Are you saying that it is intended that you get less features then you open the game in a more advance way? It would be okay if the launcher scanned for local mods, but right now it does not.
And I do not need to know how to use the -mod=parameter, I have been using it for many years, thank you. :)
But it clearly looks like a bug, so that's why I am reporting it. If the BI says it's not, then I will be quiet and continue to develop missions. :)
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May 10 2016
But the mods was showing up just fine without any problems (for me at least) at least two updates ago, when starting via the launcher of cause.
Thank you that helped:
"Forced -mod= parameter to be presents at all times, even when no mods are selected"
http://dev.arma3.com/post/spotrep-00034
so would say intended feature :)
With a launcher you have a modline. -mod:@mod1;@mod2;
This will force the loading of that mod and no other mods.
I would say this is a inteded feature of the entire arma series.
As stated from St.Jimmy the launchers job is to enable mods. So it forces those mods onto the game. If you choose nothing then it will force that no mods are loaded.
How would the 'upgrades' be added to the armored vehicles? Would it be as simply as dragging it on from a engineer, or perhaps something deeper?
It is a pretty good idea, and would be even better if it expanded to all vehicles (helos, planes, boats ect). However, balance concerns may be a major issue.
I think it was closed because everything works as intended.
There's no reason that the game would show any other mods than you've launched in the expansion menu when you're using launcher because you can use the launcher to enable all local mods. You would also need to restart the game even if you enable mods from the expansion menu so it's just better use the launcher. I can also imagine only more problems if you could enable mods from the expansion menu if you use launcher.
Just enable the mods from the launcher because that's why it exists...
I didn't see any problem in the original ticket and in this. From the original ticket "I just tried to use the Parameters -> Mods option in the Launcher to load mods and this seems to work fine. "
We are aware the next DLC is marksman. I mean a possible future update.
I would also add additional item.If you like this item, add it to the existing.
Today, the player can sit in any vehicles and being inside the vehicle, player can see the cabin from the inside (car, truck, aircraft, helicopter) but inside armored vehicles the player no has such opportunity! Note this.
It would be great to get modeling cab of armored vehicles for commander or driver for example, or at least part of the cab.
I know this is a big work, but such work could equalize all vehicles within the simulator game.
Unfortunately the next DLC will not be this(
It will Arma 3 Marksmen DLC.
Hi, I'll give brief explanation to 8 and 10.
8 - Wear and tear, what I mean by this is that when vehicles operate in certain terrains, and conditions for a period of time. They become more prone to part wearing out, sudden mechanical failures, etc.
Taking into account the fact that armored vehicles are combat vehicles, it is certain they take damage during combat, I want to see an in depth system that focuses on realistic wear and tear. Ranging from small problems to major issues.
These could include:
Electrical problems, oil leaks, fires, parts breakage, engine seizing etc.
And much worse damage can be caused by being attacked, but this systems should also include a repair side to it. I can't say how sick i am of having a split second repair of vehicles, i want it to take time.
10 - Upgrades. What I mean by this is to be able to take a basic tank, lets take a Challenger 2 for example, a basic version... no armor upgrades, no RWS or anti IED systems.
Then just like you have on a infantry, you have 3 maybe four slots. 1 for an armor package, 1 for a weapon choice either MG or RWS and another for Defense systems such as an anti IED system and a 4th slot for a camouflage that reduces the thermal signature of a vehicle.
I hope this helps.
- Give vehicles a wear and tear system
- Add the ability to choose upgrades.
For 8, what does this mean? As vehicles are firing, idle, moving ect., they just slowly degrade?
And for 10, you will need to elaborate.
Otherwise, I'm all for armor physics!
Upvoted. Unfortunately today, the work with tanks looks weak and needs improvement( Not present many basic details and now, after the release of DLC Helicopters such flaws become more noticeable.
Well, the next DLC is Marksmen so I guess this could be after that or implanted into the Expansion.
duplicate of http://feedback.arma3.com/view.php?id=21011
Hello, thanks for the report, the crashes are happening. It has been assigned internally.
Added video demo, link in description.
I assigned two different buttons for collective raise and collective lower but I can't experience a difference, if I press both buttons at the same time or just one button (no difference with standard and advanced flight model).
I will test it and will leave a response, as soon as the main branch gets the Helicopters DLC update.
Also it's worth noting this will never occur with Advanced flight model - reason being your collective becomes an analogue slider control when you use it.
How to make Developers pay attention to this?
Unfortunately, In ARMA as in the simulator, it lacks such details!
Maybe they don't want the player had death simulation? However, hardly...
Sometimes (outside the vehicle) when my character gets the bullet hit and dies, I jump on the chair!) The sound effects of bullet hitting in the player soldier works well.
But inside the vehicles, everything is very weak and bad(
"I know what you mean about jumping on the chair, it can be very scary as infantry but vehicles make it boring to die."
You have rightly said, very boring(
Death of infantry I like. Even sometimes bloody haze (random effect), probably when hit by a bullet in the head, and for me, this effect does not seem as arcade.
"Maybe for marksman DLC, getting shot while outside of a vehicle will be made better, but probably not for the vehicles. Maybe it will be one of the improvements they make for the Expansion pack?"
Let's hope that the developers will consider this issue, because today, ARMA is a unique game, worthy better simulation of such moments
About effects inside of vehicles:
We almost have no idea the window is breaked or not, it should be clearly visible from inside, and we should have limited visibility to the outside view. Now we can see through broken glass like its not broken.
Sounds inside vehicles - please increase the volume from the outside sounds, or give me free hand to do this - i can do this for you. Player should hear choppers and every explosion, sound when he is inside car/mrap/truck/chopper(in cargo)/boat. (when there is no helmet limiting outside volume or heavy armor)
Sounds in opened vehicles/without doors should be clear.
No, I think they do want good death simulation. I think they are just very busy.
The devs will eventually see this ticket and they'll consider the ideas and talk about it amongst themselves.
I know what you mean about jumping on the chair, it can be very scary as infantry but vehicles make it boring to die. Maybe for marksman DLC, getting shot while outside of a vehicle will be made better, but probably not for the vehicles. Maybe it will be one of the improvements they make for the Expansion pack?
"Probably the effect is very weak"
Yes, it's very weak. I think it only happens when you get hit by an explosion but don't get injured. It's very strange, I think if you get hurt by the explosion it doesn't happen. Either way, it needs to be stronger. I guess it's supposed to just look like dirt on the goggles, because when you get dirt in your eyes it hurts and you blink automatically, meaning your eyes are closed.
"Yeah in fact I think the whole effect could be achieved by sound alone. Visuals would be nice too but simply deadening sound and such is probably best at conveying the desired effects."
Agree completely.
"We already have dust that kind of gets in your eyes if you're near an explosion, maybe we could see that effect made more intense if you're really near an explosion."
Strange I have not seen. Probably the effect is very weak.
"I think instead of bloody splatter on the screen, if they just improved the current reddening effect, making it darker and adding a distorting effect to your vision. "
Yes!!! I would not like splashes of blood. I meant redness screen. distorting effect and blured vision also cool!
"Since you focus on car crashes and vehicle deaths and such, it would really help if they boosted the sound of getting killed by a missile. When your vehicle explodes, it's super quiet even though it should be exploding from the inside. I wish they would change this."
Yes! You're reading my mind!
Yeah in fact I think the whole effect could be achieved by sound alone. Visuals would be nice too but simply deadening sound and such is probably best at conveying the desired effects.
We already have dust that kind of gets in your eyes if you're near an explosion, maybe we could see that effect made more intense if you're really near an explosion.
I think instead of bloody splatter on the screen, if they just improved the current reddening effect, making it darker and adding a distorting effect to your vision. Even if blood did get in your eyes you would see mainly darkness and maybe red glow (kind of like closing your eyes and shining a light at your face, but redder), I think that would be more realistic than making it look like droplets of blood.
Since you focus on car crashes and vehicle deaths and such, it would really help if they boosted the sound of getting killed by a missile. When your vehicle explodes, it's super quiet even though it should be exploding from the inside. I wish they would change this.
"I don't really think a bloody haze is appropriate for arma, it's pretty arcade-y and not very realistic. You don't usually get blood in your eyes when you get hurt."
You're certainly right. But how to be with shrapnel from the explosion? If you are in the car, the glass fragments may fall into the eyes! I think that this effect will not be arcade, if properly implemented...
"I haven't had any injuries severe enough to really know what it should look like, although I once sustained an 8 foot fall onto pavement, my chest hit first. The only visual effects I really noticed were white splotches (like if you close your eyes and press your hands into them to make the 'stars' appear), besides that it was mainly physical sensations (feeling of paralysis and flooding feeling) and auditory (ringing ears, temporary partial deafness)"
such falling is terrible. Probably white spots is also the solution. But I think that for this simulation, the sound is even more important.
I don't really think a bloody haze is appropriate for arma, it's pretty arcade-y and not very realistic. You don't usually get blood in your eyes when you get hurt.
I haven't had any injuries severe enough to really know what it should look like, although I once sustained an 8 foot fall onto pavement, my chest hit first. The only visual effects I really noticed were white splotches (like if you close your eyes and press your hands into them to make the 'stars' appear), besides that it was mainly physical sensations (feeling of paralysis and flooding feeling) and auditory (ringing ears, temporary partial deafness). Hopefully somebody who has had some sort of traumatic injury could add to this.
A video posted to r/arma earlier: https://www.youtube.com/watch?v=kq0M398Y5bo&html5=1
Just an idea. A much nicer feeling/looking death and/or unconsciousness effect.
An improved medical system would make this a lot better, as sounds could fade out as you bled out. If you weren't helped in time you would simply bleed out and the sounds would fade out.
"A video posted to r/arma earlier: https://www.youtube.com/watch?v=kq0M398Y5bo&html5=1 [^]"
Thanks for video.
People, watch the video also. Of course this is not ideal. but it looks much better, than we have now! In this case, I would add a shake of player view and the bloody haze.
Notes. Before the injury, the player hears the explosion. but after half a second the sound of this explosion is changing. Uses a special filter! This detail is cool!
The screen goes black (still not sure what the screen should be black. Could be better bloody haze!?). Durring this moment, all the other sounds of battle, also use a special sound filter, thus simulating injuries of the player character. Today such details for Arma3 are necessary(equally as for injuries of player same as a death of player).
Related and fixed 1.40 http://feedback.arma3.com/view.php?id=21637
I totally forgot about the AAF!
They do not seem to have much money, which makes your idea pretty useful afterall.
Would you have any ofter ideas for a vehicle though? Because also in the campaign the NATO said they'd rather junk their equipment before they would leave it into the hands of the AAF. ;)
+1 Vote up
Good point, if it's part of the game's background I won't argue.
But considering the cost of MRAPs and their rather large size, I would think that there would atleast be some form of special forces vehicle that was designed in a lightly armored, low profile fashion.
To add to that, I would find it hard to believe that the AAF would be able to afford or maintenance an arsenal of MRAPs. I think it would make sense to see an American Humvee (or some other old NATO vehicle) in the AAF, as they already use hand-me-down uniforms, vehicles and weapons. Considering that the US has 150k~ of these vehicles, of which all have been ruled out of service by the Hunter in 2030, some would surely find their way into the AAF.
I really like the idea and your points are good and all...
...but Arma 3 is in the future and I would doubt that they would use those older expendable vehicles. Also in the campaign they said that the "Hunter" was quite out of duty, since it is even used moderately in our real life time.
If you have "unexpensive" technology (compared to these days), then why sit a more valuable human soldier out in the open on a machinegun mounted to the vehicle?
Ok - I tell you exactly what I did:
- Open Editor and select a island
- Place a UAV Operator and a Hummingbird (works with other helicopters as well)
- To create the UAV use the following example below of the command: https://community.bistudio.com/wiki/createVehicleCrew
(I used as UAV: B_UAV_02_CAS_F). You can also place a UAV and hack it on the spot and let it take off - works as well
- Connect to UAV and tell it to loiter
- Connect to UAV turret and lock on to your position
- Get in the helicopters pilot seat and open the turret again
- Watch you bounce and how the helicopter explodes
Note that the advanced flight model is enabled (all options set to enabled)
Video on youtube is here: http://www.youtube.com/watch?v=NfAtAWjJIkU
Hope this helps.
wanted to test something else, and reproduced it by accident
this issue is propably caused by you swaping control when accessing a uav from a crew position (http://feedback.arma3.com/view.php?id=22582), and the unability of ai to cope with afm; or rather a glich, that occures when ai has to cope with afm
i have noticed, that this issue even occurs when the engine is turned off. (see my vid in the attachment)
Hello,
I tried several approaches but the problem is not present for me, could you please upload a short video displaying it clearly?
Thank you very much.
This problem is the same for Military offices (as in Stratis airfield). There's a choice to be done between plenty of realistic models and a quota of models for scenery. And the problem is... FPS.
Voting for the same reason as denis above. Might be nice to change this to a feature request for those damaged models to be implemented.
The way enviromental destruction ArmA works is through building models. The most common building models you'll find are the standard model, the damaged model and the destroyed model. Once a building has taken enough damage the game will execute a script which will play an animation (usually sinking down into the ground, but in the case of cranes, it will fall over) and create a cloud of smoke, replacing the standard/damaged model with a destroyed one.
Unfortunately, in the case of churches, there's no destroyed model of the building, and therefore no script. This also goes for other buildings like Office Buildings, the Ghost Hotel and the Military Offices.
It would be nice to see those models and scripts implemented though, so I'll graciously offer you my upvote.
Hello, thanks for the report. We analysed your crashfiles and applied a fix, it should be distributed on Steam Dev version in rev. 128095 and higher.
In SIX config browser they don't seem to have the same config values. When I'm home I'll check if they have the same model, but as far as I remember they don't.
Certain unassigned items are not present in the Virtual Arsenal.
https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Equipment
The V_PlateCarrier2_rgr is an identical vest to the "3". I'm guessing that it is a prop for future addition, just like the Scientists suits were before the Karts release.
I second that ! Obvious bug is being obvious
See above comments. This feature is already in there. Marking as resolved.
Middle mouse button on the map moves your camera view to where you click.
Middle click already does this
The icons have been changed.
Currently available in the dev branch ;)
No, I'm just trying to connect to the server and crash when loading the game.
The server? Which Server, have you tried to connect to multiple servers? Sometimes it takes a bit longer to load onto any server, if you click everywhere while the game is loading, it may say (not responding). That does not mean that the game has crashed, that is just the loading process not being complete.