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May 10 2016

cyrilator added a comment to T75826: Add a module which changes the Independent faction loyalty.

side1 setFriend [side2 , value];

eg : to set independant allied to west :

Resistance setfriend [West,1];

(turn the value to 0 to set them enemy.)

if you place this code into the init line of the unit he will be the only one to be friend with west, you must add it for each independent units you want to be friend with west (blufor).

if you want this code to apply for all present independant units without the need to edit for each present units, place the code into the init.sqf of your mission.

May 10 2016, 7:45 AM · Arma 3
cyrilator added a comment to T73968: Unable to open UAV terminal.

in the mission .pbo folder check this :

  • be sure the uav is not empty (that there is controlable AI in it)
  • be sure that the player uses the correct uav terminal to control his uav :

classname :

B_UavTerminal (blufor)
O_UavTerminal (opfor)
I_UavTerminal (independant)

blufor uav terminal can only control blufor uav, same goes for other factions.

May 10 2016, 6:55 AM · Arma 3
cyrilator added a comment to T73853: Requesting shotgun-style ammo for main battle tanks..

It's called Canister Tank Cartridge, generally made of tungsten ball payload.

ACE 2 Mod added it for M1a1 Abrams in Arma 2.

May 10 2016, 6:53 AM · Arma 3
cyrilator added a comment to T73840: UAV Hellfire not responding to waypoint.

this is not hellfire. this is a fictive missile made by BIS...

May 10 2016, 6:52 AM · Arma 3
cyrilator added a comment to T73801: PhysX3_x86.dll still crashing after hotfix.

same bug for me, PhysX3_x86.dll in cause. happens all the time, always 3 min after the MP mission starts (FT-2 mission).

i use

Arma 3 up to date
Windows 7 64bits
Video Card : HD4850 512mb.
Amd catalyst driver up to date (13.1).

May 10 2016, 6:51 AM · Arma 3
cyrilator added a comment to T73518: Request for good quality, well coded, player vs player multiplayer gametypes.

i don't know what BIS plan to add concerning multiplayer missions, but if you are looking for a very good online pvp, try "FT-2" Capture & Hold. (called C&H Valhalla on arma 2)

it's one of the best pvp mission for arma 3.

HIA3 servers is hosting it.

http://hia3.com/

May 10 2016, 6:44 AM · Arma 3
cyrilator updated subscribers of T73487: view distance limit has too much roundness effect.

@Jimmy, the arma 2 picture uploaded has definitely not his view distance pushed to 10km.

so the comparaison isn't fair. i'm gonna upload another one is the same conditions.

we can see that arma 2 had an additional fog effect simulating a flat horizon that attenuated the roundness effect.

May 10 2016, 6:43 AM · Arma 3
cyrilator added a comment to T73487: view distance limit has too much roundness effect.

there is no "bubble effect" In Real Life, even when it's about fog.

and, once again it's not an engine limitation since this effect wasn't present in arma 2.

it's a bad view distance limit rendering that can be perfectly fixed.

instead of using a curved limit distance, it should use a flatter rendering.

the curve is very visible even when using short view distance, that's a very unaesthetic and unrealistic effect.

May 10 2016, 6:43 AM · Arma 3
cyrilator added a comment to T73487: view distance limit has too much roundness effect.

@Fireball: i don't think it's an engine limitation, since this effect didn't occured with arma 2.

@HaydenG: the view distance is already maxed up to 12km. the solution would be to change how is displayed this fog, currently it use a curve, while it should use a straight line.

May 10 2016, 6:43 AM · Arma 3
cyrilator edited Steps To Reproduce on T73487: view distance limit has too much roundness effect.
May 10 2016, 6:43 AM · Arma 3
cyrilator added a comment to T73314: Set flight heigh above sea level.

the lack of ASL reference for ai controlled aircrafts is making waypoints very chaotic, with constant altitude variation.

May 10 2016, 6:38 AM · Arma 3
cyrilator added a comment to T73056: MRCO optic is stronger than HAMMER optic.

giving the real name is the first thing to do to get something realistic.

"the MRCO is most likely."

yes, and this is precisely the problem. "most likely" is the pretext to introduce futuristic stuffs that don't match with real models.

the "futuristic" excuse is a solution for BIS to compensate the lack of degree of realism in term of model precision and characteristic.

May 10 2016, 6:28 AM · Arma 3
cyrilator added a comment to T73056: MRCO optic is stronger than HAMMER optic.

this is the problem with arma 3, nearly every stuffs are fictive models, inspirated by real ones, but remaining fictive. so BIS is free to take any characteristics and values for his stuffs, and claim to be realistic.

MRCO, HAMMER... these things don't exist. impossible to have a clear source on a specific data or characteristic to check if it's correct or not.

BIS is free to create anything he wants, giving any values to any stuffs and claiming to be futuristic.

there is no more accuracy in term of realism in arma 3

May 10 2016, 6:28 AM · Arma 3
cyrilator added a comment to T72392: Need the ability to connect back to your UAV which is in the Air.

uav reconnection works fine for me too. I use beta dev too (0.77.109799)

May 10 2016, 6:11 AM · Arma 3
cyrilator added a comment to T72391: a-143 has too little thrust.

engine power loss was already an issue for L39, su25, su34 , a10 in arma 2.

only Harrier and F35 had correct power sustaining.

upvoted.

May 10 2016, 6:11 AM · Arma 3
cyrilator edited Steps To Reproduce on T72362: GBU-12 bombs are incorrectly directly attached on the tri-rails scalpel missile..
May 10 2016, 6:11 AM · Arma 3
cyrilator edited Steps To Reproduce on T72360: GBU-12 bombs still appear under UAV CAS wings once all bombs have been dropped..
May 10 2016, 6:10 AM · Arma 3
cyrilator added a comment to T72209: 42 RPG launcher is a single use in reality. do not want to reload, we want it to be real, pure and strong..

the RPG-42 is a fictive evolution of the rpg-32.

The RPG-32 In Real Life is a reusable launcher using disposable ammunition container.

http://en.wikipedia.org/wiki/RPG-32

May 10 2016, 6:06 AM · Arma 3
cyrilator added a comment to T72116: Impossible to take control of "empty" uav..

BIS still use a crew system for uav to control them. this is a bad solution

what is needed is a new script to take control of empty vehicle, where you can control uav movements without AI. a real connection system.

it would get ride of the impossibility to control spawned uav/ugv.

May 10 2016, 6:04 AM · Arma 3
cyrilator edited Steps To Reproduce on T72116: Impossible to take control of "empty" uav..
May 10 2016, 6:04 AM · Arma 3
cyrilator edited Steps To Reproduce on T72094: body dismemberment effect.
May 10 2016, 6:04 AM · Arma 3
cyrilator added a comment to T72010: Parachute should not disappear after landing.

yes, parachute should be reusable.

May 10 2016, 6:01 AM · Arma 3
cyrilator added a comment to T71987: UAV Drone Idea.

since the game occur in 2030s... it's perfectly possible that future ar drones models to be equiped with satellite connection. the maximum range wouldn't be a problem anymore.

May 10 2016, 6:00 AM · Arma 3
cyrilator edited Steps To Reproduce on T71882: radar indicator only for radar equipped vehicles..
May 10 2016, 5:58 AM · Arma 3
cyrilator edited Steps To Reproduce on T71816: Helicopters have wrong service ceiling..
May 10 2016, 5:56 AM · Arma 3
cyrilator edited Steps To Reproduce on T71809: mouse cursor can be off-set when overflying main menu.
May 10 2016, 5:56 AM · Arma 3
cyrilator edited Steps To Reproduce on T71807: Sprint speed is too slow..
May 10 2016, 5:56 AM · Arma 3
cyrilator added a comment to T71749: Altis map loading freezes computer.

same thing experienced here. altis can takes ages to start (4-5 minutes) and can make your game freeze or crash.

May 10 2016, 5:54 AM · Arma 3
cyrilator added a comment to T71716: add option to use hand grenade from weapon firemode cycle. (arma 2 system).

for those who want to down vote, keep in mind this would just be an option, it would not replace the current system.

May 10 2016, 5:53 AM · Arma 3
cyrilator edited Steps To Reproduce on T71716: add option to use hand grenade from weapon firemode cycle. (arma 2 system).
May 10 2016, 5:53 AM · Arma 3
cyrilator added a comment to T71574: make weapon maximum elevation and depression up to +90°/-90° angle.

90° aiming could also be possible when prone, but the player would need to be able to turn on his back.

May 10 2016, 5:49 AM · Arma 3
cyrilator added a comment to T71574: make weapon maximum elevation and depression up to +90°/-90° angle.

shooting with 90° angle while crouching is perfectly possible.

just test it yourself for real. put one knee on the ground, take something similar to a weapon (fake or not) and aim at 90°.

ACE 2 Mod already has this implemented for arma 2, and it's very usefull. the main interest is to have a full aiming angle capability.

May 10 2016, 5:49 AM · Arma 3
cyrilator added a comment to T71574: make weapon maximum elevation and depression up to +90°/-90° angle.

yes, I edited my previous comment.

May 10 2016, 5:49 AM · Arma 3
cyrilator added a comment to T71574: make weapon maximum elevation and depression up to +90°/-90° angle.

i added a screenshot with angle measure example.

positions that should allow 90° angle shooting are :

  • standing up,
  • crouching,
  • sitting down.
May 10 2016, 5:49 AM · Arma 3
cyrilator edited Steps To Reproduce on T71574: make weapon maximum elevation and depression up to +90°/-90° angle.
May 10 2016, 5:49 AM · Arma 3
cyrilator edited Steps To Reproduce on T71465: increase round dispersion and kill radius for turret mounted cannon..
May 10 2016, 5:46 AM · Arma 3
cyrilator edited Steps To Reproduce on T71463: HE rounds (20/30/40mm) sound not rendered for each round impact..
May 10 2016, 5:46 AM · Arma 3
cyrilator added a comment to T71424: (Official Petition) for complete Control over your crosshairs.

a crosshair showing the exact hit impact is completely ridiculous.

the crosshair should not show where the bullet hit but the approximate direction of where the player is pointing his rifle.

to make the crosshair too accurate remove the interest of the iron sight.

the concept of crosshair itself is bad.

in an ideal simulation crosshair should be removed, you should feel and guesstimate where your rifle is pointing without any visual help.

May 10 2016, 5:45 AM · Arma 3
cyrilator added a comment to T71339: RQ4-A UAV should maintain the same flightpath when switching role..

yes, this is an autopilot function : maintaining the speed, the direction, and the altitude.

this function should be available in the pilot role mouse menu. (Autopilot ON/OFF). then the user can safely switch to gunner role and has his uav perfectly stable, without risk of crashing, no unexpected uav movements, and greatly reduced effect of camera shaking.

May 10 2016, 5:42 AM · Arma 3
cyrilator added a comment to T71339: RQ4-A UAV should maintain the same flightpath when switching role..

i didn't see option to disable waypoints. waypoints don't appear on the map. not during mission editing neither during game.

May 10 2016, 5:42 AM · Arma 3
cyrilator added a comment to T71339: RQ4-A UAV should maintain the same flightpath when switching role..

circling around the target to engage is the worst thing that can happen.

the uav constantly change direction in unpredictable way and make you lose the correct orientation to fire the missile, and you must constantly compensate the turret camera orientation, rendering the target engagement nearly impossible due to lot of shaking.

when you have the piloting control you should align the uav in the correct direction, then you switch to gunner role. your uav should stay stable during the firing procedure.

the uav should only follow waypoints that you personnaly made. if you didn't made waypoints the uav should stay stable, like if it was in autopilot (maintaining the same direction, altitude and speed).

ps : the fact to enable the laser designator make the uav to align with the target direction, but there is still lot of camera shaking since the uav is going upside down every 5 seconds.

May 10 2016, 5:42 AM · Arma 3
cyrilator edited Steps To Reproduce on T71339: RQ4-A UAV should maintain the same flightpath when switching role..
May 10 2016, 5:42 AM · Arma 3
cyrilator edited Steps To Reproduce on T71338: RQ4-A UAV missile control for gunner..
May 10 2016, 5:42 AM · Arma 3
cyrilator added a comment to T71224: Suggestion: Let the UAV turret controller control ATGMs..

Hello Darkdruid, do you know when this fix will be available in the public release ?

May 10 2016, 5:39 AM · Arma 3
cyrilator added a comment to T71224: Suggestion: Let the UAV turret controller control ATGMs..

Can we fix this very simple feature ?

May 10 2016, 5:39 AM · Arma 3
cyrilator added a comment to T71224: Suggestion: Let the UAV turret controller control ATGMs..

+1 gunner really needs missile control when using the laser guidance.

May 10 2016, 5:39 AM · Arma 3
cyrilator added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

this is why i suggested to remove the automatic waypoint followed by AI when it takes control of pilot role.

http://feedback.arma3.com/view.php?id=12980

When the player switch from the pilot role to gunner role, the uav should not move from itself at all. the uav should keep the same direction, altitude and speed, like an autopilot.

this would completely remove all parasitic movements when shooting laser guided weapons.

May 10 2016, 5:39 AM · Arma 3
cyrilator added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

Dslyecxi's camera stabilisation is the exact effect that you can find on real optronic ball.

Dslyecxi's version

http://www.youtube.com/watch?v=BpCo9Zmieoc

Real Flir version :

https://www.youtube.com/watch?v=griohOkZKCQ

(note that the camera view always stay horizontal, it never swing, it's because there is 4 or 6 axis stabilization, and the image never shake.)

May 10 2016, 5:39 AM · Arma 3
cyrilator added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

voted down. IRL when your tank is damaged by ied or missile hit there is no possibility to repair it instantly with magical repair function.

Arma must not become BF or COD.

IRL you need heavy repair logistic to repair severe damages. it can immobilize your vehicles during days or weeks.

ingame if your vehicles is severely damaged you shouldn't have the possibility to repair it instantly. that's would ruin the immersion if a player would be able to repair a tank from a missile hit.

engine, track, turret broken = can't be fixed on the field.

broken vehicles should be transportable with special semi-trailer to a factory building (both to be implemented) and require specific delay. for ex : dozens of minutes, unrealistic but for gameplay purpose.

May 10 2016, 5:37 AM · Arma 3
cyrilator added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

BadVideogame said "I'd prefer to pay for an expansion with all ArmA 2 content, rather than have to load the old one with AiA."

why people already owning a2 should pay again for the exact same content ? that's a non sense.

personnaly i think the A3 contents has very poor interest i had much more fun with a2 contents, using real stuffs.

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

half of the a3 contents is fictive. most of them will not be in use even in 2035. (canceled, final version will have lot of differences with a3 version, BIS invention...etc)

the last real military simulation was arma 2, because it was made at 100% on real content, and content is in use for real.

Arma 3 would have been a much better game if all the arma 2 content was reused in A3, with a new level of detail. (completely new retexturisation, new animations, new features.....etc)

the perfect game is the A2 vehicles and weapons with the A3 engine.

AIA is a must. without it simulation and realism is half dead. it would also kill all the work done by the ACE mod team.

BIS must garantee retrocompatibility

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

allowing correct retro-compatibility from A2 to A3 is a must. if not it would mean that BIS accept to throw his a2 work to the bin.

May 10 2016, 5:32 AM · Arma 3
cyrilator added a comment to T71016: device for drones.

is it really possible IRL to control a UAV such as Mq9 reaper/rq1 Predator with a basic tool like a laptop ?

Heavy uav like that need a real ground control station :

http://images.publicradio.org/content/2009/09/14/20090914_predator-pilot-jonathon-johnson_33.jpg

players should be forced to enter some kind of semi-trailer to connect to UAVs.

http://www.thaitechnics.com/aircraft/tg2/uav_gnd_station.jpg

May 10 2016, 5:32 AM · Arma 3
cyrilator added a comment to T70559: Arma 2 maps in Arma 3.

you can already have all the arma 2 maps, vehicles and weapons in arma 3 with the All In Arma (AIA) addon.

https://www.youtube.com/watch?v=72ICC_VbfT4

May 10 2016, 5:17 AM · Arma 3
cyrilator edited Steps To Reproduce on T70462: fix the engine limitation restricting real max speed for land vehicles..
May 10 2016, 5:13 AM · Arma 3
cyrilator added a comment to T70065: More Realistic Munition Guidance.

this ticket is linked with the targeting pod request ticket :

http://feedback.arma3.com/view.php?id=7502&nbn=8

May 10 2016, 4:58 AM · Arma 3
cyrilator added a comment to T70049: UAV Improvements.

here is the kind of result you can get with laser designator/hellfire combo for UAV : (Jcove Lite)

http://www.youtube.com/watch?v=I0OuB1yge-E

May 10 2016, 4:58 AM · Arma 3
cyrilator edited Steps To Reproduce on T70049: UAV Improvements.
May 10 2016, 4:58 AM · Arma 3
cyrilator added a comment to T68592: PhysX Crash on AMD Cards.

My game is updated and i still have this crash wih online game after less than a minute. (AMD HD4850)

Problem signature:

Problem Event Name: APPCRASH
Application Name: arma3.exe
Application Version: 1.2.110.654
Application Timestamp: 524cb3be
Fault Module Name: PhysX3_x86.dll
Fault Module Version: 3.2.4.1
Fault Module Timestamp: 5164246f
Exception Code: c0000005
Exception Offset: 001521cb
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1036
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
May 10 2016, 4:00 AM · Arma 3
cyrilator added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

having the two islands on the same map would also allow to improve the naval warfare, where destroyers, submarines, and aircraft carriers would play a strategic role for island protection.

May 10 2016, 2:27 AM · Arma 3
cyrilator added a comment to T65864: Targetting pods for aircraft.

RogerX wrote : "However, co-pilots should have some added features over the pilot such as this targeting features".

this is only true when the jet is a two seats model. lot of jets fighters exist in single seat version. (F35, SU35, F18, F22....etc)
in the case of a single seat model the targeting pod is controlled by the pilot (exactly like it's done with the RQ4-A UAV).

May 10 2016, 2:16 AM · Arma 3
cyrilator added a comment to T65011: [Feature request] More ships, boats & underwater vehicles.

-Aircraft carriers (Gerald R. Ford class)

-Submarines (SSN & SSBN types)

-Destroyers

May 10 2016, 1:44 AM · Arma 3
cyrilator added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

what is the current progress of BIS about mid range textures rendering ?

@NordKindchen

if ever BIS doesn't implement your solution, is it possible to release your custom mid range rendering in the form of an addon ?

May 10 2016, 12:25 AM · Arma 3

May 9 2016

cyrilator added a comment to T62290: Cricket sounds are buzzing.

the problem is : go at 1 km from the shore with a boat, you will still hear them.

-cicada sound isn't dynamic, there is no geolocation of the sound.
-sound isn't temporized. there should be longer blank period, then active period. but not 100% of the time.

May 9 2016, 11:55 PM · Arma 3
cyrilator added a comment to T62290: Cricket sounds are buzzing.

I often go in South Of France, and I can guarantee you Cicadas don't produce sounds 24/7, but only at some precise hours and their sounds are not continuous.

the game wrongly simulate it. the sound is heard everywhere, everytime without idle time.

the cicada sound must be lowered, idle time must be more frequent.

May 9 2016, 11:55 PM · Arma 3
cyrilator added a comment to T62290: Cricket sounds are buzzing.

the constant cricket sound is extremely loud and annoying. an option to disable it would be very welcome.

it's not because you are on Mediterranean island that you must obligatory hear cricket wherever, whenever. it's very cliché.

personally i often stop playing the game after 10 minutes because i can't stand this sound more.

May 9 2016, 11:55 PM · Arma 3
cyrilator added a comment to T61802: Add ability to climb onto/over objects.

http://www.youtube.com/watch?v=bSSrfc8n7XY

May 9 2016, 11:23 PM · Arma 3
cyrilator added a comment to T61802: Add ability to climb onto/over objects.

Lara Croft can do it since 1996...

May 9 2016, 11:23 PM · Arma 3
cyrilator added a comment to T61545: Laser range adjustement (Firing Control System) for mounted weapons..

Laser firing control system is also needed for Attack helicopter.

when the helicopter gunner enable his laser designator the auto-cannon gun (20mm on Blackfoot/30mm on Kajman) should be automatically zeroed to the appropriate targeted range, in real time.

May 9 2016, 11:11 PM · Arma 3
cyrilator added a comment to T61266: Thermals, and their use as mechanics..

problem is : the contrast increase showed on the pictures doesn't correspond to heat sources, it only increase the contrast of the map textures colors. brighter textures (white) appear brighter in thermal.

this is not how works a thermal camera. the only advantage of it is that it brings more visibility to orientate yourself, but not in a realistic way..

May 9 2016, 10:57 PM · Arma 3
cyrilator added a comment to T60580: NLAW AT launcher still not disposable.

the RPG-42 is a fictive evolution of the rpg-32.

The RPG-32 In Real Life is a reusable command launch unit using disposable ammunition container.

http://en.wikipedia.org/wiki/RPG-32

ingame if you get extra containers it's possible to reload.

May 9 2016, 9:50 PM · Arma 3
cyrilator added a comment to T58799: Deploying a weapon / proper use of bipods.

what is needed is a core implementation and not just a third-party addon; because lots of server don't allow mods and addon.

May 9 2016, 3:48 PM · Arma 3