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May 10 2016

armapirx added a comment to T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.

You made a valid point, so I investigated how different weapons look ingame. I used Splendid Camera for close up looks and the results are:

MX family
1 long upper rail
1 long lower rail
2 short side rails (1 on each side)

Katiba family
1 medium length upper rail
2 short side rails (1 on each side)
no lower rail - in this case having a separate variant with GL, instead of GL attachment, makes sense

MK200
2 short upper rails
2 short side rails (1 on each side)
1 short lower rail

EBR
1 long upper rail
2 short side rails (1 on each side)
1 short lower rail, aft of which is bolted a home-made foregrip assembly

TRG
1 short upper rail
1 medium length side rail (on the right)
no lower rail - see Katiba comment

Having a QD suppressor or flash hider, is an open question for any of the rifles above and for gameplay's sake, I'd say let's allow for them, like it is now.

Now for the pistols:

P07
a threaded and protruding muzzle end for suppressor installation
a short dovetail-slide mount under the barrel

ROOK-40
nothing, although there might be a possibility to attach a laser or a small flashlight with some trigger guard adapter

In my proposition, there are only 4 rails + muzzle end, exactly like the MX model has. "Magazine" is not really an attachment point. I have separated long upper and lower rails into two slots each, in order to accomodate some combinations involving two separate attachments on one long rail, as I've described them above. Also, having a defined attachment points and point types, instead of freestyle rails, will make weapon and mod makers' lives easier.

I know that optics can be used on pistols. But given Arma's reality, I just don't see people sniping anyone from a pistol. Even if that would be really wanted, after examining P07 model, there is only one possibility to mount a sight there:

http://cdn2.armslist.com/sites/armslist/uploads/posts/2012/08/29/537323_01_nib_usp_9mm_v1_with_quik_comp__640.jpg

Which would make use of the current "Pistol lower" slot anyway.

May 10 2016, 2:35 AM · Arma 3
armapirx added a comment to T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.

The pistol location was decided based on how the inventory looks like on a soldier. Two main long weapon slots for two shoulders and an additional small slot for a pistol - be it a leg mounted holster or a holster attached to the vest. Certainly not another "shoulder type" slot!

Yes, I had to cut out the pistol sight slot, but honestly, would it be that really needed for the distances, at which the pistol is effective? The slots for more common lasers, flashlights, suppressors or maybe even compensators are still there.

May 10 2016, 2:35 AM · Arma 3
Fisgas added a comment to T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.

I agree, we should have a slot for every rail available on a weapon, some weapons have less, others have more, and having an aimpoint/eotech + magnifier in diferent sight slots would be a good addition.

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.

Actually the standar rifle has just 4 attachments port, for scopes, GL/hand grip, muzzle, and barrel, not 8.

BUT, dont forget there are optics that can be used in pistols

May 10 2016, 2:35 AM · Arma 3
armapirx edited Steps To Reproduce on T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.
May 10 2016, 2:35 AM · Arma 3
arziben added a comment to T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.

the idea isn't bad but personally I don't like what you did with the pistol slot, plus it lacks a sight slot

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?: Arma 3.
May 10 2016, 2:35 AM · Arma 3
Bohemia updated subscribers of T66302: More rifle attachments, having a rifle in AT slot - how could it look like in the inventory screen?.
May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66301: Agia Marina Pier Spawn issue.

Duplicate of #249. Please search before posting.

May 10 2016, 2:35 AM · Arma 3
Kimi edited Steps To Reproduce on T66301: Agia Marina Pier Spawn issue.
May 10 2016, 2:35 AM · Arma 3
AD2001 added a comment to T66301: Agia Marina Pier Spawn issue.

Shouldn't the pier be treated as part of the landscape?

May 10 2016, 2:35 AM · Arma 3
Phalanx added a comment to T66301: Agia Marina Pier Spawn issue.

From my understanding the editor places objects in relation to the height of the terrain.
The terrain is quite low where the pier is so any objects placed there will be underwater - As there is also an object there they will spawn inside the object.

You will need to use the elevation property of the unit to place them on the pier.

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66301: Agia Marina Pier Spawn issue: Arma 3.
May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66300: Scope's reticle not displayed properly when leaning out of a corner..

Duplicate of #2334.

May 10 2016, 2:35 AM · Arma 3
ceeeb added a comment to T66300: Scope's reticle not displayed properly when leaning out of a corner..

Duplicate of assigned #7219

See also: #31, #2334

May 10 2016, 2:35 AM · Arma 3
Radioman added a comment to T66300: Scope's reticle not displayed properly when leaning out of a corner..

Essentially, what the OP is saying, is that the reticule is meant to be leaning with the player.

Currently, the horizon of the reticule is the same as the rendered horizon, when it should actually be at the same angle as the player's lean.

May 10 2016, 2:35 AM · Arma 3
Bohemia updated subscribers of T66300: Scope's reticle not displayed properly when leaning out of a corner..
May 10 2016, 2:35 AM · Arma 3
AD2001 added a comment to T66300: Scope's reticle not displayed properly when leaning out of a corner..

This is the same as in low (urban) prone.

May 10 2016, 2:35 AM · Arma 3
FooFigh7er edited Steps To Reproduce on T66300: Scope's reticle not displayed properly when leaning out of a corner..
May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66300: Scope's reticle not displayed properly when leaning out of a corner.: Arma 3.
May 10 2016, 2:35 AM · Arma 3
skunkpilot added a comment to T66299: No Sound when crawling over sand.

Fixed :-)

May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66299: No Sound when crawling over sand.

Closing.

May 10 2016, 2:35 AM · Arma 3
skunkpilot edited Steps To Reproduce on T66299: No Sound when crawling over sand.
May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66299: No Sound when crawling over sand.

Reproducable in latest dev build.

May 10 2016, 2:35 AM · Arma 3
tungy added a comment to T66298: No Detection of sound device switch.

Similarly, this happened to me too lastnight when I was trying on my new gaming headset. Sometimes you want to switch to main speakers and so as I pull out the headset USB, the game sound stops entirely.

you're like "Okay...." and so you plug it back in. Sound is still not recognized and you have to restart whole game.

Like the author noted, interchangeable devices should be allowed because you don't always want to stick to one source for 3-5 hrs.

May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66298: No Detection of sound device switch.

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, 2:35 AM · Arma 3
Bohemia added a project to T66299: No Sound when crawling over sand: Arma 3.
May 10 2016, 2:35 AM · Arma 3
PandaStyle edited Steps To Reproduce on T66298: No Detection of sound device switch.
May 10 2016, 2:35 AM · Arma 3
NightFeather added a comment to T66298: No Detection of sound device switch.

This happens to me too. This is a big problem for me because my headphones turn off when there is no sound to save energy, and my computer treats it as changing my sound device.

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66298: No Detection of sound device switch: Arma 3.
May 10 2016, 2:35 AM · Arma 3
kottson edited Steps To Reproduce on T66297: Helicopter sinks unrealistic fast.
May 10 2016, 2:35 AM · Arma 3
Khan added a comment to T66297: Helicopter sinks unrealistic fast.

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, 2:35 AM · Arma 3
Bohemia added a project to T66297: Helicopter sinks unrealistic fast: Arma 3.
May 10 2016, 2:35 AM · Arma 3
Fireball added a comment to T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon.

Closing as it's fixed (for a long time probably).

May 10 2016, 2:35 AM · Arma 3
DarkWanderer added a comment to T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon.

I reckon if Ballistic Computer wasn't enabled, then it's probably not finished - includeing this bug and possibly others. Besides, that may be the mod problem by itself.

May 10 2016, 2:35 AM · Arma 3
mwnciboo added a comment to T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon.

Ah ok, As an Ex-Artillery Observer , I get really into this subject.

It's a bit strange because from a Reality point of view, a Ballistic Computer wouldn't keep tabs on Ammunition (unless in the case of something like an integrated Fire Control Management Solution on say an MLRS).

So i think this must be a bit of a fudge, this is a good opportunity to either integrate Ammunition into a Ballistic Computer (so a Fire Control System), or separate it entirely.

E.g the Ballistic Computer is there to computer results, then we dial in the results into the Mortar itself. (I know in previous examples and MODs it has been implemented in an Ad-Hoc manner).

But I would like to see this done, full on with the Ballistic Computer used to calculate values based on Map, GPS or Lased positions, then the values we would dial into the Mortar sight and use Ranging Poles etc.

Ammunition would then be held in Plastic Cases like this (see picture)https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSl4OjgcIB-wAPoaoxKXs4u2i6qkd6E-HKCo01fJmYde-hfWxFD
, because this how Soldiers do it in the field, then prep the rounds for firing (e.g Fuse settings and Charge Setting for range.)
http://www.diomil.ir/images/product/Original/amig/mortar60mm.jpg

This would do 2 things, make the Mortar only as accurate as your inputs, and the subsequent dialing in, and also allow the divorcing of the Ammunition from the Ballistic Computer.

May 10 2016, 2:35 AM · Arma 3
mankyle added a comment to T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon.

The mod was just to allow me to use the ballistic computer in the Mk6 mortar. The bug is that whenever I use the Ballistic computer the ammo count doesn't go down

May 10 2016, 2:35 AM · Arma 3
mankyle edited Steps To Reproduce on T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon.
May 10 2016, 2:35 AM · Arma 3
mwnciboo added a comment to T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon.

Er I might have the wrong of the stick - But if this is a MOD why is it BIS responsibility to sort it out?

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66296: ballistic computer doesn't reduce the ammo count when used to fire a weapon: Arma 3.
May 10 2016, 2:35 AM · Arma 3
danczer edited Steps To Reproduce on T66295: Smooth spot light appearance.
May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66295: Smooth spot light appearance.

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, 2:35 AM · Arma 3
MadDogX added a comment to T66294: Smooth spot light appearance.

Dupe of #7933.

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66295: Smooth spot light appearance: Arma 3.
May 10 2016, 2:35 AM · Arma 3
Deadfast added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Duplicate of #3909. Closing.

May 10 2016, 2:35 AM · Arma 3
danczer edited Steps To Reproduce on T66294: Smooth spot light appearance.
May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66294: Smooth spot light appearance: Arma 3.
May 10 2016, 2:35 AM · Arma 3
ceeeb added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Duplicate of #3909

(different techniques, but essentially the same activity)

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Upvoted, i always loved rappels and fastroping, but remember this: Fast roping takes longer and is unsafer than normal landing and take off, its barely used at all when the pilot must inserct in very small areas (for example, a big city, or in forests) and in real life almost no military force do that kind of inserction

May 10 2016, 2:35 AM · Arma 3
ShotgunSheamuS added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Dude i have had trouble finding duplicate tickets too, but I'm telling you, i read about rappelling some where... I'm just saying. But if there is one, mad dog will find it.

May 10 2016, 2:35 AM · Arma 3
jamesusb added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

Oh no I believe you. I just couldn't find it myself ;) No worries mate, we all want to make the game better than other (which it already is) :D

May 10 2016, 2:35 AM · Arma 3
jamesusb added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

I dont think there was. I searched before submitting :) And This would srsly add a whole new element to tactics for storming a base or whatnot.

May 10 2016, 2:35 AM · Arma 3
CranberrySauce added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

YEAH. out a chopper. good i dea, off of roof and stuff is cool too.

May 10 2016, 2:35 AM · Arma 3
ShotgunSheamuS added a comment to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.

it is a great idea but i think there is a ticket for it already.

However i dont really see rappeling being a big thing other than out of a chopper.

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!: Arma 3.
May 10 2016, 2:35 AM · Arma 3
jamesusb edited Steps To Reproduce on T66293: Rappelling! From Helicopters onto roofs, from the roof to the ground, down cliff faces, into the water!.
May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66292: Fog Sound Bug.

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, 2:35 AM · Arma 3
RobertHammer added a comment to T66291: Unable to update to 0.55/most recent patch.

http://forums.bistudio.com/showthread.php?149411-How-to-change-between-stable-Arma-3-Alpha-versions-amp-release-candidates-STEAM-client&p=2319421&viewfull=1#post2319421 ....

May 10 2016, 2:35 AM · Arma 3
bigpickle edited Steps To Reproduce on T66292: Fog Sound Bug.
May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66292: Fog Sound Bug: Arma 3.
May 10 2016, 2:35 AM · Arma 3
MadDogX added a comment to T66291: Unable to update to 0.55/most recent patch.

Closing since this is very old and we are already several patches further.

If this issue is still reproducable for you, please create a new ticket requesting this one be re-opened.

May 10 2016, 2:35 AM · Arma 3
Bohemia added a project to T66291: Unable to update to 0.55/most recent patch: Arma 3.
May 10 2016, 2:35 AM · Arma 3
Gazza edited Steps To Reproduce on T66291: Unable to update to 0.55/most recent patch.
May 10 2016, 2:35 AM · Arma 3
plutoto74 added a comment to T66290: Make Tracers A Light Source.

Look at this video for green tracers, it's with a pistol but with less speed we can see clearly the color and the lightning of the tracers rounds. Watch at 3mn 50s

http://m.youtube.com/watch?v=6dYX-h-5HDQ

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

watch videos about live fire tracers with NVG, they DO make a lot of light

May 10 2016, 2:35 AM · Arma 3
NordKindchen added a comment to T66290: Make Tracers A Light Source.

@Dr_Death:

Dude...everything that shines emits light...everything that emits light is a light source.

Chemicals that emit light are a light source.

It seems you think that if chemicals are bright they dont emit light but...they emit chemicals??? If you think so you need to build up some more basic physic knowledge^^

Fact is: Tracers are a light source and shine the way they fly.

But I am against adding tracers as a lights source since the effect is so neglectable small for small arms fire that its an unnecessary task.

However at the end of the day when everything else is fixed and the Devs need stuff to do: Jeah of course then its nice to have^^ But this small effect is not important enough to drive manpower to at the moment.

Sry mate - look at the midrange or the explosion effects and then tell me tracers are more important^^

May 10 2016, 2:35 AM · Arma 3
plutoto74 added a comment to T66290: Make Tracers A Light Source.

Can be good at night without NVG!

May 10 2016, 2:35 AM · Arma 3
DaveZember added a comment to T66290: Make Tracers A Light Source.

I completely agree, Nord. Tracers travel so quickly anyway, and how often are you going to be close enough to see it illuminating other objects?

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

Anyone of the naysayers have any real experience with tracers

May 10 2016, 2:35 AM · Arma 3
CTremblay added a comment to T66290: Make Tracers A Light Source.

Arma 2 OA, Had a user made mod called "BD Tracer Lights". This mod functioned great. Upon the A3 Alpha, I ported my own copy and had it running fully. With the Switch to Beta, My copy just stops as it's finding the Tracer color, I have not found a solution to the problem yet. I will happily forward my Alpha code To ease in implementing? [email protected]

May 10 2016, 2:35 AM · Arma 3
plutoto74 added a comment to T66290: Make Tracers A Light Source.

Definitively the green color of tracers seems not natural, I don't know if it's like in real life but I find it not good. The others it's ok. But yes if it was a light source can be awesome. Another thing, in real life tracers ( maybe depending on type ) start to trace not just out of the muzzle, but further.

May 10 2016, 2:35 AM · Arma 3
plutoto74 added a comment to T66290: Make Tracers A Light Source.

Maybe the prob for me of green tracers is that it's not a light source, minigun feel good ( red ) but same prob.

May 10 2016, 2:35 AM · Arma 3
falconx1 added a comment to T66290: Make Tracers A Light Source.

really want this feature. It is awesome to see tracers light up the environment, like when passing low to the ground on roads rocks etc!

May 10 2016, 2:35 AM · Arma 3
plutoto74 added a comment to T66290: Make Tracers A Light Source.

It's more the visual color

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

nato have RED, non nato use GREEN

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

yeah of course, but being a small light source is crucial.

May 10 2016, 2:35 AM · Arma 3
plutoto74 added a comment to T66290: Make Tracers A Light Source.

And to have real colors of different types of tracers, I think red (in fact orange for US) is quite good, but I really doubt of the green one for OPFOR like in others Arma serie who looks like really unrealistic.

In the select menu need to cheack for right tracers colors from fraction for more realism.

May 10 2016, 2:35 AM · Arma 3
fragmachine added a comment to T66290: Make Tracers A Light Source.

If not overdone then it would look much more realistic. +

May 10 2016, 2:35 AM · Arma 3
MordeaniisChaos added a comment to T66290: Make Tracers A Light Source.

If they can pull it off, I'll be pretty stoked, but I foresee them overdoing it (it's not a terribly dramatic effect in reality and only noticeable when rounds are quite close to objects). I also wonder how well the engine will handle this sort of thing, both in terms of performance and the limit of dynamic light sources in the distance.
It would look pretty awesome, I just don't want to see 5.56 tracer to behave the same way a .50 and I'm a little concerned as most people here are posting videos of MGs firing tracers. Remember that MGs generally fire larger rounds with more potential to put out light.
Hope it gets in, but I don't want it to be a priority honestly. I don't see it being a huge deal in the long run. It just looks awesome :D

May 10 2016, 2:35 AM · Arma 3
bez added a comment to T66290: Make Tracers A Light Source.

Tracers are indeed a light source.
but small caliber tracers are not bright enough to illuminate their surroundings.
They would have to be very very close to the ground to actually illuminate it
(and even then not much) which in most cases they are not.

High caliber like 50 cal or minigun, could light up the environment
but I think the discussion here is about small arms fire.

Regarding rendering NVG useless, that does not mean anything,
NVG are essentially amplifying the light sources, so even the dimmest
light would be bright, that does not mean tracers are little lamps
flying in the night sky.

Source
Personal experience, and also watch this:
https://www.youtube.com/watch?v=dq4xnRGZMOI
https://www.youtube.com/watch?v=NCsnSr6lqKM

-EDIT-
Christian_k, your videos are nice but
your first one of a LMG, is barely lighting the ground,
it does light up very very little only when in very close proximity (few Centimeters)
Which in my opinion dose not justify BI to make small arms tracers light up the ground.
unless they do it very very dim, which then again, why bother with it?

Your second and third video are of very high caliber rounds,
which is not saying much about 5.56 or 7.62 tracers really.

If we talk about small arm fire the effect is negligible to unnoticeable at most.
I will upvote only for high caliber tracer rounds, not small arms fire.

May 10 2016, 2:35 AM · Arma 3
falconx1 added a comment to T66290: Make Tracers A Light Source.

This is a major thing I am dieing for personally, it is spectacular to see tracers illuminate the ground (mainly concrete sidewalks, roads or walls) as they travel!

Even the old game Americas Army version 2 had this lol

May 10 2016, 2:35 AM · Arma 3
TankCommander added a comment to T66290: Make Tracers A Light Source.

Can't believe there are people who don't agree with this. Tracers as dim as they can be, are a light source nonetheless. When close to a surface, they will shine some degree of light on them. ESPECIALLY visible when using night vision...

May 10 2016, 2:35 AM · Arma 3
Heruon added a comment to T66290: Make Tracers A Light Source.

Yeah, also considering it's quite a small area that's being lit up by each tracer.

May 10 2016, 2:35 AM · Arma 3
DaveZember added a comment to T66290: Make Tracers A Light Source.

I agree that they won't affect performance much, Dr Death. Even with the amount of streetlights at the air base, I still have a frame rate constantly above 60 frames/second.

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

not really, p00d, its just a light source, and i understood i was wrong, tracers ARE a light source, but barely noticeable without NVG, it would kill performance if it was a light source, particles, and has AI at the same time, but light source does not kill performance, with the amount of light used in the tracers, even less

May 10 2016, 2:35 AM · Arma 3
Fennecus added a comment to T66290: Make Tracers A Light Source.

I found another very good example of tracers lighting up the environment:
watch 0:37
http://www.youtube.com/watch?NR=1&feature=endscreen&v=uYyObFLb7QE

May 10 2016, 2:35 AM · Arma 3
p00d73 added a comment to T66290: Make Tracers A Light Source.

I see this killing all performance...

May 10 2016, 2:35 AM · Arma 3
CSRKryssar added a comment to T66290: Make Tracers A Light Source.

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

May 10 2016, 2:35 AM · Arma 3
laywiin added a comment to T66290: Make Tracers A Light Source.

Great ! :-D

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

Christian, i think you got the link wrong.

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

i watched the same video over and over again, Tracers glow just enough to be seen, nothing more, and Bigpickle, i dont have a shitty PC, but even if i do, i dont think that is a reason to inult somebody else, besides, even if i can run ArmA 3 maxed out at >70 constant FPS i dont see how i want to add better lighting if that is not realistic

May 10 2016, 2:35 AM · Arma 3
Christian_K added a comment to T66290: Make Tracers A Light Source.

Mr Death, look in my Videos. Proof enough?
http://feedback.arma3.com/view.php?id=7928#c25180

May 10 2016, 2:35 AM · Arma 3
laywiin added a comment to T66290: Make Tracers A Light Source.

Here we go with Dr.death's brilliant comments.

videos show youre wrong, and you are wrong.

We know they are bright, we know they arent lamps but tracers, and not laser.

Stop with these stupid comments...!!

May 10 2016, 2:35 AM · Arma 3
super-truite added a comment to T66290: Make Tracers A Light Source.

+1. Tracers should look better. During day too, they should glow a bit. At the moment it sort of look like a painted object moving fast.

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

tracers dont glow to the ground, they may be bright, but they are not lamps, nor lasers, they dont glow the path they go

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

Dr Death, why are you in such denial about tracers.

They dont glow the path they go? wtf does that even mean?
Why would you want to discourage something from making this game better, it looks like your thinking "Ive got a shit rig and adding more light sources makes me think it couldn't run it as well, so screw everyone I'm down voting and trying to convince ppl to vote no cos i dont want it.

May 10 2016, 2:35 AM · Arma 3
Stiffwood added a comment to T66290: Make Tracers A Light Source.

Yes it actually worked very good in A1 with ACE.

Now that we have this improved light engine this feature should be added. I don't believe it would be any big hassle to implement. Also adding different intensities depending on caliber should be worked out.

May 10 2016, 2:35 AM · Arma 3
laywiin added a comment to T66290: Make Tracers A Light Source.

+1 to Christian K

May 10 2016, 2:35 AM · Arma 3
Unknown Object (User) added a comment to T66290: Make Tracers A Light Source.

bigpickle, you made me think about it, but still, i dont want people to upvote a feature that makes the tracers as strong as an explosion in the night...

besides, what makes them glow is a chemical, its bright, but emits barely any light.

May 10 2016, 2:35 AM · Arma 3
laywiin added a comment to T66290: Make Tracers A Light Source.

I dont see why people discuss that tracers is a lightsource or not, if you can see the tracers with your naked eye i believe its a lightsource?

How can we see a tracer if its not a lightsource?

BigPickle mentioned BD tracers here are a video. https://www.youtube.com/watch?v=PMJqKLLwPG8

Personally i dont think tracers would make a impact on our computers. Tho why shouldnt the people how have spent so much money on theyre rigs get the full feature of stunning immersive night battles if they have used what they have to experienced that?

Make an option for it. Tracers - low - medium - high - very high - ultra.

Dr.death, i don't think any single person here wanted the tracers to look like explosions, why would we want that?....
second, it didnt stay in the feedback that he was asking for it ( I want tracers to look like explosions) Again no need to make people not upvote it.

Also see tracers glow on the ground after beeing fired: https://www.youtube.com/watch?v=ivMv6Q-yvxg we dont see that in arma.

May 10 2016, 2:35 AM · Arma 3