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May 10 2016

Stiffwood added a comment to T80712: [Feature request] Fast Roping.

I read your link Brian,but I dont get the point you are trying to make. Really thought the physics calculations were done by physx? If not on the gpu then on the cpu.

I guess this fact would enable a great implementation of fastroping instead of the strange "Ladder attached to chopper" solution that was implemented in A2OA.

May 10 2016, 10:05 AM · Arma 3
Stiffwood added a comment to T80712: [Feature request] Fast Roping.

We have physx now. Should be possible.

May 10 2016, 10:05 AM · Arma 3
Stiffwood added a comment to T80712: [Feature request] Fast Roping.

What do you mean its yet to be enabled? Isn't it what is ingame atm? -nosplash is just a command to remove the splash screen before the engine loads the game.

May 10 2016, 10:05 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

@Kol9yN

Sounds nice, but this should be done from the ground up in the engine. We should have tracing so that you only interact with whatever you look at and not something behind you.

This is so much needed and it's right in line with the idea of making the game more fluid.

May 10 2016, 10:04 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

Please keep spreading the word on this ticket. I don't think we should be satisfied with the current broken solution.

This is not something that can be modded at a later stage by the community. This has to be done by the developers and it has to be done right.

May 10 2016, 10:04 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

Well I guess choosing what menu should appear when using HoldAction key is not the most pressing matter. I just hope BI works out a much more simplified system for interacting with self and world. It makes sense to do this now that they took the first steps with smoothing gameplay and accessibility.

A simple tabaction and HoldAction ked setup would be nice for the interactive items currently ingame. Match it up with a better method of tracing what the player is looking at (current system is broken) and er would have a much smoother experience.

May 10 2016, 10:04 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

How is some menu unusable for some people? Everyone with a mouse should be able to use one?

May 10 2016, 10:04 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

@Demongornot

With respect of your idea, I think sticking with 1 ticket with multiple mockup ideas has a better chance of being looked at than multiple seperate tickets.

Also your ticket will probably be reviewed since it is connected to this one.

May 10 2016, 10:04 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

Intuitive interaction menu with objects. (Highlighting along the lines of what Nicolii has made a very nice mockup of http://db.tt/CTZkSYOS (Maybe twistking could add that to the description of this ticket))

Some kind of easy menu for self interaction. I like radial menus as they could also be used for external objects when the object has more than one use (E.g. hold "E" to choose between "Get in" or "View cargo" of an vehicle whereas the quick tab of "E" would choose the default and most used action "Get in".

May 10 2016, 10:04 AM · Arma 3
Stiffwood added a comment to T80711: Easy way to significantly improve the clunky action menu.

@Nicolii

Good mock-up indeed. That is exactly what we need. Maybe even less intrusive, but even with that system I seriously don't see how it could degrade the game to a common COD fps.

I see a system like that adding immensely to the fluidity of gameplay.

The actionmenu has to go. It has never worked from a gameplay perspective.

May 10 2016, 10:03 AM · Arma 3
Stiffwood added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

Again these comments seem to revolve around whether or not A2 content is important or if you rather want to buy the existing assets as an DLC.

What Kju is talking about concerning AiA is so much more than simple assets and he is fighting for this ticket because he can see how relatively little is keeping it from being realized.

What about making a video, Kju? To explain it all. Hell if Dslyecxi could make one it would help gaining momentum, if not just creating overview.

May 10 2016, 5:32 AM · Arma 3
Stiffwood added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

I voted to support this. I'm not sure if everyone who are critical about this idea really understand how much time and effort has been put into projects. One can take a quick look at i44,cwr2 or just the sea of models that has been released.

It's not at all impossible to rearrange so that these great projects can live on. As someone mentioned before, it would be a waste to just throw away the TREMENDOUS amount of work the community has done so far.

How many of these great modifications will be lost? I personally, would love to play i44 in the new engine A3 has brought us, but I doubt a lot of modders has the "Free" time to rebuild it.

May 10 2016, 5:32 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

@Kol9yN

Sounds nice, but this should be done from the ground up in the engine. We should have tracing so that you only interact with whatever you look at and not something behind you.

This is so much needed and it's right in line with the idea of making the game more fluid.

May 10 2016, 4:21 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

Please keep spreading the word on this ticket. I don't think we should be satisfied with the current broken solution.

This is not something that can be modded at a later stage by the community. This has to be done by the developers and it has to be done right.

May 10 2016, 4:21 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

Well I guess choosing what menu should appear when using HoldAction key is not the most pressing matter. I just hope BI works out a much more simplified system for interacting with self and world. It makes sense to do this now that they took the first steps with smoothing gameplay and accessibility.

A simple tabaction and HoldAction ked setup would be nice for the interactive items currently ingame. Match it up with a better method of tracing what the player is looking at (current system is broken) and er would have a much smoother experience.

May 10 2016, 4:20 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

How is some menu unusable for some people? Everyone with a mouse should be able to use one?

May 10 2016, 4:20 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

@Demongornot

With respect of your idea, I think sticking with 1 ticket with multiple mockup ideas has a better chance of being looked at than multiple seperate tickets.

Also your ticket will probably be reviewed since it is connected to this one.

May 10 2016, 4:20 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

Intuitive interaction menu with objects. (Highlighting along the lines of what Nicolii has made a very nice mockup of http://db.tt/CTZkSYOS (Maybe twistking could add that to the description of this ticket))

Some kind of easy menu for self interaction. I like radial menus as they could also be used for external objects when the object has more than one use (E.g. hold "E" to choose between "Get in" or "View cargo" of an vehicle whereas the quick tab of "E" would choose the default and most used action "Get in".

May 10 2016, 4:20 AM · Arma 3
Stiffwood added a comment to T69085: Easy way to significantly improve the clunky action menu.

@Nicolii

Good mock-up indeed. That is exactly what we need. Maybe even less intrusive, but even with that system I seriously don't see how it could degrade the game to a common COD fps.

I see a system like that adding immensely to the fluidity of gameplay.

The actionmenu has to go. It has never worked from a gameplay perspective.

May 10 2016, 4:20 AM · Arma 3
Stiffwood added a comment to T67963: Programmable artificial intelligence.

I have a hard time understanding how to program the AI? Do you mean more variables than Skill?

May 10 2016, 3:37 AM · Arma 3
Stiffwood added a comment to T67962: The player keeps his movement and cease to respond..

Isn't this a duplicate of the same bug as in A2? Where double tapping the opposite direction fixed the "keep running" bug?

May 10 2016, 3:37 AM · Arma 3
Stiffwood added a comment to T67901: Barrel Changing.

I don't know if it works, but ACE mod currently has sparebarrels for MG's. I would like to see it in A3, but honestly I don't think BI will be the ones implementing it.

Upvoted though.

May 10 2016, 3:35 AM · Arma 3
Stiffwood added a comment to T67201: Squadmates with stealth ROE will fire at will on enemies using unsuppressed weaponry.

Maybe have them only return fire when fired upon?

May 10 2016, 3:10 AM · Arma 3
Stiffwood added a comment to T67071: Enhance reality by implementing more real body reaction to various (bullet) impacts....

Euphoria engine was, imo, the best ragdoll enhanced system I've seen to date. That said it is prob. unrealistic to implement in more that one way.

I also get that most lethal hits from calibers used in this game wouldn't transfer a lot of momentum.

But, at the moment it would be nice to see factors like movement speed and turnrate to influence the ragdoll "animation".

May 10 2016, 3:05 AM · Arma 3
Stiffwood added a comment to T66921: [Tweaking] More realistic tree/bushes behaviour.

Well to start off they could remove the bend animation from the biggest tree classes. Then tweak it later on if needed.

That shouldn't take a lot of time.

May 10 2016, 3:00 AM · Arma 3
Stiffwood added a comment to T66697: 'Live Feed' does not work when PiP dissabled..

This might be a problem in the campaign if similar scenarios occur. I can see why dynamic pip might not be feasible, but maybe you could design the mission to use markers (on hud and/or map) if the game isn't running with Pip enabled. Couldn't that be scripted?

May 10 2016, 2:52 AM · Arma 3
Stiffwood added a comment to T66441: Improve and enhance grenade behavior as per Dslyexci's prototype.

Yes that is indeed a good prototype system. I remember seeing that when the videos were released.

I hope the developers will implement some of the basic ideas.

Up voting

May 10 2016, 2:41 AM · Arma 3
Stiffwood added a comment to T66437: Ability to shoot from civilian vehicles.

Isn't this a duplicate? http://feedback.arma3.com/view.php?id=2452

Better add comments for that issue and upvote. Its already 3rd in the voted issues.

May 10 2016, 2:41 AM · Arma 3
Stiffwood added a comment to T66290: Make Tracers A Light Source.

Yes it actually worked very good in A1 with ACE.

Now that we have this improved light engine this feature should be added. I don't believe it would be any big hassle to implement. Also adding different intensities depending on caliber should be worked out.

May 10 2016, 2:35 AM · Arma 3
Stiffwood added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

I don't think its something BIS should focus on. Sure the maps and items are nice, but I'm sure it'll get worked out by modders and groups like e.g. AllInArma.

The future plans of BIS game Arma 3 wil prob. be something we, in the end, want ported over to future Arma games. And it'll prob. happen in the same way as it has been handled in the past. Modders.

May 10 2016, 2:23 AM · Arma 3
Stiffwood added a comment to T65797: Knowing your Teammates.

Isn't there something like this ingame already? The diamond indicator of team players?

Also the shacktac variant of the squad radar is very useful and greatly increases the fireteam situational awareness and promotes teamplay.

May 10 2016, 2:13 AM · Arma 3
Stiffwood added a comment to T65354: Completely unrealistic open terrain infantry engagement movement.

I do hope the AI gets changed or optimized. On another note does anyone know if the idea of HC setups will be included tweaked? It just seems like almost all the shortcommings of Arma OA are still present in A3.

May 10 2016, 1:56 AM · Arma 3
Stiffwood added a comment to T65205: Being able to disable the ammo counter (details inside).

As Christian K wrote. When you have Arma 2 in a realistic setup with ACE, inventory/ammo awareness becomes a part of the gameplay. Just as it would be in a real life situation.

May 10 2016, 1:51 AM · Arma 3
Stiffwood added a comment to T65071: Covering system within a vehicle..

I think a duck in vehicles would be great. Don't think it would be too hard to include, but it needs work through animations.

May 10 2016, 1:46 AM · Arma 3
Stiffwood added a comment to T64924: Dual wield handguns and SMGs.

I have a hard time seeing dual wielding being relevant to a military simulator. It seems more fit for a game genre with less focus on realism.

This would prob. fit better in the possibilities of the modding realm.

Also if you would like it for DayZ I think you should open a feature request for that game, since this tracker is not linked to DayZ.

Sorry, but I'm not voting up on this one.

May 10 2016, 1:41 AM · Arma 3
Stiffwood added a comment to T64847: No Animation For Breaking The Rotory on AH and MH Helicopter.

I think choppers could use some love in A3 in terms of damage modelling. It would be nice to be able to see rotors being destroyed.

It would be amazing if the rotors could be added as physx elements.

Maybe you could "easily" emulate rotors flying off by still having the current state of them just disappearing, but when damaged enough "spawn" rotor wing objects with physx and make them fly off. It might be an easier method than having rotors as actual physx elements attached to the chopper.

May 10 2016, 1:39 AM · Arma 3
Stiffwood added a comment to T64843: In-Vehicle Lean system from Take On Helicopter.

Dunno if its the same as TOH since I haven't played it, but I play with trackIr and I can ctrl+movemouseleft and then lean with trackIr to look out and down to the side of the chopper.

I think you can rebind the keys to make it work.

May 10 2016, 1:39 AM · Arma 3
Stiffwood added a comment to T64769: TrackIr: Camera viewpoint of pilot in MH-6 is offset to the left GPS window is opened while flying..

THIS SHOULD BE CLOSED. IT IS CAUSED BY CTRL+MOUSEMOVEMENT AND IS NOT A BUG.

May 10 2016, 1:36 AM · Arma 3
Stiffwood edited Steps To Reproduce on T64769: TrackIr: Camera viewpoint of pilot in MH-6 is offset to the left GPS window is opened while flying..
May 10 2016, 1:36 AM · Arma 3
Stiffwood added a comment to T64559: More dangerous environment in water.

@BlackLord its OT, but that made my day ^^

May 10 2016, 1:29 AM · Arma 3
Stiffwood added a comment to T64553: Weather conditions / seasons (snow etc.).

This would open to a great deal of variety.

On one end of the spectrum: Think of a mission set on Greenland with sides fighting for territory because of oil. White as far as the eye could see and, except for your clothing and camuflage, only terrain to mask your movement.

On a more relevant/realistic note, playing in Siberia like settings could also be amazing.

Snowstorms that limit your view distance and dynamic effects with trees being covered in snow.

I'm in. Sign me up.

May 10 2016, 1:28 AM · Arma 3
Stiffwood added a comment to T64510: I FIND THE BUG WHO CRASH ALL SERVERS SINCE 0.52.

I'm not able to reproduce. Not even with what Esro is stating.

Maybe add some logs if you are able to generate solid reproduce.

May 10 2016, 1:27 AM · Arma 3
Stiffwood added a comment to T64508: Arma 3 on multiplayer: "no message received".

I think the servers have been crashing randomly since the last update.

Usually "no message received for x seconds" means that the server has crashed.

May 10 2016, 1:27 AM · Arma 3
Stiffwood added a comment to T64506: Request : Delay for taking out the compass.

Well I guess this is about a balance of realism and accessibility. I have always liked the way watch, compass etc. is portrayed ingame, so i'm voting against.

May 10 2016, 1:27 AM · Arma 3
Stiffwood added a comment to T64419: Clothing should darken to symbolise being wet....

I like this idea. What I think is that the way soldiers exterior looks should be revamped in some areas. I would like to see more dynamic exterior looks from e.g. different wounds, but also as already noted, water, dirt (wear from combat) etc.

I also get if BIS cannot prioritize this, but I'm sure they like all the ideas from the community. Just hope modders like the ACE community keep an eye on the feedback tracker.

May 10 2016, 1:23 AM · Arma 3
Stiffwood added a comment to T64328: Helicopter blades appear to turn very slowly at times while flying.

I haven't noticed the effect looking bad or unrealistic, but ill try and pay attention.

Also as Tasty wrote, I don't think this should be high priority since it is not near being a gamebreaking element.

May 10 2016, 1:21 AM · Arma 3
Stiffwood added a comment to T64311: Planting charges on vehicles/buildings.

I don't think it's a planner feature atm. Wasn't created in Arma or Arma 2 and neither in OA. I saw a modder creating something for door charges in A2,but I would love if BI made it possible to plant explosives on vehicles.

More so being able to breach doors would be amazing since we now have a much more usable physics engine.

May 10 2016, 1:20 AM · Arma 3
Stiffwood added a comment to T64216: IDF (BLUFOR) needs female soldier options..

Come on now stop with the BLUEFOR is IDF. BLUFOR is NATO in Arma 3 and NATO isn't IDF.

You also posted in the main female/male post about this should have female models since the game is built around IDF.

This is a duplicate at best.

May 10 2016, 1:17 AM · Arma 3
Stiffwood added a comment to T64162: PROPOSAL for Rendering of Personell camouflage at Distance: REPLACE grass layer.

I like your idea. It's well thought out and reasonable. Voting for the attention of BIS.

May 10 2016, 1:15 AM · Arma 3
Stiffwood added a comment to T63970: Change Combat Pace toggle and Walk or Run toggle Transposed..

I get your description, but how should run -> sprint work with this?

May 10 2016, 1:07 AM · Arma 3
Stiffwood added a comment to T63900: Add friends to friend list in Arma III.

I would think steam integration is a planned feature. I'm guessing steamworks will also be included.

May 10 2016, 1:03 AM · Arma 3
Stiffwood added a comment to T63883: Scope Stadia Lines do not Represent Target Shoulder Width Used in Range Estimation,.

I have been testing a bit in the editor and no the lines do no seem to be working as intentional.

May 10 2016, 1:03 AM · Arma 3
Stiffwood added a comment to T63881: Gas Settings on Automatic Weapons..

I like this idea and I'm voting it up, but I have to say that this kind of realism would probably be more relevant for a team of modders e.g. ACE. I'm not sure BI will go to these lengths in creating a combat simulator.

Though still, voting it up.

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

@Make Love Not War
Seriously using that nick has me on the troll fence of the whole post. I rest my case.

It doesn't make any sense in my mind. You want to remove a line referring to war in a war simulator with the intent of people not forgetting that real life war i terrible, but you do still want to play the game.

It seems to me like a ethics test for the masses passed by one individual who has a double sided opinion of the subject.

May 10 2016, 1:01 AM · Arma 3
Stiffwood added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

I don't get it. You like playing a war simulator which, if we face it, is about killing other people, but you think it's over the line that the game states "This is War"? I'm not trying to be a dick, I honestly just don't get it.

Having "This is War" is not going to make people disregard or regard the fact that real world war is a terrible thing.

I really, really can't see the terrible thing in writing "This is War" on a war simulator intro. Should it have been "This is Realism" instead? I mean it's still the same game. Killing other people.

May 10 2016, 1:01 AM · Arma 3
Stiffwood added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

I smell a troll. Might even be without intention..

May 10 2016, 1:01 AM · Arma 3
Stiffwood added a comment to T63792: 9000 second roll selection lobby timeout on dedicated server.

This is very annoying and could easily be fixed in a patch. I have been playing a lot of TvT games where one guy would troll and hold the server inoperable because he refused to ready up.

May 10 2016, 12:59 AM · Arma 3
Stiffwood added a comment to T63774: Unreal Explosions In ARMA 3.

The explosions are created the same way as they was initialer developed in Arma. This needs to change. It seems almost all the explosions are scaled from the same mushroom cloud based effect.

Frankly it looks bad compared to game effects in games from 2005. And we have seen better use of the engine in creating explosions in mods like warfx and Ace.

May 10 2016, 12:57 AM · Arma 3
Stiffwood added a comment to T63774: Unreal Explosions In ARMA 3.

The explosions could seriously do with an overhaul. The looks of explosions have been forwarded from OFP -> Arma -> Arma2:OA with incremental additions. I hope there is some way of cranking more/detailed particle effects out of the engine without a massive performance hit.

I especially like the work of: http://www.youtube.com/watch?v=6-mc_zJ58DE

Maybe it can be done in another way than the current way the engine renders particles. I don't know, I haven't got the technical knowledge.

May 10 2016, 12:57 AM · Arma 3
Stiffwood added a comment to T63607: Jump/Jumping command.

What about implemented different ways of getting over objects. I know this won't fix your idea of jumping over small gaps, but as the game is I see more areas of applications in this idea:

Think of it as this.

  • Sprinting towards a waist high fence would enable you to:
    • Vault over quickly and not being able to quickly: aim -> fire
  • Running or walking towards a waist high fence would enable you to:
    • Step over slowly and be able to quickly: aim -> fire (As current "v")

This way we maintain animations being bound in use for object that you want to pass, but introduce the "Vault" option for when you need to keep up your sprinting speed and just cross the object as fast as possible.

May 10 2016, 12:46 AM · Arma 3
Stiffwood added a comment to T63449: Frames drop to an unplayable level 5-10fps.

Can't you use search? Stop writing tickets without searching.

Duplicate

May 10 2016, 12:40 AM · Arma 3
Stiffwood added a comment to T63138: Add switch modes for a Laser and the flashlight.

Yes this would be nice.

But.

What is needed is an overhaul of the whole attachment system. There must be some way to create a more modular system. The current working one seems like 1 step in the right direction, but not the full jump needed.

May 10 2016, 12:31 AM · Arma 3
Stiffwood added a comment to T63051: Just a suggestion but have good 3 dimensional directional sound for headphones.

Not sure what you really want from this ticket? I guess category:general fits, but still you should specify more than your current post.

May 10 2016, 12:28 AM · Arma 3
Stiffwood added a comment to T63029: Server does not assign player a slot where forceHeadlessClient=1;.

Yes please. The progress from the last HC addition in beta was godsend.

May 10 2016, 12:27 AM · Arma 3
Stiffwood added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

I really hope this idea will be implemented. From what I see in the screenshots posted by NordKindchen it drastically increase the look of current scenarios.

May 10 2016, 12:24 AM · Arma 3
Stiffwood added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

Yes Nord this should be improved.A lot of things are still direct imports from A2, but this is system is "easily" changed for the better, as you have already proved.

May 10 2016, 12:24 AM · Arma 3
Stiffwood added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

I hope to see this idea being accepted as a possibility for the final game.

May 10 2016, 12:23 AM · Arma 3
Stiffwood added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

I hope (And believe they already are)BIS looking into this and the grasstexture concept!

May 10 2016, 12:23 AM · Arma 3
Stiffwood added a comment to T62884: Characters lay down on Quad bikes.

I have seen this bug too, while playing online. Dunno if it can be duplicated.

May 10 2016, 12:18 AM · Arma 3
Stiffwood added a comment to T62864: Let us bind weapons to keys.

I cannot think of a reason why this shouldn't be possible for those who are interested.

I vote up.

May 10 2016, 12:18 AM · Arma 3
Stiffwood added a comment to T62718: Animating vehicle doors.

Just a fast and short animation when disembarking so the game doesn't feel too locked. And having doors as actual objects that you tale cover behind. Maybe make it so that by ejecting the doors would stay open and by selecting "get out" the doors would close afterwards (no player animation for opening or closing doors, just the Quick animation of the player leaving the vehicle.)

May 10 2016, 12:13 AM · Arma 3
Stiffwood added a comment to T62606: Easy to implement but major impact improvement for the animations.

I think this is a valid post. A3 is foremost an infantry combat simulator and in my opinion having these magic turning on bearings animations are taking away the immersion.

May 10 2016, 12:08 AM · Arma 3
Stiffwood added a comment to T62543: Built-in Radio (Like in ACRE mod).

Well I like the idea, but also comes down to how the missions are create.

Putting all players on a side in one group destroys the use of the ingame von.

May 10 2016, 12:05 AM · Arma 3
Stiffwood added a comment to T62456: The Radio of Arma 3 Multi Player.

I think you have two different understandings of direct communication. One of you thinks it cover actual speech in proximity. The other is of the understanding that direct communication is a low range radio frequency.

May 10 2016, 12:01 AM · Arma 3

May 9 2016

Stiffwood added a comment to T62425: AH-6 bounce off water.

As far as I know the flight models aren't final, but put in as a temporary solution.

May 9 2016, 11:59 PM · Arma 3
Stiffwood added a comment to T62350: HACKERS HAVE COME! Playe CowsGoMooMoo hacker!.

This is a bug/feature tracker. Please use the search function prior to writing random strains of thought.

May 9 2016, 11:57 PM · Arma 3
Stiffwood added a comment to T62276: [Feature request] Fast Roping.

I read your link Brian,but I dont get the point you are trying to make. Really thought the physics calculations were done by physx? If not on the gpu then on the cpu.

I guess this fact would enable a great implementation of fastroping instead of the strange "Ladder attached to chopper" solution that was implemented in A2OA.

May 9 2016, 11:52 PM · Arma 3
Stiffwood added a comment to T62276: [Feature request] Fast Roping.

What do you mean its yet to be enabled? Isn't it what is ingame atm? -nosplash is just a command to remove the splash screen before the engine loads the game.

May 9 2016, 11:52 PM · Arma 3
Stiffwood added a comment to T62276: [Feature request] Fast Roping.

We have physx now. Should be possible.

May 9 2016, 11:52 PM · Arma 3
Stiffwood added a comment to T62256: Vehicles act like rubber - no weight simulated.

I agree that this is something that should be tweaked, but surely BI has started with focus on game stopping issues which starts with errors crashing the game -> Stability and designbugs to make the game playable/better performance (Which splits in to SP and MP) -> visuals and adding content + tweaking of that.

May 9 2016, 11:51 PM · Arma 3
Stiffwood added a comment to T62030: Terrible sound immersion.

I think as Dagonath and Psychomorph. Especially explosion sounds haven't got the "Oomph" needed to sound like the powerful forces they actually are. Good youtube clip to demonstrate Dagonath.

May 9 2016, 11:40 PM · Arma 3
Stiffwood added a comment to T62013: Moaning sounds.

This will maybe be changed later in the dev process. Otherwise I'm just waiting for ACE. They never let me down!

May 9 2016, 11:40 PM · Arma 3
Stiffwood added a comment to T61872: New technique for rendering grass at far distance.

What about viewing soldiers from a high angle? It would seem strange if a grass mask was rendered starting from a 90 degree angle to the horisontal level and going 90 degree over the soldier. Like grass growing over the soldier, but starting from thin air.

May 9 2016, 11:32 PM · Arma 3
Stiffwood added a comment to T61792: Building fails 2.

I've failed to reproduce. Need more specifics.

May 9 2016, 11:21 PM · Arma 3
Stiffwood added a comment to T61748: PhysX (PhysX3_x86.dll) crash with Windows 8.

Remember to close if the error is resolved by your software/hardware

May 9 2016, 11:20 PM · Arma 3
Stiffwood added a comment to T61703: Make wounds appear where soldier was shot.

Yes I'm tired of looking at the same wounds from (almost) since OFP.

May 9 2016, 11:18 PM · Arma 3
Stiffwood added a comment to T61547: Scoped optics doesn't reset to front while you are resting your weapon and in a crouched position.

Lol ceeb you've had to write that for quite a few posts now

May 9 2016, 11:11 PM · Arma 3
Stiffwood added a comment to T61538: Massive Exploit - Grenade Throws Clip Through Walls.

Might be that the grenade is spawned too far away from the character. Dunno if it will hurt the looks of the throw if it is moved closer.

EDIT: Reproduced and confirmed. Will probably be fixed down the line.

May 9 2016, 11:11 PM · Arma 3
Stiffwood added a comment to T61531: Sprint too fast and urealistic.

I like the speed as it is. Short high speed sprints are vital for crossing roads or closing other critical distances.

May 9 2016, 11:10 PM · Arma 3
Stiffwood added a comment to T61527: Locked forward movement.

Yes I''ve had that too multiple times. For the moment you can disable the walking animation loop by changing weapon.

May 9 2016, 11:10 PM · Arma 3
Stiffwood added a comment to T61289: ATV bug!.

Duplicate duplicate. Use search

May 9 2016, 10:57 PM · Arma 3
Stiffwood added a comment to T61237: Vehicle Gunner's screen not usable.

If you can then close your thread.

May 9 2016, 10:55 PM · Arma 3
Stiffwood added a comment to T61158: Cant run and shoot in the same time..

You sure the shaking isn't caused by headbob? Try turning down headbob in options.

May 9 2016, 10:52 PM · Arma 3
Stiffwood added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

Yes Gobbo that too. I really hope this was quickly put together so to be able to push out the alpha and not final work.

As Nordkindchen already said, with the amazing work made by former and ongoing modding community a system like this is like teasing with the idea of having a modular approach to weapons and attachements, just to retract the possiblity of it ever working without hackjobs.

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

@columdrum yes I don't know why they can't pick up from that experience. The way its done atm is looking good, but it seems very cumbersome to modify.

May 9 2016, 10:51 PM · Arma 3
Stiffwood added a comment to T61100: Ability to delete/close a bug/feature report.

has been fixed. You should be able to close it ; ' )

May 9 2016, 10:50 PM · Arma 3
Stiffwood added a comment to T60996: Character remains injured after med kit is used.

Marlon908 you are changing your arguments to something completely different. The topic was why there are Faks for stopping bleeding and medics for healing and not just medpacks that heal you.

You ask why there is a separation and not just one pack to rule them all.

As already stated the combat simulation includes medics who has the purpose of treating people. If everyone could pack medpacks there would be no need of a medic, but since the game wants to include this unit in the combat simulation it is they have included the distinction.

Now as you point out, yes shooting someone in the foot enough times kills the person instantly and no this is not real life realistic, but I don't that you can make that point argue that there shouldn't be a medic unit with the functions that are included right now.

It's a bit like saying "this thing is not completely realistic and therefore we shouldn't have this other thing that is partly realistic"

I guess it's about what degree of realism you wan't in a combat simulator.

OT: The way ACE implemented the wound system was very good, while still having room for improvements.

May 9 2016, 10:37 PM · Arma 3
Stiffwood added a comment to T60980: Mortars extremely accurate.

I guess implementing a inaccuracy falloff should be doable. Hope to see it implemented.

May 9 2016, 10:37 PM · Arma 3
Stiffwood added a comment to T60885: Movement sounds seem to lag behind player after a bit..

Yes this is a bit annoying. I keep looking over my shoulder to see if its a friendly teaming up (Or and enemy!). Hope it can be fixed. Seems to me like the point of where the sound should be played isn't placed directly under the player. Or a variant of that scenario.

May 9 2016, 10:33 PM · Arma 3
Stiffwood added a comment to T60819: Firing from vehicles.

This would a great addition to the gameplay.

Personally, I think it's wrong to talk about balancing issues, since Arma is not really about balancing as e.g. Bf3, Cod (Insert multiplayer shooter game name) is.

Moving in with armor should be a serious threat and treated as so. Flanking and positioning with AT weapons is part of the simulation.

May 9 2016, 10:04 PM · Arma 3