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Apr 10 2017

SuicideKing changed Category from category:general to category:gamecrash on T124272: Crash when used with IFA3+CUP Core at slotting screen.
Apr 10 2017, 1:21 AM · Arma 3
SuicideKing created T124272: Crash when used with IFA3+CUP Core at slotting screen.
Apr 10 2017, 1:21 AM · Arma 3

Mar 28 2017

SuicideKing added a comment to T123789: Too quiet weapon shooting sounds in some cases.

@razazel @Dwarden possibly related? https://feedback.bistudio.com/T123848

Mar 28 2017, 7:43 PM · Arma 3

Mar 20 2017

SuicideKing created T123907: Exception code: C0000005 ACCESS_VIOLATION crash to desktop.
Mar 20 2017, 5:12 PM · Arma 3

Mar 19 2017

SuicideKing created T123854: Planes start moving before engine has started up properly.
Mar 19 2017, 12:39 AM · Arma 3
SuicideKing changed Category from category:general to category:sound on T123851: Incorrect sound effect inside Military Cargo Towers.
Mar 19 2017, 12:35 AM · Arma 3
SuicideKing created T123851: Incorrect sound effect inside Military Cargo Towers.
Mar 19 2017, 12:34 AM · Arma 3
SuicideKing created T123850: Rocks may cause player to uncontrollably point upwards.
Mar 19 2017, 12:30 AM · Arma 3

Mar 18 2017

SuicideKing created T123849: Incorrect action menu action title for VTOL Vectoring .
Mar 18 2017, 11:49 PM · Arma 3
SuicideKing edited Additional Information on T123848: MX SW (arifle_MX_SW_F) sound inaudible in MP.
Mar 18 2017, 11:15 PM · Arma 3
SuicideKing created T123848: MX SW (arifle_MX_SW_F) sound inaudible in MP.
Mar 18 2017, 11:14 PM · Arma 3
SuicideKing added a comment to T123784: Can't launch my game after update.

Well, deleting existing arma profiles seemed to help one person. so I present a troubleshooting method in order:

Mar 18 2017, 2:06 PM · Arma 3
SuicideKing created T123829: Repair trucks can't repair if target vehicle crew has more than one player.
Mar 18 2017, 12:21 PM · Arma 3
SuicideKing created T123828: Vehicle Commander can't deploy smoke under certain conditions.
Mar 18 2017, 12:14 PM · Arma 3
SuicideKing created T123826: RPT errors - Error compiling '' in 'HitPelvis'.
Mar 18 2017, 12:01 PM · Arma 3
SuicideKing created T123825: Script errors in Fixed-Wings Showcase.
Mar 18 2017, 11:48 AM · Arma 3

Mar 6 2017

SuicideKing added a comment to T85719: Smoke screen on vehicles should block aquire from ATGM launchers.

Hmm i agree, the lock should break if the thermal signature is covered.

Mar 6 2017, 3:26 PM · Arma 3

Feb 9 2017

SuicideKing added a comment to T123252: Remove faction lock on vehicle skins in Eden Editor.

Thanks!

Feb 9 2017, 3:04 PM · Arma 3
SuicideKing added a comment to T123252: Remove faction lock on vehicle skins in Eden Editor.

Strider can´t have NATO camo because it´s AAF vehicle

Feb 9 2017, 1:47 AM · Arma 3

Feb 8 2017

SuicideKing created T123252: Remove faction lock on vehicle skins in Eden Editor.
Feb 8 2017, 3:53 PM · Arma 3
SuicideKing added a comment to T62218: Skin of Iranians is too dark.

Well this is still an issue.

Feb 8 2017, 3:46 PM · Arma 3
SuicideKing added a comment to T80726: Helicopter audio bug (uiNamespace).

@razazel happened to a lot of us in last night's session. Mission was ended using a call to the F3 Mission ending component, f_fnc_mpEnd, from a trigger. There was a player controlled Kajman hovering nearby, some people were in F3 spectator.

Feb 8 2017, 3:30 PM · Arma 3

Jan 4 2017

SuicideKing created T122649: Land_House_Small_03_F has misplaced geometric occluder.
Jan 4 2017, 3:03 PM · Arma 3

Dec 19 2016

SuicideKing updated the task description for T122288: AK12 sound bug.
Dec 19 2016, 12:39 PM · Arma 3
SuicideKing created T122288: AK12 sound bug.
Dec 19 2016, 12:32 PM · Arma 3

Dec 10 2016

SuicideKing edited Additional Information on T122028: Titan AA doesn't lock on to heat sources.
Dec 10 2016, 12:10 PM · Arma 3
SuicideKing created T122028: Titan AA doesn't lock on to heat sources.
Dec 10 2016, 12:08 PM · Arma 3
SuicideKing edited Additional Information on T122027: Titan MPRL + Titan AA missiles doesn't use SACLOS.
Dec 10 2016, 12:01 PM · Arma 3
SuicideKing edited Additional Information on T122027: Titan MPRL + Titan AA missiles doesn't use SACLOS.
Dec 10 2016, 12:00 PM · Arma 3
SuicideKing created T122027: Titan MPRL + Titan AA missiles doesn't use SACLOS.
Dec 10 2016, 11:53 AM · Arma 3
SuicideKing added a comment to T121735: Titan Launcher's weight increased and not decreased.

Yes, confirmed, even default units in the editor are now overloaded (Missile Specialists, Heavy Gunners) and have no stamina from the start.

Dec 10 2016, 11:31 AM · Arma 3
SuicideKing created T122026: Bunker (Tower): Indoor sound environment used on 1st floor.
Dec 10 2016, 11:19 AM · Arma 3
SuicideKing added a comment to T72345: Renewed bunker(tower) structure inaccessable.

Unless i'm understanding this wrong, this is now no longer an issue..

Dec 10 2016, 11:03 AM · Arma 3

Dec 5 2016

SuicideKing added a comment to T118330: Gunner searchlights not working.

Confirmed that it's still an issue.

Dec 5 2016, 10:28 PM · Arma 3
SuicideKing added a comment to T68596: Controllable spotlight/searchlight on Heli.

Hellcat already has this feature. But it's broken at the moment.

Dec 5 2016, 10:27 PM · Arma 3
SuicideKing updated the task description for T84758: House (Large,Abandoned) windows block grenades.
Dec 5 2016, 5:47 PM · Arma 3
SuicideKing renamed T84758: House (Large,Abandoned) windows block grenades from House (Large,Abandoned) has window that blocks grenades to House (Large,Abandoned) windows block grenades.
Dec 5 2016, 5:46 PM · Arma 3
SuicideKing added a comment to T121235: A-143 Buzzard(AA). 2 invisible AA rockets, not on the place..

Confirmed as long standing issue.

Dec 5 2016, 5:04 PM · Arma 3
SuicideKing added a comment to T121840: RPG-7 Launcher. Sights optics Feature Regvest..

Yup, would be welcome considering that current ironsights are useless for aiming since they're missing zeroing. Could be an additional RPG7 model, replace the current one, or (the best option) would be to have detachable sights for the RPG7.

Dec 5 2016, 2:24 PM · Arma 3

Dec 4 2016

SuicideKing added a comment to T120528: RPG-7 zeroing.

This issue was also raised in the Apex weapons feedback thread but ignored:

Dec 4 2016, 1:42 PM · Arma 3
SuicideKing added a comment to T120528: RPG-7 zeroing.

As is demonstrated in the image, it's pure guess work as to what will hit and miss. Rocket seems to fly almost straight till 1650m but irl RPG7 grenades detonate at 950m as indicated here. Just a minute before that he also mentions in that video that the iron sights are adjustable.

Dec 4 2016, 1:22 PM · Arma 3

Dec 3 2016

SuicideKing added a comment to T120528: RPG-7 zeroing.

Zeroing's probably changed since 1.66, as indicated by changelog BUT NO ONE KNOWS TO WHAT.

Dec 3 2016, 3:08 PM · Arma 3

Oct 27 2016

SuicideKing added a comment to T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 27 2016, 3:44 PM · Arma 3

Oct 10 2016

SuicideKing added a comment to T120528: RPG-7 zeroing.

BI pls
Y u do dis

Oct 10 2016, 12:01 AM · Arma 3

Oct 5 2016

SuicideKing added a comment to T66550: Move Direct Channel volume to VON slider.

Would be great to just get the direct sound system from TFAR/ACRE, i.e. adjustable direct VON volume (that then obey the laws of virtual physics).

Oct 5 2016, 12:03 PM · Arma 3

Oct 4 2016

SuicideKing added a comment to T68500: [RESOLVED] Large transport aircraft for airdropping vehicles, troops.

Well, the Blackfish has fulfilled this dream, thanks BIS!

Oct 4 2016, 8:40 PM · Arma 3
SuicideKing renamed T68500: [RESOLVED] Large transport aircraft for airdropping vehicles, troops from Large transport aircraft for airdropping vehicles, troops to [RESOLVED] Large transport aircraft for airdropping vehicles, troops.
Oct 4 2016, 8:39 PM · Arma 3
SuicideKing added a comment to T119992: Ground sinking feature causing problems with player hitboxes, also creates problems with walls and objects.

I do think it's potentially game breaking in certain cases, and I think this hitbox shifting has frustrated many of us for many years - but I think those unaware of the issue just thought we were bad at aiming or bullet drop compensation (at least, I did). I can understand why some communities have disabled it in PvP.

Oct 4 2016, 8:07 PM · Arma 3

Jun 20 2016

SuicideKing added a comment to T80726: Helicopter audio bug (uiNamespace).

If you are in a helicopter when the mission ends, it's highly possible that the noise of the helicopter remains audible in the UI, Zeus, and even the next mission.

Jun 20 2016, 5:05 PM · Arma 3

Jun 6 2016

SuicideKing updated the task description for T84758: House (Large,Abandoned) windows block grenades.
Jun 6 2016, 9:12 PM · Arma 3
SuicideKing created T117336: Placing units over water from editor map places them underwater.
Jun 6 2016, 9:11 PM · Arma 3
SuicideKing edited Steps To Reproduce on T117334: Sites Module unable to fill buildings over water.
Jun 6 2016, 8:12 PM · Arma 3
SuicideKing created T117334: Sites Module unable to fill buildings over water.
Jun 6 2016, 8:11 PM · Arma 3
SuicideKing added a comment to T66888: Smoke launcher on SpeedBoat.

This is still an issue, in fact it's worse - no one can deploy smoke screen as of 1.60.

Jun 6 2016, 7:36 PM · Arma 3

May 10 2016

SuicideKing edited Steps To Reproduce on T85293: playSound3D doesn't use relative paths.
May 10 2016, 12:33 PM · Arma 3
SuicideKing set Category to category:aispottingdetection on T85165: AI know exactly where you are again..
May 10 2016, 12:28 PM · Arma 3
SuicideKing added a comment to T85164: Some building return cursortarget NULL & disapear from map on altis since 1.54.

Confirmed. They still seem to be in the game world but are missing from the map.

May 10 2016, 12:28 PM · Arma 3
SuicideKing edited Steps To Reproduce on T85163: FFV Showcase Mission Broken.
May 10 2016, 12:28 PM · Arma 3
SuicideKing set Category to category:savegameloadgame on T85162: Split "Save and Exit" to separate "Save" and "Exit" (Feature request).
May 10 2016, 12:28 PM · Arma 3
SuicideKing added a comment to T85159: I go to load in a multiplayer server click a faction all fine then when loading the map game crash memory referenced....

I used to get this error randomly after I upgraded my PC and reinstalled windows and arma 3. Seemed to be maybe related to ASR_AI and TeamSpeak Overlay but it happened once without either of those loaded.

It hasn't happened in a week or so.

May 10 2016, 12:28 PM · Arma 3
SuicideKing added a comment to T84885: RC Release, 154 - 3DEN download content missing.

No relation with CBA, but yeah the solution for now is to remove all references to "3DEN" from mission.sqm.

There will be two references, one under addOns and one under autoAddOns. Use Ctrl+F of course.

BTW BIS seems to be aware of this issue, and a hotfix is now in RC.

May 10 2016, 12:20 PM · Arma 3
SuicideKing edited Steps To Reproduce on T84758: House (Large,Abandoned) windows block grenades.
May 10 2016, 12:16 PM · Arma 3
SuicideKing edited Steps To Reproduce on T84755: Grenades Unreliable in Buildings.
May 10 2016, 12:16 PM · Arma 3
SuicideKing added a comment to T83496: AI seeing and shooting through vegetation and smoke..

Yeah, this is a known bug.

https://www.youtube.com/watch?v=KhQetF9i-6M

May 10 2016, 11:39 AM · Arma 3
SuicideKing added a comment to T80711: Easy way to significantly improve the clunky action menu.

Yup, saw Dslyecxi's video and post, i can get behind that.

May 10 2016, 10:04 AM · Arma 3
SuicideKing added a comment to T80709: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

AI doesn't even respond to "Watch direction" properly, they may even look south if you ask them to look north...

May 10 2016, 10:02 AM · Arma 3
SuicideKing added a comment to T77231: What Happened to old Arma 3 pre-alpha lighting?.

Probably worthy of a different ticket, but the current lighting engine is hopelessly limited. Fire a few flares over Agia Marina on Stratis and the town's lights go off. Fly over Kavala, and only half the town has lights at any point in time.

When a lot of people have lasers or flashlights on, some hard limit is run into and other people can't turn them on.

Even IR grenades cause distant lights to flicker.

May 10 2016, 8:22 AM · Arma 3
SuicideKing added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

Yup, noticed this as well. I was in favour of overhauling the entire flight model so didn't report it separately. Upvoted.

Also, see:
http://feedback.arma3.com/view.php?id=14463

May 10 2016, 7:30 AM · Arma 3
SuicideKing added a comment to T74288: Use real names for vehicles and weapons..

Perhaps they do that to avoid licensing issues?

May 10 2016, 7:08 AM · Arma 3
SuicideKing added a comment to T74192: Campaign doesn't work in cooperative.

It's single player!

May 10 2016, 7:06 AM · Arma 3
SuicideKing added a comment to T74189: Emotionless, fearless & almost immortal AI....

Lol yes they do that.

May 10 2016, 7:06 AM · Arma 3
SuicideKing added a comment to T74185: Add Large naval ships with walkable interior.

I'm sorry, as much as i would love warships supporting assaults, i'll have to downvote this...the game is in simply no shape to expand to another type of combat.

:(

May 10 2016, 7:06 AM · Arma 3
SuicideKing added a comment to T74184: [Feature Request] Helicopter Engine Failure Warning Tones.

Upvoted, this should be there in all aircraft.

May 10 2016, 7:06 AM · Arma 3
SuicideKing edited Steps To Reproduce on T74170: Grass clips through objects (kerb, etc.).
May 10 2016, 7:05 AM · Arma 3
SuicideKing added a comment to T74153: Tipping Point: Mortars are too accurate, magical.

Good to hear that!

No the problem wasn't mortars eventually killing me (that obviously should happen if i stand in one place), it was them killing ONLY me...as in, they'd follow me, and only me, and ignore everyone else.

Standing, running, anything.

Especially true if I'd run ahead...staying with the squad would discourage this behaviour.

But, i'm merely repeating myself so i should stop. :|

May 10 2016, 7:05 AM · Arma 3
SuicideKing added a comment to T74153: Tipping Point: Mortars are too accurate, magical.

@mepwaygame: Exactly. The shells follow you all around, and ignore the rest of your squad. Only worked properly the last time i tried (which was after a good 6 or 7 replays of the same stretch).

I'm not even sure who's spotting for the CSAT mortar team.

May 10 2016, 7:05 AM · Arma 3
SuicideKing added a comment to T74153: Tipping Point: Mortars are too accurate, magical.

@ProGamer, please elaborate. I just downloaded and played.

I restarted the mission, and this time my squad did run when the mortars fell, though the first time i got hit again. Reloaded the auto-save and managed to get through.

@arizben: Oh they're terrible when you're controlling them. Wish there was a way to adjust them.

Separate issue (again may be a random AI bug) but the second motorboat doesn't leave at the end.

May 10 2016, 7:05 AM · Arma 3
SuicideKing edited Steps To Reproduce on T74153: Tipping Point: Mortars are too accurate, magical.
May 10 2016, 7:05 AM · Arma 3
SuicideKing added a comment to T74106: Female soldiers models should be available in the game.

@rogerx: You somehow think it's acceptable to incessantly make sexist comments, and then deflect all blame saying that "oh joking obviously! don't you have a sense of humour!".

Dude, stop, really. Constructively add to the discussion, and refrain from the "jokes". It doesn't come off as intelligent in any way, and they're not even funny..

@Leah said:
"A large majority voted for the inclusion of female soldiers, yet most "selected comments" are negative toward the issue? I guess BI's opinion on this topic is leaning that way?"

I noticed this too, it's unfortunate. At least they acknowledged it, finally. Whether they do anything about it remains to be seen.

Can't believe Call of Duty will lead the way in this, seeing how Arma is considered to be an intellectually superior series.

May 10 2016, 6:59 AM · Arma 3
SuicideKing added a comment to T73520: Remove the hardware-based graphics limiter.

Oh yeah i noticed this post Altis. Annoying indeed, since it causes stuttering.

May 10 2016, 6:44 AM · Arma 3
SuicideKing added a comment to T73456: Greyhawks max speed too high.

@DarkWanderer: Saying "you're wrong" doesn't make me. All you're saying is that this is "possible" now, or could be "possible" 20 years later...without specifying why or how.

"i feel it should be so" was taking into account whatever info i could find, basically saying "have we hit a wall, as far as speed/engine size/aircraft weight and shape are concerned?" and if yes, then is it reasonable to assume that this aircraft should not be able to fly that fast.

@Dr_Death: Yup, that and something to do with drag making propeller flight inefficient.

Anyway. It seems i may have proven myself wrong...the Predator's information i was looking at was the older 1995 original.

The current Predator B, introduced in 2007, has a max speed of 482 km/h, and a cruise speed of 313 km/h.
https://en.wikipedia.org/wiki/RQ-9_Predator_B#Specifications

So i guess this ticket can be shut. HOWEVER:

Consider that the size of the Greyhawk (based on AD2001's link) and the Predator, along with their engine power, etc. are very different.

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73456: Greyhawks max speed too high.

Dude, i really appreciate and respect the effort you've put into that explanation.

You're right, i'm not qualified to tell weather something will fly or not, i'm studying electronics engineering, not aerospace...nor am i a pilot or anything related.

The entire point of posting tickets like this is discussion and reviewing something that may be unbalanced and/or incorrect, which is why i was getting slightly annoyed by your "you're wrong" standpoint, without explanation.

Common sense is the starting point of many great things, friend! ;)

BTW: The Greyhawk's constructors are BIS. So it's an open question as to what they sacrificed, if at all they did. The YABHON-R, the real life Greyhawk, is a lot slower. Common sense (and watching Discovery/Nat Geo) would suggest that a UAV's makers tend to prioritize loitering time for recon purposes.

In fact, the YABHON-R's website states that it's a recon drone, mainly.

So i dunno. Not quite seeing the logic in prioritizing speed over endurance for a UAV.

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73456: Greyhawks max speed too high.

True, they could. But physics won't change...hence my comment on "magic".

I mean, consider the Spitfire...that was over 70 years ago. Correct me if i'm wrong, but i don't think modern day turboprops go much faster than the Spitfire's 630 km/hr.

(i did a bit of quick reading on wikipedia, it seems propeller aircraft are limited to about 700-750 Km/hr, after which they lose efficiency).

So yeah, i'm with you on the 250 Km/h thing. That would be reasonable, imo.

EDIT: Just saw the Mustang article Dark linked to, that flies at 700 Km/h, so basically in all those years, we're still at the same speed for propellers. So if i had to make a safe assumption about propeller/engine tech in the next 20 years, i'd limit the Greyhawk to 250 km/h at the most.

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73456: Greyhawks max speed too high.

There isn't any fundamental aerodynamic difference, true, but there's a huge difference in engine size (and power output), propeller size (and the amount of thrust it can generate), weight (and thus power-to-weight ratio), materials, etc.

You have to account for all of that.

For example, if i use the information provided by AD2001 (thanks!) and compare the YABHON-R to say, a Spitfire, you're comparing a 100 hp engine to a 1000 to 2000 hp Rolls-Royce engine.
https://en.wikipedia.org/wiki/Supermarine_Spitfire#Specifications_.28Spitfire_Mk_Vb.29

The Darter, for example, is perfectly believable (although i think it becomes too stable when hovering), this is a bit of a hard sell.

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73456: Greyhawks max speed too high.

Ok, simply saying "propeller plane" was dumb. What i meant was:

Ihis is still a drone! Small little propeller at the back, with a small engine. Again, the Predator tops out at 217 km/hr as a reference point.

2035 doesn't imply magic, you know. :P

p.s. Almost all items, vehicles, weaponry and tech in Arma 3 is present day tech, just re-named to avoid licensing issues.

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73456: Greyhawks max speed too high.

It's a propeller driven plane. Will it fly as fast as a jet? No.

May 10 2016, 6:42 AM · Arma 3
SuicideKing edited Steps To Reproduce on T73456: Greyhawks max speed too high.
May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73451: Percieved speed slower than reported vehicle speed.

Even check this out, 208 mph = 92 m/s, those poles are about 100m apart, and the car crosses each one in just over a second.

http://www.youtube.com/watch?v=D-KjdX3C5v8

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73451: Percieved speed slower than reported vehicle speed.

Ok, but are you sure a simpler solution isn't simply to fix/re-check the speed being reported? I'm just saying that 100km/h doesn't seem like 100km/h. Not suggesting replication of real-life FoV.

Like this video is less than 100 km/h (around 86-90), but it also feels like that:

http://www.youtube.com/watch?v=BIRyE1cVvaw

If you take a vehicle and ride it through Altis (towns, etc.) you'll see that what you see in the video is what you'll see at 135 km/h in the game. FOV is similar in both, too.

I find that racing games have the same problem, you'd be crawling almost and the game tells you that you're travelling at 100 Km/h...

I'm not sure how they calculate speed anyway, the predator drone apparently reaches 300 km/h and so does the jet, yet the predator drone feels like it's much slower.

May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73451: Percieved speed slower than reported vehicle speed.

Yeah, try looking at the objects close to you as well (i looked out of the side window as well). Game says you're doing 40 but it feels like you're at a stand-still.

Also, FOV reduces as you go faster in real life, and no, Arma's FOV is much lower than real life, our FOV must be closer to 180 degrees, in Arma FOV is around 70 iirc.

p.s. Do you drive? I don't mean this in a snarky way.

edit: i also tried third-person.

May 10 2016, 6:42 AM · Arma 3
SuicideKing edited Steps To Reproduce on T73451: Percieved speed slower than reported vehicle speed.
May 10 2016, 6:42 AM · Arma 3
SuicideKing added a comment to T73390: CRASHING EVERY 5 TO 30 MINUTES ONLY AFTER THE 1.02 PATCH!.

Hmmm i didn't test the new patch that long, but it was ok...

May 10 2016, 6:40 AM · Arma 3
SuicideKing added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

@izaiak:

(I'm using F/A-18 Forea, a flight sim made by Graphics Simulations, 16 years ago, as a reference for most of this.

http://www.gamespot.com/f-a-18-korea/

http://www.youtube.com/watch?v=kcyXz9JmxBw

I think the youtube video should showcase most of what i'm trying to say)

C) Both, really. In the game as well, it's the engine that seems to take damage first, just that there's no separate stat for it, like in helicopters.

What i'm basically saying is, you could hit the engines without causing damage to the cockpit area, and missiles like the Sidewinder would target the engines.

You can't fly the aircraft with all engines down, but you could have a few holes in the hull or wings but still get home if your engine's ok.

E1) (sorry about two E's and D's!) I dunno, always happens. I place it on the start of the runway, increase the speed till it takes off...the plane keeps veering to the right, even after i correct it.

E2) I don't really like the idea of bringing up the map in flight (or while driving), as you can't really see what's happening. I mean...it's a bit jarring. Something like working on the desktop and bringing up the Metro UI...if i could bring that up without losing a sense of what's happening around the airplane, that would be better, imo. Again, see video.

F) Yup, both would do, i understand km/h better anyway :P

G) Ah i'm not sure I stated it correctly. For example, in F/A-18 Korea, if you were on the ground, you couldn't fire weapons, because hey, it's dangerous. In Arma 3, you can drop a bomb on the ground while you're on the ground. It'll explode and you'll kill yourself. Sort of illogical to allow it.

So weapons can't be armed unless you're off the ground, is one part of what i'm saying. The other is, even if you've got bombs armed, you shouldn't be allowed to drop them below a certain altitude (say, 200 feet, for example). Again, this is something from F/A-18 Korea, not a noob feature. Just logical safety. ;)

Aircraft might get caught in the blast, etc.

H) Again, not a noob thing. Taken from F/A-18 Korea. Actually, i'm not sure if it was altitude or airspeed that triggered that behaviour. Again, probably done so that the aerodynamics doesn't get messed up.

I) Didn't know that, i thought all jet fighters have it. Sorry!

J) I meant that there are a set of controls in Arma that are common to all situations, infantry, ground/marine vehicles, helicopters and aircraft.

I'd prefer some of them (if not all) to be duplicated again in the helicopters and aircraft section, since i've found i need to keep them different for both.

Something like the action menu, for example. For helicopters i may need the buttons near my right hand's thumb on my joystick, but for fighters i may want something else below my thumb.

I think this could be one of the quicker and easier things to implement.

L) Yeah buut zooming in sort of...yeah you can't see too much. Again, i'd prefer something like F/A-18 Korea. You had two modes, a fixed HUD ( the initial one that you see in the video) and the free-look one.

So i'm not necessarily saying "decrease FoV", just saying draw the HUD bigger, and make it something like F/A-18 Korea...but with free-look enabled.

True, more contrast b/w the HUD and sky will be nice, especially at night.

M) oooh i dunno about this, are you sure? I've seen airbreaks used in domestic commercial/passenger aircraft as well, while landing (or during the approach)...and again, the F/A-18 Hornet has them.

Didn't get the key part, i'm sorry. :/

May 10 2016, 6:22 AM · Arma 3
SuicideKing added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

I'd add:

A) The white cross-hair doesn't align with the one on the aircraft's HUD

B) The white circle for the bomb is useless, the indicator on the aircraft's HUD should be used.

C) Add failure points for engines, instruments, navigation, etc. Currently it's just HULL. Usually, engines are the first to get hit by anything.

D) It's not a car. Let us control engine power/thrust instead of speed/acceleration directly.

E) While taking off, the plane veers to the right.

D) No night mode? We're flying blind at night. Even if there isn't a night mode, at least make it possible to viably fly/attack/land at night.

E) Need a proper radar for targeting, a map for navigation (A heads-down display or a working instrumentation panel would be nice), altimeter and a fuel readout.

F) Airspeed *should* be in knots.

G) Weapons should be locked before a certain altitude, especially on the ground.

H) Gear should automatically retract after a certain speed.

I) Afterburners don't seem to exist/i cant get them to work.

J) Aircraft controls should be completely separated from everything else, even at the cost of duplication.

K) Rain doesn't fall inside an open cockpit...though i'm not sure if this is actually worth the bother.

L) If you implement a heads-down display, bring the HUD closer to the screen (and hence make it larger, useful).

M) Almost forgot, airbreaks!

May 10 2016, 6:22 AM · Arma 3
SuicideKing added a comment to T72800: GPU not used in multiplayer.

Ok, i see. No clue what's happening...according to me, you shouldn't be seeing much (or anything, really) on the screen if the GPU isn't being used...

Even if you have 5 or 10 fps, your GPU should have some utilization reported...

Not in a position to verify this, so will withhold my vote...but doesn't add up. Quite possible that there's a reporting issue (the monitoring utility isn't measuring properly in multiplayer, etc.).

I dunno, i dunno. Arma 3 has some of the weirdest bugs and glitches i've ever seen, so maybe this is another new one. :/

EDIT: Is this issue specific to AMD cards?

May 10 2016, 6:21 AM · Arma 3
SuicideKing added a comment to T72800: GPU not used in multiplayer.

@ST. Jimmy: I believe it's like that for most of the community.

@Slurppa: Do you get any FPS? What are you using to monitor usage? I haven't played multiplayer yet, so i haven't checked myself, though i'm not sure how you're seeing anything on the screen without the GPU being used.

How are you monitoring GPU usage?

May 10 2016, 6:21 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

IMO they need to implement a generalized flight physics system that applies to all aircraft. That system would calculate aircraft behaviour based on the aircraft's physical model in-game, and other inputs like wind speed and direction.

I think X-Plane does it like that.

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

Now that I've tried it, i think the whole flight model is flawed in Arma 3...ignoring the fact that a drone can fly at mach one... :/

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

@RushHour yes i think you're right, sorry :)

Though, i remember playing a flight sim (F/A-18 Korea) where i could takeoff with max flap angle as well...though i went through the game's training videos and manual, i think max flap angle is indeed used only for landing, as it's not mentioned anywhere else.

But other points here are undoubtedly valid, higher angles should reduce ground/air speeds not increase them.

To add to what prykpryk's said in the end, usually aircraft automatically retract flaps and gear beyond a certain speed.

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

Um if i'm not wrong, during takeoff, both lift and drag are pretty significant, but only when the flaps are deployed.

However, i believe that with flags deployed, you should be able to takeoff at a lower airspeed than without them, as they generate more lift at lower airspeeds.

I just read your ticket again,
"Then in regards to lift i don´t think the plane should take off at all with highest flap angle because drag will overpower the lift being generated."

That's absolutely incorrect. You need flaps for both takeoff and landing. Lift and drag are proportional to the angle of the flaps, and as i mentioned before, higher flap "angle of attack" allows greater lift at lower airspeeds, allowing you to takeoff sooner.

May 10 2016, 6:13 AM · Arma 3