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BruceyPoo
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User Since
Jun 22 2013, 12:41 AM (568 w, 1 d)

Recent Activity

May 10 2016

BruceyPoo added a comment to T68195: Head Tracking with 3D scopes..

afaik the 12x scope (SOS) does not sway according to head tracking. BUT the 4X scopes (RCO, ARCO, MRCO) do.

This gives me headaches and makes it very hard to play

May 10 2016, 3:45 AM · Arma 3
BruceyPoo edited Steps To Reproduce on T68194: If "Next Weapon" and "Change gunner weapon" are set to the same key, the AH-9 will not switch weapons.
May 10 2016, 3:45 AM · Arma 3
BruceyPoo added a comment to T68190: AH-9 and KA--60 gun fire rate is directly proportional to the framerate.

Yes you're right. It's the Orca now.

But this is not limited to the dev version/beta. It's been like this since release.

May 10 2016, 3:45 AM · Arma 3
BruceyPoo added a comment to T68190: AH-9 and KA--60 gun fire rate is directly proportional to the framerate.

@ArkanSvk: I have no idea why I didn't think to do that test before! I've done one myself for quantitative purposes:

Game version: Beta 0.71.106777 - development branch.

TEST 1: High framerate (55-60+ FPS: object distance set to 500, helicopter at "The Spartan")
Ammo Start = 5000
Ammo End = 3850
Duration = 30 seconds
Calculated Rate of Fire = 2500 rpm

TEST 2: Low Framerate (15-20 fps: Set everything to high/ultra, max view/object distance, helicopter in the middle of Agia Marina)
Ammo Start = 5000
Ammo End = 4592
Duration = 30 seconds
Calculated Rate of Fire = 816 rpm

Please note: the time is measured using the IN-GAME watch alongside an IRL stopwatch. The in-game watch kept accurate time despite the differences in framerate.

If other people want to perform the same or similar tests with other helicopters, please post!

May 10 2016, 3:45 AM · Arma 3
BruceyPoo edited Steps To Reproduce on T68190: AH-9 and KA--60 gun fire rate is directly proportional to the framerate.
May 10 2016, 3:45 AM · Arma 3
BruceyPoo added a comment to T68190: AH-9 and KA--60 gun fire rate is directly proportional to the framerate.

By "note how fast the bullets are being fired" I didn't just mean the sound of the bullets, I also meant looking at the ammo count and noting how fast it decreases, and indeed, how many bullets hit the ground.

All of which indicate a lower firing rate with lower frame rate.

May 10 2016, 3:45 AM · Arma 3
BruceyPoo edited Steps To Reproduce on T68188: AH-99 Blackfoot/Comanche collective can be controlled during enter/exit animation.
May 10 2016, 3:45 AM · Arma 3
BruceyPoo added a comment to T68178: Disable TrackIR in optics.

I will add my support to this. It's now almost impossible for me to use the zoomed scopes because any *slight* movement of my head throws it all off.

the 3D scopes are great, but I'd rather much prefer them to have my head locked into place. If I wanted to look around, I'd stop looking through the scope.

May 10 2016, 3:44 AM · Arma 3
BruceyPoo added a comment to T68172: Not able to see where I am shooting in choppers (Beta).

Same here. I use the trackIR with no deadzone (continuous movement) and it's almost impossible to tell where the bullets and rockets will land.

Either include a crosshair in first-person view (similar to the AH-9), or have the HUD sights actually show where the helicopter is pointing even with my head turned, just like in real life.

May 10 2016, 3:44 AM · Arma 3

May 9 2016

BruceyPoo added a comment to T58605: Helicopter HUD moves with head.

Agreed, as a TrackIR user, this needs to be fixed. The new gunships in the beta also have this problem, and they shoot rockets too!

May 9 2016, 3:22 PM · Arma 3