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May 10 2016

RickOShay added a comment to T70124: IF female civilians are included in A3 as they were in A2 then they should be able to operate weapons and vehicles..

I understand this ticket relates to allowing civilian females to use weapons & vehicles.

But I would suggest that the more important feature request is adding female civilian models. Presently a much needed feature.

The debate regarding whether female civilians can be equipped with weapons is secondary and in fact a non issue - if male civilians can be equipped with weapons so will the female civilian counterpart - obviously at the discretion of the missions maker.

Female civilians would make most missions much more believable - irrespective of whether they carry weapons or not.

It's only by taking the weapon (non) discussion out of the equation that this feature request will remain on point and not get hijacked by the sexist/misfit brigade as per the female soldiers ticket.

May 10 2016, 5:00 AM · Arma 3
RickOShay added a comment to T70124: IF female civilians are included in A3 as they were in A2 then they should be able to operate weapons and vehicles..

Totally agree with feature request. This would make the towns a little more believable and if I remember correctly that's what we are trying to do - make ARMA3 as realistic as possible. The debate about the need for female soldiers can wait imo. Of course once we have female civilians what's to stop them occasionally picking up a gun as you quite rightly said. Mission makers will then be able to include these NPC's if they feel it will add to a mission.

May 10 2016, 5:00 AM · Arma 3
RickOShay added a comment to T70084: choppers are bouncing.

Seems it happens only on certain terrain/surfaces. Like on the pier - chopper seems to fall through the mesh and then get reset continuously. Very easy to reproduce.

May 10 2016, 4:59 AM · Arma 3
RickOShay added a comment to T70019: make respawn module work in SP mode + EDITOR .

The point is respawning should not have to rely on this outdated and tedious text file process. A simple respawn option in the editor is what we have been asking for for some time. Why is this so difficult to enable? It doesn't require 1000's of lines of code and it would simplify this very important part of the game and make the game more streamlined and polished - features Bohemia stated were a priority for ARMA3.

All we need is a respawn option in the editor - allowing the level creator to set:

  1. Number of respawns allowed: slider from 0 - infinite
  2. Location of respawn: nearest base, nearest teammate, etc.
  3. Repawns apply to: friendly human, friendly AI, both.

Anyway something like that.

May 10 2016, 4:57 AM · Arma 3
RickOShay edited Steps To Reproduce on T69807: When parachuting and landing on rocks - parachute doesn't close until you move off rocks.
May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69808: Agia Marina - lot of street lights not working.
May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69806: Using TrackIR - in 3rd person view and a player's head is turned full left and weapon switched the player arm position locks up.
May 10 2016, 4:48 AM · Arma 3
RickOShay added a comment to T69805: No ambient sound when parachute opens.

Yep I think you are right.

May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69805: No ambient sound when parachute opens.
May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69804: Lighthouse not working - Marina Bay.
May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69803: AI when parachuting - legs go below ground on landing - and parachutes aren't always removed after landing..
May 10 2016, 4:48 AM · Arma 3
RickOShay added a comment to T69802: Parachute issues.

Confirm this issue has now been fixed in latest dev release.

May 10 2016, 4:48 AM · Arma 3
RickOShay added a comment to T69802: Parachute issues.

Considering we are already at version 1.something I reckon they should have fixed this by now. It certainly makes the game look less polished.

May 10 2016, 4:48 AM · Arma 3
RickOShay added a comment to T69802: Parachute issues.

Also if you group these soldiers to you and then get them to parachute - they fail to be released from their parachutes and instead on landing get dragged around indefinitely whilst attached to their parachutes. Whilst this is funny to watch it really needs fixing.

May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69802: Parachute issues.
May 10 2016, 4:48 AM · Arma 3
RickOShay edited Steps To Reproduce on T69770: Lights on Airfield are very weak.
May 10 2016, 4:47 AM · Arma 3
RickOShay added a comment to T69622: Ai does not use light.

So then up vote this - its an important issue.

May 10 2016, 4:42 AM · Arma 3
RickOShay added a comment to T69604: [FEATURE REQUEST] Add a Fastrope waypoint to the editor (only works for cargo helicopters).

A year down the line and still nothing. Any fast roping module would be great, then we could synch it to a group, trigger and waypoint etc.

May 10 2016, 4:41 AM · Arma 3
RickOShay added a comment to T69490: Water around player should realistically move and splash.

How can you down vote something that fundamentally affects the realism and immersion of ARMA3 (excuse the pun) simply because in your view attempting to more realistically replicate the movement of water would waste Bohemia's time and resources? The engine of ARMA3 needs some major work - this would be part of that 'work'. The reporter vote system is not a personal prioritization process on behalf of Bohemia - it's more one of agree/disagree with the issue. From what I can see from reading 100's of tickets the majority of ARMA supporters agree that the engine is dire need of improvement particularly when it comes to the visual and physical environment. This issue I think is important since it highlights the bigger and broader environment issue mentioned above.

May 10 2016, 4:36 AM · Arma 3
RickOShay edited Steps To Reproduce on T69465: Clipping issues - see through rocks.
May 10 2016, 4:36 AM · Arma 3
RickOShay added a comment to T69405: ARMA 3 Beta - still feels clunky and still has major issues.

@AD2001 there is a distinction between stepping and climbing over objects - it's one of height. In BF3 you press a key to climb over objects that are at waist high - smaller objects you climb over automatically. In Arma3 when a player's movement is blocked by a small log or rock you should not be required to press a key to step over it hence my comment. This is just one example - a very basic issue - stuff other games sorted out years ago. If you want to use them as cover well then you stop before them and lie down. Climbing a ladder should as in other games only take place if you purposely walk directly up to the ladder. If you don't want to climb the ladder then you don't walk directly up to the base of the ladder. I have no idea why Arma players have to argue about obvious stuff like this - it's crazy - we all want the same end result!

May 10 2016, 4:34 AM · Arma 3
RickOShay edited Steps To Reproduce on T69405: ARMA 3 Beta - still feels clunky and still has major issues.
May 10 2016, 4:34 AM · Arma 3
RickOShay edited Steps To Reproduce on T68047: Light comes through the back of vehicles which have no rear window.
May 10 2016, 3:39 AM · Arma 3
RickOShay edited Steps To Reproduce on T68045: Vehicles on fire - fire suddenly goes out - it should gradullay fade out.
May 10 2016, 3:39 AM · Arma 3
RickOShay added a comment to T67304: Sea appears through the floor of boats.

Problem is still present in the latest dev build as of 25/9. Spray and water appears through the floor when viewing in 3rd person.

May 10 2016, 3:15 AM · Arma 3
RickOShay added a comment to T67304: Sea appears through the floor of boats.

Sorry this seems to only affect the rubber ducks.

May 10 2016, 3:15 AM · Arma 3
RickOShay edited Steps To Reproduce on T67304: Sea appears through the floor of boats.
May 10 2016, 3:15 AM · Arma 3
RickOShay added a comment to T67303: The diver needs to have a torch in his inventory.

As usual this ticket has got lost in the deluge of things to do because the fan boys can't see things in perspective. A sand box like ARMA3 by it's nature should emultate the real world and that means players should be able to play around in it as they see fit. And if that means going scuba diving at night on wrecks with a (god forbid) flash light then so be it. I really don't think adding a flash light will kill or undermine the ARMA series and it should be a relatively simple item to add.

May 10 2016, 3:15 AM · Arma 3
RickOShay added a comment to T67303: The diver needs to have a torch in his inventory.

Thanks. Ok then they should be a standard inventory item if its night time. Plus a torch.

May 10 2016, 3:14 AM · Arma 3
RickOShay added a comment to T67303: The diver needs to have a torch in his inventory.

I've been in the marketing industry and gaming for over 28 years so I know all about branding and market segmentation and USP's etc. I'm obviously not suggesting as you seemed to infer from my suggestion of simplifying the loadout process that ARMA3 becomes another BF or COD/MW. Making the loadout process easier does not detract from the core values and proposition of the ARMA series. All it does is streamline a process which in the real world is a lot easier - even Bohemia recognize this - I'm talking a refinement process.

If you really want to dissect ARMA there are many issues that bear little or no resemblance to the real world simulation you imply ARMA currently is or is attempting to be. Take the ridiculous (imo) process of respawning. Is turning into a seagull emulated in the real world? There is a fine line between cornering a niche market and staying in business. ARMA only needs to remove the rough edges and it will appeal to a much broader market - and before you assume this means attracting all the ADD COD kiddies I'm not for a moment suggesting this.

I have been into hardcore sims since the category was created and I fully understand the defense of the ARMA high ground. It's simply a matter of functional refinement that's all.

May 10 2016, 3:14 AM · Arma 3
RickOShay added a comment to T67303: The diver needs to have a torch in his inventory.

As an aside I think ARMA needs to move more in the direction of mass appeal than towards the sim or tactical shooter. If I want to use a torch and get shot in the process then so be it. As mentioned by Bohemia they want to broaden the appeal of ARMA3 by making it more playable (dare I say 'fun') rather than adhering to the rigid requirements of a sim or tactical shooter. Simplifying the inventory system and loadout process is a very important step in this process. I know this is off topic but it illustrates an important point imo.

May 10 2016, 3:14 AM · Arma 3
RickOShay added a comment to T67303: The diver needs to have a torch in his inventory.

A light underwater - a dead give away - hmm I would never have thought of that. :)
However using a torch under water during a rescue mission at night could be useful. NV goggles don't seem to work with divers in the Alpha. I reset keys to default but can't get NV goggles to work. Possibly this was left out of the Alpha. In any event a torch would be useful for non combat missions like mentioned above.

May 10 2016, 3:14 AM · Arma 3
RickOShay edited Steps To Reproduce on T67303: The diver needs to have a torch in his inventory.
May 10 2016, 3:14 AM · Arma 3
RickOShay edited Steps To Reproduce on T67301: Add ability to either remove color circle markers from friendly (green), Red (enemy) Neutral (white) or change marker type.
May 10 2016, 3:14 AM · Arma 3
RickOShay added a comment to T67271: Character gets exhausted way to quickly.

Up voted - soldiers with limited equipment get tired far too quickly in latest release (final) even when running at medium speed. A fit soldier carrying limited items should be able to sprint for at least 100m before sounding like he is about to cough up a lung. I think the breathing sound is also over done.

May 10 2016, 3:13 AM · Arma 3
RickOShay added a comment to T66861: [FEATURE REQUEST] integrate the advanced fog onto the editor making it scriptless.

Totally agree - sure you all saw Dslyecxi's YoutTube video with sliders etc. That's what needs to be in the editor. Sure they could do this. The fog situation is not good at present (Nov 2014!) we need ground based fog. If this means some fog gets into buildings so be it - it still would be better than the current fog imo! Also the fog array seems to have stripped down functionality from the initial fog system shown in the A3 Beta. Or is it just me?

May 10 2016, 2:58 AM · Arma 3
RickOShay added a comment to T66855: Missing easy way to adjust the 3 settings of fog in the "advanced intel" tab.

Yep totally agree - the fog sliders that Dslyecxi showed off in the A3Beta would be ideal. Might have been his own work.

May 10 2016, 2:58 AM · Arma 3
RickOShay edited Steps To Reproduce on T64341: AI swimming sometimes swims with arms high above water.
May 10 2016, 1:21 AM · Arma 3
RickOShay edited Steps To Reproduce on T64330: When diving under water during storm the light under the water is very bright.
May 10 2016, 1:21 AM · Arma 3
RickOShay edited Steps To Reproduce on T64328: Helicopter blades appear to turn very slowly at times while flying.
May 10 2016, 1:21 AM · Arma 3
RickOShay added a comment to T64321: Respawn should be a simple menu option you select..

Sorry should have mentioned this is in the Editor - when creating a game. There should be a simple option to add respawn in map.

May 10 2016, 1:21 AM · Arma 3
RickOShay edited Steps To Reproduce on T64321: Respawn should be a simple menu option you select..
May 10 2016, 1:21 AM · Arma 3
RickOShay edited Steps To Reproduce on T64319: Animation climbing up ladders is very unrelistic and sound is very poor.
May 10 2016, 1:21 AM · Arma 3
RickOShay edited Steps To Reproduce on T64318: Lighting time dependancy error.
May 10 2016, 1:20 AM · Arma 3
RickOShay edited Steps To Reproduce on T64317: Sound of footsteps is very annoying and artificial.
May 10 2016, 1:20 AM · Arma 3
RickOShay added a comment to T63879: setUnconscious may be buggy.

That sounds promising. Maybe the medic and a couple of other roles in Arma3 are about to get some new life breathed into them. But I think I'm jumping the gun.

May 10 2016, 1:03 AM · Arma 3
RickOShay added a comment to T63879: setUnconscious may be buggy.

Bump. If a feature doesn't work correctly or not as expected or documented then it's a bug - particularly since this issue is well over a year old now. Many scripts and wounding systems are dependent on this 'feature' working correctly.

May 10 2016, 1:03 AM · Arma 3
RickOShay added a comment to T63879: setUnconscious may be buggy.

Bump

May 10 2016, 1:03 AM · Arma 3
RickOShay added a comment to T63879: setUnconscious may be buggy.

Earth to BIS - when will this issue be fixed? It's quite an important bug. It's over a year now since this was logged!

May 10 2016, 1:03 AM · Arma 3
RickOShay added a comment to T63607: Jump/Jumping command.

Anyone voting against the ability to vault over higher than knee high objects or jump short distances (scaled according to the weight being carried) has truly lost the plot. Arma3 aims to be as realistic as possible - i.e. to emulate real life movement and world interaction.

Ask yourself in real life can soldiers jump short distances, can they vault over objects? Yes Of course they can, if they aren't too tired or carrying vast amounts of heavy equipment. Of course the dynamics need to managed well so that it doesn't become an exploit - but don't just down vote an issue because you think you are somehow in charge of protecting Arma's sacred milsim honour - when in reality you are doing just the opposite by restricting it's development. Try and credit BIS and the rest of the community with at least some intelligence!

May 10 2016, 12:48 AM · Arma 3
RickOShay added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

I wonder if this ticket will get closed due to inactivity just like 1000's of other tickets. It's a great system - just leave a problem and it will magically go away. :) I can confirm that 1.5 years after this ticket was opened it's still not fixed! But the ticket is still open so maybe there is still hope!

May 10 2016, 12:42 AM · Arma 3
RickOShay added a comment to T63245: Ammunition should cook off after vehicle explodes..

Brilliant I reckon you should work for Bohemia - they need some major help with:

  1. FX - Sound and special
  2. Sound in general
  3. AI programming
May 10 2016, 12:34 AM · Arma 3
RickOShay added a comment to T63003: BLUFOR/OPFOR Speed Boat will not move if it touches land, rocks and other objects..

Yep like mekanick said - we ideally need a PUSH option to move boat back into the water. Perhaps a basic action that can be used to bump / push the boat towards water.

May 10 2016, 12:26 AM · Arma 3
RickOShay added a comment to T62481: No Shadows In Overcast Weather.

I reckon Bohemia are waiting for us to fix their game. Either that or they are all busy making the campaign missions which they forgot about. There are tons of major bugs which should have been fixed months ago but haven't even been looked at yet. Oh well like all ARMA games I suppose we have to wait a year for them to fix stuff.

May 10 2016, 12:02 AM · Arma 3
RickOShay added a comment to T62481: No Shadows In Overcast Weather.

There are also no shadows at night (even in latest build). When walking in town past a street light or other light sources there should be shadows.

May 10 2016, 12:02 AM · Arma 3

May 9 2016

RickOShay added a comment to T62276: [Feature request] Fast Roping.

Since Take on has this capability it is clear that BIS is planning to include this feature in a DLC. How this will work who knows? The RAV Lifter mod has fully functional ropes and animation. Fast roping used to work reasonably well but apparently the recent DLC has broken it and Raven appears to not be supporting or developing it anymore. So this feature is for me a must have. We just need to push this as a feature - if u agree vote. Upvoted +1000

May 9 2016, 11:53 PM · Arma 3
RickOShay added a comment to T62072: Getting on/off ladders could use some polish.

I thought the whole point of ARMA3 was supposed to remove the arcane control system and make its appeal more mainstream and intuitive. Not that we want another BF3 but a control system that is consistent and easy - that borrows the best control mechanics used in other games. Other games got it right some years ago why can't ARMA3?

May 9 2016, 11:44 PM · Arma 3
RickOShay added a comment to T61632: Unrealistic wheel destruction, tires disappear on impact (with videos).

Yep totally agree - small obstacles still do far too much damage to vehicles wheels and engine. And wheels damage does look odd the way the wheels just disappear. Better general damage modelling and fire simulation (off topic) is what's needed.

May 9 2016, 11:15 PM · Arma 3
RickOShay added a comment to T61632: Unrealistic wheel destruction, tires disappear on impact (with videos).

I agree - I felt quite bad just now commenting on some of the hundred's of problems ARMA3 still has and then I realized this is 2013 - games have a moved a long way in the last few years. ARMA3 needs some major work still to be up there with the polished titles like ... (dare I say) BF3 etc. Assuming this Alpha is anything to go by.

May 9 2016, 11:15 PM · Arma 3
RickOShay added a comment to T60767: Stratis has wrong coordinates.

Maybe this is Robben Island? I didn't see a prison anywhere though. The only issue then would be getting Nelson Mandela to allow 'his' island to be used by Bohemia. Given the political and historical sensitivity of this island I suggest they don't get caught illegally taking photos there - they could get locked up for a very long time! :) One other thing - it's in the Southern Hemisphere so the seasons are different - so I guess its coordinates are just some random location.

May 9 2016, 9:57 PM · Arma 3
RickOShay added a comment to T59298: Artificial light sources are too dim.

Static lights like on streets in town seem to fade in - this is unrealistic. They should emit a standard number of lumens irrespective of time of day. At night (evening)this means they would be full bright as soon as they come on. During the day they would most likely be off or if on they would have little effect due to ambient light. Time of day should not influence static light or vehicle light brightness. Lights look bright at midnight - seems light are linked to timer and gradually increase brightness to full at 2400. Likewise they fade out towards dawn. Crazy programming!

May 9 2016, 6:50 PM · Arma 3
RickOShay added a comment to T59209: Water Craft do not displace water correctly.

Agree - also if you push the wave setting too high - the boat appears to float - with the back of the boat hanging with prop out of the water. The sound of the prop out of the water gets very monotonous - due to wave cycle repetition. Whilst I know this is tricky to fix - and in very rough water this would be reasonably real - the effect needs tweaking imo.

May 9 2016, 6:43 PM · Arma 3