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May 10 2016

macieksoft added a comment to T75361: AI drives very bad.

Its very common issue.
It exists since ArmA 1.

And it will be almost impossible to fix (requires too much work)...

May 10 2016, 7:34 AM · Arma 3
macieksoft added a comment to T75309: Uncontrolled UGV automatically returning fire.

Ok that sounds good, but i do not using waypoints, im always driving UGV by myself.

Scripts commands are a good idea, also checkbox would be good, i wanna test it.

May 10 2016, 7:33 AM · Arma 3
macieksoft added a comment to T75309: Uncontrolled UGV automatically returning fire.

Looks like that right clicking in UAV terminal not working, so UGV gets completly out of control...

Just like brainless killer that kills everything that is enemy, even when it may ruin whole mission.

Imagine mission where you must capture enemy commander alive, UGV will make it unable to do.

May 10 2016, 7:33 AM · Arma 3
macieksoft added a comment to T75309: Uncontrolled UGV automatically returning fire.

@DarkWanderer
Please stop watching purely fictional movies then you will understand what i talking about ;-)

Because no real UGVs or UAVs are firing weapons without human confirmation.
Those things happen only in purely fictional movies and in...
...ArmA 3 ;-)

And i know how to use them, those UGVs are just unrealistic while they are firing without human confirmation.

May 10 2016, 7:33 AM · Arma 3
macieksoft added a comment to T75309: Uncontrolled UGV automatically returning fire.

@Imperator Pete, thanks for reply.

But i think that Never Fire should be default option.

Because otherwise it may cause some catastrophic effect, especially if im trying to sneak to enemy and UGV opens fire.
In those situations UGV fire is just like shouting "I AM HERE, SHOOT ME AND THEN KILL ALL GUYS NEAR ME".

May 10 2016, 7:33 AM · Arma 3
macieksoft edited Steps To Reproduce on T75309: Uncontrolled UGV automatically returning fire.
May 10 2016, 7:33 AM · Arma 3
macieksoft added a comment to T75309: Uncontrolled UGV automatically returning fire.

Maybe you watched too many movies...
Realism in ArmA 3 should be on high level. Its not arcade game like BF3 ;-)

Any unmanned vehicles are NOT intended to attack enemy without human confirmation.
Even countermeasure system in aircraft needs to be switched in automatic mode to release flares without human input.

ArmA 3 should not be as unrealistic as hollywood movies...

May 10 2016, 7:33 AM · Arma 3
macieksoft added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

I will never fly aircraft in ArmA 3 until they fix it.
Looks like BIS devs don't know anything about flight fundamentals...

Upvoted!

[quote]Who downvoted this...? [/quote]
Im sure that a guy who downvoted it was a kid of BIS dev ;-)

May 10 2016, 7:30 AM · Arma 3
macieksoft added a comment to T74733: V-280 instead of V-22 Osprey.

"Though it does not have a ramp in the back, it has a lot of improvements over the Osprey. For example, both turboprop engines are attached by a single shaft. This allows the aircraft to fly even if one of the engines are lost or fail."

Actually Osprey has this advantage too.

"the V-22 already has both engines on a single shaft, same with the landing gear"

Landing gear on single shaft? Oh man :D

May 10 2016, 7:18 AM · Arma 3
macieksoft added a comment to T74411: Balloon Physx class.

Think about the balloons as fun training targets. I already requested hellium filled balloons as cool targets to shoot at.

Also we could make something like this: https://www.youtube.com/watch?v=UGmr2NaOYDw

May 10 2016, 7:11 AM · Arma 3
macieksoft added a comment to T74226: Zeroing Bugged.

Grenade launcher zeroing for OPFOR weapons is totally inaccurate.
Grenades drops much shorter than they should.
Grenade launchers on MX rifles works fine.

May 10 2016, 7:07 AM · Arma 3
macieksoft added a comment to T74189: Emotionless, fearless & almost immortal AI....

They do not dying instantly because they have body armors (plate carriers).
When you shoot them in ass or in back they will die much faster.

May 10 2016, 7:06 AM · Arma 3
macieksoft added a comment to T74087: TAR-21 EGLM UGL (grenade launcher) holo sight calibration is wrong.

Yep confirmed bug still exists in 1.10.
When using Katiba GL rounds drops shorter than they should.

May 10 2016, 6:58 AM · Arma 3
macieksoft added a comment to T74050: Rain still needs a touch(list).

Wet stuff weights more...
Thats why backpacks in reality are rain proof.

May 10 2016, 6:57 AM · Arma 3
macieksoft added a comment to T73925: Pistol attachments to include flashlights and or lasers..

Ii would be usefull and also realistic.

May 10 2016, 6:54 AM · Arma 3
macieksoft added a comment to T72006: Top Down attack profile for Titan AT Missiles.

Already included in various mods.

May 10 2016, 6:01 AM · Arma 3
macieksoft added a comment to T71654: Need batteries for the Darter.

Yes, its stupid that electric UAV needs gasoline. Its no realistic at all.
There should be possibility to recharge it from vehicle or replace battery.

May 10 2016, 5:51 AM · Arma 3
macieksoft added a comment to T71401: Sophisticated sight adjustment system.

Yes, most of sniper scopes should have MOA adjustment, but Russian style scopes should still have adjustment in meters. Just like in ArmA2 2 OA ACE mod.

May 10 2016, 5:44 AM · Arma 3
macieksoft added a comment to T71264: QuadCopters can't fly through broken Windows.

You should be able to kill whole infantry platoon using single UAV by ghosting trough enemy soldiers and your UAV should not get any damages.
Simply instead of fixing bugs DEVs are creating new ones :D

So instead of "resolved" status should be "added another bug" :D

Immortal to collisions UAV ticket: http://feedback.arma3.com/view.php?id=17153
Includes a movie showing the issue.

May 10 2016, 5:40 AM · Arma 3
macieksoft added a comment to T71167: High beam for headlamps - vehicle lights.

Yep, we want high beam lights.
In ArmA 3 it would be very usefull feature.
Of course there should be a possibility to switch between low and high beam.

I hope its possible to do by scripts.

May 10 2016, 5:37 AM · Arma 3
macieksoft added a comment to T70337: Pop-Up targets no longer work with 'nopop=true;'.

Fix that please. Im making firing range mission.

May 10 2016, 5:08 AM · Arma 3
macieksoft added a comment to T70279: Tank and high caliber rounds ricochet..

In addition to this sabots should be able to go trough whole vehicle if vehicle's armor is thin don't doing too many damage (they only destroy thing on their way without fragmentating in such situation) as it is in Steel Beasts PRO PE (most realistic armor simulation availble for CIVs) and OFC in real life.

In SB PRO PE i do not using 125, 120 and 105mm sabots against BRDM-2 and BTR-80 because they often go trough it and if i am lucky i can kill some personel inside with such sabot, if not vehicle will not get any damage (just a 2 small holes that are not visible in SB anyway). This forces me to use HEAT or HESH ammo instead of sabots and that is good cause its realistic. I'd like to see this on ArmA 3.

May 10 2016, 5:06 AM · Arma 3
macieksoft added a comment to T69295: Smoke grenades works underwater.

I think they should work underwater.
All pirotechnic materials (excluding fuel-air explosives) have its oxidizer so they may work underwater.

Even weak firecrackers can explode underwater, smoke is quite similar (still has oxidizer and fuel) but instead of detonating it deflagrate.

I think that "starting" smoke underwater may cause some problems, but if you "start" it outside of water then throw smoke into water it will burn.

Sorry for weak English.

May 10 2016, 4:30 AM · Arma 3
macieksoft added a comment to T68721: GPS - inside APC.

In reality there are many systems that have a GPS, moving map, and even a datalink such as FBCB2.

Yes it should be avaible in game.

May 10 2016, 4:05 AM · Arma 3
macieksoft added a comment to T68596: Controllable spotlight/searchlight on Heli.

In real helos landing lights can be used as spotlight.

Also some police helicopters are equipped with FLIR and spotlight. But im not sure that FLIR camera may control a spotlight or it has separate control.

May 10 2016, 4:00 AM · Arma 3
macieksoft added a comment to T68321: On several weapons with the MRCO sight, the nonremoveable ironsight's color matches the sky.

Confirmed issue still exists.

May 10 2016, 3:50 AM · Arma 3
macieksoft added a comment to T64460: Explosives and mines, in general..

UPVOTED!

Its a good idea to improve explosives in A3 and make them more similar to ArmA 2 ACE mod.

Regarding SLAM there should be 3 options: remote detonation, build in timer and build in motion sensor.

If we talking about EOD ArmA 2 ACE mod have quite nice EOD features, but in A3 i sometimes cannot even blow up AT mine by placing explosive charge on it so EOD in A3 needs to be improved.

May 10 2016, 1:25 AM · Arma 3
macieksoft added a comment to T63743: Add realistic body armour..

Would be nice to have 2 types of body armor in ArmA3.
Those with ballistic plates and those without ballistic plates.

Those with ballistic plates should be able to survive few shoots (depended on caliber and velocity of the bullet) and those without ballistic plates should be able to stop pistol bullets and probably rifle bullets from longer range.

Helmets should survive pistol bullets without any problems, but should not be able to survive rifle bullets from medium or close ranges (notice that on longer ranges even rifle bullets loosing velocity, so penetration is being reduced aswell).

Also body armors should provide limited protection against some fragments.

Pain after getting hit in body armor should be modeled too, its important thing, especially in body armors without ballistic plates or while ballistic plates are broken.

Ability to replace broken ballistic plate would be also a nice idea (in reality you can do it).

Notice that types of bullet (with metal jacket, without metal jacket, SLAP or API) is important, also weight caliber and length of bullet is important.

May 10 2016, 12:55 AM · Arma 3
macieksoft added a comment to T63201: Modernize vehicle gunnery.

Yep, i want realistic FCS just like Steel Beasts PRO PE!

In my opinion there should be following features:
-Keypress to lase target for laser rangefinder.
-Automatic range compensation and lead based on laser rangefinder's return.
-First/Last LRF return logic in some vehicles.
-Backup manual range entry.
-Simulated laser rangefinder overheating when you are using it too much.

Other changes non related with FCS but related with optics and sensors in vehicles that in my opinion should be there:
-Override option for commander to easier designate targets for gunner.
-Possibility to slave commander's thermal or peri to gun just like in M1A2 or leopard 2 tanks.
-LWS for some vehicles.
-GAS for gunner in some vehicles.
-GPS extension for commander.

May 10 2016, 12:33 AM · Arma 3
macieksoft added a comment to T62547: Light sources (except sun and moon) shine their light through objects / do not cast shadows.

It happens with chemlights inside buildings too. If you place chemlight inside this huge watch tower light will go out of the tower trought floors.

May 10 2016, 12:06 AM · Arma 3

May 9 2016

macieksoft added a comment to T61925: [Suggestion] Touch Off Explosive should be tied to an item..

Upvotes. Its a good idea.
But additionally there should be option to touch of particular explosive instead of touching off all of them.

May 9 2016, 11:36 PM · Arma 3
macieksoft added a comment to T61863: Improve Weather Effects.

We do not have even such basic things as high beam lights for cars and you wants a wipers?

I'd like to see snow effect working on some addon maps.

May 9 2016, 11:30 PM · Arma 3
macieksoft added a comment to T61081: Some sort of melee?.

There us a upcoming mod: http://www.youtube.com/watch?v=A9UJ9AYjihk

May 9 2016, 10:49 PM · Arma 3
macieksoft added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

Its already included in AGM mod.

Steps to get it:
-Find AGM mod (Authentic Gameplay Modification) it has many cool features, it even has FCS for vehicles.
-It will probably require CBA, but i am not sure.
-Configure keys (use AGM menu to do it, just press ESC during gameplay and open AGM configuration menu).
-Have fun with working adjustment.

And i guess that IRL modern NVG with automatic brightness control will have optional manual adjustment too.

May 9 2016, 10:39 PM · Arma 3
macieksoft added a comment to T61003: CRASH - Faulting module name: PhysX3_x86.dll.

FUpdate turned game into single huge useless CTD.
I cannot even start the game, i getting CTD immediatelly after trying to launch game.

For me its not random, it happens every single time i trying to start the game.
It happens even before loading screen so i see only black screen and this error.

odpis problemu:

Nazwa zdarzenia problemu: APPCRASH
Nazwa aplikacji: arma3.exe
Wersja aplikacji: 1.38.128.937
Sygnatura czasowa aplikacji: 54bd4194
Nazwa modułu z błędem: PhysX3_x86.dll
Wersja modułu z błędem: 3.3.2.0
Sygnatura czasowa modułu z błędem: 54233834
Kod wyjątku: c0000005
Przesunięcie wyjątku: 000eb120
Wersja systemu operacyjnego: 6.0.6002.2.2.0.256.1
Identyfikator ustawień regionalnych: 1045
Dodatkowe informacje 1: fd00
Dodatkowe informacje 2: ea6f5fe8924aaa756324d57f87834160
Dodatkowe informacje 3: fd00
Dodatkowe informacje 4: ea6f5fe8924aaa756324d57f87834160
May 9 2016, 10:38 PM · Arma 3
macieksoft added a comment to T60492: Bullet-penetration not realistic.

Related to: http://feedback.arma3.com/view.php?id=18293

Zubr has better penetration than 6.5 rifle??? Damn, its unrealistic...

Bunny wearing body armor cannot be penetrated by 12.7???? SUCK!

May 9 2016, 9:46 PM · Arma 3
macieksoft added a comment to T59444: Snakes can open doors.

I think they are playable just like bunnies, just use notepad to edit mission file or use a scripts.

[quote]And FYI, not all snakes are dangerous IRL. [/quote]
I know but it is a shooter do not forget about it, we are supposed to fight here, so dangerous snakes would better fit a shooter type game.

And fishes are even more funny, they can swim on the ground away from water, open doors and even explode if you are using a scripts :D

May 9 2016, 6:56 PM · Arma 3
macieksoft added a comment to T59444: Snakes can open doors.

Don't you know that snakes in ArmA 3 are not animals but civilians? :D

If you kill a snake in your after mission window you will see snake under killed civilians.

"in order to escape"
I never seen a escaping snake in ArmA 3, when i firing at snake snake is just moving forward not faster than normally.
Sometimes snake even stopping under fire and few secounds after that starts to move again.

I want to see snakes injuring and killing people like real snakes do :-) No civilian would be safe while baricaded in house, even closing door will not prevents killer snakes from killing everybody inside :D

May 9 2016, 6:56 PM · Arma 3