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Bigbigcheese
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Mar 8 2013, 5:58 PM (381 w, 5 d)

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May 10 2016

Bigbigcheese added a comment to T75616: AH-99 Blackfoot AH Bug.

Duplicate of 0016284

May 10 2016, 7:40 AM · Arma 3
Bigbigcheese added a comment to T75605: changing of weapon will stop the character.

Duplicate of 0001819

May 10 2016, 7:40 AM · Arma 3
Bigbigcheese added a comment to T74796: Critical letter of feedback to Bohemia Interactive Studios (Contains a lot of things/feedback).

Judging by this, why not just play Arma2?
Or at least use the AIA mod?

Because although I agree with some of your points, such as the grenades, the majority of things you suggest, such as adding old guns suggests you might as well just play Arma2

May 10 2016, 7:20 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T74643: Blackfoot artificial horizon upside down.
May 10 2016, 7:16 AM · Arma 3
Bigbigcheese added a comment to T74643: Blackfoot artificial horizon upside down.

Dupe of assigned 0013259

May 10 2016, 7:16 AM · Arma 3
Bigbigcheese added a comment to T74621: [Physics] - Armoured Vehicles - Quirky and Unmanly.

^^^
I agree with the point you're making. All the vehicles are too bouncy, but I voted the issue up mainly because of that post. xD

In all seriousness though, I don't have enough Hard Drive space left to have both A3 and A2, therefore I think the gravity in A3 needs to be fixed otherwise I too may be out shopping in the January sales. For both a HDD and a dress...

May 10 2016, 7:16 AM · Arma 3
Bigbigcheese added a comment to T74617: Allow waypoints to activate task modules.

Seems very complicated considering that the modules were supposed to make things simpler.

May 10 2016, 7:16 AM · Arma 3
Bigbigcheese added a comment to T74617: Allow waypoints to activate task modules.

What is it?

May 10 2016, 7:16 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T74617: Allow waypoints to activate task modules.
May 10 2016, 7:15 AM · Arma 3
Bigbigcheese added a comment to T74185: Add Large naval ships with walkable interior.

Maybe firing from vehicles would have been a better example than jumping ;)
But lets leave that to their respective threads

May 10 2016, 7:06 AM · Arma 3
Bigbigcheese added a comment to T74185: Add Large naval ships with walkable interior.

Just want to point out it is not the US army alone...

NATO consists of more than just the US Army, the other American armed forces also make up the US NATO contribution. However you must also consider that there are other countries like Britain, France, Spain, etc.

On the note of warships I believe that because they exist in the real world they should exist in the game, in the same way that because people in real life people can jump they should add jumping to the game in some form. I think as a simulation it should accurately simulate the battlefield.

However on a note of it being a game, which to all intents and purposes it still is, I think that the development time required to make such a battleship may remove crucial developers who should be fixing much bigger issues such as the entire physics system or the poor system performance.

So overall, I think for the simulation we should have them, but for the game we should wait until the game is in a playable state...

May 10 2016, 7:06 AM · Arma 3
Bigbigcheese added a comment to T73648: Flaps and Stabs.

Are you referring to the stabilisers, or mis-spelling slats?

May 10 2016, 6:47 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T72408: Designated taxiways for AI aircraft.
May 10 2016, 6:12 AM · Arma 3
Bigbigcheese added a comment to T71618: [Still] AH99 Blackfoot, Horizontal attitude indicator.

It's still not fixed... It really should not be that hard to just switch the axis around, or whatever they have to do...

May 10 2016, 5:50 AM · Arma 3
Bigbigcheese added a comment to T69338: Download missing mods when joining a server.

With the use of the steam workshop facilities, this could be made possible. However I suggest they concentrate on the game until release, and then after release add features such as this.

May 10 2016, 4:31 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T68598: Deploying landing gear.
May 10 2016, 4:00 AM · Arma 3
Bigbigcheese added a comment to T68561: Flares are not working, missiles seems not reacting on flares (BETA).

Flying past the airfield with 2 AA men, I flew past and popped all my flares, still got downed, all missiles indicated on radar contacted my helicopter.

May 10 2016, 3:59 AM · Arma 3
Bigbigcheese added a comment to T68251: Aerial vehicles need audible warning warning system for AA missiles.

http://www.youtube.com/watch?v=2uh4yMAx2UA
See approx 3 minute mark

May 10 2016, 3:48 AM · Arma 3
Bigbigcheese added a comment to T67078: Vehicle Customization.

Yeah an in editor customisation tool for any object with an inventory would be quite good, and I would go as far to say it is needed. Maybe just another button in the unit placement screen in the editor that says customise and then it takes you to the inventory screen with all the things you could put in there on the left, and then it's inventory on the right.

See issue 0005813

May 10 2016, 3:06 AM · Arma 3
Bigbigcheese added a comment to T67078: Vehicle Customization.

I would suggest being able to do this pre-mission, in mission building, like when you pre-equip a soldier, via scripting. Because the time it would take to remove or add weapons would be quite extensive and probably wouldn't be performed in a battlefield scenario. However the opportuntity to actually customise vehicles, rather than having many different variants might be useful for mission makers, and mod devs only have to make the weapons, not the vehicle too, so somebody could design a missile, and you could slap it on your plane.

May 10 2016, 3:06 AM · Arma 3
Bigbigcheese added a comment to T67071: Enhance reality by implementing more real body reaction to various (bullet) impacts....

Yes, some bullets sorry. When I said not transfer momentum, that statement is slightly wrong, because momentum is conserved. However as it penetrates the momentum is applied over a larger amount of time than if it just stopped. Also the momentum of a bullet is not very large compared to the momentum of a person.

May 10 2016, 3:05 AM · Arma 3
Bigbigcheese added a comment to T67071: Enhance reality by implementing more real body reaction to various (bullet) impacts....

Have to say I agree with the general consensus of 0005476.
Bullets are designed to penetrate, not to transfer momentum.

May 10 2016, 3:05 AM · Arma 3
Bigbigcheese added a comment to T66975: Add more 2035-style war technology.

Two examples of used technology are the Firescout and the MAV, they are both used.

We have seen the comanche in this game and that is a project that has been cancelled in real life, so despite FCS being cancelled it could still possibly be in game. The cost is a big issue, one of the biggest issues facing these kind of things.

Although on the technology side of things, the possibility of making things smaller, meaning lighter batteries, and also lighter equipment overall. The "Land warrior" idea is a real possibility. If shots are accurate, then we need less ammo.

May 10 2016, 3:02 AM · Arma 3
Bigbigcheese added a comment to T66975: Add more 2035-style war technology.

I upvoted.
The 3D map is already in a testing phase for the US army I believe.
The HUD, is also part the of the above testing thats going on.
Small recon drones like the MAV, or this - http://www.youtube.com/watch?v=SNPJMk2fgJU
Automated sentry guns probably wouldn't be used due to the problem of identifying enemies.
Again the HUD is in a testing phase.
Remote controlled vehicles - http://www.youtube.com/watch?v=tbtCweucgUg
Laser deg/battlefield awareness is part of the above system in testing.

See Future Weapons - FCS (Take note: Uploaded in 2008) (I know it's hyped up slightly as it's an entertaining TV program, but it's a concept that is not only possible, but probable for 2035)
http://www.youtube.com/watch?v=hyyTNHAMDro - Part 1
http://www.youtube.com/watch?v=lNFirDXlS6s - Part 2
http://www.youtube.com/watch?v=POTgOfL8dVQ - Part 3
http://www.youtube.com/watch?v=2Uqa7-_pUI4 - Part 4

Yes, I do like Future Weapons ;)

I know that many people will say things like "Whats the point" and "Whats the use of all this". Well I think many people would agree with the "if you don't want it don't use it" perspective and I believe that many people will have a variety of uses for all this stuff, I know I will.

May 10 2016, 3:02 AM · Arma 3
Bigbigcheese added a comment to T66924: Confusing door symbol.

Shotgun, that might make it quite hard to do in a hurry, because carefully positioning your mouse over a small doorknob can be tricky, as I have experienced in other games.

I like that idea Frag.

May 10 2016, 3:00 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T66924: Confusing door symbol.
May 10 2016, 3:00 AM · Arma 3
Bigbigcheese added a comment to T66920: Speedometers not calibrated 0.59.105592.

The Ifrit and the Hunter are fine, however I think you accidentally calibrated it to the mph dial in the boats, as 10kph corresponds to 10mph on the dial..

May 10 2016, 3:00 AM · Arma 3
Bigbigcheese added a comment to T66920: Speedometers not calibrated 0.59.105592.

Issue not fixed. Exactly the same as before in all vehicles, in both Dev version 0.59.105634 and stable version 0.58.105348

May 10 2016, 3:00 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T66920: Speedometers not calibrated 0.59.105592.
May 10 2016, 3:00 AM · Arma 3
Bigbigcheese added a comment to T66618: Better/more realistic particles for aircraft hitting the ground.

http://www.youtube.com/watch?v=v5aMT9MBfZI

May 10 2016, 2:49 AM · Arma 3
Bigbigcheese added a comment to T65322: medic/corpsman have unlimited medical supplies.

A more advanced system like that in ACE could be possible, maybe an optional module in missions? Would be things like limited supplies of bandages, morphine and adrenaline used to stabilize the condition of the casualty for casevac. It would add to the realism and the immersion if you were low on supplies and a soldier gets hit because you would have to race against time to save his life, stop the bleeding and minimise the shock and the pain.

I think for the less hardcore players this option should be disable-able but a more realistic wounding system, as suggested in other posts, would increase immersion and I think this along with limited supplies would make being a medic a very important role, prioritising casualties and other things.

May 10 2016, 1:55 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T65087: Conflicting animations when walking slowly and weapon down.
May 10 2016, 1:47 AM · Arma 3
Bigbigcheese added a comment to T65076: Walking model animation stuck with lowered weapon.

http://www.youtube.com/watch?v=uVgJXgwCBo8&feature=youtu.be

May 10 2016, 1:47 AM · Arma 3
Bigbigcheese added a comment to T65047: Option to override AI pathing.

I like this idea and can see many uses for it.

May 10 2016, 1:45 AM · Arma 3
Bigbigcheese added a comment to T64979: Multiple sensitivity sliders.

Sometimes I wish the search function would tell me these things :p
Maybe I am using it wrong

May 10 2016, 1:43 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T64979: Multiple sensitivity sliders.
May 10 2016, 1:43 AM · Arma 3
Bigbigcheese added a comment to T64979: Multiple sensitivity sliders.

and thus be able to do something that I believe should be at the core of the game, so that all people can benefit without having to purchase new equipment?

I think it is quite a good idea and it works well in games such as Planetside 2 where they allow you to change the sensitivity when scoped in. Makes it nice to line up perfect shots but quickly snap around when neccessary. Changeable DPI mouse still requires clicking a button to change the DPI when it would be nice to have the game do it automatically.

May 10 2016, 1:43 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T64731: Floor warps around when crawling prone.
May 10 2016, 1:35 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T64628: Random freezing followed by crash in mission after poor performance and low framerate (Reason unknown).
May 10 2016, 1:31 AM · Arma 3
Bigbigcheese added a comment to T64482: Helmet-mounted camera.

Dr Death, have you considered that you might be playing with other players? For example: If you've watched any of Dslyecxi's arma2/3 videos then you'll probably know he's a part of the Shacktac group. You will also know that they play in groups of 100 people at a time, with a command structure and procedures for doing things. Therefore for the commander of that group to be able to watch what a human soldier is doing it could be useful.

Just because you might not have a use for it, it doesn't mean we should rule it out as an option, especially when it is actually employed, albeit in limit supplies at the moment, in a combat environment.

There was an episode of a TV show called "Future weapons" that had this kind of system in, and it looked like it could be rolled out within 2035.

May 10 2016, 1:26 AM · Arma 3
Bigbigcheese added a comment to T64482: Helmet-mounted camera.

I kinda of understand what you're saying, in that the ordinary Arma player probably won't have a use for it, but I can think of plenty of ideas for using it when playing with a couple of friends casually. I agree about there being no good command structure and the highest rank has to command the whole group, and I think that should be changed, but I think that's an issue for another ticket.

May 10 2016, 1:26 AM · Arma 3
Bigbigcheese added a comment to T64482: Helmet-mounted camera.

Dr Death, that is a very good use, a commander using a live feed from the battleground. For example, it is the year 2035 so it is quite likely that we will be able to get helmet mounted feeds from headcams. Therefore being able to say, patch into this feed from a command vehicle, say the screen in the back of the Ifrit, and see what the soldier is seeing provides a lot of good information for commanding units. Say you patched into the feed of an AI you were commanding, you could give the AI orders based on what their helmet cam showed.

I could add more useful tech to this that we will probably have, based on the current advances in technology. Such as being able to carry a small laptop around the battle, or a HUD attached to the helmet, the soldier could then patch into the view of a UAV drone and see what the operator shows him, maybe allowing him to get a wider scope of the battlefield and how to approach an objective. Or thermal imaging showing a number of units hiding under a bush, the knowledge of which he can then use to take them out.

Both practical applications within the game which I believe is a very good utilisation of the PIP system.

May 10 2016, 1:26 AM · Arma 3
Bigbigcheese added a comment to T64462: Sitting down or laying down should regenerate stamina faster.

Going prone wouldn't help too much, you're flat on your chest compressing the air out of it, also leopard crawling on the ground is very tiring so you would gain fatigue from that... I think it's fine at the moment considering how much equipment you might be carrying.

May 10 2016, 1:25 AM · Arma 3
Bigbigcheese added a comment to T64179: Vehicle loadout editing.

I think that an in editor customisation tool for any object with an inventory would be quite good, and I would go as far to say it is needed. Maybe just another button in the unit placement screen in the editor that says customise and then it takes you to the inventory screen with all the things you could put in there on the left, and then it's inventory on the right.

For example an empty ammo box could be placed in the editor, then you can customise to fill it to the brim with explosives, or something.
Or a vehicle could become a mobile armoury.

May 10 2016, 1:15 AM · Arma 3
Bigbigcheese added a comment to T64126: Arrow desk right points left.

Appears to be fixed now. Thanks

May 10 2016, 1:14 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T64126: Arrow desk right points left.
May 10 2016, 1:14 AM · Arma 3
Bigbigcheese added a comment to T64093: Civilians can not be cured with the medkit.

Something does happen, the guy stands there sort of "doing" the action, but you don't get healed and you have to cancel the action.

May 10 2016, 1:13 AM · Arma 3
Bigbigcheese added a comment to T63854: Have a realistic pistol whip out option while you have a rocket launcher in use..

I think there should be like an "Emergency secondary weapon button" where you literally drop whatever you're holding and pull out a sidearm. Obviously only available when you have a secondary weapon and upon pressing the button you will put your current object in your hand down and quickly draw your pistol. The item you drop will be left on the floor for you to pick up after the danger has passed. For example, emptying a magazine in your main gun/rifle you have no time to reload and must pull out a sidearm, you drop the weapon and pull out the sidearm. Maybe you don't drop it, due to misfires, but put it down as quickly as possible. Or something. Just thought it would be a cool idea that could help in close quarters combat or something.

May 10 2016, 1:01 AM · Arma 3
Bigbigcheese added a comment to T63693: Floating vehicles/odd collision mask on cone? Multiplayer.

I assure you I have only managed it twice, and that was quite a while ago, I have no idea about the status of this issue anymore. I have tried to reproduce again, but failed. It is not easy, I wish you the best of luck, but I think the cones have actually had their physical properties changed and it might not work anymore..

May 10 2016, 12:51 AM · Arma 3
Bigbigcheese edited Steps To Reproduce on T63693: Floating vehicles/odd collision mask on cone? Multiplayer.
May 10 2016, 12:51 AM · Arma 3
Bigbigcheese added a comment to T63607: Jump/Jumping command.

That would kill you..... :p
If it's going to kill you then I don't think it should be implemented. Otherwise we still need a simple jump or a vault... I think the Stamina system needs to be a tad improved too :p

May 10 2016, 12:48 AM · Arma 3
Bigbigcheese added a comment to T63607: Jump/Jumping command.

007.SirBond, to get onto that ladder would not require a jump, it's far too big for that, with that gear, jumping to waist height is quite hard and would waste a lot of energy...
More likely you'd climb up it, which should be possible.
I think a jump should be implemented though, but not a jump that takes you vertically, more a small leap to get across small gaps. A small leap that requires a bit of stamina to achieve.

May 10 2016, 12:47 AM · Arma 3
Bigbigcheese added a comment to T63182: Arma 3 Crashes randomly and i dont know the reason.
May 10 2016, 12:32 AM · Arma 3

May 9 2016

Bigbigcheese added a comment to T62080: Arma 3 Rocket Car.

Hmmm, I have a new idea for a form of aerial assault... ;)
Although seriously speaking, I tried it and couldn't get it to happen the first 5 times, then it happened and I got catapulted across the map as shown in the video. It seems to be only a few select trees that do it, or when they fall into the vehicle.

May 9 2016, 11:44 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T62052: Once stopped, vehicles make no attempt to repathfind, or take too long to do so..
May 9 2016, 11:43 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T62051: Vehicles make no effort to avoid each other on corners.
May 9 2016, 11:43 PM · Arma 3
Bigbigcheese added a comment to T62033: Z-Fighting in Rubble.

Confirmed, also Z-fighting of textures when multiple explosions in the same place.
Ie put loads of cars on top of each other in the editor, launch and then walk around the "bombsite".
Kudos to Bohemia on the photogenic explosion though!

May 9 2016, 11:43 PM · Arma 3
Bigbigcheese added a comment to T61777: No Audio warning when a missile locks onto you..

http://www.youtube.com/watch?v=2uh4yMAx2UA
See approx 3 minute mark

May 9 2016, 11:21 PM · Arma 3
Bigbigcheese added a comment to T61687: jumping cars.

I don't think this is so much a bug. However I do think that it could be more refined, along with a better damage model and the flip not being as high as it is currently.

Repro-steps seem to be drive at moderate speed into an object by the side of the road. Don't drive head on, but at an angle.
It doesn't happen every time, only on the odd ocasion you get it just right.

Unless of course you're talking about something completely different, which is not made clear by the lack of information in the post.

May 9 2016, 11:17 PM · Arma 3
Bigbigcheese added a comment to T61391: The fire effect.

and if there is flammable stuff nearby the fire should spread to it, say if it hits an ammo dump then all the ammo cooks off, or starts a small forest fire.

May 9 2016, 11:04 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T61337: AI pilots not landing.
May 9 2016, 10:59 PM · Arma 3
Bigbigcheese added a comment to T61254: Bridge object does not count as road for AI.

johncage, it's called alpha for a reason... ;)
There isn't even a release date :p

May 9 2016, 10:56 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T61254: Bridge object does not count as road for AI.
May 9 2016, 10:56 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T61249: Unrealistic collision with object.
May 9 2016, 10:56 PM · Arma 3
Bigbigcheese added a comment to T61244: Driving over small objects.

All small objects are effected by this, for example driving 20kph into a wheelbarrow, should not render the wheelbarrow intact and the car destroyed.
Also with cones/small shrubs/small walls(which would be damaged under weight of car)/small signs/rocks(which is probably logical but it seems to behave weirdly).

May 9 2016, 10:55 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T61244: Driving over small objects.
May 9 2016, 10:55 PM · Arma 3
Bigbigcheese edited Steps To Reproduce on T61243: AI driving, sharp road intersections.
May 9 2016, 10:55 PM · Arma 3
Bigbigcheese added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

The thing is, the recoil is backwards, not upwards. Therefore our shoulder rotates to stop it getting hurt... Our shoulder can't stay twisted forever so the height the recoil goes to is stupid and it should naturally settle in a position around the aiming point.

May 9 2016, 10:00 PM · Arma 3
Bigbigcheese added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Considering that recoil acts backwards, due to the bullet going forwards, the shoulder would return to it's natural position after the shot as opposed to staying where it was pushed to (which would hurt), thus the aiming point will return to roughly the same spot too...

May 9 2016, 10:00 PM · Arma 3
Bigbigcheese added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Alex72, this has been explained in many of the comments above.
Mouse falls of mouse mat is the gist of it.
The problem is not the amount of recoil, but the way it is handled after firing stops.

May 9 2016, 9:59 PM · Arma 3
Bigbigcheese added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Overall I agree with this post.

However I think the current model is quite realistic in that to stop all recoil you have to make some effort to pull the barrel of the rifle back towards the floor whilst firing.

Having handled a rifle IRL, the recoil of which does not seem to be as dramatic as most of the weapons in Arma3 (although it was only .22, which doesn't really have any recoil at all) I can say that the gun does fall back to original position due to gravity if you're holding it steady enough. Of course you can stop it falling back down by keeping your arm where the recoil went to. Therefore I would like to suggest that after firing, the rifle falls back to approximately, but not exactly, the original position however if there is any user mouse input, ie moving the gun around, this falling effect is essentially stopped, or de-accelerated very quickly to be nullified and the user can regain aim.

May 9 2016, 9:58 PM · Arma 3
Bigbigcheese added a comment to T60635: Separate mouse sensitivity options (in sights, zoomed in, scope etc).

The thing about changeable DPI mice is that it is something that I believe should be at the core of the game, so that all people can benefit without having to purchase new equipment.

I think it is quite a good idea and it works well in games such as Planetside 2 where they allow you to change the sensitivity when scoped in. Makes it nice to line up perfect shots but quickly snap around when neccessary. Changeable DPI mouse still requires clicking a button to change the DPI when it would be nice to have the game do it automatically.

May 9 2016, 9:52 PM · Arma 3
Bigbigcheese added a comment to T60427: AI Helicopter will not land near enemy..

Even using ' Heli_unit_name land "LAND" ' or other combination of this does not force them to land.

May 9 2016, 9:44 PM · Arma 3
Bigbigcheese added a comment to T60224: Vehicles exploding when ramming.

I agree that there this should be fixed for all vehicles, upcoming too
more proof that things don't just explode in collisions, if required:

http://www.youtube.com/watch?v=yDu0jYiz-v8
Warning: It has blood in it, but no fatalities!

Either way this shows that things don't just explode on collisions and thus helicopters/planes in the future shouldn't just explode on contact with trees.

May 9 2016, 9:35 PM · Arma 3
Bigbigcheese added a comment to T60025: No female soldiers models available.

Although I do not disagree with having women on the front lines, I think development time can be used better elsewhere, such as fixing many of the bugs on this list.
Women will be modded in if they are not in already, no need to spend valuable development time on essentially unneeded character models just to appease some players.

May 9 2016, 7:40 PM · Arma 3
Bigbigcheese added a comment to T59862: Takes too long to run out of air.

I die after 2 minutes. Death by hypoxia would probably take about 1-5 minutes depending on things like your lung capacity/heart rate etc.

I don't think this is a bug, unless it took over 5 minutes?

May 9 2016, 7:16 PM · Arma 3
Bigbigcheese added a comment to T59473: Helicopters cant taxi.

Due to the height above sea level at camp Bastion in Afghanistan it is required, in order to get enough lift for takeoff in a helicopter to gain speed by using a small runway to takeoff. Just by upping the collective it does not generate enough lift to get the helicopter into the air, therefore with a small amount of forward pitch to the blades it gains forward speed on the ground and accelerates forwards, increasing the lift and enabling takeoff.

I think that this should be implemented for the KA-60 and all future wheeled helicopters, along with the ability to turn wheel brakes on, to stop rolling.

May 9 2016, 6:57 PM · Arma 3