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May 10 2016

Bohemia added a project to T78093: Terrible Sound Bug when crashing the main Rotor: Arma 3.
May 10 2016, 8:43 AM · Arma 3
SavageCDN added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Here for LJ

May 10 2016, 8:43 AM · Arma 3
forteh added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For LordJarHead!

May 10 2016, 8:43 AM · Arma 3
Big_T added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Signed for Better sound in Arma, it's an important element to a realistic feel. :)
)

May 10 2016, 8:43 AM · Arma 3
Corona2172 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Please, for the love of Arma, please let this happen.

May 10 2016, 8:43 AM · Arma 3
NorX_Aengell added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Signed too !! :)

May 10 2016, 8:43 AM · Arma 3
BL1P added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Signed for SOS :)

May 10 2016, 8:43 AM · Arma 3
tyl3r99 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

do not worry BI do know about this issue and as the LORD said himself on his thread, there is internal meetings about this issue so i believe

May 10 2016, 8:43 AM · Arma 3
JacksonSnow added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

This needs to happen.

May 10 2016, 8:43 AM · Arma 3
LtShadow added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For Lord Jarhead!

BIS - get on this please! ArmA 3 is not the same without JSRS3:DragonFyre. Show your support to modders and implement this feature, PLEASE!

May 10 2016, 8:43 AM · Arma 3
tomeek added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Voted!
A3 without SPLENDID JSRS is nothing. No offence BIS sound dept. guys but this is the true.

We already have evenHandlers for a bunch of other things, so how hard can it be to add them to explosions aswell.

And you know what really grinds my gears the most? No single word from BI DEV here or on the forums. Yes we know that you read all of this and probably saw it, but some single post from you would be great! LJ himself need to go after Dwarden to ask about this issue.

I splendidly please BIS to add this splendid feature to A3 :)

May 10 2016, 8:43 AM · Arma 3
Teeha added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Please help these guys out BIS. They spend their time to make great content for the community and having this will allow them to complete their projects.

Help them out BIS!

May 10 2016, 8:43 AM · Arma 3
deanosbeano added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Ammo already has several Handlers take your pick and simply use like any eventhandler

effectsSmoke = "SmokeShellWhite";
effectsFire = "CannonFire";
effectFlare = "FlareShell";
effectFly = "";
particle effects have probably the fastest Loop i know when using there send to script line , simply abuse that i have always done it and found it more reliable than any Fired ,changeanim, hit etc tyoe eventhandler

May 10 2016, 8:43 AM · Arma 3
LiquitHQ added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Would be appreciated that one of the most respected community members will get some support from Bohemia Interactive

thanks in advance ..

lhq ...

May 10 2016, 8:43 AM · Arma 3
DarkSideSixOfficial added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Hey guys, head on over to the Forums and Sign the petition by posting a reply in Bold lettering with the words, "For Lord Jarhead!!!". Lets make it happen.

http://forums.bistudio.com/showthread.php?186460-Petition-to-add-eventhandlers-to-ammunitions-defined-in-cfgAmmo

May 10 2016, 8:43 AM · Arma 3
Gepanzert-Faust added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Bohemia, please assign this!

May 10 2016, 8:43 AM · Arma 3
Crierd added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For LORD JARHEAD! YES!

For stuff and things.

May 10 2016, 8:43 AM · Arma 3
PvtDancer added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For SCIENCE!!! Wait... I mean sound! Sound is the biggest let down in ARMA and Thankfully people like LordJarhead and Laxemann are hard at work making the best friggin mod IMO. Please make this possible!

May 10 2016, 8:43 AM · Arma 3
Bananafluke added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Status : acknowledged

whoop whoop !

now to get it added, go on BI .... gooowaaaan! :)

May 10 2016, 8:43 AM · Arma 3
Bananafluke added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For LordJarHead! and for the future!

May 10 2016, 8:43 AM · Arma 3
papyrabbit08 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

+1

May 10 2016, 8:43 AM · Arma 3
Lordprimate added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

This needs to be

acknowledged -> Assigned (BIS Developers name here)

May 10 2016, 8:43 AM · Arma 3
deanosbeano added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Apologies i read the OP wrong thought it was for sounds not messing with the projectile

May 10 2016, 8:43 AM · Arma 3
JCae2798 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Fix this! :) As everyone says and wants, sound enhancements which make this awesome game a lot more awesome!

May 10 2016, 8:43 AM · Arma 3
Hannibal2210 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For a better sound system in A3 and allow JSRS specifically to work.

May 10 2016, 8:43 AM · Arma 3
gutsnav added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

We really need this.

May 10 2016, 8:43 AM · Arma 3
NoXiD added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For better wargame feeling

May 10 2016, 8:43 AM · Arma 3
DevilDogCro added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For better and more realistic sounds in Arma 3

May 10 2016, 8:43 AM · Arma 3
tyl3r99 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Jarhead FTW

May 10 2016, 8:43 AM · Arma 3
DarkSideSixOfficial added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

Less acknowledgment and more Assigned and worked on please! For the sake of a better sound system within Arma. Improvements must be made, because work arounds will never fix a game.

May 10 2016, 8:43 AM · Arma 3
nikiforos added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For better and more realistic sounds in Arma 3. Voted and signed!

May 10 2016, 8:43 AM · Arma 3
Hoobie7 added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For LordJarHead!

May 10 2016, 8:43 AM · Arma 3
Bohemia updated subscribers of T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.
May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo: Arma 3.
May 10 2016, 8:43 AM · Arma 3
Laxemann edited Steps To Reproduce on T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.
May 10 2016, 8:43 AM · Arma 3
FightingPower added a comment to T78091: Lens flare from lights in the environment is not a configurable graphics option.

My 2 cents is:

  • upvoted
  • lights actually are too..... yellow, like in early 20's, it look very unrealistic. Lights should be more white and lense flares is just great option to be putted in game, specially, if there is easy way to do this (get it from ALPHA).

Problem is... this is still "NEW" since year....

May 10 2016, 8:43 AM · Arma 3
Bohemia added a comment to T78091: Lens flare from lights in the environment is not a configurable graphics option.

+1

May 10 2016, 8:43 AM · Arma 3
Bohemia updated subscribers of T78091: Lens flare from lights in the environment is not a configurable graphics option.
May 10 2016, 8:43 AM · Arma 3
masonh4288 added a comment to T78091: Lens flare from lights in the environment is not a configurable graphics option.

Voted up! This really needs to be put back in the game!

May 10 2016, 8:43 AM · Arma 3
Iceman added a comment to T78090: no weapons sound.

Have you tried disabling mods?

May 10 2016, 8:43 AM · Arma 3
MadDogX added a comment to T78090: no weapons sound.

non-issue

May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78091: Lens flare from lights in the environment is not a configurable graphics option: Arma 3.
May 10 2016, 8:43 AM · Arma 3
TOMMEH edited Steps To Reproduce on T78091: Lens flare from lights in the environment is not a configurable graphics option.
May 10 2016, 8:43 AM · Arma 3
jeronimos84 added a comment to T78089: bootcamp crash solo player prologue.

sorry i'm french
I use google translation is why I used bad English

May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78090: no weapons sound: Arma 3.
May 10 2016, 8:43 AM · Arma 3
snorestop edited Steps To Reproduce on T78090: no weapons sound.
May 10 2016, 8:43 AM · Arma 3
Iceman added a comment to T78089: bootcamp crash solo player prologue.

Hello,
Thank you for reporting the issue.
We need crash dump files from this folder for solve your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.

How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.

Thank you.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 8:43 AM · Arma 3
Fireball added a comment to T78088: Thermal fences and buildings.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 8:43 AM · Arma 3
jeronimos84 edited Steps To Reproduce on T78089: bootcamp crash solo player prologue.
May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78089: bootcamp crash solo player prologue: Arma 3.
May 10 2016, 8:43 AM · Arma 3
danczer added a comment to T78088: Thermal fences and buildings.

Tested and it is fixed in the latest dev: 127639

Quote from change log:
Fixed: Added missing material to last LODs of walls

May 10 2016, 8:43 AM · Arma 3
danczer added a comment to T78088: Thermal fences and buildings.

I don't think it is that obvious. As i see only the low level lod affected in certain situations.

Here is a splendid camera info which shows lot of affected fences. For the best result set viewDistance and objectViewDistance to maximum and object detail to maximum.

["Altis",[10504.6,15318.1,47.8504],85.6789,0.11,[-1.81816,6.41988e-006],0,0,241.187,0,1]

This is what you should see: http://imgur.com/jGJgsS1

May 10 2016, 8:43 AM · Arma 3
Ithalan added a comment to T78088: Thermal fences and buildings.

This seems to appear mostly at the far end of the view distance, and only for textures that use transparency.

It pretty much renders thermal unusable for scanning the distance, since there's so many false positives.

May 10 2016, 8:43 AM · Arma 3
danczer added a comment to T78088: Thermal fences and buildings.

You can clearly see the issue in Drone Showcase. Connect to UAV or UGV and do the mission. Near and at Neochori is lot fences with false thermal image.

Here is a video of it: https://www.youtube.com/watch?v=nQpPdDeflSY

May 10 2016, 8:43 AM · Arma 3
MadDogX added a comment to T78088: Thermal fences and buildings.

Still true in latest dev.

May 10 2016, 8:43 AM · Arma 3
EDcase added a comment to T78088: Thermal fences and buildings.

Do we really need to vote on this obvious bug ;)

May 10 2016, 8:43 AM · Arma 3
Tuhwin edited Steps To Reproduce on T78088: Thermal fences and buildings.
May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78088: Thermal fences and buildings: Arma 3.
May 10 2016, 8:43 AM · Arma 3
Bohemia updated subscribers of T78088: Thermal fences and buildings.
May 10 2016, 8:43 AM · Arma 3
Ramblasos added a comment to T78087: Kajman's 30mm cannon, aim is completely off in 1st person gunner mode.

Already reported in http://feedback.arma3.com/view.php?id=18670

May 10 2016, 8:43 AM · Arma 3
Bohemia updated subscribers of T78087: Kajman's 30mm cannon, aim is completely off in 1st person gunner mode.
May 10 2016, 8:43 AM · Arma 3
Tuhwin edited Steps To Reproduce on T78087: Kajman's 30mm cannon, aim is completely off in 1st person gunner mode.
May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78087: Kajman's 30mm cannon, aim is completely off in 1st person gunner mode: Arma 3.
May 10 2016, 8:43 AM · Arma 3
MadDogX added a comment to T78086: Bootcamp pop up box is bugged..

Duplicate of #20194.

May 10 2016, 8:43 AM · Arma 3
Bohemia updated subscribers of T78086: Bootcamp pop up box is bugged..
May 10 2016, 8:43 AM · Arma 3
Sparklezonda edited Steps To Reproduce on T78086: Bootcamp pop up box is bugged..
May 10 2016, 8:43 AM · Arma 3
Bohemia added a project to T78086: Bootcamp pop up box is bugged.: Arma 3.
May 10 2016, 8:43 AM · Arma 3
DenisP added a comment to T78085: Fatique is unrealistic.

The fatigue system is affected by the load you're carrying. Let's take a look at what the conventional soldier is carrying (the base uniform weighs next to nothing, so we'll be leaving it out):

First of all, you have the helmet. You can expect a decent combat helmet to, on average, weigh around 1.5kg.

But you need more protection than that if you expect to survive a hit, don't you? So add a plate carrier. Let's say this weighs 12kg.

Now you'e decently protected, and ready to take inventory! You're a conventional rifleman, so you'll get a standard assault rifle, say you're BLUFOR (which is a cliché, I know), you'll get an MX rifle. An ACR (which the MX is based upon) weighs 3.6kg. You'll neeed magazines. Add 1kg for each. Let's say you take seven, which would be the most common amount carried by each soldier. Want a scope? Add 200g for a holographic one.

However, chances are you might run out of ammo, and if you do, it's nice to have an extra weapon at hand. Therefore you'll go with a P07, the standard-issue BLUFOR sidearm. This is based on the Walther P99 9 mm, and adds another 600g. You'll want magazines for it. These weigh 100g each. Take three. You'll also be bringing two grenades and two smoke grenades of different colours. The M67 grenade weighs 400g, and a smoke grenade weighs around 500g, judging by the weight of an AN M18.

Add another kilo for miscellaneous items (watch, compass, map, radio), a kilo for NVGs and 250g for one FAK.

Now it's math time! I use a calculator.

1.5kg
12kg
3.6kg
7kg
0.2kg
0.6kg
0.3kg
1.8kg
1kg
1kg
0.250kg

29.25kg

29.25kg, just for the basic equipment of a conventional rifleman! And that's without a backpack. Let's round it off and say that you carry 29kg. Carrying this, you're good IF you know how to deal with fatigue. Now, there are different walking paces, and each of these have a different impact on your soldier's fatigue. There's the walking-, jogging-, running- and sprinting pace. With your weapon lowered at the walking pace you'll slowly regenerate stamina, and at the sprinting pace, you'll be giving everything. Do you really think you can sprint for long carrying nearly 30kg of equipment? And that's as I've stated before, the equipment of a conventional rifleman without a backpack. There's no AT launcher, no special weaponry, just an assault rifle and a sidearm.

The game bases itself on average soldier performance, which means that fatigue is equal for every character. If two units in-game are set to carry the exact same equipment and do the exact same task, oyu can expect both of them to finish it at the same time, if not accounting for variabels. Sure, there are athletes in real life that can carry an unimagineable amount of equipment and still perform well, but as I've said, the game bases itself on average soldier performance.

So a tip for you, OP, and any supporters. Control your movement. Don't sprint unless you have to. It's a military simulator, a game that requires patience, and exhausting yourself will only get you killed.

Tl;dr: Get the fuck out of ArmA.

I guess now is a good time to tell you that I'm downvoting.

May 10 2016, 8:43 AM · Arma 3
Koala added a comment to T78085: Fatique is unrealistic.

I have closed the ticket.

The fatigue got a major overhaul.

If you have any actual fatigue related problems please use the feedback tracker.

May 10 2016, 8:43 AM · Arma 3
Renz added a comment to T78085: Fatique is unrealistic.

Fatigue should now be even more managable with the new weapon deployment (ie. bipods) and weapon resting BIS is introducing to vanilla.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

Relying on mods to control critical aspects of gameplay like weapon sway and fatigue (and revive for that matter) is tantamount to suicide imo since this issue is at the very core of user enjoyment and experience.

And the bulk of Arma3 users who exclusively play in single player mode do not wish to use mods or want to learn scripting, and frankly I don't think they should have to - simply to make the Arma3 experience enjoyable.

We all know that many mods are incompatible with each other and cause significant performance degradation and instability, not to mention the fact that many mods are buggy (take a good look at the rpt file when many mods are running).

Arma3 regularly takes the blame (unfairly in this case) for poor performance and instability due to this issue. Mod reliance is a double edged sword, with one blade slightly duller than the other.

That is why I support the suggestion that core gameplay aspects like fatigue and sway be hard coded with the additional ability to adjust these settings to allow for added flexibility at both server and or client level.

And like mickeymen and Renz mention above - these settings can easily be LINKED to player skill levels. In MP a server admin could therefore set the minimum skill level for their server. Users would therefore be familiar with gameplay restrictions based on the skill level required. A high skill level would for example have more realistic (?) fatigue and weapon sway. Server skill settings should not preclude higher skilled players from joining a server with lower skill requirements and visa versa.

In SP a novice user would for example experience very little fatigue and weapon sway allowing new users to enjoy the experience whilst evolving into experienced players. An experienced player would for example have more realistic fatigue and sway levels.

May 10 2016, 8:42 AM · Arma 3
Koolio added a comment to T78085: Fatique is unrealistic.

...if I finally discover a server that doesn't use the defaulty retardo fatigue and weapon sway mechanics, I will have finally found a server worth playing on.

I'd even like an rpg system where it is possible to level up agility and reduce fatigue and weapon sway.... not the other way around

the defaults for this do not make a fun game, or even a realistic sim.

May 10 2016, 8:42 AM · Arma 3
Chairborne added a comment to T78085: Fatique is unrealistic.

I think they should add an editor module to allow us custom settings.
At least everyone is free to do it their way in their missions without being forced to have either fully punitive settings or disable fatigue altogether.

May 10 2016, 8:42 AM · Arma 3
celticalliance added a comment to T78085: Fatique is unrealistic.

@Lordprimate: I believe there are more casual gamers playing this game than hardcore realism unit type of people. So yeah, I don't think looking at this particular issue from a realism unit point of view is adding to a solution to the problem. Nevertheless, you did give some good things people can do about it. I am using them as well.

Having that said, the fatigue should be an option. I think RickOShay has a very good point, give people the opportunity to adjust the settinmgs the way they want them to be. I for one am running two Arma 3 servers and if I had the opportunity to get rid of this really poorly executed fatigue system I would. Yes, you can switch it off in a mission, but it is a general setting we need, for both local game play and server game play.

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

Again I repeat - it's a futile exercise - trying to prove/disapprove or agree /
disagree with the current fatigue / sway settings in Arma3!

For every one person that agrees there's another that doesn't! We need the
ability to adjust these settings the way we want them and this includes server admins.

May 10 2016, 8:42 AM · Arma 3
Unknown Object (User) added a comment to T78085: Fatique is unrealistic.

No, "just let the admins decide" its not an universal choice, admins are not coders or actual feedback, the game must be in a certain shape, admins should only influence in server related stuff.

May 10 2016, 8:42 AM · Arma 3
Lordprimate added a comment to T78085: Fatique is unrealistic.

Look, Its easy.

  1. dont kit your unit out with a shit ton of gear.
  2. lower your weapon!!!
  3. use combat pace!!!!
  4. SFTU and play the Fucking Game..

I honestly have NOT noticed any significant change in the fatigue system. I guess only because i follow the step above.

YOU CANNOT run around .....
YOU CANNOT kit your unit to the fucking gills...
YOU HAVE TO USE YOUR BRAIN.

I can have my full ingame kit. on my avatar. and i have NO problem making my movements around the battlefield. AND if i get fatigued... I know its because i was irresponsible with my movement.

Here's another aspect.. most people carry backpacks... wen you get into heavy combat find a suitable place for your pack and drop it. mark it on the map.

The bottom line is it may be "unrealistic" or "extreme", however, me and many people in my group, dont have any issue moving around the battle field.

ps it is actually a part of our recruitment process that they have the patience to walk long distances. So, during our BCT/recruitment we walk from each training depot to the next. These is over 2k from each other.

Secondly, when we approach an ao, we land a minimum of 1-2 k from the EDGE of the marked hostile area. And then WALK IN....

May 10 2016, 8:42 AM · Arma 3
Koolio added a comment to T78085: Fatique is unrealistic.

So basically you fanboys like an unrealistic fatigue system.

May 10 2016, 8:42 AM · Arma 3
Unknown Object (User) added a comment to T78085: Fatique is unrealistic.

I dont like unrealistic fatigue systems, but i dont mind that much.

May 10 2016, 8:42 AM · Arma 3
viralmarketer added a comment to T78085: Fatique is unrealistic.

Real life nato here(OF1). the fatigue system is bs. I have been carrying 60 kilos(130 lbs) on my back and did better than ingame(with just a rifle, sunglasses and clothes)

20 feet with light load, and you need to rest? Who the fuck sends someone with astma to active duty?

Our regulear military requires you to have 50 kilos on your back, which is 110lbs. Just to qualify out of first "base camp". AKA When you are 18.

To be fair, i think it is 40 kilos now. (around 90 lbs) To accomodate women.

It is literally easier in real life.

May 10 2016, 8:42 AM · Arma 3
Shields added a comment to T78085: Fatique is unrealistic.

Unless you're running around in your ghillie suit carrying 15 mags and a titan launcher you should not encounter such problems. Sadly there is no cure for stupidity ;)

May 10 2016, 8:42 AM · Arma 3
Unknown Object (User) added a comment to T78085: Fatique is unrealistic.

You just need to pick up an MX, no need for anything else, go on a tactical jog aiming down sights with the rufle for like 25 meters, stand still, and watch the sight. It doesn't even has to be a scope.

May 10 2016, 8:42 AM · Arma 3
Koolio added a comment to T78085: Fatique is unrealistic.

Fact is you only need a bare minimum loadout to notice the joke that is the fatigue and weapon sway.

May 10 2016, 8:42 AM · Arma 3
Renz added a comment to T78085: Fatique is unrealistic.

(*Grabs popcorn*)

May 10 2016, 8:42 AM · Arma 3
mickeymen added a comment to T78085: Fatique is unrealistic.

@joostSidy
Thanks for the info.
Yes, try the test on the airfields.

Yes probably weight of filly ammunition is great, But somehow people can have different physical abilities and different training.
I hope no one will argue!
I think, in any case, ARMA3 required variations in this ability/

@RickOShay
Totally agree!

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

It's a futile exercise - trying to prove/disapprove or agree/disagree with the current fatigue / sway settings in Arma3! For every one person that agrees there's another that doesn't! We need the ability to adjust these settings the way we want them and this includes server admins.

May 10 2016, 8:42 AM · Arma 3
joostSidy added a comment to T78085: Fatique is unrealistic.

I will try to do some light weight running in Arma on one of the airfields later today, maybe you're right, I'm curious. I mostly do the running in game in mixed terrain in combat situations.

Don't forget that soldiers carry a lot of their equipment on their body (plates, ammo etc.). No backpack doesn't necessarily mean light weight.

I found this quote while searching for equipment weight of US infantry:

'[weight] Depends on the job and mission. Most of the time rucks aren't carried anymore. Take a simple combat patrol, walking. Over your regular uniform you got your knee and elbow pads. you got your helmet. You got your IBA with plates. The plates alone are damn near 30 pounds. Then you got all the pouches and stuff you add to that. Ammo, at least 210 rounds in 7 magazines for an M4. You got grenades, papers, medical packs, water in your camel back, camera, knife, flashlight, extra ammo if your a machine gunner. The list could go on. I don't even know the exact weight, never really worried about jumping on a scale over there. It's a lot and it's hard as hell to move. Especially climbing over things and getting in and out of trucks. Add in 100+ degree heat and your having a bad day.
Source(s): been there, done that.'

The equipment weight seems to range from 20 - 70 kg, average about 40 kg.

So this veteran says getting in and out of trucks is hard for professional soldiers. Maybe we should be glad BIS isn't putting this feature in Arma3 ;-)

May 10 2016, 8:42 AM · Arma 3
Koolio added a comment to T78085: Fatique is unrealistic.

"I'd like to see you run a kilometer in full combat gear. The difference between what you think is realistic and what actually IS realistic seems massive. This is a military simulator not a f""king arcade game so go back to COD if thats what you desire. "

What part of run a short fucking distance do you not get?!?! a short distance is not a fucking kilometer you fantard! I literally mean a run to the other side of a fucking room! Having to endure such stupid and unrealistic weapon sway is not realistic you clots!

Idiots like you only help to keep the game using such stupid and poorly customizable game mechanics. That serve no purpose to immerse the user into the game as much as they do to take them out because of how stupid it is trying to keep a reticule somewhat center, its like a stupid minigame in itself. Compounded by most players average fps problems and netlag in this game.. and you have one unnecessarily stupid feature that most server admins and singleplayer users would love to just nerf or atleast tone down, without the effing hassle of mod scripts.

May 10 2016, 8:42 AM · Arma 3
mickeymen added a comment to T78085: Fatique is unrealistic.

"people are underestimating how hard it is to run on uneven ground going up or down hills with equipment."

I do not argue that to run with equipment very hard. Yes!
But why do you all constantly talk about the heavy equipment that have soldier!??
Even without heavy equipment (only with rifle, vest, helmet) the soldiers in the game can't run more than 45-50 seconds!
I specifically noticed the time.
Try to place the soldier (without heavy equipment on the back) on a flat plane and use the running.
Soldiers will not able to run after 45-50 seconds!
Do you think this is normal!? It is not the soldier is a sick man.
Soldiers must be young and healthy. otherwise, this soldier will not get in the army...

Yes, today Fatigue system is not as bad as it may seem, but there are no variations do this ability variable for deferent units!
For me it a main problem!

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

@Dr Death - I'm confused you seem to deliberately misread my posts. I am suggesting that since Arma3 has expanded it's user base significantly it needs to become more accommodating for different game play styles. The only reasonable and safe way to do this without alienating parts of it's fan base is to add a means for players to adjust fatigue and sway (maybe based on skill level) to a level that suits their personal needs. This will satisfy everyone.

May 10 2016, 8:42 AM · Arma 3
Shields added a comment to T78085: Fatique is unrealistic.

I'd like to see you run a kilometer in full combat gear. The difference between what you think is realistic and what actually IS realistic seems massive. This is a military simulator not a f""king arcade game so go back to COD if thats what you desire.

May 10 2016, 8:42 AM · Arma 3
joostSidy added a comment to T78085: Fatique is unrealistic.

Even though I am in favor for continually improving the fatigue system, I generally like the current system and agree with Shields. I think people are underestimating how hard it is to run on uneven ground going up or down hills with equipment.

Just pay attention how steep some of the terrain in Arma3 is, I very much doubt soldiers in real life run in those places unless in short bursts in combat circumstances.

Don't forget that soldier's fitness is also being able to run after marching for hours, standing guard, bad food, bad sleep. You can't assume soldiers start their mission fresh just after returning from holiday.

A final point is that Arma3's terrain is compressed. All distances are shorter, because the game might get too boring (for travel distances) and suffer performance otherwise. This could lead to the perceived effect of fatigue seem exaggerated.

May 10 2016, 8:42 AM · Arma 3
Unknown Object (User) added a comment to T78085: Fatique is unrealistic.

Rick, you basically say that ArmA 3 should move from their fanbase to a wider and more profitable fanbase just because the old diehards fans can mod the game like it was before? Because you are wrong, Arma 3 is not an arcade game, but it moved so much away from the previous serious milsim genre from before that its alienating both old fanbase and people who dont expect to learn how to play the game from 0.

Renz, i respect your opinion about sway and (mostly) fatigue, but i want to know why do you think the modern sway is good, i just cant stand it, even with less than 5% fatigue just walking and aiming can move the gun everywhere, making urban combat just impossible.

May 10 2016, 8:42 AM · Arma 3
Koolio added a comment to T78085: Fatique is unrealistic.

Game is a joke with unrealistic fatigue and weapon swaying.... I mean so many times you do a short distance run, then look down weapon sights.. it feels like you are controlling a fat ass who has been drinking all day ...and night.

so stupid and it really does take you out of the immersion with it being so unrealistic.

and what rick says about modding and how it should be customizable it effing well should like that.

May 10 2016, 8:42 AM · Arma 3
mickeymen added a comment to T78085: Fatique is unrealistic.

One solution created here: http://feedback.arma3.com/view.php?id=22764

May 10 2016, 8:42 AM · Arma 3
RickOShay added a comment to T78085: Fatique is unrealistic.

Relying on mods to control critical aspects of gameplay like weapon sway and fatigue (and revive for that matter) is tantamount to suicide imo since this issue is at the very core of user enjoyment and experience.

And the bulk of Arma3 users who exclusively play in single player mode do not wish to use mods or want to learn scripting, and frankly I don't think they should have to - simply to make the Arma3 experience enjoyable.

We all know that many mods are incompatible with each other and cause significant performance degradation and instability, not to mention the fact that many mods are buggy (take a good look at the rpt file when many mods are running).

Arma3 regularly takes the blame (unfairly in this case) for poor performance and instability due to this issue. Mod reliance is a double edged sword, with one blade slightly duller than the other.

That is why I support the suggestion that core gameplay aspects like fatigue and sway be hard coded with the additional ability to adjust these settings to allow for added flexibility at both server and or client level.

And like mickeymen and Renz mention above - these settings can easily be LINKED to player skill levels. In MP a server admin could therefore set the minimum skill level for their server. Users would therefore be familiar with gameplay restrictions based on the skill level required. A high skill level would for example have more realistic (?) fatigue and weapon sway. Server skill settings should not preclude higher skilled players from joining a server with lower skill requirements and visa versa.

In SP a novice user would for example experience very little fatigue and weapon sway allowing new users to enjoy the experience whilst evolving into experienced players. An experienced player would for example have more realistic fatigue and sway levels.

May 10 2016, 8:42 AM · Arma 3
Renz added a comment to T78085: Fatique is unrealistic.

I download my scripts from the internet. Most come with clear instructions to implement so It's not too hard.

Skill level idea seems like a good idea

May 10 2016, 8:42 AM · Arma 3
mickeymen added a comment to T78085: Fatique is unrealistic.

I would create a noticeable dependence on the skill level.
For example, if the skill is 100%, then fatigue and sway only 50-60%

May 10 2016, 8:42 AM · Arma 3
mickeymen added a comment to T78085: Fatique is unrealistic.

Why complicate the game scripts? The game should be easy to manage.
Many people have an aversion to scripts.
all ingenious must be simple...

May 10 2016, 8:42 AM · Arma 3
Renz added a comment to T78085: Fatique is unrealistic.

Lots of Customisability can be done through scripts

May 10 2016, 8:42 AM · Arma 3