?

I assume that you cant showe even one.

What you showed in your last video is that the tanks have a weak side armour. Woow welcome to reality.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

Its the difference that APFSDTST is not explosive its a dumb kinetic arrow passing through 3 m concrete and you talk about a house with all over 50cm bricks?

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83550: Wrong german localization for Titan AP rockets and some other stuff.

Any progress?

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83550: Wrong german localization for Titan AP rockets and some other stuff.

Bump

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83550: Wrong german localization for Titan AP rockets and some other stuff.

Updated with meaningful translation of what their names mean.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83550: Wrong german localization for Titan AP rockets and some other stuff.

http://steamcommunity.com/sharedfiles/filedetails/?id=507358004
not fixed pls reopen the ticket my access is denied.

@Toysoldier RPG42 HE http://steamcommunity.com/sharedfiles/filedetails/?id=507359859 is fixed

additional wrong localizations:
-not sure if the mags for the Mar-10 are supposed to be belts aka "Gurt"?(same for ASP-Kir 1 and cyrus)
-"Bandana (fellfarbend)" sounds strange better would be "Bandana (Biest)" its not fur-colored

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83550: Wrong german localization for Titan AP rockets and some other stuff.

+up

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83550: Wrong german localization for Titan AP rockets and some other stuff.

I will do this when i get home. I will add it to the ticket.

May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb edited Additional Information on T83550: Wrong german localization for Titan AP rockets and some other stuff.
May 10 2016, 11:41 AM · Arma 3
TheMasterofBlubb added a comment to T83521: ASP-1 rifle, firing more than >300m "spreads".

I really dont understand people like you reporting a "bug" without getting information. The max range of the ASP is 400m after that the bullet comes down vertically. Use VA and see the trajectory of the bullet. This is not a bug and wont be fixed. This already was discussed in many tickets.

May 10 2016, 11:40 AM · Arma 3
TheMasterofBlubb added a comment to T83499: Helicopter external lift capacities are all wrong..

Pls bring examples.

May 10 2016, 11:39 AM · Arma 3
TheMasterofBlubb added a comment to T83484: Pls Close No valid Ticket.

Go on the ticket go to edit -> Resolution No Bug and change the title to Pls Close No valid Ticket

A moderator will see it and will close it for you.

May 10 2016, 11:39 AM · Arma 3
TheMasterofBlubb added a comment to T83484: Pls Close No valid Ticket.

Nice ticket man. The solution is : -. If the Problem still occurs do --.

No seriously if you want to leave this ticket in this state atleast close it. It is not meant to be mean but tickets like this are useless.

May 10 2016, 11:39 AM · Arma 3
TheMasterofBlubb added a comment to T83482: BE is blocking UAV waypoints.

What happend to me was i was setting a waypoint for ar2 and it flied around it without stopping. I too dont know if realted.

May 10 2016, 11:39 AM · Arma 3
TheMasterofBlubb added a comment to T83482: BE is blocking UAV waypoints.

Haha hi Gippo greetingts to Xodius and the others. What do mean that BE is blocking the waypoints if the UAV? Do you see it in MP?

May 10 2016, 11:39 AM · Arma 3
TheMasterofBlubb added a comment to T83475: AI sixth sense - spot, spin, shoot, skull....

Maybe try Zeus instead of MCC?

May 10 2016, 11:39 AM · Arma 3
TheMasterofBlubb added a comment to T83464: Sandstorm MLRS Titan 230mm Rockets are AA missiles.

Hahahaha thats funny. Never noticed. Humm would be nice if it gets fixed but else its not so annoying. I have played 1000h and never noticed.

May 10 2016, 11:38 AM · Arma 3
TheMasterofBlubb added a comment to T83462: Game crash on Win10.

Not related to win 10 i have the same on win 7 just absolutely random

May 10 2016, 11:38 AM · Arma 3
TheMasterofBlubb added a comment to T83456: To-199 Neophrone can Climb like a Rocket.

Its a jet man. THATS NORMAL

May 10 2016, 11:38 AM · Arma 3
TheMasterofBlubb added a comment to T83454: I cant eject from helicpoters..

Just imagine how are you going to eject out of the pilot seat expect in the hummingbird?

May 10 2016, 11:38 AM · Arma 3
TheMasterofBlubb added a comment to T83437: Sounds of flying-by bullets.

@strangere im not szre but this seems to be a mod. ShacTac rarely play vanilla.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83437: Sounds of flying-by bullets.

There are videos of some Discovery Channel documentations covering this question. Yes you hear the bullet flying by but the time difference to the crack are so small that you wont really recognize it. Other thing is the asp kir.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83414: Ragdoll physics in multiplayer does not work. (option to make it client side).

I see one very big problem. Every system will create its own version of the ragdoll movement ( not BI related but a big problem of every physics engine) and the dead bodies are dynamic cover. So when every client has a different position of the body there would be no synchronization in the positioning of the dynamic cover. So it would need a client side ragdoll effect with a server side synchronization. That wouldnt be so different from what now is.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

XD i dont comment this...
but he said it right. The problem is that the titan is not build for front but for top attack

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Its weaponsway not fatigue.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

In standard wireguided missles dont have a laser guidance because of aiming problems when there are bushes etc and because you see the laserpoint with special optics. Wireguided work in a system where the rocket is tracked as a dot and the CLU gives commands to fly to the crosshair, no matter wehere it is in space. But you cannot simulate everything perfectly. And the correction that you have to do is in the current state of the titan launcher and the fly path of the rocket physically right. Where i would agree is rocket launchers today are recoilless it would make the correction much easier when you had less recoil. Maybe BI makes the start of the titan just the way a javelin starts (no matter top attack or not).

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Its technically not possible to fire straight because the CLU is in an angle to the tube. The other thing is that the titan is supposed to be a Top attack rocket.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Later I can try to make a video how possible and easy it is to use a titan AP/AT.BTW you dont shoot the titan on lower than 200m because of the raise at the beginning, there is a too high chance to miss

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

http://youtu.be/LjB3ItAOdxU

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83412: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

The correction comes from the aiming unit, because the guidance is not over a laser. Everything seems like the titan is wireguided and then you need the correction because the rocket is not coming straight to the target (when you shoot you have a knockback).The correction is needed because of the inertia that the rocket has when flying into the aimed path.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83410: Please make realistic vehicle damage system.

Arma 3 is not perfect at the point of using your system.Another point is when you ,like you say, know how to fix or improve this,why you dont make a mod and give the source to bohemia so they can optimize and implement it in to vanilla. Be a part of the community and do us a favor.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83410: Please make realistic vehicle damage system.

+1 for Shurilex

It would be an option that the car would stay in a 99% damage state and only explode when it gets hit by at or something else. Should be a possible solution.

May 10 2016, 11:37 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

What i forgot to mention is when you want to play Veteran or Elite learn to play without crosshair. Its just more action.

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

Read the ticket carefully. But what i mean is:different crosshair form would be cool. But only dynamic crosshairs like now no static dot or anything. A static point means that the first shot off the hip could be a hit. Thats not what arma is about. When i use a rifle try to hit something 50m away from the hip... when you are good you will need 3 to 4 shots. Thats all what i wanted to say. Im not against the idea of different crosshairs. First i would like to see different colors of crosshairs and the rest could be discussed later.

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

I know i sometimes write answers in many posts. Im writing then eg driving then writing again. What i meant is the 3rd option is somehow like cheating when you know what i mean.The other thing is a dot crosshair is far to accurate. In arma 1 shot can be deadly and i dont like to see people noscoping me from 100m (yeah this is possible even without crosshair) without really having skill or any knowladge about trajectory. What i could imagine are forms like different crosses or circles but all without a clearly seen center. so this is my statement and it doesnt belong to the technical part of the solution but to the balancing and the balancing is what arma makes unique.

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

And what you said that the aiming will be aided. No it wont the only thing that will be is that you have all that CoD Kiddies crying around cause they get killed even when they use autoaim and nothing else. The arma 3 aiming is really balanced so one thing would be the crosshair color and the rest is useless and unbalanced. My experience and i only refer on my own experience is that gamibg is much more fun completly without crosshair.

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

The auto aim option is total crap and i dont think any one of the server owners would allow it

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

Then write in your ticket you want the option for the color and the form of the crosshair. Because when you say AI oneshits you and you want a crosshair i only can say learn to play arma. I can tell you that i dont use the crosshair for already 1year and never had any problems.

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83381: Aiming cross-hairs.

Thats not Call of Duty man.

May 10 2016, 11:36 AM · Arma 3
TheMasterofBlubb added a comment to T83372: Please add option to disable volumetric clouds (use A2 clouds then).

The AI in arma 2 was the most complex AI on the market and it got improved much more than any GTA or BF AI. But thats not the point. Maybe they put it in the Expansion update. They will change the water render maybe they put it in there to not make too much big updates?
This are clouds when im shooting i mostly look on vehicles or troops but not the clouds. I have never felt it disturbing or anything

May 10 2016, 11:35 AM · Arma 3
TheMasterofBlubb added a comment to T83372: Please add option to disable volumetric clouds (use A2 clouds then).

Like i said what could be is that its fixed with the tanoa expansion. There are some similar fixes.

May 10 2016, 11:35 AM · Arma 3
TheMasterofBlubb added a comment to T83372: Please add option to disable volumetric clouds (use A2 clouds then).

Its your opinion.ok. Show one game thats so complex? Can you?

What i mean is they are working. There are things that are currently more important. They are tweaking the personal equipment or fixing the hopefully last map glitched they rework the soundengine so its more realistic and the long wished Eden. The complete AI thing is updated quite often. More on dev branch. E.g. AI seeing through trees , AI driving skills, AI weapon usage. Arma 3 is the most complex game i know and its normal that there are problems. For that we , the community, have the Feedbacktracker to show problems to the devs. Read other big tickets they always write "No Ticket is forgotten" they are no robots they are humans like you and me so let them do what they can. Have patience and enjoy the dev build with full CUP mod.

May 10 2016, 11:35 AM · Arma 3
TheMasterofBlubb added a comment to T83372: Please add option to disable volumetric clouds (use A2 clouds then).

https://forums.bistudio.com/topic/140837-development-branch-changelog/

If you are interested in change logs

May 10 2016, 11:35 AM · Arma 3
TheMasterofBlubb added a comment to T83354: The official squad management UI resets its menu position constantly.

Have same problem even when map is not opened before.

May 10 2016, 11:35 AM · Arma 3
TheMasterofBlubb added a comment to T83332: Car light beam looks horrible in NVGs.

what he means is that the light seems to have a static texture. I know that problem but it will be low priority

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83332: Car light beam looks horrible in NVGs.

Hey Adam the hero of the light. That was fast.

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

There for the PCML has more he dmg than the rpg 42 AT

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

The thing with the glass is more important than you suggest because when you hit the glass it will blow away in shrapnels everyone inside will be grilled but mostly no vital parts of the vehicle will be damaged. One time my complete crew got killed by a rpg42 in a strider the strider was ok because they hit through the windshield.

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

@FightingPower agree but the effective range after explosion is just 1m so after 1 m the copper ray will spread and will be useless.

@mickeymen The gane has some textures for cracked glass (u see it as driver) but i think it would be quite difficult to make real bulletholes where the bullet hit.

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

Try to reproduce your video with ai sitting in that vehicles and see when they get killed.

The thong with the Ifrit some times is that you hit his engine. You destroy the engine and the crew stays alive. In MRAPs the engines are always heavy armored.because they are the life insurence of the troops.

May 10 2016, 11:34 AM · Arma 3
TheMasterofBlubb added a comment to T83303: Audio for the A-164 Wipeout's gau-8 needs reworking..

I think its only the sound itself because the delay and the new sound system already work. Would be the most terrifying sound of all arma series.

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

Ok Lex one last time : This is NOT A BUG ITS THE ENGINE SO CHANGE THIS FROM GAMEPÖAY TO FEATURE REQUEST!!!!!!!!!!!!!!!!!!!

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

There is nothinh like you mean no time to aim or you dont know where to lead. There for you have the Virtual Garage. And i think you are not 13 like some people in Arma so you can use the Virtual Garage to learn your vehicle properly.

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

Its not meant to be mean but this is how the rules in Bugtrackers are.

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

Lex what the guy means is thats not a bug. So this ticket needs to be closed. when you want such feature like that auto adjusting scope -> Feature Request

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

You dont get the point. The scope is zeroed right and the gun too. But they are in different positions, because you cant put the scope in the gun.For example just to understand : take a MXC put on a RCO use the reddot. Go close to the wall aim so the sight is slightly above the wall. When you shoot the bullet will hit the wall because your scope is higher. Same for the Tank. Like i said what you need is an autofocussing scope for the tank and at this point i dont know what the limitations of arma are. It sounds easy to make such system. It even is quite simple but there you need an onthefly adjustment of the scope.

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

I like you Lex but i dont know ,your tickets are funny. Again everything works like it should. The optics are not IN the gun they are next to it. Thats why this effect occurs more on short distances. What you actually want is a focus system that works like that: 1. Set Zeroing to e.g. 200m 2. Firecontroll gives the conversion point of projectile and aim line. 3.Scope system focuses on that point so you can use the crosshair. Make a feature request for that and i upvote,but this is the way arma optics work and i dont know how far it is possible to change. This idea of the aiming system would be usefull in other vehicles too

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83302: There is no coordination (adjustment of the zero line of a sight) of a cannon trunk and a viewfinder of a sight of the tank..

What you mean are binocular aiming sights used in WW2. Today you use only 1 monocular optic with an autofocus(cheaper optics but needs a computer).I dont know if it is possible to adjust the angke of a sight in arma. And normally every tanker knows that you have that difference in aiming. You btw have on the habdguns too just less.

May 10 2016, 11:33 AM · Arma 3
TheMasterofBlubb added a comment to T83249: The Titan missile flies wide of the goal. Correction of a sight is necessary..

Its weaponsway not fatigue.

May 10 2016, 11:31 AM · Arma 3
TheMasterofBlubb added a comment to T83249: The Titan missile flies wide of the goal. Correction of a sight is necessary..

Its technically not possible to fire straight because the CLU is in an angle to the tube. The other thing is that the titan is supposed to be a Top attack rocket.

May 10 2016, 11:31 AM · Arma 3
TheMasterofBlubb added a comment to T83249: The Titan missile flies wide of the goal. Correction of a sight is necessary..

In standard wireguided missles dont have a laser guidance because of aiming problems when there are bushes etc and because you see the laserpoint with special optics. Wireguided work in a system where the rocket is tracked as a dot and the CLU gives commands to fly to the crosshair, no matter wehere it is in space. But you cannot simulate everything perfectly. And the correction that you have to do is in the current state of the titan launcher and the fly path of the rocket physically right. Where i would agree is rocket launchers today are recoilless it would make the correction much easier when you had less recoil. Maybe BI makes the start of the titan just the way a javelin starts (no matter top attack or not).

May 10 2016, 11:31 AM · Arma 3
TheMasterofBlubb added a comment to T83249: The Titan missile flies wide of the goal. Correction of a sight is necessary..

Later I can try to make a video how possible and easy it is to use a titan AP/AT.BTW you dont shoot the titan on lower than 200m because of the raise at the beginning, there is a too high chance to miss

May 10 2016, 11:31 AM · Arma 3
TheMasterofBlubb added a comment to T83249: The Titan missile flies wide of the goal. Correction of a sight is necessary..

http://youtu.be/LjB3ItAOdxU

May 10 2016, 11:31 AM · Arma 3
TheMasterofBlubb added a comment to T83249: The Titan missile flies wide of the goal. Correction of a sight is necessary..

The correction comes from the aiming unit, because the guidance is not over a laser. Everything seems like the titan is wireguided and then you need the correction because the rocket is not coming straight to the target (when you shoot you have a knockback).The correction is needed because of the inertia that the rocket has when flying into the aimed path.

May 10 2016, 11:31 AM · Arma 3
TheMasterofBlubb added a comment to T83161: Add Kinect Support for head tracking.

No work for BIS this time.Google Kinect as Track IR there are many tutorials for kinect v1 and v2.

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming..

Later I can try to make a video how possible and easy it is to use a titan AP/AT.BTW you dont shoot the titan on lower than 200m because of the raise at the beginning, there is a too high chance to miss

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83142: The Titan rockets do not receive aiming at the purpose. There is no direct aiming..

The correction comes from the aiming unit, because the guidance is not over a laser. Everything seems like the titan is wireguided and then you need the correction because the rocket is not coming straight to the target (when you shoot you have a knockback).The correction is needed because of the inertia that the rocket has when flying into the aimed path.

May 10 2016, 11:27 AM · Arma 3