Ah I see, I believe I tested this before Ctrl+T was actually added. Will the camera stay locked on the target even if the player stops controlling the UAV? I noticed that was an issue before Ctrl+T.
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May 10 2016
I know for a fact that SDVs are not pressurized because if you go underwater in one without wearing a rebreather, you will drown.
should be an easy thing to add. +1
sounds fine to me? everyone's sounds like that
Does the issue happen with single player as well?
Are you using any mods?
jets like these would probably not have reverse thrust, but definitely +1 for the towing tractor. At least give us differential braking on the wheels (right and left separate wheelbrake). That would allow us to turn the jets on a dime while taxiing (as they can in real life), eliminating part of the need for a tractor.
Acknowledged is just sweeping this under the carpet :P my least favorite part about this tracker
I know exactly what you mean, the Arma 3 stinger had a realistic way of locking, and I would like nothing more than to see that functionality put into Arma 3's heat seekers. It should be a simple matter of copy/pasting a snippet of code.
Are they just like the tips popups (that you press H to dismiss), or are they different? I bought the DLC immediately to support BI, so I don't know what the popups look like, to be perfectly honest.
"immersion"? you're driving a gocart for fuck's sake... If you *really really* wanted those messages to go away, you would just buy the DLC. It's $1.99...
Been seeing this for quite some time.
I would really love to see waypoints integrated completely into the vehicles (for example, waypoint would show up on hud as WP1 and have the distance, as well as have a marker on the compass to show the direction of the waypoint. But this seems to be the next best thing to that. +1 for sure.
can moderators ban people from the tracker?
... just wondering
+1. I am very glad to see IEDs for zeus, but it would be great to see them be placeable. The FIA is a great choice. It should take longer to set them than a normal charge though, because they are buried.
the only part of that I understood was "red damage" and "toolkit." I don't know why the Breaking Point Forum directed you here, but this is a place to deal with Arma 3 issues, you are talking about mods which are not affiliated with Bohemia Interactive, so reporting this issue here will not get your question answered.
If you can reproduce the bug with vanilla Arma 3 aircraft you can post here, but otherwise please direct this issue to the makers of your aircraft mod.
I believe this has to do with the issue involving the fact that that animation is purely tied to altitude. If you spawned a house way up in the air (above 300m I believe) and placed a unit in it, it would be stuck in the HALO animation.
I know, same here. I'm just really confused as to why they would take it out in the first place.
Like, it's obvious that moving features from A2 to A3 isn't hard (look at autohover, landing autopilot, high command, how locking works, and the entire squad management system, just to name a few), so I don't see why they would take a more complex system and simplify it. It just removes depth from the game, adding to the effect that "there's no content" as everyone says.
It would be almost like taking ejecting from aircraft out. Sure, you don't use it *that* often, but when you need to, it saves your virtual life, allowing for search and rescue missions and the like.
It can do nothing but add to the game, and now it's been taken out :/
Sounds like your problem is related to google translate to me, BI can't do anything about that :P
seconded, this has recently been fixed
It would also be nice if you could disable the HUD reticle in the jets. Their built in HUDs already have a reticle in them, and now that the HUDs are properly aligned now you don't really need the white crosshair overlay. It would look a whole lot nicer. The Orca's HUD works like this and it looks much better.
Agreed, it should definitely be in the helicopter DLC. Arma II's patch fixed this and it made all my dreams come true. Please don't disappoint us BI!
It just doesn't make sense to have the gunner fire forward-fixed weapons. It's too hard for the pilot and gunner to coordinate the shots. The gunner doesn't even have a means of aiming the rockets, the only way to know is to stop looking down the optic and going into cockpit view. it's just a bad design.
It is imperative that this be implemented in the Helicopter DLC.
I am really quite confused as to why BI did this. The gunner can't even see which way the rockets will go unless he exits the sight mode.
I think I know what the issue is, I believe I have had the same issue before. It is where all the menu options are cycled through extremely rapidly again and again, the buttons all being highlighted one at a time. However, it's only happened to me very rarely upon opening the steam overlay, so it may be steam related.
:) yes, DCS: A-10 is one of my all time favorites above all other games and sims. Unfortunately, my schedule doesn't allow me to play it very often (so I'm not very good anymore), but I always hope that someday I'll be able to free up some time to play it more often.
And adding a feature like this would bring Arma a little closer to DCS's level.
as Goblinbutt said, I'd love to get back the high/low spread that came along with the 2000/4000 rpm modes. It was a great, intuitive system which also made the miniguns much more effective at short ranges.
Would be great to see the Arma 2 system for the little bird brought back
yep. once I needed a sh*tload of screens for a video project, and I set everything to ultra. never quite got my old fps back.
You too, I just came to say that I too was going to direct this to the maker, because now that I am in Dev build, I am seeing many script errors when I am damaged. Thank you for your time.
I too am having some issues reproducing, but have had it happen to me various times while playing a mission. will test more.
EDIT: okay, in the mission where I am experiencing it, it happens quite often. now I am beginning to think that it is a mission-related thing. have added some rough steps to reproduce. If it turns out to be mission related, we can close this and I will point the issue towards the mission maker.
I know, it is beautiful :')
the sound isn't quite as good as other videos like this one https://www.youtube.com/watch?v=12AGsn36Ass (that ripping sound; the cheer of freedom by the soldiers :D) but it's a good visual.
It doesn't need to stream high res textures at 30+ fps. all it needs is to be a rough visual aid for the pilot, allowing the copilot to increase his situational awareness. It would work just as well to add another to the pilot's side instead of move it away from the copilot (updated ticked with this information). Obviously in real life he would be able to switch between the different pages of the MFCD but in the case of the Hellcat (at least so far), the MFCDs are purely aesthetic and don't actually move, the pilot isn't losing anything by replacing the texture with a camera feed.
you can always adjust the overall AI skill coefficient under "gameplay" in the settings.
could you update the ticket (maybe in the additional info section) with more information about how you fixed the problem? That way, it will be easier for people to try themselves if they have a similar problem.
have you tried the good old autodetect settings? it might set everything to "standard" but at least see if that fixes your fps
be sure to check some things such as display aspect ratio. when I upgraded from a 720p monitor to a 1080p one, I lost a ridiculous amount of fps (10-20). I thought perhaps my computer just couldn't handle a 1080p render, turns out my aspect ratio wasn't quite correct (the calibration images were just a tad out of alignment). I fixed it, and instantly gained back said lost fps. Worth a shot. I typically get 28-38 fps, which isn't so bad, considering I run most settings on high or very high, and usually set my render distance to 9000+ (I'm a pilot).
@Fank, :O what are your system specs? that's amazing. what view distance do you run at?
no it is not windowed mode related, it has to do with the render resolution. Just check the calibration square/circle picture to make sure you can't see the black background behind it.
somewhat related to my issue here: 18506 discussing how ejection, whether done properly or not, is practically useless.
couldn't a keyboard user just hold both the brake and throttle up keys? How do you set up your joystick? Perhaps I have been experiencing my issues because of how my joystick and pedals are set up.
okay, I will be sure to test this out. I seem to remember being disappointed with brakes being tied to thrust when the Buzzard came out, but perhaps they have improved it since then. How do joystick users have an advantage? The ability to have Analogue control?
@heyvern69 yes it would be nice to have better control over helicopter wheels. but the worst part is that they don't even roll. they're just dampers. I tried to do an airplane-style running landing with the Kajman (the Ka-50 often does this), but it isn't even possible, as it acts as if there are no wheels. As you slide, you take massive amounts of damage until you explode.
Am I jealous as fuck. I'm still using my Logitech Attack 3. Too bad they replaced it with the shitty twist grip one. The Attack 3 is a great piece of hardware. I'm pretty happy with my CH pro pedals though. I'll go check my keybinds and see if I can replicate your findings.
whenever I use the analogue break, it just lowers my engine speed. Maybe I'll mess around with it a little later.
well, I just thought this was an important one. I too wish they would fix more fixed wing problems. I would actually be just as happy if they didn't change anything now, but promised a DLC down the road that made all aircraft amazing. I just want to know that it will get better.
hmm, that's odd. what controls do you use to fly? I use joystick and pedals, so avoiding missiles and cannon fire + landing softly is no problem for me. Practice is also a big part of it. I play most games just to fly, so these sort of issues mean a lot to me.
@B00tsy, earlier today I though that maybe the amount of time you had to eject would have to do with how much damage over 100 you had taken. If you took one too many cannon rounds, (maybe 103% damage) you would have more time to eject, but if you took an AA missile (perhaps would take you to 120% damage), the time would be very little (perhaps 1.5-2 seconds) before the jet exploded. This means that large AAA missiles (i.e. SAM missiles from AAA tanks) have a chance of destroying the aircraft instantly. I feel like this would produce the most fair system for both the pilot and the one who destroyed the jet. If you have ever played DCS World, you will know that most missiles cause only external/minor systemic damage, allowing the pilot to eject most of the time. But very large AA missiles have a chance of destroying an aircraft completely in mid-flight.
Yeah actually that's a really good idea
it would prevent a jet that has like .1% health from being able to safely fly home and land (it shouldn't). That way would actually make the ejection a requirement, and make pilots have to act quickly to save their lives. I have posted a video as well in additional information that shows how the smoke trail isn't a clear/sufficient indicator.
Yeah my friend uses keyboard and mouse to fly, he really likes it. I'm more used to a flightstick. I have definitely noticed that problem with helicopters, their wheels don't actually turn for some reason :P. I rigged a simple mission that shows the health of my vehicle, so maybe I'll test it and see how much damage you take when you land. Do you agree with B00tsy's method he described above?
I can't say I've ever been killed by one AA missile ever. Nor do I "let" them hit me, I generally try to avoid them :P. I also don't see where this concerns AI - all this is about is warning the pilot when his jet has a critically low amount of health. To be honest, I really have no idea why you downvoted. If you get killed instantly by an AA missile, so be it. But if you're flying along and take one too many HMG round from an MRAP or similar, you should be alerted that you have a very low amount of health. It doesn't seem like an unreasonable request to me.
Ah but you see,
You aren't even aware that you've taken damage. Sometime when you are flying, go into 3rd person. If you freelook backwards, you may see the exhaust of your plane turning dark and smoky, when it should be clear. This just proves my point if anything else. If there was a better damage system, you would actually be able to tell that you were taking damage. You could be doing CAS runs and take some HMG round that bring your jet down to 5% health. The problem is, you can't even tell because the jet still sounds, looks and functions just fine. Now it takes just one bullet to get shot down. I'm sure being killed in so little time is very frustrating, and having a warning system like the one I've described would allow you to know when you are extremely damaged, allowing you to either eject safely, or return to base.
I still don't follow. What part of my suggestions do you disagree with? Ejecting is essentially a broken mechanic because it is impossible to tell how damaged your plane is.
But the aircraft still has an amount of damage ranging from 0 - 100%, which is why the exhaust darkens slowly as you take more and more damage. I am not requesting for loss of control or more hitpoints yet or anything. All I'm asking is that once the plane drops below a certain amount of health, there is a more significant change that shows you that you are extremely damaged and should eject. This could be as simple as an audible warning "caution, caution," perhaps in conjunction with "EJECT" flashing on the HUD, or even just flames coming from the engines and thick black smoke trailing behind. When a jet is shot down (completely destroyed in midair), it exhibits this behavior. All we need is for this effect to apply a little earlier, so that the pilot can tell if he needs to eject.
@Dr Death, I'm afraid I don't follow.. are you saying the system should be as it is? I don't know about you, but your descriptions of damage never happen to me. Damage definitely should have an effect on performance, if you get an engine shot out, you should loose thrust from that side and enter a spiral/flameout state. I have never been one shotted by a missile, I also rarely take more than a couple of HMG bullets at a time, so for me at least, death by HMG is a slow process, where I take a bullet or two every strafing run, and eventually one bullet is the straw that breaks the camels back, and I spontaneously explode.
Please reread my ticket, your comment makes it appear to me that you did not read it carefully.
no problem, they are the same thing. feel free to keep this ticket open, this issue needs to be addressed. I only added that so that a dev could add my ticket as "related" in the relationships section.
related to 0017968
I have never heard of this problem before. It is most likely computer based, however. Hopefully someone with more insight will comment.
hey guys,
It's been a little hit or miss lately, but here is a mission where it almost always happens:
http://steamcommunity.com/sharedfiles/filedetails/?id=184917782
Once you spawn, move to the trucks parked outside. The host should see lots and lots of tools and ammunition inside, but clients should see nothing. Sorry to the mission maker for using their mission as an example, it is a great mission but it was the best example. I would also like to know whether this is related to actual server host/client desync, or if it could have been avoided when scripting the equipment into the truck's inventory.
Later tonight I will have access to my ArmA computer, I will do it then.
seems to work fine for me. place the module, place a trigger activated by Radio Alpha, sync them together, and then call radio alpha in your mission and it should work.
okay, oddly enough, this is now happening for me as well. It probably has to do with the fact that when playing as zeus, the plane is immediately en route when the module is placed. I suppose as a hotfix, you could spawn the module using a script, but this is definitely not an ideal setup. Could a dev reopen this issue?
like someone said above, it's a suppressor, not a silencer. A suppressed gun is still quite loud. A .308 suppressed rifle *using subsonic ammo* will still produce sounds as loud as 130dB.
Okay, I was mistaken then
Most of my experience comes from DCS A-10 so all you know is whether or not a missile is launched, and approximately where the launch came from (within approximately 30 degrees).
yeah I still don't really know what the "countermeasures mode" keybind does...
and AD2001 has probably the best fix we're likely to see. just add some chaff to the flares. I think getting BI to implement realistic AA missiles would be a complete clusterfuck.
In a game like this, it also wouldn't be very fun (for example, because heatseaking missiles are guided passively, the target has no way of detecting them unless it takes the A-10C approach and watches for the smoke trail. makes getting hit by one a hell of a surprise).
Here's a related idea I had for zeus keybinds in general
http://feedback.arma3.com/view.php?id=19835
could possibly be the server. Having a very bipolar/unpredictable computer, I know what you mean. Before you try anything else, try a restart of your computer. 7/10 times it fixes it for me. If it still isn't fixed, shut down your computer, leave it for 3-5 minutes (to let all its electronics discharge), and start it back up again and try again. If it STILL doesn't work, try verify integrity/reinstall, etc. Also, be sure you don't have a memory leak. My friend will sometimes notice that after a while, the CPU usage will go up to 100%, no matter what they are doing (even on menus) which causes crashes, etc.
to be honest, I don't even know what the point of the "stone" is... it just looks like a grenade, and it explodes like one, except without any explosion effect. The sound is still there though...
if you are close enough to hit him directly with a grenade... you shouldn't be using a grenade
same if you can see him. you should be using them to clear houses and kill concealed enemies.
seems like a pretty minor issue to me
I was playing as host with my fried online;
I placed a vehicle (in this case a hatchback sport but I have reproduced it with other vehicles as well), and selected "respawn on location."
Once it has respawned, there is no way of selecting it.
EDIT: okay, after a few tests it appears as if it has been indeed fixed. I'm not sure why I experienced this problem (it was earlier this week) but at least it's working properly now.
thanks!
perhaps, but there are still some issues with zeus using IR grenades (for example, you can't delete them).
I know, my main point was to leave out the markers on targets.
The thing I would like to see most in this game in the way of fixed wings is to integrate the "shift-click" map waypoint into the vehicles and/or GPS itself.
Instead of seeing the magic marker on screen, you would have to look at your GPS or (if in a jet) look at the compass indicator. A marker on that would indicate the required azimuth.
It would add a lot more realism, and also would be useful even in hardcore situations where onscreen waypoints, etc are disabled.
Actually I was under the impression that that was intentional. Go play DCS: A-10. You'll notice that there are no markers over targets.
My understanding was that this information is only present for certain aircraft, and only when there is a vehicle such as an AWACS that programs the vehicle's computer to "see" the target and mark it, even though it's only getting a coordinate.
In the A-10, you can set a spot as a "SPI" (sensor point of interest) which will show up as a marker on the HUD, but this is after you have found the target with the targeting pod and manually marked it. I think it's fine as it is.
Helicopters like the Apache have a built in radar (like the longbow system) but I don't believe the A-10 has one (it takes too much room, and its primary role is ground attack so it is not particularly useful).
What we really need is a better system for waypoints in the aircraft. It's about time wo ditch the magic shift-click-magic-waypoint and integrate it into the aircraft's hud (similar to how objectives showed up in the Arma 2 HUD compass). It would be great if JTAC or HQ could program waypoints and send them to the aircraft, but all this is an entirely different issue.