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May 10 2016

Unknown Object (User) added a comment to T66036: Allow mounting attachments to the SDAR.

gutsnav, this is not ground zeroes.

May 10 2016, 2:25 AM · Arma 3
armapirx added a comment to T66036: Allow mounting attachments to the SDAR.

For me, the only inconvenience with the SDAR are its sights. They're enough for underwater combat and honestly I don't see using a reflex sight while diving. But on the land, they are difficult to use. It's because the 30m zeroing forces manual compensation by aiming higher, while the thick front sight effectively obscures the target at medium distances, where 5.56 bullets are still very effective.

I was able to beat SCUBA showcase with SDAR alone, some kills made from about 200m, but it required more ammunition and was less convenient, than for example MX ironsights would be (with thin front sight). The sights alone limit SDAR uses on land to that of 5.56 SMG and a lack of suppressor limits its usefulness in covert underwater infiltration scenarios even further.

Also I've noticed, that SDAR has double purpose flippable backsight. It would be nice, if at least we could use it: the current two point, zeroed at 30m, for underwater combat and the ring type, zeroed at 200 or 300m, for on land shooting. It could be toggled with the same function, that allows for switching between a scope and a backup relex sight mounted on top of it.

May 10 2016, 2:25 AM · Arma 3
CSRKryssar added a comment to T66036: Allow mounting attachments to the SDAR.

This suggest was processed by our team and will be looked into. We thank you for your feedback.

May 10 2016, 2:25 AM · Arma 3
Blueteamguy added a comment to T66036: Allow mounting attachments to the SDAR.

The SDAR does have a rail system, its just a flat system rather than the ribbed picatinny or weaver. The iron sights are not integrated, after all. The IRL weapon is the Kel-tec RFB, which most certainly can mount attachments:

http://olegvolk.net/gallery/d/34417-1/keltec_rfb_0014.jpg

The only issue I see with optics on the SDAR is whether they are waterproof or not. RCOs being tritium based are fine, its reflex optics (like the backup ones on RCOs) that could be the issue. I know that at least EoTech military/police sights are waterproof
Even if it couldn't mount optics there is literally no reason to not allow suppressors to be fitted. Threading is just a matter of changing the muzzle head and as demonstrated by numerous military tests, any well-made suppressor will work just fine when/after exposed to river or salt water.

May 10 2016, 2:25 AM · Arma 3
Unknown Object (User) added a comment to T66036: Allow mounting attachments to the SDAR.

weird, i always though it was called "SOAR"

i really hate the ArmA 3 Font, you mistake "6" with "8" most of the time

May 10 2016, 2:25 AM · Arma 3
Kid18120 added a comment to T66036: Allow mounting attachments to the SDAR.

SDAR doesn't have a RIS/RAS system so it shouldn't be able to use attachments.
Also, the real life counterpart of this rifle can't mount attachments neither

May 10 2016, 2:25 AM · Arma 3
Akinari-san added a comment to T66036: Allow mounting attachments to the SDAR.

@Kid18120:By the way, what is the real life counterpart to this rifle? I'm really interested in especially this weapon.

May 10 2016, 2:25 AM · Arma 3
Bohemia updated subscribers of T66036: Allow mounting attachments to the SDAR.
May 10 2016, 2:25 AM · Arma 3
nmdanny edited Steps To Reproduce on T66036: Allow mounting attachments to the SDAR.
May 10 2016, 2:25 AM · Arma 3
Bohemia added a project to T66036: Allow mounting attachments to the SDAR: Arma 3.
May 10 2016, 2:25 AM · Arma 3
Fireball added a comment to T66035: Crash when trying to bind controls (drag and drop).

Mass close.

May 10 2016, 2:25 AM · Arma 3
Astaroth added a comment to T66035: Crash when trying to bind controls (drag and drop).

Should be fixed in latest version.

May 10 2016, 2:25 AM · Arma 3
Astaroth added a comment to T66035: Crash when trying to bind controls (drag and drop).

thank you for great repro steps:)

May 10 2016, 2:25 AM · Arma 3
simast added a comment to T66035: Crash when trying to bind controls (drag and drop).

Issue is fixed in 0.57.

May 10 2016, 2:25 AM · Arma 3
Wiggles added a comment to T66035: Crash when trying to bind controls (drag and drop).

Still occurs for me.

May 10 2016, 2:25 AM · Arma 3
MulleDK19 added a comment to T66035: Crash when trying to bind controls (drag and drop).

I encountered this while trying to change helicopter controls for Cyclic right, which crashes when dragging and dropping from the special keys on the right.

This also applies to drag and drop when dragging players to slots in multiplayer! Instant crash.

May 10 2016, 2:25 AM · Arma 3
Fireball added a comment to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..

Mass close.

May 10 2016, 2:25 AM · Arma 3
Bohemia added a project to T66035: Crash when trying to bind controls (drag and drop): Arma 3.
May 10 2016, 2:25 AM · Arma 3
simast edited Steps To Reproduce on T66035: Crash when trying to bind controls (drag and drop).
May 10 2016, 2:25 AM · Arma 3
CSRKryssar added a comment to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:25 AM · Arma 3
Astaroth added a comment to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..

It should be better in latest version.

May 10 2016, 2:25 AM · Arma 3
Subscyed added a comment to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..

+1
Confirmed during all stations and fog states.

May 10 2016, 2:25 AM · Arma 3
SnIpErIT added a comment to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..

True' the point is too dim.

May 10 2016, 2:25 AM · Arma 3
Bohemia added a comment to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..

Unfortunately ALL collimator sights are like this and oddly enough will relight themselves either with NVG or a flash light (and yes they stack)

http://www.youtube.com/watch?v=svODKrl2gJE
This was a dev patch ago, before the lighting changes but looking at those pics..it seems to have gotten worse!

May 10 2016, 2:25 AM · Arma 3
nmdanny edited Steps To Reproduce on T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..
May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night.: Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia updated subscribers of T66034: Holosights, Reflex Sights(Red or blue), RCO/ARCO CQB Sights are too dim at night..
May 10 2016, 2:24 AM · Arma 3
MadDogX added a comment to T66033: bis_fnc_MP - open door to crash servers (hack).

The devs are aware and working on a fix. Nevertheless, reports have no place on the tracker and are to be closed.

May 10 2016, 2:24 AM · Arma 3
CH_SwissWolf edited Steps To Reproduce on T66033: bis_fnc_MP - open door to crash servers (hack).
May 10 2016, 2:24 AM · Arma 3
Bohemia updated subscribers of T66033: bis_fnc_MP - open door to crash servers (hack).
May 10 2016, 2:24 AM · Arma 3
MadDogX added a comment to T66032: Hacker.

No point reporting such things until anti-cheat is implemented. Right now, nothing can be done about it.

Closing.

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66033: bis_fnc_MP - open door to crash servers (hack): Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66032: Hacker: Arma 3.
May 10 2016, 2:24 AM · Arma 3
MadDogX added a comment to T66031: Lip sync (Lip-files) dont work.

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.

May 10 2016, 2:24 AM · Arma 3
78Reaper edited Steps To Reproduce on T66032: Hacker.
May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66031: Lip sync (Lip-files) dont work: Arma 3.
May 10 2016, 2:24 AM · Arma 3
rogerx added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Has anybody verified if this issue still exists within the Beta version?

From ground level, red chem lights appear as bright as green chem lights. From the air, or farther away, I think red again significantly dims?

May 10 2016, 2:24 AM · Arma 3
rogerx added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Thanks for updating the category and version.

May 10 2016, 2:24 AM · Arma 3
SaOk edited Steps To Reproduce on T66031: Lip sync (Lip-files) dont work.
May 10 2016, 2:24 AM · Arma 3
rogerx added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Within the latest developer version patched today (or yesterday), the popping-out lighting effect from street, building and runway lighting is fixed. (I forgot to reexamine using glow lights and approaching from a distance, but I'll assume it is fixed as well as it was a general lighting effect bug when arriving from a distance. ;-)

Unknown if the brightness of the different colored glow lights are fixed.

May 10 2016, 2:24 AM · Arma 3
rogerx added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Within the Developer version updated just today or yesterday, the lights now do fade in and out, instead of popping-out.

May 10 2016, 2:24 AM · Arma 3
sarlac added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Would it be possible to have light sources like this fade in and out instead of popping?

May 10 2016, 2:24 AM · Arma 3
MulleDK19 added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

They're very dim. And red and green can only be seen like 5 meters away while the others can be seen 50 meters away.

May 10 2016, 2:24 AM · Arma 3
armapirx added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Human's eye is the least sensitive to red light and the most sensitive to green light. That's why you have red light filter on the Vietnam-era flashlights (to conceal it from enemy) and green light in NVGs (eye can distinguish the most details out of a green image). Blue and yellow fall somewhere between the two.

Yellow lenses on driving glasses work on the same principle. They filter out blue and near-UV part of sunlight and "turn" it into green, which improves contrast and allows for seeing more details.

Edit: We need IR chemlights also.

May 10 2016, 2:24 AM · Arma 3
CSRKryssar added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:24 AM · Arma 3
Kid18120 added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Agreed with what Bullet said.
Another example is the red ligthing used inside submarines at night to shorten as much as possible the eye-adapting time between the outside and inside lights

May 10 2016, 2:24 AM · Arma 3
nmdanny added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

But for gameplay's sake they should be brighter, as they're useless right now. Or at least fix the pop out issue

May 10 2016, 2:24 AM · Arma 3
Kid18120 added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

ArmA is supposed to be a simulator.. while i do agree that certain aspects should be "tweaked" to ensure the playability (gameplay sake), other aspects should remain realistic and act as close as possible to real life counterpart.

One of those aspects is the Chemlight one
each color has a different purpose, mainly used are the following:

  • Green > Area clear, room secured, friendly units here
  • Red > Low-visibility mark
  • Yellow > Illumination, really high visibility

other colors are used to integrate the 3 above and/or other uses but these are the main.

EDIT: I do agree on the "popping" issue though

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too.: Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia updated subscribers of T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..
May 10 2016, 2:24 AM · Arma 3
nmdanny edited Steps To Reproduce on T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..
May 10 2016, 2:24 AM · Arma 3
BulletPurveyor added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

This may actually be a feature. In reality your eyes will perceive colored light differently. I think the color green actually is one of the weakest colors.

May 10 2016, 2:24 AM · Arma 3
MadDogX added a comment to T66029: please delete me.

Done.

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66029: please delete me: Arma 3.
May 10 2016, 2:24 AM · Arma 3
bigpickle edited Steps To Reproduce on T66029: please delete me.
May 10 2016, 2:24 AM · Arma 3
Peter added a comment to T66028: Allow players to place all buildings/structures in the editor.

Upvoted.

May 10 2016, 2:24 AM · Arma 3
i76 added a comment to T66028: Allow players to place all buildings/structures in the editor.

@CSR Kryssar

TY... now maybe add all a2 content ;)

May 10 2016, 2:24 AM · Arma 3
Crierd added a comment to T66028: Allow players to place all buildings/structures in the editor.

I laughed at the single person who downvoted this.

/upvoted

May 10 2016, 2:24 AM · Arma 3
CSRKryssar added a comment to T66028: Allow players to place all buildings/structures in the editor.

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

May 10 2016, 2:24 AM · Arma 3
Kid18120 added a comment to T66028: Allow players to place all buildings/structures in the editor.

/upvoted

May 10 2016, 2:24 AM · Arma 3
B00tsy added a comment to T66028: Allow players to place all buildings/structures in the editor.

Indeed Also add any available object that is not by default in the editor yet. The old way of adding buildings with classnames is messy as you can't set the height of the buildings and objects, only the rotation.

May 10 2016, 2:24 AM · Arma 3
Bohemia updated subscribers of T66028: Allow players to place all buildings/structures in the editor.
May 10 2016, 2:24 AM · Arma 3
simast added a comment to T66028: Allow players to place all buildings/structures in the editor.

Would love to see this. Also, if you add any visible structures/buildings in the editor they should be visible on the map. You could just add your own tiny villages/towns in missions!

May 10 2016, 2:24 AM · Arma 3
Christian_K added a comment to T66028: Allow players to place all buildings/structures in the editor.

Yes a built-in "editor update" (as they were called by modders in previous versions of ArmA) would be a veeeery nice addition.

May 10 2016, 2:24 AM · Arma 3
Fireball added a comment to T66027: Missing head in mission editor when using.

Mass close.

May 10 2016, 2:24 AM · Arma 3
Astaroth added a comment to T66027: Missing head in mission editor when using.

It should be fixed. Can you check and close please? Thank you.

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66028: Allow players to place all buildings/structures in the editor: Arma 3.
May 10 2016, 2:24 AM · Arma 3
ghostseal3 added a comment to T66027: Missing head in mission editor when using.

I found what I had missed earlier. I loaded into the editor as a rifleman [AT] and it only happens if you are crouched, and in first person. After you have shot the NLAW immediately hit escape, and switch to Splendid. You should see it happen from there. I did notice it's not as frequent. but I have attached a screenshot I hope that helps.

May 10 2016, 2:24 AM · Arma 3
Phalanx edited Steps To Reproduce on T66028: Allow players to place all buildings/structures in the editor.
May 10 2016, 2:24 AM · Arma 3
CSRKryssar added a comment to T66027: Missing head in mission editor when using.

We could not reproduce that. Can you provide us with some more details and screenshots on this?

May 10 2016, 2:24 AM · Arma 3
ghostseal3 added a comment to T66027: Missing head in mission editor when using.

Absolutely. I will be on later tonight, and will provide some screenshots, and more detailed steps to reproduce this issue.

May 10 2016, 2:24 AM · Arma 3
ghostseal3 edited Steps To Reproduce on T66027: Missing head in mission editor when using.
May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66027: Missing head in mission editor when using: Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

Just wanted to say that it appears as though water DOES NOT come into the cab for the Strider, I'm assuming however this is due to it having water fording ability's since the HEMTT exhibits the same water in cab issue.

May 10 2016, 2:24 AM · Arma 3
Bohemia added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

That actually makes a lot of sense, there are several instances I noticed something 'odd' like that such as when I was standing over a rabbit, the critter was under my foot as though I seemed to be floating despite third person showing I was standing upon it.

That method was great for the previous games but since water is now a viable place to go (actually able to explore below it and not dropping out gear plus water capable weapons)..not so much..

May 10 2016, 2:24 AM · Arma 3
Bohemia added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

Woops, copied the URL to watch it while I waited for the video to upload and forgot to copy the uploaded video url. Fixed now.

May 10 2016, 2:24 AM · Arma 3
Deadfast added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

The game always renders the player vehicle (your character or whatever vehicle you're sitting in) in the foreground, regardless of what the spatial coordinates are. I believe the intention was to prevent visible clipping.

May 10 2016, 2:24 AM · Arma 3
Phalanx added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

This is one of the things that makes me wonder how their game works, because it seems to be pretty identical across the board between 1st and 3rd person. Then I stumbled across this like you and thought, wha? How's that possible?

May 10 2016, 2:24 AM · Arma 3
dovafox added a comment to T66026: Water comes into vehicles in 3rd person but not 1st. (video included).

Why is the video you have sent goes to one of angry joe's reviews?

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66026: Water comes into vehicles in 3rd person but not 1st. (video included): Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia updated subscribers of T66026: Water comes into vehicles in 3rd person but not 1st. (video included).
May 10 2016, 2:24 AM · Arma 3
Bohemia edited Steps To Reproduce on T66026: Water comes into vehicles in 3rd person but not 1st. (video included).
May 10 2016, 2:24 AM · Arma 3
MadDogX added a comment to T66025: 100Rnd 6.5mm Stanag mags look like 30Rnd mags when loaded into any weapon except MXSW and vice versa.

Duplicate of #3198.

May 10 2016, 2:24 AM · Arma 3
Bohemia updated subscribers of T66025: 100Rnd 6.5mm Stanag mags look like 30Rnd mags when loaded into any weapon except MXSW and vice versa.
May 10 2016, 2:24 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66025: 100Rnd 6.5mm Stanag mags look like 30Rnd mags when loaded into any weapon except MXSW and vice versa.
May 10 2016, 2:24 AM · Arma 3
Fireball added a comment to T66024: Previously reviewed (I made a mistake in discovery), the boat DOES have working lights but only with NVG's..

Mass-closing resolved issues updated only last year - assuming fixed correctly.

Cheers!

May 10 2016, 2:24 AM · Arma 3
redstone added a comment to T66024: Previously reviewed (I made a mistake in discovery), the boat DOES have working lights but only with NVG's..

Thanks a lot, it should be fixed in following dev-updates...

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66025: 100Rnd 6.5mm Stanag mags look like 30Rnd mags when loaded into any weapon except MXSW and vice versa: Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66024: Previously reviewed (I made a mistake in discovery), the boat DOES have working lights but only with NVG's.: Arma 3.
May 10 2016, 2:24 AM · Arma 3
Bohemia edited Steps To Reproduce on T66024: Previously reviewed (I made a mistake in discovery), the boat DOES have working lights but only with NVG's..
May 10 2016, 2:24 AM · Arma 3
MadDogX added a comment to T66023: IDEA: Making the character roll with the camera in vehicles (CTRL+Q/E).

Duplicate of #1785.

May 10 2016, 2:24 AM · Arma 3
Roytjb edited Steps To Reproduce on T66023: IDEA: Making the character roll with the camera in vehicles (CTRL+Q/E).
May 10 2016, 2:24 AM · Arma 3
ShotgunSheamuS added a comment to T66022: Night Vision Mark One Eyeball..

well this is something i totally support. this too could resolve the gamma cheat, i mean, essentially this is what gamma does for those without NVG, addmitedly even i have done the same in DayZ. but this is an actual thing indeed!

Takes around 20 to 30min for eyes to adjust, depending on the levels of light, the more light there is, the quicker your eyes level with it, so if there is 10% of light (think full moon), your eyes dont have to adjust 100%, so the adjust time will be faster than a a black moon night.

But onto the point, this is a very valid request that can be implimented, since there already is an adjustment switching from NVG to naked eye. Only thing is, they need to extend it. so it would adjust as normal when removing NVG as it is now, but after that it would slowly and gradually pickup and become brighter over time. this will make night ops somewhat more enjoyable.

also NVG's in the game has unlimited battery, which it actually shouldn't. NVG's are more commonly used for quick close quarter ops if I am not mistaken, but this naked eye night vision is for when you in the field for hours.

May 10 2016, 2:24 AM · Arma 3
mwnciboo added a comment to T66022: Night Vision Mark One Eyeball..

Yeah I would support time limited Battery NVG's, but it would have to be a hell of a time on it (like the same as the Fuel on a Helicopter).

Also properly implemented NVG's would have multiple modes, my LUCIE NVG's I used to use, had several modes including Night Vision and IR. Equally it was difficult to adjust to depth as some Goggles use a single input lens.

Whereas one's used by flight crew used to be better as they had twin seperate tubes for proper stereo-scopic vision and depth perception.

Like these:-

Grunts get these - and work around the depth perception issues / adjust to it.

https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTZPq4dqLUqhdWSO6yzd_cA7ZcYWjVfByc_VhoGIRvkYRRUYD0jGw

Aircrew get Stereo-scopic ones, because they are precious and expensive. :)

http://www.armedforces-int.com/upload/image_files/Aviator-night-vision-goggles-1.jpg

In the future who knows, but there should be some kind of simulation of the Tunnel vision/ depth perception issues that occur.

May 10 2016, 2:24 AM · Arma 3
Bohemia added a project to T66023: IDEA: Making the character roll with the camera in vehicles (CTRL+Q/E): Arma 3.
May 10 2016, 2:24 AM · Arma 3
abudabi added a comment to T66022: Night Vision Mark One Eyeball..

Devs, remember what gamma fix should be too

May 10 2016, 2:24 AM · Arma 3
mwnciboo added a comment to T66022: Night Vision Mark One Eyeball..

Yeah apologies I haven't articulated this very well. A feature that more closely mimics how the human eye adjusts to "Seeing in the Dark".

Simply taking your Night Vision Googles off, shouldn't result in clear night-time vision.

It takes time for your Iris to adjust, and your Rods and Cones to build up a sensitivity to see clearly at night. We called this in the Military "Night Vision" not to be confused with NVG's, we were taught to look in figures of Eight using our peripheral vision, or slightly off centre because it is more light sensitive. It used to take approx 10 minutes to adjust, and any light source, flash etc would spoil your night vision and gives away your position.

I believe you could replicate this, by having alonger adjust time and then having explosions or flashes resetting this. Night fighting is a real skill and discipline, dependency on NVG's can make life difficult if you run out of AA Batteries. So this is and remains a core discipline of the Infantryman, same with tritium Sights, Compass and Watch, you never know when your NVG's will be unservicable or break.

May 10 2016, 2:24 AM · Arma 3
Christian_K added a comment to T66022: Night Vision Mark One Eyeball..

Yes i also like it and i believe it could be done.
Question is, how long does it usually take to get a "full" eye adjustment in dark, lets say when no other lights are visible?

Also it has to be done to AI too, but since they seem to consume even less CPU the more there are of em, it shouldnt be a big performance hog.

May 10 2016, 2:24 AM · Arma 3
mwnciboo added a comment to T66022: Night Vision Mark One Eyeball..

I think it was between like 15mins and 30mins to get your true night vision. The other thing was that the edge of your eye, the Peripheral Vision was more sensitive to light than colour.

So we were taught to search by using your eyes in a figure of eight pattern, so using more of your peripheral vision than your Central vision. I know BIS won't be able to implement this - It was more for info.

http://avstop.com/ac/flighttrainghandbook/imagevnd.jpg

May 10 2016, 2:24 AM · Arma 3
CSRKryssar added a comment to T66022: Night Vision Mark One Eyeball..

What feature are you requesting?

May 10 2016, 2:24 AM · Arma 3