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May 9 2016

Demongornot added a comment to T61369: Realistic Wounding System.

Why VISUAL dismembering ? a simple "member disabling" system will be perfect, anyway we can have a member disabled without loose it, both must be implemented, if we took a bullet on the arm, the hard will be hard to use.
Anyway some modders will create a mods for make the dismembering become visual.
But at least a member disabling and dismembering who keep show the arm but wish can't be use.
We don't need the visual and modders can anyway do it :
https://www.youtube.com/watch?v=7PrZXrXi2nk
Realistic wounding system = an interface (like the medic one) available for everyone, medic can do way more stuff, but the regular soldier can still use it for first aid and other small injury that can be done alone and with an interface that show where we are hurt, cause in real life we KNOW where we are hurt or we can see it by try to move a dead member or see the blood in a part of our body, in video game we can't cause we can't move specific member, we can't touch ourselves and see in our hand the blood or feel that a part of our body hurt...
We anyway need an interface...

May 9 2016, 11:02 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

Don't need a DLC to integrate gore mode, like i have said, options to disabled it, like we can for the blood will be way enough i think.

And yes i agree and also no, cause leak of feature/realism also cause opposite thing to work together, and it create bugs...
You can't make 100% realistic thing work together with 100% arcade thing and expecting everything to work well, i agree that complexity cause bugs, but opposite things also.

And yes i know, it will be really great and i wonder see this, but i think the game is too young yet, even Arma 2 don't have his source code release, it mean that sadly Arma 3 will never have it...
Mainly with "all PBO/Script" that the game use, it almost only use it xD, it mean that community can easily change vanilla feature without need source code, and with source code the possibility are almost unlimited !

May 9 2016, 11:02 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

In fact i have 2 simple answer to this :
First, i have never expecting this to be release for the final version of Arma 3, maybe between 2 DLC or something like this, but not that's soon, i know its not possible, just know that BIS will do it.

And second, in fact i perfectly understand you and that's why it also can be a great feature, first cause it add thing that you will use for sure and second cause you can use the difficulty options to get the game become semi realistic, like disabled for bot and you critical/injury that can disabled you, you will be able to play perfectly like this and find a bench of server that play with this level of difficulty, and you will still get new feature from this things, more items, more interaction, better medic bot, way to threat that you can like (or disabled) and a lot of things, i love realism but i don't love every aspect of it (mainly cause sadly for most of the game creators realistic mean restriction, wish is false and without restriction/unrealistic/missing thing the game have better balance, less bugs and for both hardcore realism and arcade we get more possibility), with feature like this EVERYONE will be happy in fact.

And i don't think they will release the code to the public, i prefer that they themselves including mods from community to the game and rather than focus only on DLC create more feature for the final game after this release.

May 9 2016, 11:02 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

Like i have already said a lot of time :

Mods create issue, the way server handle/authorize mods, the fact that we will never know if the server use it or not, unrealistic value set by the modder, compatibility issue with other mods, leak of features, bugs, thing not possible to do with a mods, unbalance issue and more.
That all we will get with a mods, even from a great modder, and this feature = realism like i have explain it for the ambush example, it is stupid to get killed cause of the the bots/player don't react to our bullet in open field or cause the ambush don't work cause a lot of enemy that must be unable to kill us easily stay 100% operational.
And this feature will force to player with more cooperative gameplay + the fact that it will be hard to find server with this mods cause a lot of people don't play with mods (and still want realistic wounding system), also anyone can tweak his mods for have unrealistic/cheat value that gameprotect can't do anything against.
And if it is a vanilla feature, even a really simplified one that BIS made fast but with a minimum of realism and better than actually, it can permit with way better possibility/effectiveness to mods it, mods than improve thing actually on the game is nice, but mods that add feature is never good, the game have to have it first, even in simplified version.
And it can be great if modders can make a big part of the work and BIS just (with authorization) take modder's work and include it on the game.

And for the wall of text it cause some people need a lot of example with a lot of details (and even they still not understand)...

May 9 2016, 11:02 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

People are boring to always see ONLY the bad side of a realistic wounding system.
Why you care about ? seriously ? why you want it to never be release ?

First dismembering is possible, we have a blood option in game settings, if can do the same for dismembering, for lower setting rather than see the arms or the legs gone, it will just be "disabled" and stay in a simple position along the body like if it is just hurt for the arms and the legs who don't move, this animation can be the same for injury at arms/legs, anyways dismembering by decapitation its not necessary cause in every case we die.

For the "time" damn it stop to don't want it just cause you don't want to wait and think about people who WANT this feature.
I really tired to always explain you it and it is simple :

First : When you hit a bot or a player in a part of the body that MUST make him unable to fight at long range/move easily and with actual settings it make it 100% available to fight until he die, it make a HUGE unbalance issue, it is totally unrealistic and STUPID to get killed by a bot who take 3 bullet in the arms and 1 in the legs and still able to kill us like if the pain the fear and other negative effect don't affect him, when you make an ambush (thing that we do A LOT in a game like Arma if we play with a minimum of strategy) and after shoot people that must be NEUTRALIZED or at least a minor threat at long range but with actual unrealistic system it still operate until he magically die even if the bullet its on the hand, it is stupid and totally ruin any ambush, the goal of an ambush is to kill OR NEUTRALIZE enemy force fast enough for make them unable to kill a single of us, but when rather than be unable to fight they can still kill us easily it is stupid.
Heath point must NEVER existing in game like this, the only value that we must have is a countdown, like the blood quantity, or the time before body fluid from vital organs can kill us, or for some shrapnel to damage our heart, you can shoot how many bullet in the hand of a people, he will cry like a baby cause of the main but he will never die, it is stupid to die from thing like this, for legs ok, we have great chance to hit main blood vessel, same for arms, but not in the hand or other dead part like the butt...(depending of the angle), in Arma we can even get vehicle to explode by shooting on the wheel, it is STUPID.

Second : why are you complaining about the fact that it will make time to recover or cause YOU (you are not the whole community even of you are selfish) don't want to wait for idk what that you will NEVER have to wait for.
And anyway you will be the first to enjoy the fact that people in in front of you, player or bot will get difficulty (in a REALISTIC way) to shoot you when you bullet hit them, cause actually see headshot (even without any helmet) that don't kill it is NOT realistic and people come play to Arma FOR REALISM, not just for the fun, that why Arma is full of SERIOUS team of people that play in real coop.
So what you will have to wait ?
NOTHING, simply you just imagine that you will stay on the ground for an hour without even be able to move, FALSE, first NO ONE prevent you to use the respawn button, NO ONE, except server where their is no respawn and where when you die you die, rather than leave the server you can get a REALISTIC chance to respawn.
First, get hit and have MORE thing that affect your ability even your mobility DON'T mean not able to perform anything, you have just a big difficulty to aim, make it preventing you to still unrealistically able to shoot at long range, you still be able to use grenade/explosive device, laser marker, even vehicle turret AND you gun at short range.
Pass out will never be long, a little like Day Z pass out system wish is nice.
Broken legs i don't see the issue, Arma 2 have it, so you don't like Arma 2 and you have NOTHING to do in Arma 3 wish is just a UPGRADE of Arma 2 or you just come here while never playing to any other Arma game and you also DON'T have your word to say about how YOU WANT the game to be just cause you come from Battlefield 3 and you want the same game with bigger map and more funny tanks or any other thing like this, this game is the ONLY ONE realistic game and if most of people come to play it, IT IS for the realism, you have no clue and you are ridiculously selfish to want the game to be more arcade for you even of the community here from the first Arma ALWAYS wanted realism.
Arma is the game that handle the most accurate ballistic of EVERY game available.

So why people don't understand it :
If you get shoot and unable to fight at long range/run or even walk fast you don't have to wait HOURS but MINUTES for you to respawn and ONLY if you want to wait, if you play in a server with free/unlimited respawn no one force you to wait, so stop to be selfish, mainly when a LOT OF PEOPLE, the REAL community that the game was created FOR, people who want realism.
I don't see ANY boring aspect to this :
Get shoot next to an enemy position, crawl to a cover position, call support and extraction, mark enemy position with smoke, kill enemy that get dangerously close of you (even while get hurt, with a good cover only the grenade can be dangerous for you), when unarmed transport helicopter come to drop your allied including a medic next to you you help them with a suppressing fire to take position without get kill while rescue you, medic come to you, stabilize you with a realistic but not too complex interface that make more challenge and more things do to and improve immersion rather than use a single button to fix the guy, it won't take too long anyway to get stabilized, medic drag you to the helicopter while your allied cover your move out of the cover to get to the helicopter, everyone comeback inside the helicopter or maybe only the medic you and another guy that need an extraction too while other guy that come to help you take back the position, and you RTB, you go to the medic helipad and you get free to respawn while simulating someone that come from the sea to reinforce the troop on the battlefield and even resupply with a boat/helicopter that come and drop a box before go back with a beautiful script like a lot of server do, it mean REALISTIC way to respawn, no issue to wait several day before you can back to the action or anything like this.
And with the stealth black Hawk who have 2 gatling it give you more chance to success, and with the gunship transport it is even more simple to get it to be done.

What you get to doing it ?
It is not longer than 15 minute from the time you get hurt to the time you respawn, and in Arma you can sometime wait 30 minute from your spawn untill your first gun shoot, i don't see the issue with my description, mainly when we know that it provide a lot of action in a realsitic way
It give you one of the best experience that the game can offer you regardless if you are the helicopter pilot/gatling operator/gunner, the medic, the guy that deploy from the helicopter for cover the injured soldier or if you are the injured soldier.
In each case you can probably get more action/fun/COOPERATIVE gameplay/realistic operation and the less boring action you will probably even made than a server with free respawn without injury that give you.

And again, if you play in a server where you can respawn freely i don't see the point to do it.
And people that don't want this feature for sure DON'T play in server where respawn is disabled, it mean for them no need to get second chance while get hurt (cause even actually when you get badly hurt you are happy to have a chance to respawn with a 100% new and operational soldier that simulate reinforcement) and it mean that you ONLY care about the way YOU play.

No one talk about wait 2 hour or even 30 minute for get an extraction and stay several hours/day on the base while be unable to fight, ON ONE have ever talk about it.

My idea can make EVERYONE happy, you don't want to wait, them respawn, if want realistic gameplay experience (what Arma is stand for) you are happy, and even those you don't want to wait, i can't believe you don't understand that thing like this can give you MORE action/less boring experience.

And anyway you can disabled this kind of feature from the difficulty options.
So give me a single GOOD reason to refuse this idea, mainly when it CAN'T affect you in a negative you if your way the play the game permit free respawn when you want.

May 9 2016, 11:02 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

If you said so...But i don't look like you really understand :
Battlefield is an example, i can also say Counter Strike, or a realistic game like Red Orchestra.
I play Battlefield 3, not much cause weapon with no precision at 20m boring me, but i know this game, i never judge something or someone i don't know even a bit of.

And for the final time NO, the letter N and the letter O
It will ONLY be boring for people who want intent action, first who WON'T have to wait 1 hours, not even 30 minutes cause if you need an evac its cause you are in a really bad status and you can't survive long time like this, and you CAN still doing things, its not cause you suffer and you can't walk cause you have a legs down and you loose a lot of blood that you can't spot enemy, use communication for say to your friend where they are for sniper or mortar to take care of them or that you can't shoot, and like i have said in a game like Arma their have a bench of situation where you are stuck and you can't do anything until someone help you, like for example be stuck inside a building cause 10 enemy wait for you outside and you are lucky they don't have rocket/missile or C4 and if they get in you can kill them but they will stay waiting for you to go out.
Even for AI when you are inside a watchtower with a lot of enemy all around, you can still kill those who climb in but if you show your head for aim you are dead and in Arma 3 its already happen to me twice, and the first time i have wait 15 minutes until they are far enough cause of the allied fire.

And what about server where when you are dead you are dead and NO RESPAWN, they is a lot of server like this, that why we have a spectator mode in fact, for those who want to see the battle without be able to playing.

So yes you can't keep playing with an heavily wounded soldier and you can't just give him some morphine and lets him go to the fight, but a system who can permit to respawn as a NEW soldier, like any reinforcements who come from parachute/helicopter/Sea or other cause people don't live in the country that they go inside for make external operation, they are "drop" here.

So yes you can't get a medic who will fix you at 100%
But a game where multiple shoot in NON VITAL area cause death cause the character use a "health point" system, wish is the must ridiculous and unrealistic thing ever in video game, sorry but it need to be improved.
And i think a HUGE BALANCING issue of player die for "no reason" or don't die when they are hit in vital area is way more important than animations, animation can be done by modders unlike core medical system.

So you think a simulation its only for training ?
Everyone is okey with the fact that Orbiter is a space craft simulator, so by your logic i can send an email to the NASA to become a member of the space station right ?
Same for Condor, soaring simulator that are not only for train but also for try to find the pleasure to learn how to flight a glider.

So of course you don't pee you don't shit, clear your weapon or f..k with your wife cause its a MILITARY GAME and not a live simulator, cleaning weapon is NOT PART of the combat, its part of the life of a soldier, never a soldier will clean his weapon in the battlefield or even in a vehicle and pee/shit will not be descent and cause various problem to everyone, including those who want max realism.

Arma its a SIMULATION or its supposed to be one, for Arma 2 you can find in the OFFICIAL website several reference that clearly say that Arma 2 is a simulation and Arma 3 is the latest military simulator and every website that talk about Arma clearly say that its a simulation.

And cause of this mind of expending the people who playing Arma, they completely miss the creation of a lot of things, vehicle are completely unrealistic and realistic sim will mean vehicle with CLICKABLE buttons and it will mean 3D INTERIOR for tanks, in fact of the of the main thing i have wait about Arma 3 and who will finally not be release simply cause its not enough realistic, or the fact that vehicle are unrealistic for a lot of things, no manual gear (with option for automatic for people like you who want half realism) with no manual ranging system, we are forced to use manual gun elevation, its stupid for talk who have 20 year old and its completely ridiculous for a tank from the future, but cause of the simplification mind that player like you imposing to Arma, we get this.
Same for aircraft with a flight model so horrible that i can't use them, and i know a lot about aircraft and i perfectly mastering the P51D and the A10C of DCS (the most realistic aircraft simulation) and rather than have a realistic radar with realistic system (but not too much i agree cause it will take too much work) we have a totally arcade system that make some ridiculous limitation like aircraft unable to lock target 1Km away when in real life the same can lock a target 10/20Km away on the IR/optic sensor/radar, and under this range the system is not intuitive, its a boring system that use the view or the "next target" system, unrealistic feature that can help the aircraft pilot to do something he CAN'T do in real life and kill the realism of the whole game with vehicle with difficulty where they are not supposed to be and too much easy where they are supposed to be hard, both don't balance each other, they create double balance issue.

And everyone i know who love aircraft don't buy Arma and stay playing IL2, DCS and other aircraft sim cause Arma don't have a descent (rather than a realistic) aircraft (airplane and helicopter) simulation.

Of course your friend don't like or hear of ACE cause you and them are part of the people who look for a unrealistic half simulation/game wish RUIN any chance to have one day a REALISTIC simulation just cause rather than use lower difficulty options and enjoy new feature/advantage you complain all about the fact that its don't need or don't have to be implemented.
So you can't complain about leak of feature cause its exactly cause of your act and similar that they exist, if people only show positive think about hardcore simulation EVERYONE will be happy, i don't get why you are so selfish to don't want people who look for a realistic thing to find it just cause it can MAYBE influence your half realistic mind, now ask yourself why Arma is the simulator wish have the most accurate bullet ballistic/trajectory simulation.

With a realistic think EVERYONE will be happy, people who want realism with maximum difficulty options and people who don't want realism with minimum difficulty options and you will be able to have some cool feature, that why i'm angry when someone say that Arma don't need a realistic feature, and its not cause for you or the way you and your friend play don't need this deep level of realism that mean than other person don't, and cause of this balance too much on arcade side we can't even with the best mods ever bring 3D cockpit for aircraft/cabin for vehicle and even if Arma will not be realistic at 100% some people will be able to bring it to this level, cause when you have foundation for something you can bring it up, but a mods can't add something that the game don't handle, it the result of what people get to want an half realistic game, a game that even for the release will be not finish and have a giant leak of feature that NO MODS can ever fix.

And again for make a citation of Battlefield 3 for example, in BF3 people who play in normal mode almost NEVER meet people who play in hardcore mode and its don't mean that no one play on any mode, and same for you, you for sure don't know a lot of people who like Arma at the maximum level of realism and i'm sure you play with minimum or half realism options but not max, and it not cause you don't see the community that like Arma for his realism that it mean this community don't exist, and this community is in fact BIGGER than the community of half realism mind that you are part, simply cause the main goal of Arma is to be a SIMULATION and the fact that you don't want it to be a simulation don't keep it away from the fact that its expected to be one and people come in Arma for the SIMULATION aspect and not just for play with a tank to blow up everything, the only thing your community do is limit Arma potential and give both of us having leak of feature, unbalance issue and a lot of problems.

May 9 2016, 11:01 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

Their is a difference between game and simulation.
Game : make something for fun and don't care A BIT about realism (Unreal Tournament for example or COD).
Simulation : try to go closer as possible of the reality : Arma, DCSn America's Army, Silent Hunter, IL2 Sturmovik etc etc.

So yes i agree the fact that its a "computer software" make it impossible to really match the reality, but what is a SIMULATION for you ? real life ? no cause its real life ! i simulation is something who REPRODUCE something, and even if i don't considerate Arma as a simulation, its supposed to be one.

In the official Arma 3 wiki :
Introduction
Experience true combat gameplay in a massive military sandbox. Authentic, diverse, open - Arma 3 sends you to war.

In Wikipedia : Genre(s) Military simulation, tactical shooter.

Don't be selfish, its stupid to don't want a game to be realist when difficulty options can match with what you want, what it will change if the game become realistic at hardcore level except that people who want it will be happy ?
NOTHING except that you will get new cool feature that you will be able to use with arcade level.
So yes people want Arma to be realistic cause its the ONLY game who try to be realistic, so please don't make us wast and loose it just cause you afraid that it will become too hard for you, and its also what Arma its intended to do.
You have to understand that people who want Arma to be realistic is NOT the one who is wrong, the people who have wrong about it is those who want it to be NOT realistic, you have Battlefield 3 if you want a game that not handle simulation/realistic aspect, but Arma is initially created FOR this.

You seem to totally NOT know Arma and i'm not surprised of you even not play or see how Arma 2 look like.
You are totally wrong :
Arma its a game where people like to have specialization, someone will always drive a truck and never shot a single bullet, only do transportation, same for people who always play as a medic, transport/combat vehicle, make support, commander who almost never shoot and only order and think about complex and really hard way to win a battle with less people who get kill as possible or even artillery guy who will almost only control the artillery vehicle/artillery canon/mortar.
Its not a game made for people who want to come here, run, see people kill it, take the helicopter or the airplane cause its fun, make an entire city to blow up jump out with a parachute, put C4 inside enemy base and win the match.
Its a game that people come to for experiencing REALISTIC and AUTHENTIC experience and the community/player who play since the begin always have this mind.

In Arma it can happen that you are stuck for almost an hour in a position like behind safe line hide inside somewhere that if you get out, you die, you can't try to kill them yourself and you have to wait until a group save your life while attack the enemy position, i don't see a real difference with the fact that you can be heavily wounded and wait for an helicopter, anyway you can't wait 2 hours, you will ran out of blood and die way before it if you need an helicopter extraction, helicopter don't take a lot of time to come at you, and you will probably still be able to give information to your rescue team for help them to not be killed while coming to take you, its one of the reason why Arma handle a VOIP system who can be using with different group, its for tactical communication, cause this example its one of the best example of what Arma is supposed to give to the player = realistic environment with COOPERATIVE player who try to match their action, and certainly not a Rambo guy who rush in the enemy position, respawn when he get kill and back at the same place for try again until all enemy is killed, that the reason why some server make you unable to respawn when you die.
Arma its NOT supposed to be fun, you just want it to be, but Arma creator and the community (the real one, not the new one attract by the BF3/COD or DayZ effect cause it have a nice graphic engine or things like this) want it to be realistic, immerse and feel like if they are in the battlefield.
And people who will come inside an hardcore server don't match with your arcade mind to respawn just for winn some time cause they always want to move and shoot but nothing else, you probably like the sniper, and i'm sure you get kill a lot with the ghillie suit (who make you almost invisible to enemy, even AI at 5m of you, like in real life with my ghillie suit people almost walk on me without see me) cause you just run, look for a target, kill and be happy, its not cause you want Arma to be 100% action like this that its why Arma is supposed to be.

I'm happy to see you agree with some leak of feature, but again you are wrong, thins kind of mod exist for Arma 2, its called ACE 2 for "Advanced Combat Environment "for Arma" 2" its one of the most popular mods ever after Project Reality (another example) and ACE 2 including realistic wounding system, example here : http://www.youtube.com/watch?v=1VWFiUKzzB0
And ACE community its really big and will be maybe bigger in Arma 3, but its not cause a mod can do it that it mean that the vanilla game don't have to do it, its clear that you don't want it to be implemented in Arma 3 even if with "not maxed out" difficulty options you can disabled it, its totally a selfish attitude.
The main problem of mods is that if the game don't handle the minimum of this, we can't magically handle it with a mod, mods can do a lot of things but can't radically change the game and recreate a new one.

The only reason why we don't have a realistic game like almost everyone want is cause it take time to create all feature and cause people who don't want difficulty and want just another COD/BF3 destroy the community, like DayZ community is the cancer of Arma community even if i play both, i can do the difference between both, some people even thing that DayZ is a game and Arma its a mods.

So i maintain that Arma NEED this feature and its totally match with this "game".

Ps : i admit that this answer can look "disrespectful" but if you feel offended its not my goal.

May 9 2016, 11:01 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

Don't worry, i will answer all you have write in a 2 world sentence :
-> Difficulty level.
We can already change the difficulty for a lot of things, no one force you to use the hardcore mode, but please don't want people who like and wait for this to don't have it.
Maybe some people like you think that its boring to have medical issue, but don't forget that other thing that Arma is boring itself cause its not a "run and kill" game like COD or BF3, Arma 3 is supposed to be realistic, that why the bullet simulation its something like 99% accurate as the real, and don't forget that some people find boring to be kill by a guy who MUST be incapacitated until a medic come.
And for some mission and some team it can create secondary objective like extraction of a heavily wounded soldier, and a guy can be not able to move but still able to shoot depending of the kind of injury he have.
Virtual reality is only the name of the graphic engine, the other sim you talk about is not way more realistic than Arma itself, no realistic vehicle interface, no realistic radar/rwr, bad graphic, still unable to jump over something or climb on a wall or even to enter from a windows, leak of a lot of things and finally it use the same old graphic/physic engine like Arma 2 that boring everyone now that Arma 3 is out, mainly with the ridiculously unrealistic inertia when we turn the head or aim.
If i remember correctly, i don't find any real difference, with ACE 3 (i hope it will be correctly done) Arma 3 can even be better than this military sim.
The only thing a realistic wounding system will change for you is the fix of headshot issue and add like Arma 2 broken legs.
The only way a game need to be balance is cause the dev take the decision to delete real life feature or add unrealistic limitation, nothing is more balanced than real life and every time you choose to delete/not implement something present in real life, everytime it will create a unbalance issue who will be fixed by balance in other things who also will create unbalance issue and more and moire.
A perfectly balanced and nice game will be the one who will reproduce everything an human can do and certainly not limit the player to step over for 2 seconds, like the fact that we are forced to stop to moving when we change weapon.
All this leak of feature is the real cause of the unbalance in every game, of course no one talk about reproduction of the real world in a quantum level, but lets the player able to more interact with the world and have more possibility will be better.
You can't experience what a soldier experience, not cause you are in front of your computer, but cause a lot of things that real soldier can do its impossible in Arma 3 or ridiculously limited.

May 9 2016, 11:01 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

I hope issue like headshot or grenade who don't kill will be fixed at least if an advanced wounding system is not implemented cause nothing is more boring and less realistic than a guy who take a bullet right in the head and still able to kill us.

For both player and bots it MUST have also a system that make a big disadvantage when take a bullet in a REALISTIC way.
If we took a bullet in the head and don't die, we MUST pass out, i have never hear of someone who took a bullets in his head and survive or still conscious and are able to fight, a bullet in the helmet (if it don't pass through the helmet) will break the spin in the neck cause of the inertial transfer.
A bullet in the hand/harm must leave damage that make it almost impossible to aim and maybe unable to handle a weapon or do actions like open a door (if we don't have arms we can't open a door or its really hard and require skill) same for bullet in the legs, it must make the guy unable to run, unstable, walk slow and limp, or unable to walk and can't stay up for long time before fall (also stay stand up must accelerate bleeding) or unable to walk itself, people who help us must be implemented, not only the "drag" or "carry" the soldier like this http://d1.static.dvidshub.net/media/thumbs/photos/1204/565041/450x300_q75.jpg
But also assist for walk like this : http://img.photobucket.com/albums/v101/He219/photobucket/new/33662870.jpg (i have really suffer to try to find this image with this stupid google who never match with what we write)
And it also show a FEMALE SOLDIER like another ticket ask for.

But anyway things like hit in vital organ must create a complication who can kill of no medic treat him.
Same for bleeding.

Actually a game where someone who take a bullet just patch himself up and back to the fight without any problems, mainly with a bullet in the hand or in the legs its totally unrealistic, but when the bullets its in the hearth, the spin or the head, its ridiculous, with or without body armor except maybe exoskeleton.

A realistic wounding system is not an option if BIS team want to make a SIMULATOR and not an arcade game who handle ballistic.

May 9 2016, 11:01 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

@ElfinNutria first its sad to see someone voted down not because he don't want to see he but just because he think that it is not possible.
You are not a coder and its not because you think that something is impossible that it is impossible.

Second you are wrong, look at this : http://www.youtube.com/watch?v=wv2QCcshppg
Be advise sensible people don't look this video of Sniper Elite V2.
Why you are wrong ? simply cause its not the hardest thing to calculate, a single bullet take for sure more CPU usage with ballistic and other way to calculate it than what a realistic (but not extremely and 100% accurate, its not surgery simulator) body simulation will take.
First its only need to have predefined area on body, scripted action when this area are hit, blood loose simulation (Day Z handle it without any impact on performances) and a treatment simulation who are not more complicate for CPU than the game where you have a lock pick or any things like this for open a door.

Only some rare variable need to be dynamic, other are static, bleeding and problem with other fluid like adrenalin are dynamic, a broken legs is static, except if you take another injury it will not change and still affect the player in the same way.

No one talk to represent blood flow inside all veins, heart beating, digestion system in action, and the brain in all area and immune system answer to infection/toxins.
You are the only one who imagine and talk about this level of simulation, and if its scripted we can even simulate it without that's much CPU usage but its useless in a game like Arma.

-> "real skeleton with vital organs, bones, and all the blood vessels"

Skeleton vitals organs bones are easy to simulate, its just a problem of area and for blood vessels be sure that he talk about the more important one, if you are hit where real human body have a little vessel who can only make you lose a few drops of blood its useless and it have no impact on the simulation, represent the area where the more important vessel are is not that's hard.

And don't forget that this body representation will be ONLY calculate when the guy will be wounded and will still scripted a lot.
So its possible and it can be done without take any noticeable CPU performance.

May 9 2016, 11:01 PM · Arma 3
Demongornot added a comment to T61369: Realistic Wounding System.

Nice, but i have create one here some minutes ago http://feedback.arma3.com/view.php?id=9164
I was expecting to see mine don't be close cause i give a lot of idea that no one have ever give in feedback tracker, so i post the link here cause i don't want that the developers never hear about all this idea.

May 9 2016, 11:01 PM · Arma 3
Demongornot added a comment to T61282: Animation of the shots.

+1 but more important than the animation is the reaction.
A bot with a bullet in his body will still 100% operational.
Someone who get shot in real life and who don't die will except for some lucky hit on some painless part, the guy will fall on the ground and cry like a baby, and if he don't die he will at least pass out if he get shoot on other part, when 10 hit enemy still 100% operational and keep shoot at us it can make the difference between life and death for us if they can be on a realistic way unable to fight.

May 9 2016, 10:57 PM · Arma 3
Demongornot added a comment to T61202: Grenade launcher not an attachment..

The problem not come from the grenade launcher but from 2 missing rail.
We actually have a SINGLE side rail, weapon have for most of them 2 lateral rail that can handle laser AND flashlight (in fact the default IR laser of Arma is terribly wrong, the real one have IR but also visible laser, flashlight in 2 color + IR Flashlight)
But the lower rail is one of the most important one, it provide bipod, handgrip, mix between handgrip and bipod (the one who split in 2 and the other who have a bipod that can be deploy), grenade launcher, shotgun, rail cover (that give better handling of the weapon) and the angled fore grip.

The possibility to change INTERNAL part of the weapon is missing and i think will never be created but at least we must have more attachment possibility and real use of bipod and resting with resting affected by lower attachment.

May 9 2016, 10:54 PM · Arma 3
Demongornot added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

In fact the best thing will be a 100% customization weapon, barrel, mechanism, stock, scope with a rail on them :
http://www.trapperindustries.com/optical/NVRS%20Tac.jpg
http://www.tactical-life.com/wp-content/uploads/2008/04/gggaz.gif
http://i00.i.aliimg.com/wsphoto/v0/314731688/Vector-Optics-30mm-1-Inch-Long-Base-Mount-Integrated-Scope-Rings.jpg
And some weapon need adapter like the SVD :
http://cdn2.fast-serve.net/cdn/angie51/AK-SVD-Dragunov-Scope-Mount_800_1XSN3.jpg

But when i see the leak of feature/stupid and bad rail system and even the missing lower attachment slow/no bipod/resting and a lot of other things like this, i don't dream about 100% customization weapon and adapter/accessory on scope's rail and other nice (needed some time) features.
I'm really disappointed by the leak of feature from Arma 3 and i'm really sad so see some arcade game that handle important (and realistic) feature when Arma don't.

May 9 2016, 10:51 PM · Arma 3
Demongornot added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

Another best example of why we NEED this :
I have installed several mods and i don't know wish one BROKE the original attachment for vanilla weapon, some weapon like the M320 are not unable to receive any scope including the SOS sniper scope, rather than permit us to have more attachment, we are stuck with the default one and it can even happen that they become not compatible for no good reason (for user side).
And i'm bored to be stuck with nothing else than the restrictive vanilla attachments...
In 2035 no thermal optic...i don't think so, in 2035 even low cost terrorist will have it, every big army actually with the upgrade program have for each soldier new weapon and new optic with all night vision and thermal, it mean its already MAINSTREAM to find thermal optic with rangefinder on ASSAULT riffle for STANDARD soldier.

And by the way i maintain that my idea of rail size is WAY BETTER than the one that filter the optic type, if someone what to mount a scope on a shotgun, why prevent him to do it ONLY cause the guy who create the shotgun THINK that its not necessary to put a slot of this kind of optic ?
Ok for filter system that permit to say : this optic is ONLY for this weapon, like "XM25 Scope" type or any special rail that can make some weapon to use only a single attachment.

No offence PvPscene but with your system it will only reporting the compatibility problem, not to what people can setup but to want modder will THINK it is possible to do, and its not a good thing cause it will create again some limitation or too much possibility depending of the guy who setup the lines, like mount a sniper scope on a pistol (not possible cause its too long for the rail system of the pistol) only cause the guy want everything to be possible and think too much arcade or unable to mount scope on assault riffle and stay stuck with small optic and maybe restrictive no zoom holo/red dot only just cause the guy think too much restrictive...

My system is like :
Attachment minimum needed rail length over the weapon rail length = not compatible
Attachment minimum needed rail length under weapon rail length = able to mount it
Attachment rail width over or under weapon rail width = not compatible
Attachment rail width equal to weapon rail width = able to mount it

And special filter for special weapon and scope like the FAMAS FELIN or the XM25 or other like the Dragunov (if i remember the SVD don't use the same rail than other riffle)
It mean no restriction except ONLY for things that must be limited for special weapon/optic case, but nothing else.
It will automatically prevent people to mount ridiculously heavy scope on pistol or small weapon and lets people able to mount long/big scope on weapon that can accept them in real life rather than be limited just cause the modder don't think like this.

Things like rail width can also automatically permit to filter a lot of things.

It mean the ONLY value that we have to set up is :
For weapon, for each rail : Rail length, rail width. For special rail the name of the rail type = FAMAS FELIN, SVD Dragunov, XM25, or -> M9_under_attachment or Pistol_under_attachment for permit to pistol to be equipped with laser/lamp like this for general compatibility : http://www.opticstore.com/APLS-B%20page.jpg
Or like this for standard with some weapon that can't accept it : http://i.imgur.com/gL0sS.jpg

For attachment : Minimum requirement rail length, minimum requirement rail width, and special like = FAMAS FELIN, SVD Dragunov, XM25, or -> M9_under_attachment or Pistol_under_attachment.

For side attachment it is more simple than optic and it permit without restriction to add the one we want to any weapon that have a rail for this.
And for suppressor/flashhidder it can also work with value :
Weapon caliber, barrel size and special value for special weapon that only accept a single suppressor/have a special barrel, those who can't accept a suppresor or for weapon that already have one like the AS VAL for example.

Maybe one day the "mag repack" mods will be integrated per default inside Arma 3 and the possibility to take bullet from mags with the same caliber/dimension but not in the same mag will be possible with my idea of value system rather than predefined type.

It just need the game to make a small calculation when we try to put an attachment but in fact it also calculate with the predefined attachment type system.

May 9 2016, 10:51 PM · Arma 3
Demongornot added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

My ticket was set as duplicate of this one but i prefer my idea of rail size rather than say what is compatible with what, it is nice but still restrictive and can create conflict for a lot of things, mainly when we will see restriction of certain type of scope that real life weapon can mount just because the guy who create the weapon mods or another restriction from dev who THINK that its not supposed to be mounted on it, and its stupid cause if we want to mount a sniper scope on a shotgun, why prevent us to do so ? anyway scope can't give more precision to the barrel, or if a new kind of scope appear.
My system permit to automatically prevent to use attachment that can only be use on a single weapon on another or same for weapon that can only take single attachment.
Same for silencer that can depending of the barrel size, the caliber and even the value of explosive strength by value.
My system is based on fast/single calculation and its even more simple for each weapon created cause just have to set some value and that's all.

May 9 2016, 10:51 PM · Arma 3
Demongornot added a comment to T61081: Some sort of melee?.

Don't worry you can't run with a knife simply cause map is huge, you have to take opportunity to use your knife, if you run around with it haha it will be really sad for you, and in Arma 3 even if the movement is better than Arma 2 you still unable to move like CS or other FPS, no possibility to strafe left and right to avoid bullet and its a good point you have your body inertia and you die easily, but not enough in fact, in any difficulty mode i have play, i have see a bench of headshot that don't kill, we are closer of the unrealistic FPS than what people think and its sad... :/

May 9 2016, 10:45 PM · Arma 3
Demongornot added a comment to T61081: Some sort of melee?.

I don't say it for you, i say it for everyone that ack like this.
The fact that you kidding (or not, i'm not sure now) sadly don't prevent other people to really think that.

And yes i agree we can't do anything in this game that we can do in real life, too much time and resources consummation, but we still be able to have more than now, i hope after the release of the final version and before begin to make DLC we will have more feature like better medic system, less restrictive character really capable to climb wall (someone already proof that its possible for Arma 3, and if a single guy was able to do it, the dev team must be able to do it in a shot time) better attachment system, more realistic vehicle and other will be possible, and i have see several situation where knife miss, with bot AND players, it is of course not something that we see a lot in real life too, but it still happen.

May 9 2016, 10:45 PM · Arma 3
Demongornot added a comment to T61081: Some sort of melee?.

NO
Mods always cause problems, not possible in some server, can cause gameplay issue and HANDS/martial art/knife is definitely PART of the army, that not just for fun that they teach to soldier to do it, if for any reason you get really close to an enemy he will immediately try to disarming you by taking your weapon and you will go to a fight that will never use any bullet.
And it is ARMA, if you running around with a knife on the hand like you talk about the result will be simple : the same as running around with a gun who have an empty mag, the time you reload it if you enter in an engagement you will die.
Silent elimination from behind, slit throat, in the stomach/heart in case of frontal closing (like at the corner of a wall or inside a building/house).

You can talk about unrealistic other game, but the fact that they including feature that Arma don't DOES NOT mean that its not a realistic feature, bipod/resting weapon it is something REALLY IMPORTANT, Battlefield 3 including bipod and Red Orchestra including resting weapon + Bipod.

How many time i have get really close to an enemy (even for the Vehicles showcase) and get forced to shoot at him and get all the enemy in alert cause of this rather than simply cut his throat, preventing him to make any sound or fight back, imagine if in real life 2 isolated soldier out of ammo just stay like two stupid guy in front of each other and can't even slapping each other.
Sorry but hand fight, disarming, knife and martial art ARE realistic, simply cause its available in real life.

Imagine if rather than just arrest suspect the police was always forced to shoot him cause they can't put them down and use handcuffs.

So yes but completely NO, if knife must be added they HAVE to be added from dev team who can, with access to the whole game engine create REALISTIC, NICE and IMMERSIVE hand fight and knife use rather than a mod limited by what a modder (even the best) can do to the game and finally obtain an ugly animation of a knife who will look like minecraft when you use your sword, create unrealistic damage, unable to lets bots use it or even to react/become affected by it, have limited possibility, unable to put it on the inventory, no visual model and impossible to REALISTIC fast use of it, knife or hand fight have for advantage to be fast.
I don't want a mods with ugly bad animation, unable to use it against bot or bot unable to use it, inappropriate reaction of this from them, invisible 3D knife until it was in the hand, no possibility to have it in the inventory and probably have to spend 2 second for change from weapon to knife with the stupid restriction that make us stop to moving while changing weapon.
All this stupid restriction will simply lets the knife completely useless and don't add any realism.

Its funny cause when we talk about feature that can improve realism and possibility of the game we have 2 type of reaction :
When we talk about realistic feature that don't appear 100% realistic but still are :
We see people that say it will be unrealistic even if it is perfectly realistic, and more realistic than not have it.

And when we want things clearly realistic like more realistic injury system/vehicle or something like this or the bullet left in the weapon chamber or anything else :
We get people that complaining that Arma its a GAME and not a simulator and it will be too hard or too boring to have this kind of realistic feature.

Damn it people, if you want a game that DON'T change compare to Arma 2, them play Arma 2 and lets us in Arma 3 having the possibility to having a more realistic game that are not a stupid robot simulator with a guy even unable to pass through an open windows and who need a ridiculous amount of time to vaulting a ridiculously low wall/obstacle on the ground.
It would be funny if real life soldier just because you close the door or put a car in front of the door inside an house that have all windows open and see all soldier die inside cause they will run out of water/food.

Seriously, people who complain about the fact that a feature is not needed cause it look unrealistic don't seem to understand that the game is MORE UNREALISTIC without this.
And when people complain about the fact that a feature will make the game too realistic, they have probably choose the wrong game and they are completely SELFISH cause we have god damn DIFFICULTY option that can permit to disabled some feature that they don't like and enjoy the fact to having improvement from a feature that they can use even if they disabled the feature in difficulty options, but they are too selfish for this and prefer to get the game like THEY want rather than lets people able to find for the first time a REALISTIC and COMPLETE sim, but no, its out of their mind cause they are afraid about the possibility that a feature will just prevent them to play EXACTLY like they want to play, damn if you want a game without realistic feature go to BF3 and lets people enjoying the ONLY ONE game that have a chance to become really realistic (Arma is not yet) and for those who want realism, stop to prevent to game to have something that its possible in real life, the game WILL become more realistic and less restriction/unrealistic missing thing : less gameplay balance issue.
And please avoid to say that if we want realistic thing we can go to VBS Simulation, i'm tired to read this, you have to know/realism/understand that VBS is OLD, NOT made for play and EXPENSIVE, way over 1000$, something like 3000$ for the most basic version.
VBS2 2.0 Single Licenses = $3,190.00
For this prize we can paid to get a ride in a jet fighter or participate to a military training and he getting old and a lot of things are missing compare to Arma 3 but unlike people that don't want Arma to change and can stay on Arma 2, we have NO OTHER game realistic like Arma are or in fact CAN BE cause because if all this people it is finally NOT realistic like we can expect him (the only one military infantry simulation) to be.

May 9 2016, 10:45 PM · Arma 3
Demongornot added a comment to T61081: Some sort of melee?.

http://www.youtube.com/watch?v=ybRcpaowbt0
I think i don't need to add any comment with this video.
I just will say a single thing :
When we want a REALISTIC thing, we CAN'T just copy it and delete everything that we THINK its not realistic or its take time to implement it or cause people are too lazy to do it and say : it can work with it.
Half simulation don't exist, their is only REALISTIC and NOT realistic things, nothing in half.

May 9 2016, 10:45 PM · Arma 3
Demongornot added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

3D Scope is COMPLETELY different than what the ticket talk about.
3D scope exist in mods for Arma 3 before the one for the Beta was release, 3D scope is just a 3D object put in the middle of the screen, like the iron sight do.

The ticket talk about the fact that :
When you use a scope or any ACOG or any device who provide a zoom, you see the zoom in the middle of the scope but you still see the SAME zoom outside it, exactly like in real life the fact to look trough a scope don't make the scope magnify the image but your eyes to really zoom.
Its not realistic and in fact like several people already say and even proof here, use both eyes open (i can do it with my 9x scope) its better when you mastering it, simply cause you see what you aim for but you also see with a large field of view (like regular single eyes) that can help you in case of problems, prevent things like enemy trajectory when their are out of the scope, help to aim the target and give you a good situation awareness in case of an enemy coming from your side.

Its a problem of realism, of immersion and also of gameplay issue/realistic difficulty and it can help.

May 9 2016, 10:24 PM · Arma 3
Demongornot added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

You don't really know about codding or PIP right ? i admit i don't know it a lot but i know the basic of how it work, not enough for create a PIP system or even a mods for Arma but i still get it.
Don't lets you think that no one know how to do it just before you don't know yourself how it work or how to do it.
Its like people who say that something don't exist just becase they thinks that it don't exist, things don't care about what we think about them.
Don't worry i will explain you :

PIP already work in Arma 3, inside every vehicle with a screen for rear view and the mirrors, they are all using PIP system, for software/game world, picture in picture mean a 3D scene calculated inside a 3D scene, like if we have a picture inside another picture, that why its called like this, even my screen have a PIP function cause it can show a main screen image and open a popup windows (that you CAN'T control with your OS cause its inside the screen only) and show another device connected to my screen like another computer.
This is the best example of it : http://25.media.tumblr.com/tumblr_lwzul0pWox1qbz9meo1_500.jpg

In 3D its complicate cause you can't just use a real mirror/reflection effect or any camera/screen effect, you HAVE to calculate one more time the scene, but you are lucky cause its not like launching 2 game in the same time, you already calculate/rendering the scene and the game engine already running, you just need to calculate another point of view, but sadly rather than just using a 2D image it compute it like another 3D scene identical to the first that you see from an hole even if cause of the familiar look you think it is a mirror or a screen, it is not, its not a 2D surface that show a reflection, its another 3D scene.

Example : when in a game you see your character in a mirror, you don't actually see the refection of him, you look trough a hole that show the 100% replica of the place you are inside (toilets for most of the time) with copy/paste and invented it in a symmetrical way, and you actually not see your character reflection, you see a 3D entity, the same as you character and who moving controlled by you, in the exact same time/way than you, and its not a real PIP for some of them, other use mirror with PIP and you notice a resolution or a fluidity difference.

Enabled a PIP its not complicate, even a mods in Arma 3 permit to do it : http://www.youtube.com/watch?v=4JqSgLSoCAs
A mods that permit to show an "helmet cam", it actually work using PIP system by calculating another scenery, PIP don't limit you to rendering the same scenery that you evolve inside, you can for a SF game for example show a "magic/technological" gate that show another universe, and you will be able to show another scenery, but its simple and take less performance to rendering again the same scene that you actually are inside, even for the same scene if the PIP show object that are beyond your actual LOD or rendering area it will take more performance.
LOD = level of details, using different level of details for each object and more closer than them you are, more detailed they are and when you are far away you see a simple version with basic texture, sometime the transition its bad that why you see some object disappear or radically change with the distance.

Anyway the problem of the PIP in Arma 3 is that its not yet a fluid one sadly, maybe it will be improved.
So how to do it ?
Now that i have explain you what is it you have probably find yourself.

For the PIP with better resolution its simple, you create a calculation scene who have the same final rendering resolution that the surface it is apply inside in the game, the same number of pixel that the 3D mirror will take on your screen in this case, you can also increase resolution of this rendering by increase the resolution size of the PIP scene and minimize it to the surface that you want to look like a mirror/screen and it will be done but it require more powerful computer, its "easy" to play with PIP size, its exactly the way that the antialiasing work, it calculate a bigger image resolution, fix the edge cut effect and minimize it again to your screen resolution.
Some game use a really fluid PIP image, DCS World is an example, every kind of screen who show IR and Optical pod/maverick missile is in fact a PIP, it don't just zoom in the part of the image that you want, this thing can't work, it recalculate it, and DCS is really poorly optimized but still have a fluid PIP system, like Red Orchestra, but Arma 3 is still in Alpha and will come to the Beta in 3 days.
And for the ticket threat it work at the same way, you rendering two time the same scene, and its more simple cause you have the SAME point of view and the SAME direction/movement, its totally synchronized, you rendering one as the main (the one inside the scope will be the best choice for having a more fluid image here) and around it you using the secondary one, the main will be zoomed at the scope level and the secondary will still show the main view.
The real difficulty is the optimization cause it cost a lot of resource to your computer to rendering high resolution and high frame per seconds (FPS) number PIP, but if its mastered correctly it can be implemented, even by a modder, but not possible yet the graphic engine still need to be tweaked/optimized.

And finally same thing for the last idea i have give, the lens reflection when you don't look inside the scope, you using a PIP in your scope that give to you the same effect than other PIP, you will get a reflection effect, not more complicate than it, exactly like the guy who create the helmet cam PIP system you can do it with the lens by using a "virtual camera" for the rendering scene position/direction that must be a correct angle depending of the weapon position (like the head position for the helmet cam) for the rotation and the space position will be linked to the player position exactly like the helmet cam system do or the mirror in cars do.

I hope you have learn and enjoy it.

May 9 2016, 10:24 PM · Arma 3
Demongornot added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Haha Fluxliner funny and nice !

And i have a request for devs about the PIP !

First, the actual PIP now have the ULTRA option, but can you please make it different with more quality and adding a reflection effect that everyone will like (if they have a powerful enough computer)

First, for a quality PIP in Very High and Ultra, why not make a bigger image and unzoom it for avoid the unfortunate bad "big pixels" and "aliasing effect"
If we use Ultra anyway its that we have a big computer able to handle it.

And what about a "double" PIP for weapons.
Like the ticket ask, a PIP (maybe for Very High and Ultra settings) that make the image inside the scope (standard/main with a zoom for more stability/fluid image on the main thing) and another image around it with no zoom that simulate the fact that we see around the scope and can help to save our life if someone come closer some time.

And another thing based on the same concept : PIP for scope lens's reflection when we don't aim with it, only for Ultra settings, it mean rather than a simple 360° texture it will show the real scenery inside the scope when we use Ultra setting, and use the simple actual 360° texture when above Ultra.
It will be realistic, immersive and who know, can save a life.
I think a lot of people will agree.

May 9 2016, 10:24 PM · Arma 3
Demongornot added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

+1 and actually if its true i have already hear that some sniper are trained to use both eyes when looking in the scope, one with the zoom of the scope and the other for check watch around the target, i have try with my 9x scope and i can do it, its not hard.

@rndmplyr
Yes but no, it is just a 3D scope but not yet difference between scope zoom and zoom of area around it, with the E3 video they have show it and in fact we see around the scope who is a 3D and not anymore a 2D object but the level of zoom affect both inside and outside the scope, its just a 3D object who look and act like a scope put in front of the point of view.

May 9 2016, 10:24 PM · Arma 3
Demongornot added a comment to T60819: Firing from vehicles.

In fact its not possible to shoot from an helicopter for a simple reason i thing.
The prop back wash, it will damage the helicopter from inside and hurt/kill people inside.
But shoot with any other weapon like shotgun, MG, SMG, pistol (we have to be close for this haha) AR and Sniper riffle MUST be possible, its possible in real life even for civilians http://www.youtube.com/watch?v=UxEvaXQS82M
And it make no sense to have an helicopter full of soldier with a weapon each, side door open and no way to kill an enemy that expect to engage the helicopter with RPG or SAM, like i have already said :
Restriction/leak of feature/possibility = unbalance.
In real life no one will simply come close of a transport helicopter to shot it down without get killed by everyone inside that have weapon and don't want to die like stupid guy not able to shoot while having a weapon in their hands.

May 9 2016, 10:11 PM · Arma 3
Demongornot added a comment to T60819: Firing from vehicles.

Vehicle need a lot of change, possibility to move inside (anyways they already have 3D interior now) switch seat, access to inventory and use weapon, its stupid to get kill inside a vehicle without be able to do anything, best example with the offroad, a single guy coming next to the vehicle and can kill the full crew without lets them any chance to protect themselves.
With possibility to use weapon or even to trow (or just release) grenade from the windows it will change a lot, and their is NO problem of balance, its realistic and that's all, simulator must NEVER delete or tweak a feature possible in real life just cause of gameplay balance, real life is the most balanced thing ever compare to any video game.

May 9 2016, 10:10 PM · Arma 3
Demongornot added a comment to T60504: Mortar dies after spawn.

Same here, when "condition" are set at : "In Formation" (i have don't try for "in flight" or "cargo"), they will all spawn at the same place and be wounded or dead at spawn rather than appear one next other, at the position you set in the editor or like any other soldier with mortar packet in their back.
If you set "conditions" to "none" they will spawn at the exact location you set them on the map and no one will be hurt.

May 9 2016, 9:47 PM · Arma 3
Demongornot added a comment to T60337: Helicopter drops too slowly when collective is decreased and raises too slowly when it's increased.

I voted it up but i mainly do it cause of the other side of the problem, when we increase collective power the helicopter need too much time to react, exactly like if the power was provided by the engine who need to accelerate.
Engine inside an helicopter in fact don't change a lot, only for compensate the strength that the rotor need but not the speed and the aerodynamic power was provided by a direct mechanism, it can't have any delay.

May 9 2016, 9:40 PM · Arma 3
Demongornot added a comment to T60186: You should be able to move while changing weapons.

<removed by moderator; express your opinion in the forums, but in a civil manner>

May 9 2016, 9:32 PM · Arma 3
Demongornot added a comment to T60186: You should be able to move while changing weapons.

+1 Community and -1 BIS
This kind of limitation is stupid and now we will be only half happy cause we will have to deal with server that accept it or not.

May 9 2016, 9:32 PM · Arma 3
Demongornot added a comment to T60186: You should be able to move while changing weapons.

Up to 5 seconds ? Seriously ?
One of the most annoying and stupid thing about changing weapon that stop us to move is that we loose PRECIOUS time in really dangerous situation.
Even while running you don't need more than 2 seconds for put your gun in your back and take your pistol...
I hope no...

May 9 2016, 9:31 PM · Arma 3
Demongornot added a comment to T60186: You should be able to move while changing weapons.

Ok ok i release this part of the engine you winn...

I can switch airsoft gun while moving from SR-25 (a long and heavy replica) and take my M9 airsoft (real size and weight) from my holster or put my M9 to my holster and take my SR-25 from my back like i already said, and i have a really big ghillie suit boots that hurt my feets and i have no military training.

All this old restriction must disappear and i hope, will progressively disappear until the final version.

May 9 2016, 9:31 PM · Arma 3
Demongornot added a comment to T60186: You should be able to move while changing weapons.

+1 this restriction is way too much annoying and i get killed several time cause of this.
I can while running put my airsoft replica (SR-25 full metal with suppressor and other equipment, long and heavy as the real one) put it in my back and take my M9 (real size and height for this replica too) from my holster, same for the opposite.

Restriction like this are NOT realistic and just make the game harder for nothing, simulator is too much procedure simulation rather than real life reproduction.

May 9 2016, 9:31 PM · Arma 3
Demongornot added a comment to T59631: Incredibly low FPS when in multiplayer servers.

Copy of my message post here : http://feedback.arma3.com/view.php?id=10541

I think you use mods, for idk what reason some mods cause really bad performance in multiplayer, for me it work well, but i have trying to play with a friend, he have installed 1 or 2 mods i don't remember and the game was totally unplayable cause of the bad framerate, he have try in the editor and it work without problems, and back to the same server (if i remember it is but i'm not sure about) and the game get good framerate when mods was deleted, try it, if its the cause, try to find wish one cause this by delete only one (just rename the mods folder or put the main folder of the mods "@modsname" inside another folder (like "save") and try each one by one.
Anyway if the problem come with the mods (if after delete or move all main mod folder inside another folder for example it stop to lag in Multiplayer) you can give more information to the dev team and get your problem solve !
And sadly if you can't play without mods at least you will still be able to play.

May 9 2016, 7:05 PM · Arma 3
Demongornot added a comment to T59444: Snakes can open doors.

Well in fact... http://vimeo.com/9841493#at=0
Anyway i just kidding, i have never see this problem (i have never see a snake close to a door, its cause of this) but snake is considerate like civilian at mission end, i think both issue are clearly related.

May 9 2016, 6:55 PM · Arma 3
Demongornot added a comment to T59083: Low CPU/GPU Utilization.

I have also noticed it.
I have :
I7 3770k 4ghz HT off
MSI Z77A GD65
Crossfire of 2 MSI HD7970 Lightning at 1150 for core and 1500 for memory
16 Go DDR3 Corsair Vengeance 1600 CAS7
Windows 7 x64 who run in a SSD 500Mo/s SATA 3 and Arma who run in a Caviar Black 1To Sata 3

I play the game in 1920x1080 with almost everything maxed out, i have correct FPS but i have a leak of computer use.
1,275 Go of RAM using by Arma 3 run on all my 4 core but stay using between 40 and 60 FPS for my graphic card :
Standard is GPU 1 between 30 and 50% and GPU 2 between 25 and 45 with sometime some small peak at 60% (63) for GPU 1 and 64% for GPU 2, never over or maybe for some effect and do a short peak.
I use task manager for CPU and RAM usage and MSI Afterburner for GPU usage who update each 200 milliseconds.

May 9 2016, 5:23 PM · Arma 3
Demongornot added a comment to T58799: Deploying a weapon / proper use of bipods.

Anachoretes can't you see beyond evidence ?
I take example with airsoft gun cause they have the SAME weight and dimensions profile and way to work, the ONLY difference between airsoft and real weapon is ONLY when you shoot, the way to use a bipod and the way it stabilize the weapon/airsoft replica is the SAME until you shoot, and the physic i have describe in my long post is for real weapon, i just take reference with airsoft replica, some airsoft replica are so close to the real one that some soldier can't see the difference until they shoot/drop the mag or open it, and several airsoft replica/airsoft gear are made by real gun manufacturer, example with the M107 replica, so expensive that you can almost buy the real one or at least a a real gun for sure.
What i have described is the way that REAL weapon work and the way it MUST work for a VIDEO GAME cause don't forget that use your arms/hands and your body is way different than using a mouse and a keyboard.

And anyway in a game like Arma the leak of bipod is really stupid, we have ballistic, wind deflection, recoil (badly implemented) and unlike game like Battlefield (wish have a short engagement range) the engaging range is really huge like real life and mainly with cal 50/.408 sniper riffle where we have weapon sway from an asthmatic guy that can't hold his breath for more than 10 seconds (stupid) it is really stupid and bad to not implement bipod AND resting, and it is not hard to implement, but anyway the incomplete inventory need lower attachment, to be implemented, resting work with a simple collision detection and need the player to use a keyboard command, when a bipod is installed the same command will be use for deploying bipod wish will automatically stabilize the weapon when a collision is detected.

We MUST don't need ACE for this...

May 9 2016, 3:43 PM · Arma 3
Demongornot added a comment to T58799: Deploying a weapon / proper use of bipods.

So it mean that the ONLY hope to have realistic things will be to wait ACE 3 who will implement weapon resting and bipod.
I hope they will find what i have read and take inspiration from it for weapon/resting system, recoil based on riffle AND ammo, recoil itself fix and maybe other idea i have give here.

Its stupid cause its a really important feature, and that why i don't considerate Arma like a simulator but more like a "half realism game" and more they will delete/limit feature from real life and make limitation useless and unrealistic to the player, more i will considerate Arma like a non realistic game.
I have think about buy the supporter edition but if they don't want us to have less useless limitation and more realistic feature i will not cause i don't want to support this logic.

Seriously, not implementing resting or at least bipod in a game supposed to be a simulation and who have machine gun and sniper its the stupidest idea i have ever hear about, even Battlefield 3 who is not realistic at all have this kind of feature, i'm really disappointed to see an arcade game have more feature than a sim know for have a lot of functions/possibility/features.
Its supposed to be better than BF3 and COD cause "if we can do it in real life, we can probably do it in Arma"
Rather than be able to climb a wall in real life and not able in Arma, i can deploy and use my bipod with my airsoft sniper.

I really hope you are wrong tyl3r99...
Even the developer Neokika what this feature and the first post on the wishlist thread (except the main one who list all wish) say in the first wish :
Gameplay
Weapon resting

May 9 2016, 3:42 PM · Arma 3
Demongornot added a comment to T58799: Deploying a weapon / proper use of bipods.

I think you talk mainly about vertical recoil, but i will explain you that its not true but vertical recoil and talk a little about longitudinal recoil.
Its a long post so i hope it will be use as a reference when we talk about recoil in Arma.

The longitudinal recoil is always absorbed by the body, more powerful the weapon is, and more our body will be pushed back, in crouch position its almost like stand up, you just have a better balance it mean more stability and a little better absorption of the recoil but not much, but prone position our body almost entirely absorb the recoil effect, the longitudinal recoil is almost the same in prone and crouch.
Keep in mind that the vertical effect its not caused by the weapon itself but by the longitudinal recoil.
The vertical recoil is different, in stand up its a little more effective than crouch position, but not a big difference, but in prone position the vertical recoil is different and more absorbed by our body, the weapon vertical movement is way smaller...

But any action to resting or using a bipod change completely the recoil, not only the stability.
When you are on stand up or crouch position and you resting the weapon against a wall or anything else or you use a bipod, its way different cause you can press your weapon down and apply a force in continue, it mean your longitudinal recoil is affected by the fact that you not only absorb and counter the recoil when it come with a little delay, but you always apply a force, first against the surface where the weapon is resting/"bipoded" and when you shoot against the weapon itself, the longitudinal recoil is decreased but not cancelled, and the vertical recoil is really decreased too, your weapon will still "jump" of the wall but its more controllable but still clearly noticeable.
But in prone position its different, your weapon have 3 force against it, your own body who absorb the major part of the longitudinal recoil, the surface where you resting/"bipoding" your weapon, and you who force the weapon to stay down + the gravity/weapon weight.
Keep in mind that a weapon itself DON'T have vertical recoil, the vertical recoil is only created by a physic problem, our body is pushed in a direction and it apply a force in the opposite direction, that cause the weapon to go in another direction, left/right (rare) or up/down, and by the way the body work (feet, the surface that don't move and the up of the body that move cause of the weapon recoil) during the absorption of the longitudinal recoil, but its way more affected by the fact that you handle it under the barrel and it create a rotation, the weapon go up, some weapon with a flash hider compensate it, and you can even find some feedback of some rare weapon that apply a vertical recoil down and not up cause of the flash hider.

I agree in stand up and crouch position the recoil vertical and longitudinal is not canceled but still clearly affected, but in prone position its way different.
Even the "hard to shoot in stand up and stay up" M107 cal50 sniper when you are sit on a chair or prone you have a small longitudinal effect and an almost missing vertical effect, you can only slowly noticed it inside a zoomed scope.
Example here for sit : http://www.youtube.com/watch?v=G0LNwotuEOQ
and here for prone : http://www.youtube.com/watch?v=1vki4MUMBKc
This is cause the force is applied to your body and absorb it on a longitudinal way only, the vertical recoil (who is only a conversion of the longitudinal recoil cause of the body physic and the handle position of the gun) is not present, and you don't have a big longitudinal recoil cause your body have more stability with a weapon resting or with a bipod than stand up without any contact surface, even without weapon or cloths the body is not stable, you always fight for not fall but its unconscious.
Even a big 20mm gun while prone and using a bipod have a big longitudinal recoil and a small (missing?) vertical recoil :
http://www.youtube.com/watch?v=7ft2j6J4NcY

In stand up, with a bipod or resting the weapon you have a bigger longitudinal recoil but again cause you have a surface that help you, you have stability + no (almost no) vertical recoil.
See here : http://www.youtube.com/watch?v=8RWf8-rQz3Y

Without bipod/resting you see a really huge difference, example with a guy shooting the M107 (my reference in this explanation who have a big recoil) in stading position, he more suffer about the weapon weight than the recoil effect.
He don't apply any force to the down, he only compensate longitudinal recoil which is converted into a movement of the top of the body and a vertical recoil (without vertical recoil the guy will probably take a ride in the air without an airplane), the vertical recoil when done lets the weapon fall, and when your body back to the original position the weapon will back to horizontal (initial in case of you shoot not in horizontal position) position by gravity and your movement that bring it back to the correct aiming direction exactly like if you aim up before you start to shoot, you lets the weapon come down and shoot, your job while shooting is not to compensate against vertical recoil is to fight against longitudinal recoil and when the vertical recoil movement is finish fight against gravity for avoid the weapon to aim down cause of the gravity.

Exemple here : http://www.youtube.com/watch?v=Gyjo5BObCPE
We can clearly see him fight against gravity, when he shoot the weapon create a longitudinal movement which finish into a vertical movement that he don't try to compensate, the weapon will really fast back to the original position cause of the gravity, we can clearly see him back to fight against the weapon weight when he done each shoot, if you look really carefully you can also see a lateral movement (recoil) that come only after the shoot, its created cause when you shoot a weapon you use a side of your body, the left or (mainly) the right shoulder, and when you shoot the longitudinal movement create a rotation if its hard enough cause your shoulder that absorb the weapon recoil will move more than the other, with small caliber it will make your both shoulder move in the same time, your whole upper body part take the recoil and the difference is really small between both shoulder, it mean almost no lateral movement, but with bigger caliber you are forced to compensate the main recoil by create a vertical movement that fight against gravity and a lateral movement who can create the rotation of the body who don't make you fall on the ground, both lateral and vertical effect is created by your body who find a way to don't fall.

Without bipod/resting in crouch position its a little different, you have more longitudinal recoil and less vertical recoil and almost no lateral recoil, why ?
Cause in crouch position you are more stable, its harder yo make you fall, it mean your body can take bigger longitudinal movement without fall or need to step back for avoid to fall, the rest of the weapon inertia is converted into a vertical recoil but not enough for create a lateral recoil effect, but cause in crouch your have better absorption of the initial recoil, the vertical will be smaller than the one you have in stand up position.
See here : http://www.youtube.com/watch?v=SbdC2sRPJLY

All i have write here is true for semi auto shoot, for full auto its a little different.
The weapon act at the same way, but depending of the firing rate you will need to compensate initial longitudinal recoil and both vertical and lateral, why ?
Simply cause, like i have explain, you initially don't compensate vertical recoil while shooting, you only compensate main (longitudinal) recoil and the weapon who will back at horizontal position cause of the gravity, but in automatic or semi auto with high shooting rate its different cause if the weapon shoot faster enough the next shoot will appear before the gravity finish the job and back the weapon to the original position (which is aimed to the target) it mean each shoot the weapon will slowly go up and you will need to compensate the vertical recoil, the almost insignificant lateral recoil will begin to be noticeable cause of the accumulation of movement of your body don't yet finish to back in original stability position, it will slowly compensate (but its not noticeable) and will be clearly accentuate by the fact that your body cause of a continuous alternative force on a single side of your body will make you deviate left or right depending of the side you handle the weapon.

But with a bipod again its different cause now you can apply a continue force on the weapon, the bipod will prevent it to go under the point you aim and when you use a full auto/high shoot cadence weapon with a bipod you don't only put it on the surface but also apply a part of your own weight on the weapon.
The fact that now you have 3 force against the vertical recoil change totally.
Gravity + you don't lets the weapon go up + your body weight that give you more stability and lets you less affected by initial recoil.
The initial recoil who is way less present don't make your body need to lets the weapon go up for balance it cause now you absorb it at 100% or in fact at 95% maybe and you forcing the weapon to avoid it to go up finish the job.

The vertical recoil is not big like people want to, example here with a M249 in stand up position without any bipod/resting applied on a surface : http://www.youtube.com/watch?v=_hCPMdNCRPU
We can clearly see the longitudinal recoil which make the body of the guy go back and when he finish to shoot we see the weapon weight back to action and he need to compensate it, but this guy is good and correctly anticipate the weapon reaction that why we don't see a big "aim down" effect after each burst.
Another example here : http://www.youtube.com/watch?v=oiD5NxXtExQ
This guy have less experience with this weapon and we can clearly see him not correctly handle the longitudinal recoil, he create almost more lateral deviation than vertical one and we can see after each burst the weapon movement, go down and go up, cause he don't know the weapon enough and rather than anticipate each burst end which lets back the weapon to full gravity handle, he lets the weapon go down too much and back to control it, its not his fault except really good shooters or people who experiencing a lot of various weapon, we can't do this without learn the weapon.
With a bipod you have no vertical or lateral recoil, only the longitudinal one, look here : with a M249 again with a bipod in stand up :
http://www.youtube.com/watch?v=Vx_Kq5eURyw

I hope you have learn about weapon recoil physic ! =)

And in fact in Arma the recoil is false, we are forced to use the mouse down for compensate the vertical recoil and when we have finish to shoot the weapon stay up, wish is totally false and unrealistic and don't help to feel how weapon shoot.
Rather than limit, annoying the player and restrict people who have a small mouse pad like me and who are forced to move the mouse to the original position by raise it (annoying as possible) its natural for the body to compensate a force, we don't have to handle it in the game, it give useless difficulty, mainly for 2 tings :
First : we using realistic characteristic's weapon with realistic bullet trajectory and rather than use the more natural, intuitive and easy to use devise in the world : our hands, the mouse have way more stability than hands okey, but way less precision, for precision we need to take our time to place the cursor where we want.
Seconds : bots, rather than simulate soldier who using hands (not mouse) are also wrong and don't feel any recoil/weapon deviation effect.

How recoil effect must work ?
Simply with the same vertical recoil but with a weapon who don't stay stuck aim up when we done shoot, we are supposed to embody a living organism who can compensate force unconsciously and :
Certainly not a robot who need to do it manually (a robot compute itself the equilibrium of the body for avoid to fall and any recoil effect, human brain do it in unconscious part for most of the work, its stupid to make us do a work that the conscious part are not supposed to do.
And certainly not a robot or a turret who completely stop all movement by literally block it before human do it, human lets weapon back to original position and don't stay like a stupid with the weapon aim up when done shooting.

It mean :
_Less vertical deviation effect, a really small one depending of the weapon (i talk about the deviation of the aiming point, not the recoil who stay the same)
_No more weapon who stay up like if we magically compensate gravity at the nanosecond that we finish to shoot (look at how Battlefield 3 machine gun work, it is better and more realistic, we can clearly see the weight effect when we finish to shoot even if BF3 is supposed to be more arcade than Arma 3.)
_More deviation from the initial aiming point but not created by the vertical or lateral recoil/deviation but created by the fact that we can't lets the weapon back to the exact initial position, we always will have a shift, and its our work to compensate it and not the vertical recoil.
_Possibility to step back or even fall when using weapon with huge recoil like shotgun, with a huge vertical recoil effect wish make the weapon point up almost 25° of the original point if the weapon is a really huge caliber and back itself at the original position but take a delay.
We can clearly see it here : http://www.youtube.com/watch?v=srV8stO_YH0
We see the guy having a huge recoil that make the weapon point 25° up (or something like this) and it is a natural movement to lets the weapon back to the original position and not a forced one, the forced one is when the weapon finish to "fall" he handle it back, wish create a down deviation effect but not an up or the guy who stay stuck to aim up.
_Different recoil depending of the weapon AND the ammo, each ammo have different recoil effect on the same weapon, and same ammo have different recoil effect with different weapon.

Good demo here of how the recoil must act : http://www.youtube.com/watch?v=u98APuxaQjo
Recoil must be present and hard but the weapon must back to the original position with a deviation "like Arma 3 actually do" but with a deviation cause we can't magically back exactly to the original position at the exact same precision on target, we have a big deviation, up, down, left, right and aleatory, but we DON'T (in real life) stay stuck like a turret in the last position of the riffle, the gravity must do its job just after that we have the recoil effect and only after we begin to compensate it but not instantaneously.
I admit in Arma 2 we have really ridiculous heavy movement exactly like if we control a turret with way too much inertia so back to the original position its not that's bad, but in Arma 3 its not cause we have more fluid movement that we must compensate thing that we don't in real life.
This other video shot better how it work (well) in Arma 2 http://www.youtube.com/watch?v=TILnkKbW2ro except that it come back with too much precision on the original point.

Anyways i will stop before i write a book.
But i hope people will begin to understand that a weapon don't have a vertical recoil that make the weapon reach orbital altitude at each shoot and that their is a difference between what our brain do for us (subconscious) and what we doing ourselves (conscious).
A realist game must do everything the subconscious do or at least don't lets us do it but don't do what conscious must do.
Anyways you now know that a weapon recoil is affected by a bipod and you know why.
Congratulation to those who have read the whole thing, i wish you can find a good cookie !

Sorry for my English.

May 9 2016, 3:42 PM · Arma 3
Demongornot added a comment to T58799: Deploying a weapon / proper use of bipods.

And almost everyone prefer a button that reduces recoil than wait until Arma 4 to see it...

Anyway i hope Devs won't do a unrealistic resting system.
But maybe a system with a button that can resting weapon when a collision under the riffle is detected with a difference of stability and recoil damper between stand up, kneeling or prone.
AND another totally different system for weapon with bipod, the resting button must deploy and retract the bipod REGARDLESS of collision, it must lets us able to deploy it everytime we want and always stabilize the riffle when a collision is detected without need to press any button.

Simply cause its the way that bipod work, i have several airsoft replica, 3 of them are sniper and have a bipod, when i remove or don't deploy the bipod i need to stabilize the riffle in a clear spot to avoid it to rip off the surface every time i move for aiming but when the bipod is deployed i simply placed it on the surface and its done.
I really hope BIS Devs wont make a stupid and unrealistic restriction like Battlefield 3 and other arcade game where when we are next to a surface where we can resting the weapon we always need to deploy bipod and it will stupidly need to be retracted every time we move and act like a turret who attach us and the weapon on the ground, i really hope Devs will read this and approve that this restriction is completely inappropriate and stupid for a simulation.
I'm really afraid that it will happen and if it will be the case, no one will take a bipod in attachment and sniper and machingunner will be borring about it...
Also hope under attachment with handgrip, grenade launcher, shotgun, bipod and combo handgrip/bipod will be implemented
Combo Handgrip/bipod who provide stability like handgrip and possibility to deploy the bipod when we want, maybe with less recoil and aiming sway damper than recular bipod cause its cheaper depending on the model :
http://762precision.files.wordpress.com/2010/09/t-pod-g2-pr-swivel-bipod-on-m4.jpg
http://www.defensereview.com/wp-content/uploads/2009/11/grip_pod_system_chen_lee_4.jpg
Why i talk about lower rail attachment ?
Cause what is in this rail MUST affect the resting of the weapon.

A weapon with a bipod or combo handgrip/bipod must always act in at the same way even if the combo or even the bipod itself depending on the model must affect with different value the weapon and it feet perfectly with my ticket here that can permit to have better and more realistic choice of attachment including bipod :
http://feedback.arma3.com/view.php?id=9177
But depending on other kind of attachment like :
Simple handgrip who must give better stability when resting than a regular weapon without attachment on lower rail and have better tolerance to distance between the collision surface and the riffle but a disadvantage that make it losing the resting spot more easily, even while shooting, and for try it myself with the handgrip on my SR25 it is realistic cause it propose stable, fast and easy resting spot opportunity but it also subject to make the weapon rip off the spot.

Things like grenade launcher must make harder to find a resting spot cause its lower and its a round lower surface so it must give less stability than handgrip but must keep the resting spot with more tolerance cause its a huge contact surface.

Things like nude rail or rail with cover http://www.rvops.co.uk/imagecache/61229dd1-5deb-4f18-9f7b-a0e400c54a01_603x510.jpg (cover who must give better stability for resting and simply aiming, not much but still affect it cause its way more better to handle a weapon with rail cover) must be the default resting parameters of the weapon.

Things like angled fore grip http://gearsofguns.com/wp-content/uploads/2011/05/magpul-073-de_3_mark.jpg or shotgun like the famous M26 http://upload.wikimedia.org/wikipedia/commons/9/98/PEO_M26_MASS_on_M4_Carbine.jpg must be horrible for resting, hard to find a resting spot, small amount of recoil and aiming sway and easy to loose the resting spot, cause the lower surface is really bad for resting a weapon.
But lower shotgun like the MAUL http://marinesmagazine.dodlive.mil/files/2010/04/mariens_maul.jpg must have a way better tolerance, close to grenade launcher.
It is just some code line to put for each lower attachment, not hard to do for modders.

And if we want a realistic resting system and if 4 rail like we have in real life, we must have this kind of value depending on the lower attachment.

May 9 2016, 3:41 PM · Arma 3
Demongornot added a comment to T58799: Deploying a weapon / proper use of bipods.

Sorry their is too much to read, i apologize if anyone already say the same than me.

First of all like i have already say in my wishlist and some ticket say about attachment, we must have a lower attachment with hand grip, bipod, grenade launcher and other, the bipod is the key.
Dev please look at this mods : http://www.youtube.com/watch?v=COLOCtiZYmo
Weapon resting provide the possibility to resting a bipodless weapon on any surface (i think its when a collision under the weapon is detected) we must have a vanilla possibility to do so with a keyboard key, probably the same that we must use for deploy bipod cause its useless to resting weapon with bipod and it will save keyboard key.

Don't forget to put inside Arma 3 or at least give possibility to modders to use the combined hand grip/bipod : http://www.xdtalk.com/gallery/data/500/medium/gps01.jpg
http://762precision.files.wordpress.com/2010/09/t-pod-g2-pr-swivel-bipod-on-m4.jpg

Something like weapon resting with a key and when we have a bipod deploy it automatically resting when a collision is detected.

May 9 2016, 3:41 PM · Arma 3
Demongornot added a comment to T58793: Implement a visual stance indicator.

+1 the new vanilla stance indicator silhouette is really bad, it look bad with ugly thighs and the side perspective is to much annoying and destabilizing, please devs can you change it for a more conventional silhouette or one close to what Wok have done !

May 9 2016, 3:32 PM · Arma 3