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May 10 2016

Uziyahu added a comment to T71641: Requested Soldier Models: Prosthetic Legs.

I didn't say anything about robots, did I?

May 10 2016, 5:51 AM · Arma 3
Uziyahu added a comment to T71641: Requested Soldier Models: Prosthetic Legs.

Why would you NOT want this if this is what the battlefield of today and tomorrow will look like? Besides, B.I. has always been about teaching morals about war.

May 10 2016, 5:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T71641: Requested Soldier Models: Prosthetic Legs.
May 10 2016, 5:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T67734: A.I. Need to Pursue More Often.
May 10 2016, 3:30 AM · Arma 3
Uziyahu added a comment to T67733: Sonic Crack Too Far From Player's Ears.

I am well aware of what causes it. To hear a sonic crack happen 200 meters off is not correct. You should instead be hearing a sonic ripping noise.

May 10 2016, 3:30 AM · Arma 3
Uziyahu edited Steps To Reproduce on T67733: Sonic Crack Too Far From Player's Ears.
May 10 2016, 3:30 AM · Arma 3
Uziyahu added a comment to T65560: when AI gets killed by mine they automatically detect you..

Is this the return of the bug that used to make the Bomberman mission in OFP:CWC so difficult?

May 10 2016, 2:04 AM · Arma 3
Uziyahu added a comment to T65215: Better A.I. Use of Machineguns.

NOTE that the machinegunner does not need to keep firing at an individual soldier until he kills him before moving on to the next soldier. He should be "sharing the love" and "making it rain".

May 10 2016, 1:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T65215: Better A.I. Use of Machineguns.
May 10 2016, 1:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T65214: Better A.I. Use of Machineguns.
May 10 2016, 1:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T65213: Friendly A.I. Kills Player for Trashing Empty Friendly Vehicle.
May 10 2016, 1:51 AM · Arma 3
Uziyahu added a comment to T65212: The Littlebird is too resilient, can survive multiple grenade hits.

Then if it won't explode under any conditions it shouldn't, not after a ridiculous amount of direct hits from 40mm.

In any case, the flying object damage to the turbines resulting from the grenade hits would quickly disable the bird.

And usually it is the vapor & oxygen combo that ignites, isn't it?

May 10 2016, 1:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T65212: The Littlebird is too resilient, can survive multiple grenade hits.
May 10 2016, 1:51 AM · Arma 3
Uziyahu edited Steps To Reproduce on T65211: Aircraft Speed-of-Light Explosion Chain Reaction (It's BAAAAACK!).
May 10 2016, 1:51 AM · Arma 3
Uziyahu added a comment to T64742: Dynamic Landing Pad Size Requirement Too Large.

THIS is the correct entry, WITH attached mission. Please do not delete.

May 10 2016, 1:35 AM · Arma 3
Uziyahu edited Steps To Reproduce on T64742: Dynamic Landing Pad Size Requirement Too Large.
May 10 2016, 1:35 AM · Arma 3
Uziyahu added a comment to T64740: Dynamic Landing Pad Size Requirement Too Large.

Not my fault. The web gave me an error message saying that it would not take .sqm files. I resubmitted the issue with a .rar file.

ADMIN can delete THIS entry.

May 10 2016, 1:35 AM · Arma 3
Uziyahu edited Steps To Reproduce on T64740: Dynamic Landing Pad Size Requirement Too Large.
May 10 2016, 1:35 AM · Arma 3
Uziyahu added a comment to T64702: Allow players to catch fire..

From what I have heard, if the flame is below your mouth, you will stop screaming after you inhale the hot air because your lungs are damaged and you can't exhale to make a scream.

May 10 2016, 1:34 AM · Arma 3
Uziyahu added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

I was not advocating artificial game-balacing, but the balance that comes from realistic simulation. Although the VSS Vintorez seems to be a very well-rounded weapon system.

May 10 2016, 1:32 AM · Arma 3
Uziyahu added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

I saw a test on YouTube where a chronograph revealed a 20% increase in feet-per-second for a pistol and a negligible decrease in fps for rifles.

One "game-balancing" disadvantage of a suppressor would be that the additional length would make it clumsier in tight quarters.

May 10 2016, 1:32 AM · Arma 3
Uziyahu added a comment to T64657: Add randomness to AI rate of fire.

I already posted about part of this. I have been harping on the need for variable burst length and rate of fire since OFP:CWC. Maybe they will listen to you.

May 10 2016, 1:32 AM · Arma 3
Uziyahu added a comment to T64419: Clothing should darken to symbolise being wet....

What some of you people don't seem to get is that it is not your place to decide what the dev team will spend their time on. B.I. has a history of giving players what they want, even when it seems impossible. Your place is to give feedback, not presume to be a member of the dev team. You aren't on the team and you can't read their minds, so you are no more qualified to manage the team's workload than any of the rest of us. I heard the same voices when the Operation Flashpoint: Cold War Crisis public demo wasn't even released yet and B.I. proved you people wrong time and again. I honestly don't know where they create your kind. Maybe some kind of anti-progress laboratory? Do you know what kind of system this effect was running on in Ghost Recon 1 on the PC, and yet you say it will consume too many PC resources and not add anything to a game franchise whose main competitor WAS Ghost Recon 1?!

May 10 2016, 1:24 AM · Arma 3
Uziyahu added a comment to T64419: Clothing should darken to symbolise being wet....

Ghost Recon 1 did this.

May 10 2016, 1:23 AM · Arma 3
Uziyahu added a comment to T64216: IDF (BLUFOR) needs female soldier options..

I guess by 2030+ a Merkava 4 would be old tech...

May 10 2016, 1:17 AM · Arma 3
Uziyahu edited Steps To Reproduce on T64163: Puddles and Wet Asphalt/Tarmac.
May 10 2016, 1:15 AM · Arma 3
Uziyahu added a comment to T64162: PROPOSAL for Rendering of Personell camouflage at Distance: REPLACE grass layer.

I had an idea along these lines for A.I., comparing the average RGB values of a uniform texture to the average RGB values of the background.

Are you saying that the player would see a soldier with something like Predator (the movie) camo in some cases?

Note also that black is not really the best camo for night-time. Usually the best camo during daylight is also the best at night. Viewing through night-vision is another matter, because some excellent daylight camo patterns turn to solid bright colors when viewed through night vision because of the fabric's reflective qualities.

May 10 2016, 1:15 AM · Arma 3
Uziyahu added a comment to T64152: Moving up/down hill.

Yeah, it feels a bit Ghost Recon 1.

May 10 2016, 1:14 AM · Arma 3
Uziyahu edited Steps To Reproduce on T64150: A.I. Check for Weapon Display or Possession.
May 10 2016, 1:14 AM · Arma 3
Uziyahu added a comment to T64085: Add digital noise to the nightvision and make them more realistic.

One thing I don't like is that OFP/ArmA seems to have always overlaid an animated graphical static animation in order to simulate digital noise, and it seems to result in a substantial framerate hit.

May 10 2016, 1:12 AM · Arma 3
Uziyahu added a comment to T64085: Add digital noise to the nightvision and make them more realistic.

I don't think Generation has anything to do with whether the device needs or has an active or passive light source.

I had an AN-PVS-2A Starlite Scope from the Vietnam-era that was sold to the Israelis and then to civilians. I bought it for $1700 in the late 80's. It was completely passive. Are you telling me it was 3rd Gen, because new 1st Gen NVG's are being manufactured and sold today in U.S. civilian markets?

May 10 2016, 1:12 AM · Arma 3
Uziyahu added a comment to T63945: Caves.

Caves are not uninhabited in a mountainous region during wartime. What is a bunker system but a man-made cave?

May 10 2016, 1:05 AM · Arma 3
Uziyahu added a comment to T63945: Caves.

No one said they had to be living there, either. They could simply be caching supplies there and going there to resupply or using them as bases of operation. Natural resources get used in hard times. Being in Greece would only INCREASE the likelihood they would get used, what with the bad economy.

May 10 2016, 1:05 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63945: Caves.
May 10 2016, 1:05 AM · Arma 3
Uziyahu added a comment to T63896: AI often throws two (or even more) grenades in a row.

I'm sure this is related to helo pilots rocket-spamming, something I reported on.

May 10 2016, 1:03 AM · Arma 3
Uziyahu added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

add -nogutsnoglory to your startup options

May 10 2016, 1:01 AM · Arma 3
Uziyahu added a comment to T63731: Request: Add 25m range increments to GL sights..

Yeah, the current reticle is garbage.

May 10 2016, 12:52 AM · Arma 3
Uziyahu added a comment to T63679: Binoculars, NVGs, perhaps even futuristic rifle scopes should have a built-in compass.

Agreed. Some models of Steiner binoculars have had a built-in compass since the mid-80's, at least.

May 10 2016, 12:50 AM · Arma 3
Uziyahu added a comment to T63665: Classes don't work.

Yeah, give ST 31-91B a few pages of reading.

May 10 2016, 12:50 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63664: [WASTELAND] Blurred Vision on All Successive Respawns.
May 10 2016, 12:50 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63653: A.I. Avatar Variable Movement Speed.
May 10 2016, 12:50 AM · Arma 3
Uziyahu added a comment to T63653: A.I. Avatar Variable Movement Speed.

It's just that looking at a perfect wedge or line formation moving over uneven terrain has always harmed the immersion for me, especially when I have seen more variable movement of AI avatars in other games.

May 10 2016, 12:50 AM · Arma 3
Uziyahu added a comment to T63651: Multiplayer Server Filter Problems.

I'll see if I can reproduce it.

May 10 2016, 12:49 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63651: Multiplayer Server Filter Problems.
May 10 2016, 12:49 AM · Arma 3
Uziyahu added a comment to T63640: Changing units spacing in formation.

Indeed, and if the placement were not so precise on the non-linear formations, that would be great. Would look more human.

May 10 2016, 12:49 AM · Arma 3
Uziyahu added a comment to T63636: More Camoflage for clothing withouts mods would be good..

I don't see why not. Should be easy to slap a new texture on existing models.

Here are some great newer camo patterns:

A-TACS
http://www.a-tacs.com/

Hyde Definition has some promising new patterns
http://www.hydedefinition.com/

Tigerstripe Products has new Tiger Patterns
http://www.tigerstripeproducts.com/

May 10 2016, 12:49 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63633: Needless Expenditure of Unguided Rockets.
May 10 2016, 12:49 AM · Arma 3
Uziyahu added a comment to T63601: Gates difficult to open/close.

...especially when being chased by zombies.

May 10 2016, 12:45 AM · Arma 3
Uziyahu added a comment to T63594: Adding laser weapon to the F-35 ?.

The schoolboys are stuck in slug-thrower days.

May 10 2016, 12:45 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63537: New Weapon Idea.
May 10 2016, 12:43 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63532: Smoke Speed Not Affected by Rotorwash.
May 10 2016, 12:43 AM · Arma 3
Uziyahu added a comment to T63531: Sleep Waypoint.

Helari, you are probably right. Maybe nosleep=true and maysleep=true and willsleep=true for scripting?

May 10 2016, 12:43 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63531: Sleep Waypoint.
May 10 2016, 12:43 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63515: No Variable Pause Between AI Firing.
May 10 2016, 12:43 AM · Arma 3
Uziyahu added a comment to T63511: Rabbit Runs Too Slowly.

Yeah, I was wondering if the animals would have ragdolls. They should.

May 10 2016, 12:43 AM · Arma 3
Uziyahu added a comment to T63511: Rabbit Runs Too Slowly.

Mariachi, I have not only submitted other issues, but I realize that this forum is for the posting of ALL issues. I also realize that we are allowed to assign a severity and priority to these issues. Take a look at what I assigned this.

May 10 2016, 12:43 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63511: Rabbit Runs Too Slowly.
May 10 2016, 12:43 AM · Arma 3
Uziyahu added a comment to T63503: Ammo Boxes Not Emptied by Ammo Slider.

They also affect soldiers and regular vehicles, don't they?

And if they aren't for a certain kind of unit, why don't they gray out?

May 10 2016, 12:42 AM · Arma 3
Uziyahu edited Steps To Reproduce on T63503: Ammo Boxes Not Emptied by Ammo Slider.
May 10 2016, 12:42 AM · Arma 3
Uziyahu added a comment to T63487: AI flying MH-9 swings it forth and back all the time.

Probably has to do with how A.I. thinks about flying the helo. I have seen this in Apache Vs. Havoc, IIRC. I would like to see more lateral wobble, too.

May 10 2016, 12:42 AM · Arma 3
Uziyahu added a comment to T63485: Impossible to shoot from the bench of a helicopter.

Since before the public demo of OFP:CWC, the Operation Flashpoint / Armed Assault / ArmA franchise's history has been filled with features being added when players thought Bohemia never would.

May 10 2016, 12:42 AM · Arma 3
Uziyahu added a comment to T63464: Editor - Add new spawn system!!.

Phil, you can tell that he knows that already.

Seconded. There is no reason this should require behind-the-scenes scripting.

May 10 2016, 12:41 AM · Arma 3
Uziyahu added a comment to T63427: [Request] Add probability of presence for groups.

Agreed.

May 10 2016, 12:40 AM · Arma 3
Uziyahu added a comment to T63276: Ear Plugs.

They have new non-electronic earplugs that block sounds over a certain decibel level while allowing a whisper to get through. I think Surefire makes them.

http://www.surefire.com/ep3-sonic-defenders.html

I own a pair and wore them for a couple of days, quite amazed by how well they worked. I think they gave me a ear-ache, though. Maybe didn't let my ear breath. Not sure.

May 10 2016, 12:35 AM · Arma 3
Uziyahu added a comment to T63195: civilian AI suggestion.

Seen in civilian A.I. since Rogue Spear. No reason for it to be missing.

May 10 2016, 12:32 AM · Arma 3
Uziyahu added a comment to T63185: Helicopter blades won't break.

Been wanting this for a lonnnnnng time.

May 10 2016, 12:32 AM · Arma 3
Uziyahu added a comment to T63131: Way too much blue in water, especially sky, and fog,.

Yes, some parts of the world have very blue water.

May 10 2016, 12:30 AM · Arma 3
Uziyahu added a comment to T62983: Better feedback for injuries/bullet hits.

Ruthberg, I think that particular case is anecdotal, at best. I have seen other videos where pistol shots to the torso make thugs roll around on the ground in severe pain.

May 10 2016, 12:22 AM · Arma 3
Uziyahu added a comment to T62946: AI do not fire upon hostile Civilians.

I think the presence of a non-friendly weapon out in the open should be considered a threat, too.

May 10 2016, 12:21 AM · Arma 3
Uziyahu added a comment to T62920: AI needs building usage routines.

I've seen a script that makes teams clear buildings. Silly to go to the trouble of modeling buildings but have AI that can't make use of them.

I know that whenever I plotted waypoints in buildings in OFP:E is was a bit of a hit on the old black XBOX's CPU.

May 10 2016, 12:20 AM · Arma 3
Uziyahu added a comment to T62874: "Ai Occlusion Culling".

B.I. said it would be done. AI LODs. Just makes sense.

May 10 2016, 12:18 AM · Arma 3
Uziyahu added a comment to T62805: Clouds don't seem to cast shadows as they drift over the landscape..

It would look amazing, though, even at a very low resolution.

Operation Flashpoint: Elite's lighting would alter in real-time, as if influenced by clouds. It was a very impressive effect. I can't remember seeing it after OFP:Elite, which is a shame.

May 10 2016, 12:16 AM · Arma 3
Uziyahu added a comment to T62730: Enemy AI ignores player gunshots and sounds..

They probably don't hear explosions that go off nearby, either. An annoying thing about this franchise.

May 10 2016, 12:13 AM · Arma 3
Uziyahu added a comment to T62686: Left-Handed Weapons.

Left-handed players would also have a realistic advantage when peeking around left corners.

May 10 2016, 12:11 AM · Arma 3
Uziyahu added a comment to T62556: all fish swimmin north.

I noticed that when I changed swimming directions in the Showcase mission, so did the fish. It may be that they swim in the same direction as the player?

May 10 2016, 12:06 AM · Arma 3

May 9 2016

Uziyahu added a comment to T62024: Different body shapes and body heights for soldier models.

...not to mention that the present administration has moved to allow females in at least some of America's Special Forces. The question is no longer "Why?" but "Why not?", as if to imply that there are no responses to the latter question. The military says that they have figured out privacy issues for females in combat deployable units. The way Rainbow Six 1 (and I believe Rogue Spear) handled this was by numerical entries in the character file, if I remember correctly.The game could be programmed to enforce minimum-maximum parameters to prevent body deformation and simulate military height and weight requirements (which, from my observation, were sometimes ignored, as with an old and large MSG who ran LRRPs into Cambodia and/or Laos).

May 9 2016, 11:40 PM · Arma 3
Uziyahu added a comment to T62024: Different body shapes and body heights for soldier models.

Anyone who has tried to arrange soldiers for a parade knows that this is missing. Rainbow Six 1 on the PC had it. Made the team look more realistic.

May 9 2016, 11:40 PM · Arma 3
Uziyahu added a comment to T61865: Little Birds wont attack enemy units.

Was this fixed already, because I see them laying down withering fire?

May 9 2016, 11:30 PM · Arma 3
Uziyahu added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I recently tried Cold War Assault and the A.I. was fine, though still very quick to aim and shhot in CQB and reluctant to shoot at long distances. Military weapons have effective ranges. These might be increased by better optics, but every firearm has bench-rested bore accuracy, then the accuracy resulting from the length of the sight rail from from to rear (tge longer the better), and then the accuracy resulting from how the weapon handles tge recoil, and then how tge user handles the recoil, which varies with posture, weather, etc. Pistols have poor accuracy because of their very short barrels/bores, their very short sight rails, and the weapon they and their users handle recoil. There should be a significant bullet drop with distance.

In OFP it was possible to get through a firefight by letting your A.I. teammates do all the fighting. This should still be possible.

May 9 2016, 11:28 PM · Arma 3
Uziyahu added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

The ability to have engagements with enemy troops beyond a weapon's effective range is important, but detection and targeting of enemy units at those distances should take more time. A soldier has 360 degrees of horizon to scan on a flat plane, and MUCH MORE to scan if he is in a 3-D battlefield (hills and valleys).

May 9 2016, 11:26 PM · Arma 3
Uziyahu added a comment to T61703: Make wounds appear where soldier was shot.

Best game I saw for this was Rogue Spear. If you got a grazing shot, it would even draw a red line across the flesh.

May 9 2016, 11:18 PM · Arma 3
Uziyahu added a comment to T61569: AI doesn't pick ammo/weapons from crates.

I believe this only happened in ArmA 2 with mission scripting or a mod. It is long overdue. Artificial intelligence should be intelligent enough to at least ask for permission to resupply and pick up OPFOR souvenir weapons (assuming they aren't boobytrapped).

May 9 2016, 11:12 PM · Arma 3
Uziyahu added a comment to T61559: Hear gunfire on radio.

Basically an audio "picture in picture", lol.

May 9 2016, 11:11 PM · Arma 3
Uziyahu added a comment to T61061: "Touch off bombs" has priority over EVERYTHING..

Reminds me of bad interface design in EA's "Seal Team". My whole team was pinned down by enemy fire and while scrolling through weapons in the heat of the combat I accidentally planted satchel charges on a timer.

May 9 2016, 10:40 PM · Arma 3
Uziyahu added a comment to T60967: "Just do it" AI Command.

Great idea!

May 9 2016, 10:36 PM · Arma 3
Uziyahu added a comment to T60894: Diver waypoint pathfinding broken.

I noticed that there is now a height parameter for a waypoint. Maybe if you don't increase the waypoint completion radius to account for possible depth of the diver or set a negative height to the waypoint the waypoint won't be completed?

May 9 2016, 10:34 PM · Arma 3
Uziyahu added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Agreed. This has been an unrealism since OFP:Resistance, if I remember correctly. A recoil model more like Hidden & Dangerous Deluxe, where the weapon sort of jitters in place, is better.

May 9 2016, 9:59 PM · Arma 3
Uziyahu added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Also, the tendency over the decades has been to have LOWER recoiling weapons, not higher. We should expect even less recoil in 2030.

May 9 2016, 9:58 PM · Arma 3
Uziyahu added a comment to T60552: Hyper Responsive Flight.

Two-seater helicopters in real-life are typically quite nimble, while cargo helicopters are more sluggish, though still able to perform some astounding stunts.

May 9 2016, 9:48 PM · Arma 3
Uziyahu added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

It would also be nice if you could shoot a soldier holding a live grenade with the pin pulled and take out a few of his squad members that way.

May 9 2016, 9:38 PM · Arma 3
Uziyahu added a comment to T60236: AI decides that water is the favourable position.

They're trying to wash the blood off.

May 9 2016, 9:36 PM · Arma 3
Uziyahu added a comment to T60195: Killing snake counts as civilian kill.

This must be why they can open doors.

May 9 2016, 9:34 PM · Arma 3
Uziyahu added a comment to T60172: No bullet drop.

I have observed it when firing the HMG from the Humvee-type vehicle.

May 9 2016, 9:29 PM · Arma 3
Uziyahu added a comment to T60149: Suppressor doesn't effect on bullet trajectory.

A suppressor will give about a 20% performance increase on a pistol because it acts as a longer barrel, allowing more of the charge to burn. On a rifle it results in a negligible reduction in performance.

May 9 2016, 9:28 PM · Arma 3
Uziyahu added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

I believe that each weapon pod on a helo's weapon pylon can be individually zeroed, so... a possible solution is to make one of the machinegun pods a small fraction of a degree different in its horizontal and vertical zero than the other. You can also do the same with the unguided rocket pods to increase the area of effect. Otherwise, there is almost no point in having more than one pod if both are unrealistically and exactly alike in their zero.

May 9 2016, 9:27 PM · Arma 3
Uziyahu added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

To increase a machinegun's use as an area of effect weapon the variability in the vector of a ricochet needs to be increased. The more uneven the surface, the larger the variability. Hard Metl surfaces should pose a risk of direct bounce-back.

May 9 2016, 9:27 PM · Arma 3
Uziyahu added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

They have probably increased the dispersion in order to make up for poor A.I. aiming. Generally, the A.I. has had troubles elevating their weapons to counter bullet-drop over distance.

May 9 2016, 9:27 PM · Arma 3
Uziyahu added a comment to T60085: Blood in water.

It could be achieved by a red smoke grenade of small output that only draws below sea level.

May 9 2016, 9:25 PM · Arma 3
Uziyahu added a comment to T60025: No female soldiers models available.

I served with women in the United States Army back in 80s. My Aviation Brigade was combat-deployable and had lots of women, both enlisted and officers/pilots. Those of you who argue that these female avatars will be "abused" don't seem to be able to separate reality from Real Virtuality. Steam has ALREADY posted a video of a male avatar being pleasured by another male avatar. Perhaps you prefer male-on-male action and don't want the girls to join in on your fun?

May 9 2016, 7:52 PM · Arma 3
Uziyahu added a comment to T59947: Better ragdoll.

The ragdoll physics in Raven Shield was moddable. This allowed for very dramatic John Woo-style air ballet and for "dropped like a sack of potatoes" realism.

May 9 2016, 7:20 PM · Arma 3