Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Byku added a comment to T68251: Aerial vehicles need audible warning warning system for AA missiles.

Or make it even more realistic :P(like someone said - infra-red guided missiles - only launch is detected - radar guided - locking also).
Furthermore dumping flares would have to interrupt ir locking mechanism! EVEN BF has that!

May 10 2016, 3:48 AM · Arma 3
Byku added a comment to T68251: Aerial vehicles need audible warning warning system for AA missiles.

Would be strange if they would leave it like this, Arma 2 is better at it.

May 10 2016, 3:48 AM · Arma 3
Byku added a comment to T68241: Invisible night vision goggles, again.

Hahaha.... if it's intended, then it's funny ^^. I hope it will be fixed.

May 10 2016, 3:48 AM · Arma 3
Byku added a comment to T68148: Beta helicopter physics.

Holy crap, definitely step into right direction! I like that when you accelerate to the ground with full speed and you want to straight up the helicopter is not on rails anymore, it feels that there is momentum that is dragging it to the ground(although i don't feel it yet when turning around). Ah-9! Feels much better! Acceleration... oh so better BUT the choppers are a bit too slow, it's hard to get comanche to 250kmh. Btw. the spread of miniguns in AH-9 and OC-30 is definitely too low. OC-30 was perfect before! Ah-9... well was indeed horrible before but now it is a bit too extreme.

Edit. "although i don't feel it yet when turning around" - i feel it. Damn guys, did a good job. Sure it could be a bit better in some areas, but overall you're heading in good direction. Autorotation - works! Although you could give us a bit more randomization with those AA rockets, now the hit means 100% destruction. I suppose MI-48 could be more resistant to those rockets. The comanche with it's rear rotor should still be more agile in turning sideways, mi-48 should be a bit similar with that(coaxial-rotors)

May 10 2016, 3:43 AM · Arma 3
Byku added a comment to T68148: Beta helicopter physics.

Unfortunately I agree with Cykyrios, although acceleration might seem a bit more reasonable. AH9 still is a slow, not-very-agile helicopter. Unfortunately they've messed up flares, especially in mi-48. It's 50/50 chance that they will work even from 1km away.

May 10 2016, 3:43 AM · Arma 3
Byku added a comment to T68148: Beta helicopter physics.

That's great to hear! Unfortunately I still believe that Arma 2 physics was superior to Arma 3. The little bird... it seems that it is a bit more agile... a bit... hardly noticeable...

Edit. Raoul1234 - not PhysX! Physics! As FM...

May 10 2016, 3:43 AM · Arma 3
Byku added a comment to T68148: Beta helicopter physics.

Holy crap... just tested AH-6... BLOODY HELL it's slow to inputs. What did You do? O.O It should be agile small helicopter!
The optics on mi-48 are overdone with the dirtiness. I wouldn't go to combat with such dirty optic.
Oh... and flying sideways is copy/paste - mi-48 and comanche. In real life comanche was awesome with that, being able to turn 90 degrees at over 150kmh. Mi-48 with coaxial would probably also be very good. I'm starting to think that they are changing things because "harder" means more realistic, while it isn't like that. TOH was easy, the choppers were predictable and agile. AH/MH-6 is horrible now.

May 10 2016, 3:43 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Tommeh - you DO realise that you can just turn on manual control?:P

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

They've got like that in Arma 2, so i was very surprised with the step back

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

There will be no "fight over weapon selection". They've made it the proper way in beta patches in Arma 2... just check out Apache or Mi-24, and it WORKS and it's logical and the gameplay is awesome with that. We need to remember that the old "change weapon" will still work, because the pilot ONLY has the rockets, so he doesn't have to use "change weapon" function. So... it baffles me why they did it that way with mi-48. I hope they will change it. It's AUTHENTIC ;] and I beg for it(as a frequent pilot and gunner)

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

If that is so easy... i hope they will implement that O.o.

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

They can be guided by the gunner with the laser who would also fire them. It might create very interesting gameplay(it worked like that in ACE Mi-24 - awesome stuff, and AI didn't have any problem with that) - BUT... if we will do that we need the helicopters to be able to identify them on the radar, as then it will be possible to attack air-targets with them(hovering would be dangerous then, as flares would do a little to prevent them from hitting the chopper)... that would be sooo awesome... and now WE will need proper laser warning on the choppers!:D Oh the realism! Truly a skill of the gunner in one chopper vs the skill of the pilot in the other one! AWESOME!

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Mi-48 - anti-tank rockets(skalpel?) would be laser guided and radar guided(by clicking on stuff and then it would lock on target[tab would go]), unguided rockets will be controlled by the pilot
AH-99 - all rockets controlled by the gunner, furthermore DAGR's would be guided ONLY by laser(and it would work like that also in KA-60... or OC-30? OK-30? don't remember :P - which would need the copilot to control the laser), as they are in real life. It would balance the sheer amount of them to MI-48 having only 8, and would give the possibility to accurately target without the cooperation with the pilot, and it be more interesting and realistic.

Moreover about countermeasures: http://feedback.arma3.com/view.php?id=10297

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Especially if we want to get rid of tab mechanism.

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Hladas i suppose it's up to the pilot/gunner team to waste as much rockets as possible :P if they want. Anyway, unguided rockets in Mi-48 have to be used by the pilot, it's like that in ARMA 2, so i have no idea why step back.

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Oh.... yeah! I meant the second ones in Mi-48, we've got 8 of them.
Edit. Nope, they are guided :), like hellfires.

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Why the skyfires cannot be laser guided? O.o Yes, i was talking about DAGRs and Skyfires, but if i would have to choose 1, then DAGRs all the way.

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T68120: Split gunner and pilot weapons in gunships.

Nope. I agree that the Mi-48 rockets have to be controlled by the pilot. Rah-66(or..99) could stay as it is, as those rockets are guided, but i believe that they should add the possibility to laser-guide them(both Mi-48's 8 rockets and Comanche's ones).

May 10 2016, 3:42 AM · Arma 3
Byku added a comment to T67543: Weapons don't collide with walls / clipping issue.

(CXN2615) - bloody hell, i've searched for cqc, weapon size, didn't find that.

May 10 2016, 3:24 AM · Arma 3
Byku edited Steps To Reproduce on T67543: Weapons don't collide with walls / clipping issue.
May 10 2016, 3:24 AM · Arma 3
Byku added a comment to T67126: I can carry a carryall backpack, an NLAW and M320 LRR on my back.

Well that's a different topic. They need to improve fatigue.

May 10 2016, 3:07 AM · Arma 3
Byku added a comment to T67126: I can carry a carryall backpack, an NLAW and M320 LRR on my back.

Read higher "We cannot restrict player of wearing such equipment. It is, as mentioned above, theoretically possible to wear it.". And that is true.

May 10 2016, 3:07 AM · Arma 3
Byku added a comment to T66946: Backpacks - volume.

Even then it's IMPOSSIBLE. Look at the screen-shot attached. Imagine 4 of those inside and even then it is not full.

May 10 2016, 3:01 AM · Arma 3
Byku edited Steps To Reproduce on T66946: Backpacks - volume.
May 10 2016, 3:01 AM · Arma 3
Byku added a comment to T66364: Roll inputs between keyboard and Joystic are halfed (VIDEO).

Using Logitech Extreme 3d, similar situation. Indeed there is a difference in the position of the stick in the plane. When I press the key on the keyboard it moves further than with the joystick. Easiest to check: move joystick to the side to the max, look at the helicopter in-game stick, now press the key to roll to the corresponding side, you will see that the in-game helicopter cyclic stick moves even further than with a joystick. It works ok with "W" and "S", but not with "A" and "D".

May 10 2016, 2:38 AM · Arma 3
Byku added a comment to T66341: Fatigue Blurring causes physical sickness.

Ok guys... BUT the blur is honestly the only thing that TRULY makes you think about the equipment you take. The penalty for exhaustion should be uncomfortable and for me the blur is annoying(and i like it because of that). If you say that it hurts your eyes for example, then I agree that removing it might be a good thing BUT ONLY if you will create some kind of new penalty if you run too much(for extreme exhaustion - walking instead of jogging for example).

Great idea on the forum:
http://forums.bistudio.com/showthread.php?157425-Beta-fatigue-effects&p=2425755&viewfull=1#post2425755

Remember that exhaustion can be disabled by simple script! So please do not use arguments that it is "stupid" "annoying" and won't work on wasteland servers Y_Y.

May 10 2016, 2:37 AM · Arma 3
Byku added a comment to T66127: Freezes - me as server.

I'm testing right now on dev patch and it works without problems. In 0.54.103.957 even after disabling spybot it hung.

May 10 2016, 2:28 AM · Arma 3
Byku edited Steps To Reproduce on T66127: Freezes - me as server.
May 10 2016, 2:28 AM · Arma 3
Byku added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Very interesting read: http://fofanov.armor.kiev.ua/Tanks/TRIALS/19991020.html

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Especially that most of the community will play on vanilla game

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Ok, so in new apcs we've got RADAR... crap. Anyway, armor penetration seems to be improved, from some angles(mainly front) it seems that it is impossible to destroy some apcs with 30mm he rounds, but on the other hand the 40mm(or is it 30?) granades are too powerful. It's also impossible to destroy them with small arms ammo ;), so that's a huge improvement.

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Well... Fragmachine... i suppose that's good? Because 40mm cannon vs 40mm grenade is definitely much more powerful. I hope you don't want any artificial balancing and mirroring sides? :P But there is something strange also, probably a bug. When i'm in for example Ghosthawk(similar with OC-30?), and like 30 guys are shooting at me, after some time my pilot get's killed, while there is no damage to the helicopter itself. I have to say those soldiers are behind the helicopter so i suppose they aren't able to hit the front pilot.

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Some interesting stuff about new APC(AMV-7) which is based on Patria:
http://www.armyrecognition.com/finland_finnish_army_wheeled_armoured_vehicle_uk/amv_patria_wheeled_armoured_vehicle_technical_data_sheet_description_information_pictures_photos_uk.html

It has frontal protection against 30mm APFSDS rounds, so Mi-48 from front should do very little to it.

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

FYI... there is SOMETHING interesting going on. Tested AMV-7 today... 2000 rounds to the front with 6,5mm gun... NOTHING! Then i've taken Mk200 machine gun, after 600 runs it's engine was destroyed(ONLY). I've put 10 ifrits with HMG to the front of AMV-7, they've all shoot at it and NOTHING, not even a scratch! It seems to some guns it has a proper protection while others are bugged. THERE IS CHANGE!! With other vehicles there is similar situation. Ghosthawk is impenetrable to small arms from below for example.

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65948: More complex inventory system for vests.

Great idea that would give a lot of "authenticity" to the game :)

May 10 2016, 2:21 AM · Arma 3
Byku added a comment to T65732: AI always turns car lights on, when player gets out from driver's seat and AI is left as a gunner.

Confirmed :), i hope it's going to be resolved. Really annoying :).

Bumped.

May 10 2016, 2:11 AM · Arma 3
Byku added a comment to T65588: Little Bird NEEDS Countermeasures.

FYI - KA60 transport without guns doesn't have flares, that's rather strange, and in my opinion they should by to it.

May 10 2016, 2:05 AM · Arma 3
Byku edited Steps To Reproduce on T64001: AH-9 rockets not visible from inside.
May 10 2016, 1:08 AM · Arma 3
Byku edited Steps To Reproduce on T63998: No sound when changing unit by "u".
May 10 2016, 1:08 AM · Arma 3
Byku edited Steps To Reproduce on T63997: No sound when changing unit by "u".
May 10 2016, 1:08 AM · Arma 3
Byku added a comment to T63201: Modernize vehicle gunnery.

totally yes - but manual control should also be an option.

May 10 2016, 12:33 AM · Arma 3
Byku added a comment to T62574: Bush dissapears when moving away.

hell to much bush O.o

May 10 2016, 12:07 AM · Arma 3
Byku edited Steps To Reproduce on T62574: Bush dissapears when moving away.
May 10 2016, 12:07 AM · Arma 3

May 9 2016

Byku added a comment to T61545: Laser range adjustement (Firing Control System) for mounted weapons..

Indeed, the laser should be possible to detect if it is pointed towards a vehicle that has detection systems, so sometimes it would be better to manually change range scale.

May 9 2016, 11:11 PM · Arma 3
Byku added a comment to T61235: The Nuclear Submarine.

I don't think we will get inside modelled, it might take a LOT of work for(unfortunately) little benefit

May 9 2016, 10:55 PM · Arma 3
Byku added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

Ohhh yess.. they've went from one extreme to another ;). OC-30 had spot on miniguns, now they are too accurate. Similar situation with little bird.

May 9 2016, 9:27 PM · Arma 3
Byku added a comment to T58935: "No direction indicator for gunner positions while in Ifrit, Hunter, Strider, Attack boats, or Wheeled APC.".

I hope they will do something before the release :) and... bump.

May 9 2016, 4:06 PM · Arma 3
Byku added a comment to T58935: "No direction indicator for gunner positions while in Ifrit, Hunter, Strider, Attack boats, or Wheeled APC.".

Ok so they've done it... although it could be done better and in a more authentic way(part of GUN hud, or Arma 2 style compass at the top of the screen), anyway thanks guys! :)

May 9 2016, 4:06 PM · Arma 3
Byku added a comment to T58935: "No direction indicator for gunner positions while in Ifrit, Hunter, Strider, Attack boats, or Wheeled APC.".

Similar problem with new apcs, there is no way to check the direction, especially when you are using only 1st person.

May 9 2016, 4:06 PM · Arma 3