I guess this ticket can be marked as resolved, I haven't encountered this bug in a while.
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May 10 2016
Good catch, needless to say this happens in MP and SP.
It has been stated be Vespa (iirc) that left handed soldiers will not be done because the way the animations system works would require all animations to be redone. And that would be too expensive. #2548
Exactly, unless the devs use the "our universe"-card. :)
Also, two rifles that are too much alike makes one of them useless. I think a certain diversity is very desirable.
@samogon
.408 does not have a higher kinetic energy than the 12.7 x 108 mm, the latter one has almost twice the mass. However there was a test where it outperformed the .50 cal (which is similar to the Russian round) in terms of armor penetration.
@Goose Agreed, but the weapons are sort of balanced in reality.
@AgentRev
Consider that each rifle has a special purpose that it was built for. And let's put the faction restrictions aside:
M320:
- bolt action; slow(er) but (more) accurate
- .408 cal is probably relatively quiet
- kicks up less dirt/dust when fired
GM6 Lynx:
- semi automatic; fast(er) but less accurate
- loud
- kicks up more dirt/dust
The M320 LLR should be more accurate over long ranges and have good stopping power against infantry. It is less noisy from a distance and should have a smaller visual effect. This is the weapon you choose if you want to remain undetected for a longer time.
The GM6 Lynx should have a high rate of fire while being less accurate in comparison (forget 2 km head shots). The loudness and visual effects make the shooter easier to locate. This weapon should be able to stop a lightly armored convoy on its own and everyone knows who did it.
This would reflect many of the real life attributes of these weapons and snipers / marksmen / sharshooters have to take them into consideration when choosing their weapon for a mission.
Upvoted, a look at the devs very own devblog shows the Lynx in action and I am expecting nothing less in the full game. The downside to the Lynx is already there: the smaller magazine.
I noticed that scope view is also maintained when switching between two weapons that have optics.
I misread your step to reproduce then.
equip sidearm while prone =/= switch from main weapon to sidearm while prone. :)
Anyway, it seems there will be quite a some bugfixes coming up in preparation of the beta.
Yeah, I guess this is related to my ticket (#8703) as you wrote but I didn't notice that the character performs the same maneuver when you go prone with your handgun equipped.
However I cannot reproduce it when going prone with the main weapon and then switching in between weapons.
Also I just noticed: When you equip handgun in prone position and then drop it your character will stand up.
It's probably all related.
I noticed that in the latest version of the stable branch, reloading a grenade launcher can be heard from quite far away (several hundred meters). I'll add a repro mission soon.
Despite these entries in the changelog the issue persists:
Adjusted: Fire mode volumes
Changed volume for reloading
Changed volume for change of weapon fire mode
My observation after a few hours of playing adversarial MP:
Placing explosives is audible hundreds of meters (unchanged)
players reloading weapons can be heard doing so hundreds of meters away (unchanged if not worse)
players switching fire mode can be heard from at least 50 meters (a little quieter, but I couldn't compare before and after)
Expected:
Placing explosives should be audible maybe in a 5-10 radius (I'll skip the issue with the hollywoodesque beeping, there is a ticket for that already)
Reloading a weapon shouldn't be audible further than 20 meters indoors and only a few meters in an audio dampening environment (ignoring that the audio engine is missing that specific feature)
Switching fire mode shouldn't be audible more than 1 or 2 meters, it's just a switch on a weapon after all (again, in a different environment with little noise the sound could travel further, but let's not go there)
Overall the situation is pretty much the same as before.
Since the lastest stable patch I haven't noticed any of the issues described above. All of the sounds seem to be only audible over a reasonable distance, can more people confirm that this has been resolved after all?
My dear ticket, a year has passed and you haven't change one bit. :) Congratulations! Seriously though all the issues described above are still very much present.
@roy64
I wouldn't accuse them of doing nothing I very much think that they are aware of this issue. The SFX engine as a whole has been critizised early on. But the priorities seem to lay with Zeus and giving the game a general overhaul. It's just not time for the SFX, we'll have to wait for that.
Still present in latest stable version. DEV branch needs confirmation, last time I checked (30.11.2013) the issue was still there.
Well, it seems to be fixed in SP, in MP you still hear people reloading from far away.
It seems so, at last!
Updated the description to include planting explosives of any kind, since it is apparently the same issue.
I couldn't confirm being unable to locate the source for certain. In a small testing scenario the explosive beeping seemed to rotate with me.
Just noticed this again, should be an easy fix?
This ticket can be closed, I resolved the issue. It had to do with how I had my controls set up. "Next weapon" and "Switch gun / launcher" should not be bound to the same key.
Duplicate of #8539
Duplicate of #1819
This is a duplicate of another issue where a lengthy discussion about bullet impacts unfolded.
This seems to have been fixed in a recent update.
Related to #9071.
@samogon
Of course there are many inconsistencies with scopes atm. Similar with suppressed vs unsuppressed weapons (same ammo, same ballistics, different damage). Btw I see the MXM more in a role like the Mk12 SPR. Different accuracy and slight damage adjustments would be nice but this is going too much ot. Sorry for that.
It's not a mistake, all those changes were made to the MXM too, but from 7.62 mm to 6.5 mm. It started with the gun using the 30 rounds mags and the descriptions and markings were changed later. The patches will address these issues (sooner or later).
Confirmed, but this also happens while running, i.e. the character stops for a fraction of a second and then moves on.
So lowering the weapon while walking and while running stops the character, raising the weapon in both paces is smooth as it should be.
The US GL designation is "M203", I don't see a problem here.
Listed as the last point in the "Program" section in the known issues.
http://alpha.arma3.com/known-issues
This link should pop up every time someone creates a new ticket. :)
It's a known issue, according to the "Known Issues":
http://alpha.arma3.com/known-issues
The GM6 Lynx is semi automatic in RL, currently it operates like a bolt action rifle similar to the M320.
As it is now, DEV 0.59.1 05592, the weapon movement starts immediately after switching to a high or low adjusted stance.
If it were only a swaying movement to indicate a less stable position that would be ok. But this can only be described as shaking, which is very uneasy to the eye. If it was supposed to be the result of tired muscles then it should occur only after a while.
Just tested it and I can confirm this.
This is still an issue in the latest DEV build.
The realism has to be second to playability and if some people claim that the fatigue blur affects them, it should be possible to disable it. It was the same story with the motion blur in ArmA 2. Upvoted.
Indeed, I have noticed this quite a while ago and issued a ticket but this one has more information.
The collision boxes behave like rigid, non elastic bodies. Instead they should be elastic and it would become possible to squeeze through gaps. This could be limited to players only, since cars are still rigid (at least with the current damage model).
When an enemy dies, his main weapon creates a second inventory instance. In order to access the inventory of the fallen enemy you have to be as far away as possible from the weapon and then access the body's inventory. That's the most annoying part.
I don't mind a few manual steps to get all the ammo and mags from a body, quite the opposite actually.
Explosion is a too general expression, there are refinements in existence:
Detonation (http://en.wikipedia.org/wiki/Detonation)
Deflagration (http://en.wikipedia.org/wiki/Deflagration)
The main difference being the velocity with which a medium expands, m/s vs km/s, subsonic vs supersonic. Ammunition uses contained deflagrations to propel projectiles. Survivability depends greatly on this.
Proper explosives are required for a detonation to happen. But even when subjected to gunfire or fire some explosives do not detonate, especially those meant to be frequently handled by personnel (cue Mythbusters C4 montage).
The mechanisms are already included in the game from my observations:
- deflagrations in the form of fire dealing damage to the environment and players/AI, but limited in range, can be avoided easily (for example: burning vehicle wrecks)
- detonations as a result of a triggered explosive, impossible to run away from (as seen in: rockets and missiles, explosive charges and satchels, HEAT and HE rounds from armored vehicles)
- detonations as a result of a critical hit or continuous burning of a vehicle loaded with ammunition (for example secondary detonations of recently destroyed armed vehicles)
These three mechanisms need to be balanced for a realistic representation.
- Unarmed vehicles should never create a detonation. Period. Shooting up a fuel truck with small arms fire would not result in a detonation but fuel leaking with the chance of ignition (especially when using tracer ammo). The size of a deflagration should depend on the initial damage done to the vehicle/container. There is a fire damage mechanic, so use it properly!
- Armed vehicles should create a detonation if hit with other high explosive rounds. Since ammunition alone doesn't always detonate when hit, the chance of secondary explosions must be balanced. The range and damage is also limited, but depends on the type of ammo (12.7 mm rounds vs 125 mm HEAT) and can be directional. 12.7 mm ammo cooking off wouldn't deal the same amount of damage as one fired from a gun barrel. HEAT rounds cooking off in a MBT would create one fireball and smaller explosions, propellant and warheads.
- Airplanes and choppers could use a little refinement. Too often does a helicopter crash landing result in a huge detonation, especially when the chopper hit a tree on the way down or flips on the side. This should be part of another ticket though.
This ticket should receive some special attention when Arma 3 gets the "Support, Refine, Invest" make-over.
@ ataraxic89
Exactly. The key word is deflagration, a (relatively) slowly expanding flame (m/s), that can burn characters and other items nearby. Not a detonation (km/s). Run an ATV against a tree now in game and you have to run to stay clear of the massive detonation that follows. Ridiculous.
Upvoted. I wanna see deflagrations (if anything) not detonations when vehicles come under small arms fire. No explosions! One could extend the damage model even to vehicle crashes. There are self sealing fuel tanks (afaik since WW2) and automatic engine shut offs in cars nowadays. I have seen way too many ATVs detonating in Arma 3, time for a change.
This is true, however it's only a players own weapon that emits light. Ask a friend for a MP testing session or equip AI with sound suppressors and notice that the resulting muzzle flash is very small and does not illuminate anything. This discrepancy should be looked at.
Upvoted. But for the sake of balancing they will never increase the damage of suppressed weapons to be on par with unsuppressed ones.
A special animation for falls from small heights, where a person would manage to keep standing, would be nice. At greater heights (1.5 m?), ragdoll should kick in.
This must be limited to a specific sound setting or sound card. Sounds levels are ok for me, except reloading sounds (#8938). If anything most vehicles and gunshots are too quiet. A buddy of mine has a Sound Blaster Z and he hears everything from further away than I do. We compared the sound settings and they are similar, except for the sound card.
I am using an on-board sound chip from Realtek.
Workaround: use the vault key, the character will stop moving. This is a duplicate though, the issue has been reported before.
Maybe I'm not getting your point, but have you seen this yet:
http://www.youtube.com/watch?feature=player_detailpage&v=RcbQk5VXKNE#t=85s
Ghillie suits are not yet included in the game just like many other things are yet to be released. As for the specific weapons, it's not clear but since the theme is the near future, we'll probably only see equivalents of the ones you mentioned.
The rest is up to the modders.
Downvoted.
We shouldn't exclude people because they were not involved in the community before and taking away the right to report issues when they just bought the game or registered in the forum/tracker. People might loose interest when they're only allowed to report something after so many weeks.
But I agree that some changes have to be done to the tracker and/or reporting issues. Partly there's lack of understanding what tags are for and how they are used ("your freedom ends where my rights begin").
More moderators would be a good start. So far everyone involved has done a tremendous job I'd say. And lets be honest, it's not ideal but we are complaining on a high level. :)
An interesting read about the Kennedy Assassination:
http://mcadams.posc.mu.edu/headwnd.htm
The ragdoll physics are fine as they are, they only require tweaking, because occasionally bodies jump when hit or receive thrust out of nowhere.
Upvoted. You should have selected "feature" for this though. And if everything fails, you always import your own face to the game.
The author of said mission probably placed the vehicles close to each other. Upon destruction the burning wrecks do damage over time and damage nearby intact vehicles, which will eventually get destroyed as well. If the mission maker also used a 3rd party vehicle respawn script, the newly created (respawned) vehicles will take damage and explode, thus creating a never ending chain of explosions.
I think I encountered this in the user made mission "Ground Seize", possibly version 1.2. But it could happen in any mission where the vehicles are placed close to each other.
It is not a BIS issue.
Good video showing what must not happen, very annoying and it should be addressed.
This happens frequently in the current stable build, every mission I join has people floating around choppers or standing upright on vehicles. I noticed that it happens only, when people enter a non-backseat position of a vehicle, that has already a player as a driver/gunner/commander/co-pilot in it.
The vehicle itself seems to exist twice, as in it is not properly synchronized. It is possible to have a MBT with two players in the gunner position, firing at different targets, expending seemingly different stacks of ammo.
When this happens with a helicopter, there is a good chance that the floating player breaks the main rotor.
Sometimes, when a different instance of the vehicles is present for the driver, it appears as if it is not moving for the other occupants. This leads to situations where people wonder if a chopper has already taken off, while the pilot is already flying around.
I also observed people sitting on ATVs that show all singns of driving, except that they are not moving from the spot, i.e. engine is reving, wheels are steering.
Please look into this!
A small reminder that this issue is still of concern to me (us).
Voted down, because I already dislike the icons that pop up in the middle of the screen. More icons and/or menus that block the view should be avoided at all costs.
As of now there are 861 votes.
Unlike some other most wanted/voted features this seems to be fairly easy to implement. Come on BI, how are we supposed to believe you put emphasis on a polished product, when it partially looks like a game from the last millennium.
@NordKindchen
Don't give up, everyone here thinks you did amazing work, even if they don't find the time to voice their opinion. Kepp it up! :)
This is still very much broken, lowering and raising the main weapon also forces the player to walk forward, without any means to stop. I'll create a new ticket for that.
BI changed the class name of the Ifrit in a previous patch ([DEV] build?). You have to manually edit the mission file to be able to load it in the editor.
[edit]
Refer to this changelog about the DEV build:
http://forums.bistudio.com/showthread.php?149636-Development-branch-changelog
So the "A3_soft_F_Galkin" became "O_Ifrit_F" (and variants).
I am using a GTX 560 Ti, a friend has the same issue on his GTX 670. He is using the latest stable driver, I am running the latest beta. Maybe it's NVidia related. I added an Nvidia tag for now.
I noticed that the RCO has the same artifact/effect. I made a short video (must be viewed in 1080p and full screen):
https://docs.google.com/file/d/0B-rFrBnxIYAvWnhyOEhKZEhReGc/edit?usp=sharing
For me and a buddy it's always there, no matter the mission or island.
Graphic settings: Very High, Post Processing low, No AA, 16x AF, VSync off
Is more information needed?
I would like to see no explosions AT ALL, especially for civilian vehicles that carry no ammo. Deflagrations yes, after catastrophic damage to the vehicle. But current detonations are annoying.
It's still Alpha so lighting is hopefully not finished yet. Diffuse lighting is tricky, it should be really dark in a dense forest when overcast weather is present. Currently it is actually brighter with full cloud cover under a tree than during a sunny day.
I upvoted, this would be a great feature.
What would be different if you were to mirror all animations? Maybe someone with real animation experience could share his/her thoughts on this.
May 9 2016
The issue is still present.
The Wasteland mission spawns vehicles server side and adds a random weapon. The player cannot take the weapon directly, but there are three workarounds:
- Get in as driver, move the vehicle a bit and pick up the weapon
- drag the weapon to the ground and pick-up from there
- drag the weapon to the backpack and equip from there
Not sure if this helps, the issue has been there since day one of the alpha.
@javelin10
I created a ticket for this almost a year ago. Inlcuding planting explosives/reloading weapons, since I believe it's caused by the same issue. http://feedback.arma3.com/view.php?id=8938
Just encountered this today in a MP mission. I (explosive specialist) entered the water over a few rocks and swam for ~ 30 m. Couldn't dive and although my character was clearly surfaced he drowned.
This issue is still present and requires attention. I have only encountered this on MP servers. Chopper wrecks, even if they have been around for hours, deal damage over time, as fire does.
I am surprised this hasn't more votes.
Combat speed is quite exhausting since the soldier is trying to reduce weapon sway. Make it the default speed and we will end up with lots of people unable to run. I think the movement speeds are just fine as they are.
I think the action menu is more useful then in any Arma game to date and the complex nature of the game requires more then just one button.
But the clunky get-into-pos-to-climb-up-ladder-animation is obsolete. I am already in front of the ladder, there is no need to play a 2 sec animation. Not to mention the floating-while-grabbing-air when one does decide to climb a ladder down.
It's not an issue that requires urgent fixing, a smoother transition would be nice imho.
I second that. Firing the guns as well as the impacts need new samples. Especially the impact sound, which sounds the same as a detonating fragmentation grenade atm, requires some attention.
@FeralCircus
That's very impressive. It makes me realize that the current acoustic stage is uncanny. Speed of sound is incomplete, no sound occlusion, no reverberation and still many sound bugs. SFX do not allow for artistic freedom.
It looks like Dwarden used a night shift to add many related tickets, I am going to vote them all up.
Issue is still present in latest DEV. The ATV's engine is switched on upon pressing "drive forward" or "drive backward" while the character is in the "get out" animation and it stays on.
Tested with the latest DEV build:
While the "get out" animation plays, the engine is still switched on when the driver uses the move forward / backward keys and it stops once the animation is finished.
I almost created a new ticket for this just 5 minutes ago.
I was thinking about equipping a detonator via the grenade selection key and also using it by pressing "g".
If the Devs decide to incorporate this into the game, maybe some sort of pseudo frequencies could be used to allow for more controlled detonations and not "one-for-all".
I guess it's unrealistic to expect any change after a year. The "sink into ground effect" is so ugly and doesn't fit the overall visuals not to mention that it somtimes even obscures whole vehicles. One of the many things that are probably going to be fixed in DayZ first.
As someone with real boat driving experience I have to say that the handling does not feel very realistic at the moment. Cutting power to the propulsion system slows a small boat down very fast while making it almost impossible to steer at the same time. Larger vessels behave differently of course.
Yes, switching weapons while moving is an absolute must. Reloading while on the move was advertised as a groundbreaking feature back in the days and switching to a side arm or shouldering a launcher should receive the same attention. It should be restricted to slower paces and when the hands are free however. Not while vaulting, not while being prone and so on.
Bump, because this needs to be taken care of. Just like the other visual improvement about blurry midrange textures, this should be easy to fix. Yes, I said fixed because I consider FLIR as broken since it first appeared in Operation Arrowhead. Come on BI, make it happen.
Upvoted, not only because it reflects the nature of thermal imaging better but it also makes thermal imaging less OP in MP. In OA you could take out your MX-2A, do a quick 360 ° scan and know about threats within a few seconds.
I made a suggestion in the other explosives ticket regarding this, a detonator that can be selected via the grenade selection and also be used by pressing "g" would clean up the action menu and not require additional keys.
lol'd and voted (Hell) No.
Voted, I tried to send 2 soldiers into a hunter, while there were enemies visible in the distance. On the way to the vehicle (30 m) both used their binocs about 6 times, gazing at the horizon motionlessly. O_o
I know I could have removed the binocs, used a different behavior etc. The AI needs a common sense algorithm (jk).
Here it is (quote pettka):
"The issue is that this isn't just about mirroring the animations, it would require different models (as putting rifle on left shoulder would put it on the right one in old model), completely new config (some 1200+ classes with connections) with transitions to right handed and back. I don't want do discourage any community member from such effort, but it would take more than just a nick of time"
http://forums.bistudio.com/showthread.php?151404-Left-handed-option
I still want left handed soldiers. :D
@johncage
Wrong. Eye-dominance is a major factor, for most people their right eye is dominant, which goes along with right handedness (with very few exceptions). Lefties use their left eye. In this day and age, there are brass deflectors available (M4/M16) or the firearms can be modified to fit left handed shooters.
Older rifles (M14, also M16-A1) do not offer such options, but infantry training has come a long way since the 1960's, which you seem to be referring to.
No one who has combat effectiveness on his mind would suggest that left handed people should just fire with their right hand.
Why do so many people think that it would require new animations? Lefties do everything exactly the same as Righties, but mirrored. I remember when the first Counter Strike beta (bear with me) was released the weapons were all in the left hand. Later the side was switched to right.
I want this as a feature as a left handed person, but I think that other things have priority. It would be interesting to see some Dev feedback on this.
User made missions are one of the things that keep the Arma series alive. A 3D editor would cut down the mission making time quite significantly.
I just added a screenshot. Notice that the sun is far behind the mountain. (editor parameters to reproduce: July 6th, 18:15, Grid 044037, facing east)
I noticed that when you use the AllinArmA mod and load Chernarus, the terrain casts shadows on all entities (characters, foliage, buildings). It seems it has just not been implemented in Stratis yet. It seems to be an easy fix.