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May 9 2016

iDrake added a comment to T61063: Bullet Penetration / Ammo Types.

True enough, they may have it slated to be put in the game later, or working on it now. But it never hurts to just mention it and toss out a suggestion just in case it's something they havn't considered yet.

But I'm with you sairus002, it's hard to believe they wouldn't have already thought of that. I'd bet on the fact like you, they will be doing something with that later, after all, this is an Alpha release, doesn't have all the bells and whistles just yet!

May 9 2016, 10:41 PM · Arma 3
iDrake added a comment to T61063: Bullet Penetration / Ammo Types.

Here here, I second this suggestion! This would be a REALLY good thing to put into this kind of game! A FMJ round not going through wood... c'mon now, it's not 1998 and this isn't Rainbow 6. Lets keep it real!

May 9 2016, 10:41 PM · Arma 3
iDrake added a comment to T61063: Bullet Penetration / Ammo Types.

OUCH! Yeah, that seems like a MAJOR issue that needs to be addressed.

May 9 2016, 10:41 PM · Arma 3
iDrake edited Steps To Reproduce on T61055: 13 bullets to kill a Halogen Lamp.
May 9 2016, 10:40 PM · Arma 3
iDrake edited Steps To Reproduce on T61041: Eye Adaptation (From Light to Darkness) is too quick..
May 9 2016, 10:39 PM · Arma 3
iDrake added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

AH! I see, looking up the PVS-7 you have there buddy, looks like it has ABC on it as well (Automatic Brightness Control). Ref http://www.morovision.com/night_vision_goggles/MVP-MVPVS7-3P.htm

"Battle-proven technology includes Automatic Brightness Control (ABC) which automatically adjusts the brightness of the image tube to achieve the highest quality image resolution under varying light conditions as well as a built-in infra-red illuminator which allows the user to operate under zero light conditions."

And dang those things are NOT cheap are they! I'm still surprised the military hasn't gone up to generation 4 yet. with Filmless and Gated technology, better resolution, less halo, but I guess it's not in the budget or something. Still though, the wars we fight anymore, our enemies don't even have NVGs of their own so we're already ahead of them!

It sounds like you've served in the Army, if that's the case, thank you for your service!

May 9 2016, 10:39 PM · Arma 3
iDrake added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

Well I'm not sure what you have, I'd be interested in knowing that so I could look them up. But most generation 4 night vision optics do have an automatic brightness control built into them for on the run operations. Now I have a buddy in the Marine Corps that was complaining to me that most of the NVGs they have are crap because half the time the buttons to control the sensitivity of them don't work. I'll have to ask him specifically which model he is talking about to get more information too.

Now the cap with the pinhole, I know what you're talking about there sure, I've seen them on some rifle mounted scopes even.

But my point is, that when the environment changes, when there is MUCH more ambient light due to fires and such, under the current settings, NVG could become quite useless.

Maybe I'm used to ACE2 on Arma2OA where I can adjust the sensitivity of the settings on the fly myself. It could be that it simply isn't a real world feature, which is fair enough, but I'm going to look into it because I'd like to know for sure if there is a way to adjust a sensitivity setting on some models of NVG in the real world. Again, my buddy who is out in Camp Pendleton led me to believe that there is a way to control the sensitivity or brightness on those things, other than a cap, like you're suggesting.

May 9 2016, 10:39 PM · Arma 3
iDrake added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

Dang, you replied quick! Thanks for the info!

May 9 2016, 10:39 PM · Arma 3
iDrake edited Steps To Reproduce on T61033: [Feature request] Night Vision Sensitivity Controls.
May 9 2016, 10:39 PM · Arma 3
iDrake edited Steps To Reproduce on T61027: Items disappear from box if inventory is full.
May 9 2016, 10:39 PM · Arma 3
iDrake added a comment to T61027: Items disappear from box if inventory is full.

Disregard, issue has been addressed by another tester.

http://feedback.arma3.com/view.php?id=104

ID: 0000104

May 9 2016, 10:39 PM · Arma 3
iDrake added a comment to T61016: No ability to control throwing object strength.

Issue reported and solution suggested.

http://feedback.arma3.com/view.php?id=1925

ID: 1925

May 9 2016, 10:38 PM · Arma 3
iDrake edited Steps To Reproduce on T61016: No ability to control throwing object strength.
May 9 2016, 10:38 PM · Arma 3
iDrake edited Steps To Reproduce on T61008: Unable to pick up backpack from ground.
May 9 2016, 10:38 PM · Arma 3
iDrake added a comment to T60984: Aim sights hit where you're not aiming.

Real world proof of this problem happening, it's not just a video game problem folks! Ref http://www.theblueflyer.com/Blue%20Flyer%20html%20folder/Police%20Marksman%20Rodirguez.html

Albuquerque Police Marksman Steve Rodirguez peered through the scope of his high-powered rifle targeting Mexican national, Miguel Antonio Dominguez-Flores, who was trying to make an escape from a foiled bank robbery.

On November 7, 1993, Dominguez-Flores, 45, the director of a Mexican technical school, held up the United New Mexico Bank branch at Montgomery Boulevard and Pennsylvania Street in Northeast Albuquerque.

He held a handgun to the head of a bank teller he took hostage just outside the front doors, as he tried to negotiate for a vehicle after police officers rushed a side entrance forcing him into the parking lot. (APD Records, 1993)
Dominguez-Flores told Deputy Chief Nick Alarid that he also had dynamite wrapped around his body.

He did not have a bomb.

Officer Rodirguez fired.

Dominguez-Flores pulled his head up looking for where the sound came.

Rodirguez was surprised that he missed and fired again.

Dominguez-Flores looked around but did not harm his hostage.

A former special weapons and tactics team member, Patrolman Bobby Vasquez who responded to the call noticed that the barrel of Rodirguez' rifle was aimed at a wall about 15 feet in front of him while the scope mounted several inches higher allowed the sniper to see his target clearly.

The first two shots had struck the wall.

Vasquez radioed Rodirguez telling him to straighten up and try again.

Rodirguez fired again and Dominguez-Flores fell instantly dead from a shot to his head.

May 9 2016, 10:37 PM · Arma 3
iDrake added a comment to T60915: Left handed weapons.

Like BearMilitia pointed out, something as simple as being left or right handed can have a big effect in your combat effectiveness when working as part of a fire team. I'm voting this up as well!

May 9 2016, 10:34 PM · Arma 3
iDrake edited Steps To Reproduce on T59767: Controls Configuration UI.
May 9 2016, 7:12 PM · Arma 3
iDrake edited Steps To Reproduce on T59763: Ambient Fish Texture Underwater Anomaly.
May 9 2016, 7:12 PM · Arma 3
iDrake edited Steps To Reproduce on T59757: Shadow Alignment Anomaly.
May 9 2016, 7:11 PM · Arma 3
iDrake added a comment to T59444: Snakes can open doors.

That is too funny!

May 9 2016, 6:55 PM · Arma 3