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May 10 2016

Huron added a comment to T68680: MRCO co-witnesses BUIS.

This is untrue, the front sight would not appear blurry in 1x mode. Parallax is to do with the appearance of the reticle depending on the viewing plane. A parallax free optic uses projection methods to make the reticle move as little as possible in relation to the target when being viewed through the optic off-center. The issue 1x-Nx optics have is that in 1x mode is that the user must look directly through the optic as they would with a magnifying optic, otherwise they will experience scope shadow and a potentially misaligned reticle.

Example:
http://www.ar15.com/archive/topic.html?b=3&f=18&t=454478

May 10 2016, 4:03 AM · Arma 3
Huron edited Steps To Reproduce on T65671: Vehicles Explode if You Breathe on Them.
May 10 2016, 2:08 AM · Arma 3
Huron edited Steps To Reproduce on T65664: Massive Periodic FPS Drops.
May 10 2016, 2:07 AM · Arma 3
Huron added a comment to T65588: Little Bird NEEDS Countermeasures.

Of course, but the coding would be quick and would make Wasteland life a little easier. :p

May 10 2016, 2:05 AM · Arma 3
Huron edited Steps To Reproduce on T65588: Little Bird NEEDS Countermeasures.
May 10 2016, 2:05 AM · Arma 3
Huron edited Steps To Reproduce on T65284: All Tracer Magazines Probably Shouldn't Be 100% Tracers.
May 10 2016, 1:54 AM · Arma 3
Huron edited Steps To Reproduce on T65139: Footstep Audio Quirk.
May 10 2016, 1:49 AM · Arma 3
Huron added a comment to T64767: Make AI team radio more ACRE(ish).

LOL if you think most militaries are going to bother with/get funded and greenlit to change already working techsystems in the next few decades.

May 10 2016, 1:36 AM · Arma 3
Huron added a comment to T63743: Add realistic body armour..

You need to calm down, this is the internet. My initial comment was directed at people arguing and suggesting things with no grasp on ballistics and firearms whatsoever. I actually think the suggestions in your original post are good, dude.

As for broken ribs and other injuries, look at ACE and the original OFP. Simulating any kind of injury in games like this is just about conditions and interactions. Restricted mobility, raised vulnerability to different causes, etc. I wasn't suggesting that Arma should go into detail with things like that though, that's what we have the ACE community for.

May 10 2016, 12:53 AM · Arma 3
Huron added a comment to T63743: Add realistic body armour..

@ scrim: "bruises at worst" is not correct. From an AK (so 6.5 Grendel is comparable), your description is fair, especially once you start getting to medium engagement ranges. .308 would get into what I was talking about. It's generally 30 or so grains heavier than 7.62x39 bullets and moves around 400fps faster.

I'm not saying you're wrong either, but this is ballistics. Avoid speaking in absolutes, as there are a huge quantity of variables to be considered.

May 10 2016, 12:53 AM · Arma 3
Huron added a comment to T63743: Add realistic body armour..

These Call of Duty physicists need to GTFO. Go throw on a Level III or IV vest, take a rifle round to the breadbasket and come back here and tell us about it.

I'm sure they'll enjoy sharing about broken ribs, broken sternum, and blunt organ/soft tissue trauma. Oh, then maybe they can try firing a 6.5 or .308 too. :p

May 10 2016, 12:53 AM · Arma 3
Huron added a comment to T62456: The Radio of Arma 3 Multi Player.

Do people not get that direct channel is proximity voice, simulating speaking "directly"?

May 10 2016, 12:01 AM · Arma 3
Huron added a comment to T62449: Under barrel grenade launcher optic.

I hate this bug. Got killed at an important moment when trying to aim the grenade launcher. It also failed to align the sight with the middle of the screen, instead it kept the reticle.

May 10 2016, 12:00 AM · Arma 3

May 9 2016

Huron added a comment to T61872: New technique for rendering grass at far distance.

I think adding some depth to this effect is in order however. They seem to melt into the ground texture in the demonstration, and there is a lack of shadowing which is generally the real giveaway to the human eye. Camouflage is not generally this effective within 500 meters.

This may just have been a side effect of the mushy looking distant terrain textures (there is a mod on Armaholic for this already, makes the game look really nice).

May 9 2016, 11:32 PM · Arma 3
Huron added a comment to T61699: Scopes not working with NVG.

Anyone who has used an ACOG will probably confirm that using this with PVS15s would probably be hella slow and inaccurate, if not impossible, considering scope shadow, parallax and generally short eye relief of most glass.

May 9 2016, 11:18 PM · Arma 3
Huron added a comment to T61699: Scopes not working with NVG.

http://www.morovision.com/mnv-articles-library/2011/army-ranger-pvs-14-part2.html

Dual eyepiece single tube is a no-go, dual tube is impractical and not combat effective. Maybe they can support non-shooting eye monocular and optic use when everyone is using an Oculus Rift, though.

May 9 2016, 11:18 PM · Arma 3
Huron added a comment to T61081: Some sort of melee?.

I'm gonna reiterate, killing someone with a knife is not quiet, and not quick. Almost no one dies from a single stab wound, much less a fighting soldier, unless it's a perfect giant ass Ka-Bar to the kidney.

People may resent QTE's because of how they're used as a shortcut in mainstream FPS's, but that doesn't mean they are an unreasonable method for simulating face-to-face melee combat. Physical fighting is largely about seeing openings to attack and striking them quickly. bwach isn't that far off the mark Dr Death.

If people are that against pressing keys, maybe holding a keybinding could engage a knife mode with free look, and players would have to learn in tutorials how to assess their target's movements and defeat their attempts to defend themselves (in face to face attacks).

Read On Combat by LCol Dave Grossman, I believe that has the section on hand and blade combat that I'm thinking of.

May 9 2016, 10:43 PM · Arma 3
Huron added a comment to T61081: Some sort of melee?.

Fighting this way would not be pretty, or quick. I hope BI keeps that in mind if they look into this.

May 9 2016, 10:42 PM · Arma 3
Huron added a comment to T60819: Firing from vehicles.

RECOILLESS rifles (colloquially known as rocket launchers) do not, as the name might suggest, produce almost any recoil. This is because the tube of the launcher is open at the back. The tube serves to direct the projectile, which is self propelled. I repeat, NONE OF THE FORCE OF PROPULSION ACTS ON THE SHOOTER. Did anybody not sleep through grade 9 physics in here? Stop discussing this nonsense, someone impressionable might read this and think people know what they're talking about.

May 9 2016, 10:10 PM · Arma 3
Huron added a comment to T60819: Firing from vehicles.

Fair point, I was off about the vehicle body penetrability. But the vehicles really do need to either be fully bulletproof from small arms (can't shoot out the windows, so why aren't they rolled up?), or allow firing from them. Or just have a context option to open and close the damn window.

May 9 2016, 10:07 PM · Arma 3
Huron added a comment to T60819: Firing from vehicles.

Just make it so that the standard troop vehicles are relatively penetrable by rifle fire, and they can be the only ones that can be fired from (due to reasonable space, window size, etc from not being uparmored).

May 9 2016, 10:07 PM · Arma 3
Huron added a comment to T58966: Insane recoil on weapons.

@Tovarisc, what post of mine are you referring to?

May 9 2016, 4:13 PM · Arma 3
Huron added a comment to T58966: Insane recoil on weapons.

B00tsy, you're not wrong. I can nail a 20"x20" steel plate 100% of the time at 200 yards from crouched, just with irons. Optics are even easier.

May 9 2016, 4:13 PM · Arma 3
Huron added a comment to T58966: Insane recoil on weapons.

Even if it is a 6.5 Grendel (or the ballistics are similar), a 123gr Grendel goes 2600fps out of a 24 inch barrel. That means the 14.5 to 16 inch carbines in the game are doing around 2400, to be generous. Chances are, you'd be firing a light slug out of such short barrels too, so as not to require insanely high rifling twist rates. If I, a 140 pound skinny-ass motherfucker, can fire a 6.5 Swede bolt gun with negligible kick, how much do you think a lighter, slower slug from a semi-auto is going to shove?

Ironically, the M14 kick is pretty reasonable, maybe even on the light side.

+1 on the combat pace sway, too.

May 9 2016, 4:12 PM · Arma 3
Huron added a comment to T58966: Insane recoil on weapons.

Recoil is not fine. Why does the MX SW recoil more than the smaller MX rifles, for example? That shit is backwards, trying to fight with that gun puts you at a disadvantage even against a pistol. If it really is supposed to be 6.5 Grendel, then there's no way it should ride up like that on semi auto. It was ineffective at less than 75 yards...

References: I shoot. Lots. How many of the people saying the recoil is spot on have any experience with multiple calibers of firearms?

May 9 2016, 4:12 PM · Arma 3
Huron added a comment to T58793: Implement a visual stance indicator.

acesential hits it on the head.

Speaking of things that have been hit on the head, fbiss makes me lol. Switching to third person is more realistic than a stance indicator?

I really hope this is implemented. Making it optional is the best of both worlds, but it would be better served being a client-side option rather than server.

May 9 2016, 3:32 PM · Arma 3
Huron added a comment to T58793: Implement a visual stance indicator.

+10000000

May 9 2016, 3:31 PM · Arma 3