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May 10 2016

Alex72 edited Steps To Reproduce on T82229: Adjust stance modifier removed.
May 10 2016, 10:56 AM · Arma 3
Alex72 added a comment to T79626: Surround audio glitch with the CH-67 Huron.

Im having audio issues as well. Havent seen this yet, but firing a helis HE gun continuosly will lag the game and audio will start crackling/popping.

May 10 2016, 9:28 AM · Arma 3
Alex72 edited Steps To Reproduce on T78266: Scope or weapon causing graphical glitch.
May 10 2016, 8:47 AM · Arma 3
Alex72 edited Steps To Reproduce on T78265: House wall seem invisible to AI.
May 10 2016, 8:47 AM · Arma 3
Alex72 edited Steps To Reproduce on T78130: Feature Request: Virtual Arsenal save/export to editor "insert unit".
May 10 2016, 8:44 AM · Arma 3
Alex72 edited Steps To Reproduce on T78129: Virtual Arsenal ARCO line up problem.
May 10 2016, 8:44 AM · Arma 3
Alex72 added a comment to T78129: Virtual Arsenal ARCO line up problem.

Didnt search no. Dont have much time these days. And i didnt see that problem until i made units in the VA so thats very strange, and the reason i reported.

May 10 2016, 8:44 AM · Arma 3
Alex72 edited Steps To Reproduce on T78125: Lynx & M320 too weak penetration - body.
May 10 2016, 8:44 AM · Arma 3
Alex72 added a comment to T78125: Lynx & M320 too weak penetration - body.

Thanks Kilian for testing. ;)

PS. and it sucks we have to vote real issues/bugs. They should all be investigated if reported in a way the devs can check it quickly. There are bugs that never gets votes because the biggest mass dont ever encounter them. So they are never fixed. Voting should be for suggestions only.

Lets hope "most" people use these rifles at some point, and that they have tested what we tested. :D

May 10 2016, 8:44 AM · Arma 3
Alex72 added a comment to T78104: Hold breath not working properly with new sway.

Agreed. Hold breath is almost useless now.

We need something to counter the heavy sway and out of breath or the gameplay is out the window completely. We cant rest our weapons (soon BIS?) so having a dynamic fire fight is almost impossible. Its either lie in one position all the time and able to hit something or move and always miss your target.

I love that we have sway and fatigue, but i understand its also a bit of a bitch to get correctly (perfectly) done.

May 10 2016, 8:43 AM · Arma 3
Alex72 edited Steps To Reproduce on T77991: House, second floor between balcony and inside - swim anim.
May 10 2016, 8:40 AM · Arma 3
Alex72 added a comment to T77616: Sky too bright - HDR/over exposure.

Just added 2 more screens (open both beside eachother). Hope this can be fixed now after the heli DLC. The bright is when you move around normally. The one with clouds looking good with detail (as it did in alpha and early beta) is after looking up for a while to activate HDR.

Im getting a headache from the constantly bright white sky even when the clouds are overcast clouds. Theres even rain with what is supposed to be dark clouds all over and its still white.

Come on BIS. You released some great updates, please fix this. In alpha and early beta the world was bright and the clouds had details looking superb. At full release the HDR (or something) became too brutal and all clouds are always bright white. All detail lost, and very annoying for the eyes.

Thanks.

May 10 2016, 8:30 AM · Arma 3
Alex72 edited Steps To Reproduce on T77616: Sky too bright - HDR/over exposure.
May 10 2016, 8:30 AM · Arma 3
Alex72 added a comment to T76512: Clouds messed up after changing cloud settings in editor.

Funny that no one voted for this. I get it everytime in the editor. Restart and it goes away. You dont notice it that well if you dont look. But clouds appear black on a sunny day, and if you look up you see the circular thing that make clouds white inside of it.

Definite bug, but with a bug voting system these problems wont be fixed as no one votes for them.

Suggestions should have voting. Bugs should always be investigated if the report is sufficient. IMO of course.

May 10 2016, 8:02 AM · Arma 3
Alex72 edited Steps To Reproduce on T76512: Clouds messed up after changing cloud settings in editor.
May 10 2016, 8:02 AM · Arma 3
Alex72 edited Steps To Reproduce on T76303: AF steps not working fully.
May 10 2016, 7:57 AM · Arma 3
Alex72 added a comment to T76303: AF steps not working fully.

I cant edit my ticket, but added an image. Ultra AF looks that blurry to me. It was super crisp before even at long range.

EDIT: After a restart of ARMA now nothing happens when changing AF settings. Its constantly disabled. Nvidia CPL is set to application controlled. Tested with 2 different drivers (latest installed now - no change).

Maybe a reinstallation of A3 is needed unless someone else have this problem (introduced in latest patch).

May 10 2016, 7:57 AM · Arma 3
Alex72 added a comment to T76273: removeAllSecondaryWeaponItems and removeSecondaryWeaponItem MISSING.

Voted.

Please help modders by adding the requested function, BIS. So that we can take A3 a step further.

Thanks for making this sytstem da12thMonkey & co.

May 10 2016, 7:56 AM · Arma 3
Alex72 added a comment to T74984: bullets damage dose not register while target is sprinting..

I dont know if its sprinting only. More and more i feel the developers trying to mimic the other popular FPS'es. Hopefully its a miss and will be fixed, but i constantly die because i get shot after i engaged first. 5 shots with a rifle from 40 meters and the enemy is not dead, turns around and kill me. This happens with stand still enemies as well.

Hitting moving enemies now is almost impossible since even though you hit they dont seem to be affected except making that "Knick" animation of being hit, and then keep running - turning around and kill you.

But you might be right on the running AI's.

I miss the days (all previous ARMA games) when it took 1 bullet to go down or get seriously injured.

May 10 2016, 7:24 AM · Arma 3
Alex72 added a comment to T74969: Broken Damage system (all of the sudden).

Agreed to the above. Empty full clip to hopefully kill an AI.

May 10 2016, 7:24 AM · Arma 3
Alex72 edited Steps To Reproduce on T74960: M320 LRR standing up recoil.
May 10 2016, 7:24 AM · Arma 3
Alex72 added a comment to T74948: Recoil is missing.

Still happens to me everytime. Using no mods.

Interesting.

May 10 2016, 7:23 AM · Arma 3
Alex72 edited Steps To Reproduce on T74948: Recoil is missing.
May 10 2016, 7:23 AM · Arma 3
Alex72 added a comment to T74901: Unrealistic Weapon damage.

Agreed again. Many tickets about this and all with a few votes. This has to change back to the golden days where it took 1 shot to either get seriously injured or killed unless hit in the arms/legs. Heavy caliber took you down no matter where you were hit - as it should be.

Now you have to empty a clip to take an AI down.

May 10 2016, 7:22 AM · Arma 3
Alex72 edited Steps To Reproduce on T74839: Suggestion: introduce limping animation when shot in leg(s).
May 10 2016, 7:21 AM · Arma 3
Alex72 added a comment to T74785: [DEV] More difference in PiP settings.

Noticed this is in the standard game (non DEV version) as well.

Without PiP 108 FPS, with PiP 55 FPS. Thats over 50 FPS cut. Tested outside of a town. Inside towns it get much worse, and thats with all PiP settings. No difference in FPS between LOW or ULTRA PiP settings.

Please bring back earlier PiP low FPS consumption on the lower settings, and have this new faster framerate PiP on higher settings.

I never had to turn PiP off before, and it seems there shouldnt be a reason to since it worked perfectly fine before. Please consider this so most people can enjoy this new function in ARMA.

EDIT:
If its any help i know what would work really well. Instead of lowering the amount of things you see in PiP (the FPS difference is minimal between low and ultra visual objects) just lower the framerate on the lower settings and i think it will work perfectly.

PiP settings:
LOW = lower framerate plus standard setting "visual objects"
STANDARD = lower framerate plus high settings "visual objects"
HIGH = higher framerate and standard "visual objects"
ULTRA = higher framerate and maximum "visual objects"

Since you had the lower framerate earlier which worked perfectly im sure you can do the above and get more people happy.

May 10 2016, 7:19 AM · Arma 3
Alex72 edited Steps To Reproduce on T74785: [DEV] More difference in PiP settings.
May 10 2016, 7:19 AM · Arma 3
Alex72 edited Steps To Reproduce on T72817: Task module state shows "done" when trigger set to "end".
May 10 2016, 6:22 AM · Arma 3
Alex72 added a comment to T72803: low fps in multiplayer on any game mode with any video setting.

Tested to join some servers with good ping and I had extremely poor performance. So bad it was unplayable. These were a bit bigger gametypes like domination etc. Worked good in all previous titles.

Single Player is super smooth.

May 10 2016, 6:21 AM · Arma 3
Alex72 added a comment to T72761: AI MRLS does not fire when used together with a Support module.

Physical arty don't work properly yet. MLRS got problems and the scorcher versions as well. You can call for 6 but get 3 for example. And if you place 3 arty and call for 6 shots you might get 3 and only shot from 2 of the 3 artys.

So yeah, there is problems with the module and physical arty.

May 10 2016, 6:20 AM · Arma 3
Alex72 added a comment to T72497: Add a small ammo counter for the ammo supply trucks..

I think they have unlimited supply when placed in editor. Just like the other series? Only limited if you want it to be with scripting.

May 10 2016, 6:14 AM · Arma 3
Alex72 added a comment to T72494: Armored Unit Ragdoll and fly high in the air if they collide against another Armored unit or with speed against a rock/wall.

Tried to be the leader of 3 tanks (M2A1) and the 2 tanks behind me drove faster than me everytime and slamming into my ass causing me and the tanks flying sky high.

May 10 2016, 6:14 AM · Arma 3
Alex72 edited Steps To Reproduce on T72184: UAV icon on map when icons turned off.
May 10 2016, 6:06 AM · Arma 3
Alex72 edited Steps To Reproduce on T72183: Workshop - updated missions colorized.
May 10 2016, 6:06 AM · Arma 3
Alex72 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

Being on the ground I have perfect performance, but getting in a jet and flying makes the game stutter big time.

Loading in the island/objects while flying kills it. I can see its every time my HDD is loading that the stutter comes. We didn't have this problem in any of the other series.

May 10 2016, 6:05 AM · Arma 3
Alex72 added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

I got stutter in todays update. Heavy ones as well. Previous one was really good, but today when going up into the air I have massive stutters. Flying forward or going 3d person in some areas while moving mouse looking down caused stutters to the point it felt like performance lag almost.

Don't know if its HD lag (sitting on a normal 7200RPM atm, but it worked fine up til todays update.

All drivers updated, defragged HD, clean system etc.

Small update:
The game stutters so hard when up in the air looking down (3d person) that the game freezes at moments. All stops up like looking at a screenshot. Might be stuck for a 1-2 seconds to then continue to massive stutter.

I don't know if this is related to the ticket since I didn't have bad performance yesterday or any day before that. But who knows. They might done something with regards to this and its not doing the trick on my machine:

Phenom 2 965BE quad
Nvidia 660GTX 2gb
Corsair Dominator 8GB 1600mhz
WD Black 7200rpm
ASUS mobo (fairly new)

EDIT:
If it helps I don't see any change from previous updates when on foot. Fine performance when running around. Flying helicopters etc is another thing. Massive stutter in air.

May 10 2016, 6:05 AM · Arma 3
Alex72 edited Steps To Reproduce on T72054: Module for city sound ambience.
May 10 2016, 6:02 AM · Arma 3
Alex72 added a comment to T70918: Sway of binoculars/rangefinders/designators is way to crass and nauseating.

I have steiner binos and yes - they don't sway as they do in this game. Its nuts when looking over long distances how the binos move all over. Not realistic at all. Need change.

May 10 2016, 5:29 AM · Arma 3
Alex72 added a comment to T70857: Add Blinding Lights.

The lights at night (those light that are blinding in real life) should fill up the screen when looking at them indeed. That would be nice.

May 10 2016, 5:27 AM · Arma 3
Alex72 added a comment to T70484: Implement MagazineCoef for all weapons.

+1

I hope BIS consider this, and i love you guys for improving it.

May 10 2016, 5:14 AM · Arma 3
Alex72 added a comment to T69640: Cant aim through scope while lying (left/right/full down).

Is this coming back? It was working for a while and then stopped working so we dont know if its "as designed" or if its a bug.

To make it the best way would be to allow iron sight and non magnified optics while lying left/right, but not allow magnified ones. Or just bring it back as it was before and allow it all.

These stances were useful before but now when you cant aim your weapon they are rarely used.

And ive tested this myself. It works in real life. Downvoters i guess never held a weapon.

http://web.comhem.se/aphex/arma1.jpg

May 10 2016, 4:43 AM · Arma 3
Alex72 added a comment to T69640: Cant aim through scope while lying (left/right/full down).

Did people miss that we could lie down on our side and use the optics before? Its gone now and it doesn't seem to bother people. However getting that useless stance indicator was really important...

In this stance (and the full down "Z+ctrl-S"):

http://cloud-2.steampowered.com/ugc/540708320526453637/DB21DC028DF848108CCC37177C62C402ED315B63/

While in lying stance as seen above you could aim like this before:

http://nsa33.casimages.com/img/2013/06/27/130627014520880304.jpg

Just to clear it all. Aiming through optics while lying down to the sides is gone. I know a lot of people didn't even know we could do that, but we could, and its gone. Hoping it comes back as it feels mighty weird lying like that and not being able to look through the scope.

May 10 2016, 4:43 AM · Arma 3
Alex72 edited Steps To Reproduce on T69640: Cant aim through scope while lying (left/right/full down).
May 10 2016, 4:43 AM · Arma 3
Alex72 added a comment to T69109: Need slight reduction in recoil when you press RMB.

Good idea. Like holding your breath and having a firmer grip on the weapon as you are indeed about to fire it and want more precision. Makes sense. Not a bad idea at all.

May 10 2016, 4:23 AM · Arma 3
Alex72 added a comment to T69062: Sights produce a lot more sway than most likely should.

Agreed again.

Lying should have less of that traveling sway, and bipod weapons should not travel at all. Vibrations yes, traveling aim no.

Moving slow (jog) with CQB aim up is getting more sway every update it seems. In the ALPHA you felt like a trained soldier as the aim felt spot on while moving through a village aim up. Now it almost have that ARMA2 hard sway pattern and the jog seems faster. This removes the fun and trained soldier feeling of the ALPHA while CQBing.

Binoculars as well. I don't have that crazy sway when I use mine. Revealing enemies and lasing is very hard.

As it is now you basically have to lie down every time you want to do anything.

May 10 2016, 4:18 AM · Arma 3
Alex72 added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

More focused and brighter indeed. It feels like the battery is bad on an old flashlight atm (looking at the flashlight you see yellow light instead of white). Check google for weapon mounted flashlight and you see they are more focused (smaller light area) and brighter.

At least give it a bit more power and a little more focused.

May 10 2016, 3:28 AM · Arma 3
Alex72 added a comment to T67267: Worse fps in prone position.

Vegetation have been super kind to FPS in ARMA3 so if something starts to be laggy now it must be some bug.

May 10 2016, 3:13 AM · Arma 3
Alex72 added a comment to T67161: No consequence to being shot.

Its more battlefield style in ARMA3 overall. OFP, ARMA1 and ARMA2 enemies dropped dead with 1 shot. Here they take a couple of bullets and arent even affected by it.

Bring back 1 shot 1 kill and add limping when shot in the legs plus worsen aim/sway when hit anywhere.

May 10 2016, 3:09 AM · Arma 3
Alex72 added a comment to T66566: AI knows the enemy position at all times, no matter what.

Maybe also tied into the problem with enemy AI that when they see you even though you "fool" them by running left and then behind something so they cant see you, and then take right and run. They still come right even though you fooled them. It happens very often at least. Like they know where you are all the time.

In ArmA1 I remember we could fool the AI and see them looking for you where you were and then go back to patrolling. I don't see that often here.

May 10 2016, 2:47 AM · Arma 3
Alex72 added a comment to T66341: Fatigue Blurring causes physical sickness.

I like it too but have it as optional with settings (which I think you can do?), if not then this is no news. Some people didn't like blur since ARMA2.

May 10 2016, 2:38 AM · Arma 3
Alex72 added a comment to T65587: the ambient sounds of a engagement sounds too wrong.

Im running JSRS but i cant hear its different in the distance. Same effect but lower volume.

In the previous ARMA titles there was a muffling effect at least when things were behind objects. Some filter to dampen and muffle the sounds in the distance would be great indeed.

May 10 2016, 2:05 AM · Arma 3
Alex72 added a comment to T64754: The impact of grass on the performance is way too high.

Separate terrain and grass slider would be best.

But I noticed with a lower end video card the latest patch lags heavy around Agia Marina, during night time near light sources and when looking through scope. Especially also when looking into vegetation/grass. This was not present in the first build where the performance even on lower end cards (system req or a bit above) was very impressive.

Maybe something in the new patch is broken regarding performance or it might even be the new shadow update.

Point being in the previous patches I didn't notice much lag even in the grass, but do now.

May 10 2016, 1:35 AM · Arma 3
Alex72 added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

In the latest patches ive had a hard time killing enemies with suppressors. Just tested some SF mission now where its imperative to take down enemies fast before they have time to radio your location. No matter how well I aim and where I shoot them they just hunk over quickly and snap back into position.

If im lucky enough to overcome the massive sway after holding my breath I get them with my last bullet in the mag. But most often they just turn around after I hit them 3-4 times and shoot me between my eyes with no effort. This is from maybe 30-40 meters with a rifle.

This needs to be improved. More power to the weapons as they seem to have gotten much weaker lately.

May 10 2016, 1:32 AM · Arma 3
Alex72 added a comment to T64553: Weather conditions / seasons (snow etc.).

Snow is a bit much. Lots has to be added to cater for snow.

Anyhoo, I would like a truly dynamic weather button in the editor. Now we set start weather and forecasted weather (what weather it should turn into as time progresses). But a button that randomizes the weather continuously would be nice instead of going from good to bad or from bad to good weather.

May 10 2016, 1:28 AM · Arma 3
Alex72 edited Steps To Reproduce on T64485: Vehicle gunner optics have no compass.
May 10 2016, 1:26 AM · Arma 3
Alex72 added a comment to T64482: Helmet-mounted camera.

There are already scripts doing this. Its an option that exists in the editor although not complete yet I think. But it can be scripted.

http://www.armaholic.com/page.php?id=19614

May 10 2016, 1:26 AM · Arma 3
Alex72 added a comment to T64478: Arma 3 Alpha will not start up in fullscreen. Only windowed..

Voted. I play in windowed atm and I have to go into the video settings every time I start the game and click windowed even though its set to windowed. I also have to change the UI size back to normal as it sets itself to very large.

So windowed need to be fixed every time we start and UI size. Maybe UI size fixes itself if it does start windowed.

May 10 2016, 1:26 AM · Arma 3
Alex72 added a comment to T64460: Explosives and mines, in general..

Good work. Would indeed be nice to give this a little more complexity in the final game to be an attractive role to play.

May 10 2016, 1:25 AM · Arma 3
Alex72 added a comment to T64456: No shadows in RTT.

Optional if feature done please. Might be too heavy for some.

May 10 2016, 1:25 AM · Arma 3
Alex72 added a comment to T64445: Shadow setting problem in latest build.

*Restarting the game after shadow setting changed works, but I don't think that's the idea.

May 10 2016, 1:25 AM · Arma 3
Alex72 edited Steps To Reproduce on T64445: Shadow setting problem in latest build.
May 10 2016, 1:25 AM · Arma 3
Alex72 added a comment to T64399: Vehicles steering more realistic.

Thanks for input. I don't mean to add a "heavy" steering. In fact I also want easier steering. But most games already have what I ticketed. When your driving fast the center of steeringwheel should be "heavier" than towards the outer regions of steering as it will keep you less prone to do too much steering, and make it easier when you do need to steer heavily like making u-turns etc.

Right now its easy at middle and heavy in the corners making me moving my mouse outside my mouse mat to steer a lot and making speeding hard to control as its too sensitive. ARMA always had it correct until an update before ARMA3.

EDIT: When using mouse it would be very nice to have the same type of steering as in Euro Truck Simulator 2. Just like moving your mouse pointer on the screen and stop the mouse stays where you left it. Apply to the steering and you can follow corners very easily and it would simulate having your hands on the steering wheel perfectly.

The auto centering is only needed when using keyboard since otherwise you would have to tap twice as much, but with a mouse it would be very easy to control the vehicles with the same mechanics as in the above game, and no need to keep dragging the mouse left or right all the time during a turn. Just move the mouse (turn the wheel in game) and leave it during the duration of the turn.

Right now steering with mouse feels off. Too much work and too heavy. Feels unnatural.

May 10 2016, 1:23 AM · Arma 3
Alex72 edited Steps To Reproduce on T64399: Vehicles steering more realistic.
May 10 2016, 1:23 AM · Arma 3
Alex72 added a comment to T63575: Weapon sway is too much.

Sway is fine in some places but too much in others. The whole game feels like its moving back and forth now.

Lying with bipod weapons have a traveling sway that goes all over and it needs to go even though bipods aren't animated yet - they are still there so we must assume they are used when lying down (again, BIS, please animate bipods when we lie down).

The other sway that was implemented that I don't really like is the jog-aim sway. In the ALPHA we could jog slowly and have an accurate aim with at least the CQB optics. Now the jog is sped up and the aim have gotten the ARMA2 sway almost where it sways in a hard pattern forcing you to always stand still to shoot (and hit), just like ARMA2. In the ALPHA I did feel like a trained soldier, but now the sway seems to be implemented more and more all over with every update.

Also binoculars of all sorts need to get less sway. Its very hard to lase and reveal/recognize.

I do like the vibrations here and there they feel very realistic, and moving and shooting with magnified optics shouldn't be a walk in the park, but a little bit back from the ALPHA regarding sway wouldn't hurt.

May 10 2016, 12:45 AM · Arma 3
Alex72 added a comment to T63013: Illumination from lightsources not visible during dusk/dawn.

Very nice in the dev-build now! Way to go BIS. Light sources are amazing even during dusk and dawn.

Keep at it. This is shaping up to be epic. ;)

May 10 2016, 12:26 AM · Arma 3
Alex72 added a comment to T63013: Illumination from lightsources not visible during dusk/dawn.

Added a small image (JPG) that was 159kb but couldn't get the ticket through with it for some reason (ERROR). Hope you do understand what I mean by the above. :)

May 10 2016, 12:26 AM · Arma 3
Alex72 edited Steps To Reproduce on T63013: Illumination from lightsources not visible during dusk/dawn.
May 10 2016, 12:26 AM · Arma 3
Alex72 added a comment to T63003: BLUFOR/OPFOR Speed Boat will not move if it touches land, rocks and other objects..

Not power enough to back even if a boat is slightly on land. And no "push" function yet.

On the same note the speedboats don't have enough power to stop quickly. It takes a minute to get a speedboat to stop from full speed. AIs crash into land thanks to this.

May 10 2016, 12:26 AM · Arma 3
Alex72 added a comment to T62953: Good fps but laggy.

I have the same with the latest patch. So much I cant play anymore. 40-50 FPS but stutter like hell around Agia Marina, Airport, looking through scopes and also at night close to light sources. This was not the case in previous patches, and I was extremely impressed with the performance up until now.

Worth noting is that im running a minimum req video card and the rest of the system is above, but previous patches ran like a dream. Now there is some kind of stutter and the mouse feels heavy so to speak.

Hope this is fixed asap if BIS can find out whats causing it. Maybe the implementation of the new shadows did something. Not sure.

Friends with a bit better video cards also noticing slow downs with the new patch. I also tried to disable shadows to check but still the same stutter/lag although FPS is like it always was.

May 10 2016, 12:21 AM · Arma 3
Alex72 added a comment to T62920: AI needs building usage routines.

Adding eAI on the map atm you can always hide in buildings as you know they never come after you there. Even if you fire at them and they "know" you're there. Hoping BIS gets them to go through buildings in final release.

May 10 2016, 12:20 AM · Arma 3
Alex72 added a comment to T62894: When i try to join servers arma 3 crashes...

Seems whenever we (friends) play on servers we either all crash locally or the server crashes. Wasteland seems to be among the worst. On topic though I never crashed on joining a server, but always after a couple of minutes.

May 10 2016, 12:19 AM · Arma 3
Alex72 added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

Its definitely harder to hit someone moving sideways. However if you move at the same side for too long the enemy should be able to lead his bullets better after a while.

We still need to be able to zig zag away from hairy situations and not get super duper AI that hit us even if we run crazy patterns. :)

And difficulty should determine this. The lowest setting could have AI with crap shooting skills so the new player gets a chance to feel the game and not die every second.

May 10 2016, 12:15 AM · Arma 3
Alex72 added a comment to T62547: Light sources (except sun and moon) shine their light through objects / do not cast shadows.

I don't care so much for shadows (might be performance thing), but I do care about that light shine through house walls etc. Using flashlights while going through a dark house when PvP'ing is suicide as they can see the flashlight shining right through the walls and out.

Would be very nice if BIS could find a way to stop light from going through walls.

May 10 2016, 12:06 AM · Arma 3
Alex72 added a comment to T62491: 'Tap' a friend on the back.

No fan of indications on the screen. ARMA series have been a clean screen experience and worked and I think the in game VOIP has helped there as we can always communicate to each other.

May 10 2016, 12:02 AM · Arma 3

May 9 2016

Alex72 added a comment to T62359: Difficult to Stop Boats.

Speedboats take a minute to stop from full speed. Mil vehicles should stop way faster. More power please. :)

May 9 2016, 11:57 PM · Arma 3
Alex72 added a comment to T62256: Vehicles act like rubber - no weight simulated.

Also to add PhysX all over. What I mean is that if you go full speed and turn so a vehicle flips it seems ARMA2 physics take over and gently sets the car down often. The vehicle should keep flipping and be at the mercy of the physics. Its your problem as a driver if you drive too fast and turn too hard (so to speak) and you should be helped by magic physics.

However I have a strong feeling this is all alpha stage behavior atm.

May 9 2016, 11:51 PM · Arma 3
Alex72 edited Steps To Reproduce on T62170: Difficulty settings not working.
May 9 2016, 11:47 PM · Arma 3
Alex72 added a comment to T62030: Terrible sound immersion.

There is no Doppler effect on helicopters I think. Alarm sounds change as you move but a helicopter sounds the same as it passes you.

May 9 2016, 11:41 PM · Arma 3
Alex72 added a comment to T62013: Moaning sounds.

When patching oneself up without being a medic (think its up to 75%ish) the moaning should calm down a bit but still be there. Right now though people sounds like constant porn stars around you. :)

Small issue again. Im sure it gets attention down the road.

May 9 2016, 11:40 PM · Arma 3
Alex72 added a comment to T61934: setOvercast command not functioning.

The in game forecast option only changes it from something to something and then stays at the forecasted weather right?

I always wanted a true randomized weather that can go back and forth and in between continuosly available in the editor (tick box randomized weather?). But i guess the random weather mod is what i have to look foward to. :)

May 9 2016, 11:36 PM · Arma 3
Alex72 added a comment to T61848: Missing realistic effects to weather elements.

Clouds are fine and very nice IMO but rain at storm setting need to be more visual so it gets harder to see.

May 9 2016, 11:29 PM · Arma 3
Alex72 added a comment to T61701: Please add parachutes.

Parachutes are coming as you all seen in the screenshots before.

http://roboawesome.com/wp-content/uploads/2011/06/Arma3_E3_exclusive_screenshot_04.jpg

May 9 2016, 11:18 PM · Arma 3
Alex72 added a comment to T61396: Moving tactical stance problem.

Indeed it is not fixed anymore.

Another problem came as well. Go into tactical "C" and move. And while doing that press right mouse button to aim while walking. Now you don't bring the aim up anymore but instead move the weapon closer to the face but with a close run animation (weapon almost in face).

So 2 things broken now.

  1. Cant use "X" to crouch/stand while moving in tactical "C" with highest or lowest standing stance.
  2. While moving with tactical "C" we cant aim with "right mouse button".

Both worked at first with the early builds.

May 9 2016, 11:05 PM · Arma 3
Alex72 added a comment to T61396: Moving tactical stance problem.

Fixed in the development build.

Cheers BIS.

May 9 2016, 11:05 PM · Arma 3
Alex72 added a comment to T61396: Moving tactical stance problem.

With so low votes I guess people don't understand what I meant. This is a big problem atm. Would like to make a video but I cant for now.

I try to explain again:

*When standing you can press "X" to crouch and get back to standing at will.
*When moving you can still do this without problem at will back and forth.
*When you press "C" with weapon drawn and moving you get into a nasty problem:
-You wont be able to move and stand/crouch at will if you are in any other custom stances than standard (middle) standing stance that you start the game in.

If you from start press CTRL+W or CTRL+S to go to high standing stance or low standing stance you will only be able to go to crouch when moving in tactical "C" stance, but you wont be able to come up again while moving tactically no matter how much you slam the "X" button. You have to stop moving to be able to stand again right now unless you are in the middle (standard) standing stance.

This means that if you are behind a cover and try to look over something and press CTRL+W to stand tallest to see over that cover and then need to start moving you will always have to remember to go down to middle standing stance again to use the tactical movement feature.

Solution:
It should always be possible to crouch/stand while moving tactically ("C" pressed while moving) from any standing/crouching position.

PS. if its still unclear I shall try to get someone to record a video of this bug. DS.

May 9 2016, 11:05 PM · Arma 3
Alex72 edited Steps To Reproduce on T61396: Moving tactical stance problem.
May 9 2016, 11:05 PM · Arma 3
Alex72 edited Steps To Reproduce on T61151: Lowering weapon can cause problems.
May 9 2016, 10:52 PM · Arma 3
Alex72 added a comment to T61151: Lowering weapon can cause problems.

Seems to be while walking and double tap ctrl to lower weapon will have you walk automatically and sometimes you can stop it by pressing V or switch weapon.

May 9 2016, 10:52 PM · Arma 3
Alex72 added a comment to T61081: Some sort of melee?.

Don't call people idiots. Make you look like one.

Melee, no thanks.

May 9 2016, 10:47 PM · Arma 3
Alex72 added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

I think PiP optics would give more advantage since you get more peripheral vision while firing. Now everything is zoomed in and you don't have that so you cant see whats going on on the sides.

Would be nice as a option (might be too heavy of many systems).

May 9 2016, 10:30 PM · Arma 3
Alex72 added a comment to T60863: We're are gonna need a 3D editor..

Atm im placing random eAI on every balcony in Kavala.........

........2 days later. Yep, still doin it.

May 9 2016, 10:18 PM · Arma 3
Alex72 added a comment to T60863: We're are gonna need a 3D editor..

There is a 3D editor in ARMA3 but you cant access it the usual ARMA2 way. And you still cant save what you've done etc so no real use for now. I sure hope for a 3D editor but not surprised if it doesn't come.

The least I want in the 2D editor is icons that represent the size properly of all objects so its easy to place them. Right now it can take 30 minutes to get a few things properly aligned.

May 9 2016, 10:17 PM · Arma 3
Alex72 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Why don't you guys use the mouse to counter this behavior? That's what we always done in this series. If you loose handedly just leave it and fire the weapon it will end up in the sky yes, but if you use your mouse as you would your arm in real life you can counter this behavior very well and keep it steady.

I however agree that when lying down with automatic rifle/MG you hold it down and should get more back kick than a upwards traveling weapon. So far it will travel upwards even when lying and that should be tweaked.

May 9 2016, 9:59 PM · Arma 3
Alex72 added a comment to T60639: Modules for task creating don't work in multiplayer.

Like NkEnNy we also get the tasks working, but only after we die and restart. First time its a mess to the other players but the leader. It can show some tasks or no tasks to them.

May 9 2016, 9:52 PM · Arma 3
Alex72 added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

And brighter tracers during dusk/day/dawn. Very very hard to see where you shoot atm during those times as the impact dust also is pretty small.

From 0:12: http://www.youtube.com/watch?v=juUJdzFFORs

May 9 2016, 9:27 PM · Arma 3
Alex72 added a comment to T60096: Recoil is way to strong... like in all previos games.

Lying prone with machinegun has recoil that goes upwards even though there are visual representation of bipod on the ground. I think this should be fixed and have the weapons recoil go backwards and not upwards.

Otherwise yes, use mouse to counter the recoil. You need to train in this game compared to simpler shooters.

May 9 2016, 9:26 PM · Arma 3
Alex72 added a comment to T60049: [Feature request] Seperate post-processing settings for motion blur, bloom, ambient occlusion etc..

Noticing playing with PP on "normal" for me lowers FPS when in 1st person view as the "motion blur" kicks in as you move/turn around. I love the PP effects and would really like to have the moving blur separated like many other games. Motion blur on its own setting and the other PP effects as shine, scope effects etc on its own.

Basically as it is now but with a separate tick box maybe for "motion blur". Would help some FPS and remove some sickness I hear some people get. They also want the other effects but not the motion blur.

So, signed.

May 9 2016, 9:23 PM · Arma 3
Alex72 added a comment to T59947: Better ragdoll.

Latest version of the game i cant see ragdoll happening when shooting FFAR or HE from a tank. No AI is being blown to the side and ragdoll to death. They ragdoll in place - i think, but they arent blown a bit from the shockwave like with grenades (at least before i havent tried now).

The impact should make them at least fall away from the blast and not just drop straight down. I think its a code mishap.

Same with trees. They dont fall from damage anymore like they did in all previous titles.

May 9 2016, 7:20 PM · Arma 3
Alex72 added a comment to T59947: Better ragdoll.

It seems the PhysX stops working at times and old ARMA physics takes over. Was driving and turning hard so i was driving on 2 wheels. Car stopped and still with 2 wheels in the air. All good so far, but then the PhysX seemed to stop and instead of the wheels that are in the air come down hard as they should the car slowly slowly sinks down until all 4 wheels were on the ground.

So it seems PhysX is being cancelled at times indeed be it ragdoll or vehicles.

May 9 2016, 7:20 PM · Arma 3
Alex72 added a comment to T59707: Snakes show up in thermal scope.

If it shows up at night as white then that particular thermal hotness at night is a bug. But reptiles do get hot as they warm up for the day laying on hot rocks etc. Reptiles control their heat by laying on heated rocks etc.

I guess they need to cool off after night come and when bad weather hits.

Small issue for now though.

May 9 2016, 7:09 PM · Arma 3