Fuel explosions are already being adjusted in Dev Branch
May 10 2016
I don't believe you can, unfortunately.
That's why the "explosive=" value exists in the config, it allows ammunition to be both explosive and still have penetrating capability (explosive=0 means fully kinetic, explosive=1 means fully explosive, and anything between is a mix of the two).
Seriously - this feedback tracker is cluttered enough. The last thing we need is requests for weapons to be put into the game. Content like this will come with DLCs *if* bohemia feels it should. Someone please close this ticket.
ah okay sorry :P didn't read the sarcasm.
The shock wave that would go through a tank after an IED went off under it must be brutal, you can probably feel the pressure change inside.
Yes it is. Ear protection only gets you so much. An IED going off directly next to a car is a much bigger blast than any conventional ear protection could silence.
It's apparent it's a problem because when your car explodes, the explosion is equally quiet.
been noticing this a lot too. I was practicing with the AA tanks. I took an ATGM from an A-164 Wipeout. Despite the fact that my vehicle has just blown up, I could hardly hear it.
In real life, a direct concussion (such as a mine going off) would most likely be amplified by the closed container that is the vehicle, making the sound earsplitting.
This also applies to air vehicles. A missile can explode directly on your plane, but the only indication is a slight jolt. You can't hear the explosion at all. Needs a fix now.
Okay I know I came across as frustrated and angry and I apologize
I have found you a thread on the forums about how to make an explosion anywhere you want just by using a script. Here it is: http://forums.bistudio.com/showthread.php?78032-How-do-i-trigger-an-explosion-in-the-editor
Are you kidding me? Have you even played the Zeus tutorial? You can press "END" on your keyboard to destroy the selected object, and you can also place all the mines, charges and explosive satchels in the game and use END to blow them up too.
Here's a tip: If you have a question, ask 3 friend. If none of them know the answer, ONLY THEN should you come to the forums/feedback tracker to ask about it. It just adds even more unneeded clutter to these platforms.
It's kind of to be expected, this happens at least to some extent in all games (it's a whole lot of stuff happening at once, it's bound to bog down the game).
the Mk18 is also a thick chunk of metal with a giant match grade barrel, the TRG is a much lighter, sleeker, short barreled gun.
Ahhh that makes sense about the AI being able to automatically tell player from concealment.
I'm interested to see your repro mission.
It would be very useful for the devs to explain to us how the AI sees. We know how we see, and therefore how other humans see. But we don't understand how AI think, making it really hard to judge what is and isn't good concealment and stuff.
I will definitely test your theories and write back.
What type of grass are you trying this with? I am talking about the little round bushes that are all over the island.
I know you can't just change an "AIproneProbability = 0.7" value in the config or anything, and this ticket was meant not as a very specific fix, it was just to recognize a more general issue with AI behavior (I know BI is constantly working on AI behavior).
I am interested in how you got a number output in terms of the AI seeing you through grass, I would like to try this myself.
Believe me, I know very well how this game works (I have played this game for nearly 1000 hours, playing all sorts of roles), and I hardly think this ticket is "spam" compared to a lot of other tickets on this tracker.
And while I will admit that my field of expertise is centered mainly around aviation and aerial weapon systems, I know enough about AI to know that there is something wrong with a certain behavior.
It's not "nerfing" the AI behavior.
We're not making them "more stupid," we're merely changing their behavior to make them act more like humans.
Prone is a great stance for long range shooting, but it is inherently vulnerable, because movement is slow. Go play multiplayer, and tell me how often you see people go prone. They don't for two reasons: it makes you a static target, and you can't see shit through the grass (the AI can).
To be honest, going prone in these situations is what is fucking stupid on the AI's part.
Go into the editor. Place an OPFOR rifle squad. Place yourself a little ways away in a Pawnee.
Start strafing the OPFOR with your guns. What do they do? Do they run and hide like people would? No. They lie down in prone, waiting to get shot and die.
I can't understand for the life of me how you can disagree with me about the grass thing.
I can't tell you how many times I have died because an AI lies down in the small lumpy bushes and grass, and headshots me because they can see me, and I can't see them. You obviously haven't played this game very much.
thank you for the note oukej, I have updated the steps to reproduce with a simple example of the issue.
This was assigned the instant I created it. Are all AI movement tickets auto-assigned to oukej or something?
Yes, the launch of Arma 3 is a work in progress but as we've seen from the past, they have brilliant ideas, it just takes a while for them to be finished.
Yes the vanilla game itself is a bit of a mess right now (overpowered armor, too much weapon sway, etc), but so far all the DLCs (Zeus, Karts, Bootcamp, if you can call bootcamp a dlc) have produced stellar content, so I have good faith that our future DLCs and shotguns will be great.
Yes, I never thought about that actually! I certainly hope to see it come then.
they weren't 'ditched,' they were put in as placeholders to be used for testing/screenshots, etc.
and I'm talking about the F35
I think we can still expect an MV-22 Osprey variant, because in game there are already "crashed" models of the osprey. In fact, there is a static one right at the end of the Stratis Air Base runway (to the southeast), just under the water. You can even see one of the rotor blades sticking out of the water.
I am not aware of any scrapping being done.
I'm not sure about the Osprey and XM25, but I know for a fact that the F35 was a placeholder for the purpose of testing. The pictures of the shotguns can be found in Dslyecxi's Game guide here: https://store.bistudio.com/images/screenshots/a3_tactical_guide_print/a3_tg_print_5.jpg
In my mind, CQC=CQB. It doesn't matter, we knew what he meant.
Shotguns are probably coming. There are picture of the AA12 and the Kel-Tec KSG. They'll either come or they won't, a feedback tracker post isn't going to affect that.
How did you even get the arsenal to be at night? The VR world doesn't seem like it's supposed to be used at night.
oh I see what you mean
yeah there should be like NV mode or something
I think he is saying he doesn't want them to change in relation to the map (i.e. when you zoom out of the map, the marker stays the same size meaning it covers more area.
yes, I know these comments have gone a bit off topic but they are also making good points.
But I agree. It is very important that all laser guided weapons be able to lock the laser designator. In fact, some weapons should not be able to lock unless a laser is painting the target (the weapon would perhaps be SACLOS without lock so that it isn't useless :P)
I agree that the weapon mounted lasers would work for this purpose to some extent; I am sure that it would work great for shorter range pointing to direct MRAP/Armor fire, and maybe helicopters such as the Pawnee (since they fly quite close), but I feel like it would be difficult to see from high up (Gunship/Fixed Wing). Perhaps a more powerful NV-spectrum laser could come somewhere down the road in a future DLC or something? It would also be nice to have the vehicle-mounted IR strobe (marking the friendly end of the laser), which we don't have currently.
it's also too hard to see a laser from the air
the radar only shows a red square, so you can't tell the laser target apart from any old vehicle.
AGM-65D and G mavericks *do* use thermal cameras, but others use Electro-optical sensors. IR or not, they still work a little differently than say, an AIM-9X or something.
But yes, JDAM is GPS guided. But the key word was "most," not all. And in arma there are not yet JDAMs.
I don't know why this is downvoted, apart from freefall and TV guided weapons, most guided weapons are laser guided. This would make JTAC more of an asset.
+1 for "machinegun on a stick"
hmm, do you use it often?
it's not a very common optic unless you play lots of OPFOR, so maybe you hadn't used it recently
Didn't search before posting did we? This is not just a VA issue, it has been around for a few updates and happens everywhere, not just virtual arsenal. It's already been reported many many times.
related to http://feedback.arma3.com/view.php?id=19708
This is still a problem?? I submitted this ticket ages ago, I thought they would've improved it since then
It wasn't great before, but now it's undrivable.
This is not a petition. If a dev likes your idea, they *may* pass it on to their team.
And if the server is full, find another one. Or better yet, join a clan and play on private servers.
Now look what you guys have done.
We now have invincible super soldiers that hardly fatigue at all, even when carrying heavy gear. I hope you're all happy, because all you wasteland kids bullied BI into significantly reducing the fatigue.
"Ejecting" from a helicopter is simply bailing out. It's pretty obvious it's not intended to act like actual ejecting.
You must be playing on some pretty shitty servers, because I have never seen that kind of lag on the ones I play on. I always get 30-45 fps in multiplayer, and ~55 on single player medium-high settings.
If you think arma 3 sucks so much and say arma 2 is so much better, then go fucking play arma 2.
To be honest, a hardcore flight simulator isn't supposed to be fun or even enjoyable. It's usually frustrating, sometimes boring, and always extremely difficult and taxing. But the feeling of accomplishment is unreal, the feeling of satisfaction afterword is great.
@maskedkhan it can still be fun.
The secret is just to pay more attention to your load. To be honest, I don't really play the missile-carrying classes so maybe they are really slow, but in general as long as you don't go picking up tons of shit you'll be fine.
My general rule of thumb is to never carry a backpack. Every class besides ammo bearers, medics, mechanics, explosive specialists and missile classes do not need a backpack, everything fits in their vest. This way it's not tempting to pick up tons of shit and get overburdened.
It's apparent that arma 3 is not the game for you guys.
- The infantry in this game carry upwards of 45 kilos of gear. I would very much like to see any of you strap on that much and try to run a kilometre. The new fatigue system is great, much more realistic. Weapon sway could be tweaked a little bit, but besides that the new update is great.
- This is an awful ticket. You report multiple issues in one ticket, you bitch about how things should be just the way you want them (because obviously BI is making this game only for you, right?).
Remove half the keybinds? What the fuck? We don't even have enough to cover some controls we should have (for example, context-sensitive action keys).
It's very apparent that this game is not the right genre for you, I don't hear anybody else bitching about having 'too many keybinds,' or complaining that you can't sprint across Altis (and I know you guys are the ones who carry both a Zafir and a Titan).
Please don't spam the tracker with this bullshit. If you hate arma so much, don't play it. Otherwise, shut your mouth.
The PCML has always been able to lock. It's just that the lock sound and icon didn't show up until an update a few months back. Since then it's always been able to lock.
I am away from my computer currently but I will test it out. Just based on what UAC does, could running the launcher as administrator also fix the issue? Whenever I run a program as administrator it asks if I am okay with the program making changes to my computer, and I assume this is the 'clearance' the launcher doesn't have? Or is it something else to do with UAC?
yeah, I was rather excited to try out the launcher, but it is 100% non-functional for me. Right now it's about as useful as opening the <your profile>.vars.arma3profile with notepad. If you don't know what I mean, go try it and see.
How does one do this?
I am still having the crashes, but can't find any arma3launcher.rpt files. Looked both in AppData>Local>Arma 3 and in the root folder.
Would be great to see this feature. +1
We can already expect bipods in the marksman update, I guess we'll just have to wait until then.
Be sure you are fully rested before trying to take the shot. Lay prone for 10-20 seconds and wait for your breathing to relax. Make sure you are holding your breath for the shot as well. But I agree, bipods are a sorely needed feature.
This is 100% not Bohemia's fault. Several weeks ago, they said they were redoing the way sounds work for weapons. Weeks ago. And they posted it *everywhere.* Your mod maker should have patched their mod by now. Don't bring this shit to the feedback tracker; this is for reporting important vanilla game-related bugs, not for flaming about your broken mod that has nothing to do with Bohemia Interactive.
Guys, come on. Use LogMeIn Hamachi.
I connect to my friends via the "LAN" page in multiplayer, or connect via IP.
I've never ever had connectivity issues.
It literally takes like 10 minutes to set up. And then you have a private network for free for up to 5 people at a time.
It's pretty hard searching through all the different sections for a simple thing, such as a table. Took 5 minutes to discover that the table isn't in furniture; it's in 'camping'. This is a much needed feature.
Low multiplayer framerate is a widely discussed issue on the forums. Please only post bugs/glitches/feedback/feature requests here.
Just go in game and look at anybody's face with a ghillie suit on. The face texture is just a flat texture with a balaclava and a dark face that could go either way (persian/caucasian) so that they only had to use one texture for all. Now with balaclavas we should be able to have it better.
Fixed in Stable 1.24. Please close this ticket as "resolved."
Okay you guys all know about this issue, please please stop reporting it. It has been fixed on dev branch I believe, and it has been reported so many times it's almost as if you guys post without ever reading the feedback tracker and/or forums.
It would seem that these problems arose after the previous reticle misalignment was fixed. Is that what these came from?
Yes, the muzzlebreak softens the recoil, and its weight greatly reduces its recoil.
But that weapon (type)'s recoil should not be the same as this weapon's recoil:
what do you mean aerodynamic? M320 fires a .408 round, it should be shockingly disorienting when fired standing.
watch that video. This is a guy who is bracing against the ground so hard, he has to lean back. The rifle still kicks his entire torso backwards. The M320 should be much more unstable while standing.
It is a map-by-map basis, it's just fine on stratis. This problem only exists on altis.
If in doubt, scour the Config browser (usually in CfgWeapons). You'll be surprised how useful it is for finding classnames and such.
yep, I believe they are "NVGoggles", "NVGoggles_OPFOR", and "NVGoggles_INDEP"
have you tried
this removeWeapons "NVGoggles"; ?
that's what I've always used
maybe verify your game cache? I have no problem removing them.
according to google translate (:P) his ticket says pretty much the same thing as this one [http://feedback.arma3.com/view.php?id=19257], perhaps it should be marked as related?
I suppose that makes sense
but it's kind of too bad when Zeus is limited, imo it's better to have faith that they won't abuse their powers.
Even when I am playing as Zeus trying to fight players, you never go over something they can't handle.
ah I see. It's a shame to be honest, a player who is familiar with .sqf has incredible control over the scenario. The console should be available to all Zeuses.
have you tried [this setFriend [*side*, 0/1];?
that's actually an interesting idea, force the hud to be locked forward if the pilot doesn't have a helicopter pilot/gunner helmet.
Or, even better, don't give them a HUD at all, since the helicopter doesn't actually have a physical HUD device like a jet does.
they have an HMD (Head Mounted Display). In real life, the HMD is not just a fixed screen of info like it is in Arma. For instance, in the orca, when you turn your head the gun reticle should stay in place (otherwise the gun is automatically useless). It would be the same for the unguided Rockets
the only issue is how can you control the gunner position from the pilot seat? we'd need to add a whole new set of key bindings, unless helmet guns were implemented
I have tested with all mods deactivated; the damage issue is fixed but this one remains to show up randomly.
it seems this issue was caused by a mod. close please.
I am using very minimal mods, but I'll give it a shot; another mod of mine was broken by the update so that may be the case.
what we really need is a preset "dashboard quick look" button that would switch the camera to be zoomed in on the dashboard/control panel as long as it is held. It's nice to have the wide field of view that's there now, but it's too hard to read the instruments in that view.
They could allow you to set a default view, and also another one you could get by holding a key. That way your key could be looking over the shoulder, to the side, dashboard, etc, and you could also set your default view (sometimes it points down too much as well).
you mean he has already died, laying on the ground but the gun continues firing?
I love your name btw :P monty python?
Why are you downvoting? he's making a perfectly reasonable argument, backed up by hard facts. How on earth could you disagree?
A complete 3D editor has already been confirmed.
for more information, read here: https://www.bistudio.com/english/company/developers-blog/460-arma-3-roadmap-201415
Not entirely sure on this one, but I assume it is on the server's end. Contact the server admin.
I know, it's a shame that reviving didn't get carried over from Arma 2, it's a really great feature.
Anyways, a Dev will mark the ticket as "no bug" and it'll be closed.
Reviving does not exist in Arma 3 (yet). This functionality comes from a mod of some sort. Please direct this issue toward the maker of the mod or admin of the server.
This is intentional. Thermal optics cannot see through glass in real life. This is because glass is an insulator (and therefore why all the heat in your house doesn't instantly go rushing out through the glass pane). Because the heat is masked, the optic will not pick anything up (or if anything, extremely faint shapes if viewing though very thin panes of glass).
Saw that, this ticket can be marked as "resolved" now.
I get this too. In all honesty, it's not really an issue, just press shift upon reentering the game and then un shift-tab and it won't happen again until you alt-tab again.
^ this is a steam issue. seeing this in all my games.
Bumping this back up. It still doesn't seem to work. I tell the UAV to follow a target and then use Ctrl+T to lock onto the target. The camera follows it while I am controlling it, but as soon as I release control the tracking stops. Updating the ticket.
Please set the status of the ticket back to 'NEW'