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May 10 2016
They should make an option so players can choose their own preference for either 2D or 3D scopes. Personally I really like the way TMR improved the scopes by combining 2D with 3D scopes, it looks way more authentic.
For reference: http://forums.bistudio.com/showthread.php?160054-TMR-Modular-Realism
Downvoted too. Current implementation is visually much better than the old one.
X39: Functionally everything about 3D optics is inferior. The SINGLE improvement that 3D optics brings is that the presentation of the 3d model interacts correctly with the game world i.e. model gets lit correctly by the environment.
If you want to downvote, fine but know at least you are downvoting for a purely cosmetic reason.
The awesome TMR mod is exactly the reason why I created this ticket. TMR scopes behave just like 2D ones - and it feels just so much more comfortable - just like old 2D scopes over current 3D. Unfortunately, TMR brings some non-client-side changes too, so it can't be recommended to be used always - because if some players don't have it, it becomes a mess.
I intend to make a fork of TMR to have a clientside-only addon, but the problem remains valid for core game.
It is worth pointing out that magnified optics should not be useable with NVGs.
- NVGs alter the eye relief necessary to get a correct sight picture through an NVG.
- The scope reticule will not be in focus through NVGs.
- If the sight is tritium illuminated it will become a bloomed dot in the center of the NVG picture.
- It would be really difficult to get the NV tube lined up correctly with the optic.
All of the above is the reason that MAGNIFIED combat optics are designed exclusively to pair with NV tubes mounted IN FRONT of the scope.
With unmagnified optics (Aimpoint/Eotech) all you need to do is switch the illumination to an NV setting that doesn't turn the reticule into an incoherent washed out mess. That's what it means when those companies make models that are listed as NV compatible.
Now that we have a dedicated NV optic in the game; there isn't adequate reason the player should be allowed such a gross empowerment.
As for the scopes being 3D? Fine. I don't care for them myself but the least this feature needs is the polish so that their functionality is at least on par with the 2d optics in ArmA 2. The very least not being horribly broken for TrackIR users.
I believe there's already a ticket for the bug which makes NVGs usable with magnified optics.
downvote
its true that the new scopes are not optimal implemented but they are in most cases A WAY better then the old 2d system
as this handles ALL scopes and not specific ones (not only the high zoomed) this ticket is a way over the required
reverting the optics is not the way
improoving the current implementation is MUCH better!
using PiP for example (and yes ... i know about #2510)
at the end
you need to hope that people wont abuse in pvp currently and wait till BI decides (or the community does with a mod for that)
Fair enough.
Also, if you're wondering about the NVS scope (and the other one which have NV/TI), it's most likely 2D because the whole screen would be in nightvision if it was 3D.
Besides, you can still mod 2D scopes, can't you?
The whole point is to avoid mods while having consistent experience. Right now, half of the scopes in vanilla are 2D, half are "3D". And it's not even tied to magnification really - NVS scope has mid-range zoom, yet is 2D.
Besides, you can still mod "3D" scopes, can't you?
Oooh, I like that PiP! Only problem is that shadows aren't rendered in PiP at the moment, so the graphics look like rubbish when viewed through PiP. It seems that BIS is just spending their time fixing minute bugs, that the big game-breaking things are left behind.
@machineabuse yeah it's like your cheek moves away from your eyes. F*cking stupid.
I like the 3D scopes, I wish the DMS, LRPS and SOS would also be like that.
5.The weapon sway is much harder to compensate
when weapon is swaying independently of screen.
I agree. At times, the weapon sway is extremely frustrating.
I disagree. I think the current implementation is better (not a lot, but still better) than the old 2D scopes. Besides, you can still mod 2D scopes, can't you?
Not to mention that the 3D scopes drift spasmodically around the screen. I would like to think that 20 years into the future that we have the good sense not to uninvent cheekweld.
Wow those PIP video tests look terrific! It's just a shame that PIP itself is limited in some ways with draw distance and not drawing any shadows...still I'd love to see that example demonstrated in a firefight to see what effect it can have on gameplay.
They could at least fix the bugs instead of reverting to the old 2D scopes. Upvoted anyway.
NO! Don't revert back!
Just make it like this...
http://www.youtube.com/watch?v=b0WXnUh84ig&feature=sharenoembed
:-)
More related:
http://feedback.arma3.com/view.php?id=10373
http://feedback.arma3.com/view.php?id=10188
BIS could do it similar like this mod does
http://forums.bistudio.com/showthread.php?170283-TSS-SLOVETIR-Scopes-Love-TrackIR
Doesn't seem BI is interested in it anymore :(
PiP scopes are certainly better. I'm all in for proper implementation. But given the choice between current terrible scopes and "old" 2D ones, I choose 2D.
They could at least lock the view as a short term fix like sniper scopes so you can't look away.
Being able to look away from magnified scopes with TrackIR is more annoying than an advantage in my opinion because the movement is amplified and over sensitive due to the zoom.
But it's brilliant with iron sights & the ACOG scopes, I can't play ARMA or any other simulation without TrackIR :-)
Sure I sent one illustrating non-existent mods in folder but ARMA3 showing they are enabled under Expansions.
+1. Can't disable or enable mods.
can you include your RPT file? you can find the latest in C:/Users/{user}/AppData/Local/Arma3
I guess it's rather obvious why I'm closing this. Tickets like this just waste everyone's time.
Don't forget everyone can assist in keeping the tracker clean. If you find a duplicate ticket please add a comment saying so.
There are tons of obsolete tickets crowding this system. And you've ironically added to that problem by posting this. But as already stated, this site needs some *heavy* moderation. Get help from the community if neccessary, but please get it sorted. If you look through a few bugs, odds are huge you'll come across something that should have been closed.
Sometimes mods or devs give feedback that a bug is fixed, but leave a comment for the initial reporter to confirm and close. That is frankly pointless and stupid. If it's fixed, close the ticket, and if anyone still has the problem they can post a new one.
And look at this; http://feedback.arma3.com/view.php?id=13739. Why isn't stuff like this just removed. Even if you are entertaining the possibility of dealing with it, it would be so far down the huge stack of other issues priority-wise, that you might as well remove it from the system completely for now.
And don't even get me started on the duplicates...
I honestly don't understand how BIS is able to use this system for anything useful. It's like a wasteland in here, full of dead tickets and orphaned requests. Surely it would be good for the devs as much as anyone if this place was better moderated?
I'll have to agree with your last comment, we do need more moderators. I haven't seen them do a lot of work here lately.
Why don't they use additional hands? Good people from community could help them! The total amount of managers here is so little over reporters, its like a fly landed on the elephant saying "you are mine now"
you forget how much time is wasted sorting through crap tickets like this one, and differentiating what are real bugs and what is someone who posted a ticket without understanding scripting or doing research first. or checking for duplicates.
-due diligence is required on the part of bug submitters, otherwise you're just wasting their time-
that and they've repeatedly said they were not going to be doing huge changes or fixes until all the campaign components were released as to not potentially screw up the missions before the bugs can all be properly tested.
in a sandbox this size tiny, seemingly unrelated changes can potentially break functionality and flow without raising an immediate error.
the community could assist by going through all their old tickets thoroughly re-test to confirm they are infact still bugs. there are a shit-ton of irrelevant tickets clogging up this site.
--many bugs have been squashed without being indicated or marked as so!!--
It is priotirizing. However I have filed a ticket in early alpha (a year ago) that has been assigned, but nothing is being done with it (GPS_video), while for them it should not be a hard to fix. I do consider that thus as being slow, even though it is a low priority ticket.
agree, the door should not push the player and the more block!
BIS please fix this
I hope you have a good English teacher in school.
yes doors are a real issue in MP games.
it pushes you aways, and can block you against the wall if you opened it from the inside and the door goes inside as well...
AD2001, you re guessing wrong :/
Could use Inverse kinematics from the door handle connected to the characters hand?
No pre-defined animations needed then :-)
Before I've created a similar topic here: http://feedback.arma3.com/view.php?id=20115
no any effects
Enabling the mod MCC Sandbox http://www.armaholic.com/page.php?id=19580 fixes the issue, as the soldier falls as expected. Problem still exists in vanilla, however.
"1. There is no door interaction animations (no animation like player opens the door and closes the door)"
I'm guessing you'd like to be either teleported when you're opening the door, or you'd like to open an invisible door.
"Regarding ladders:
When you are all the way up the ladder, ladder ended, but player still holds it like there is ladder, I think there should be some transition animation instead, like player get outs of the ladder."
- One issue per ticket only.
- The devs already said this won't be fixed very soon because the AI won't be able to use ladders if they do.
What are you talking about? I assume you're talking about the part about teleportation or opening an invisible door.
If so, here's an explanation: If you animate the door the animation won't look correct unless the player is in the exact right spot (with maybe a few centimeters of tolerance) and that means you'd open an invisible door if you're in the wrong spot. There are two solutions to this problem that come to my mind, the first one is to make 200 different animations and play them depending on where the player is, and the second one is teleporting the player. The first one is, of course, completely unreasonable, and therefore if they do animate doors, you'd either open an invisible door or you'd be teleported.
@AD2001 You're right, I just hope they finish, what they already began, but maybe it's to difficult to implement or to much of a gameplaymechanics-changer, so they dumped it.
@NodUnit yeah that would'nt be so nice :( .To be honest i don't now anything about scripting/programming, it was just a suggestion-thingie...
The doors were openable for a short time in the dev build during the beta, but there were some (and by some, I mean A LOT) issues with them.
Also, all of this has already been reported. In the future, try looking for tickets using the search function (or Google) and report only one issue/request per ticket. And close this ticket because it servers no purpose what so ever.
The interaction from the A-10 is never going to happen (in motion) on a standard BI vehicle, physX libraries and it have a nasty disagreement which causes the actions to essentially free float in motion and go all over the place....however from a static standpoint such as with the ignition key then it could work, but then there needs to be a way to disable a simple button press causing it to start up.
This could be done by creating a script that drains all fuel or using setvelocity but thats not likely to fly for standard vehicles.
I attempted to provide something similar in my glasses mod http://forums.bistudio.com/showthread.php?163658-ZAM-Glasses however if it is provided engine side that's always better.
I think it should be on the camera mode, like third person. I don't want to see dirt and rain effect in the first person view.
Only if you are wearing a divers mask or glasses, and then it should be blurred due to it being in close proximity to the players eyes which would be focusing through the water into the distance.
Human eyes do not get water droplets on them.
I agree - but with the conditions FeralCircus sets out above. +1
Rotors now kill you when you walk into them (Helicopters DLC, v.1.28, I think), but there is no damage done to the rotor itself. There is still no visual effect.
Are you sure you've disabled the "Stream Friendly UI" option?
I have that diabled. I can see and hear all types of chat except for direct.
How are you measuring 40% usage? 40% of 1 core or the whole cpu?
Same thing with jet engines that do not affects player.
Average usage of all cores! Measuring via HWInfo64! For sore reason game utilizes all cores from 20% to 30% some cores jump to 40% (I have 4 physical 4 logical)
Sorry this didn't help :(
cancerouspete: I tried that you said, but for me it only became worse.