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- User Since
- Sep 2 2013, 3:58 PM (585 w, 6 d)
Apr 15 2017
Jul 10 2016
Seems like it was fixed, so the task can be closed.
Seems like it was fixed, to it can be closed.
Jun 23 2016
Jun 17 2016
Jun 10 2016
Jun 7 2016
May 10 2016
Some notes here:
Separate brake button (the current brake button is actually a handbrake)
-> it is a brake, not a handbrake. If you see only your rear wheels braking, check your key settings. In the config you can give all wheels independent brake force via maxBrakeTorque. Different numbers for different wheels, and you can have you're car turn slightly to one side when braking, like in real life.
turn signals (possibly with hazard flasher function)
-> This is already possible, BI is just to "lazy" to do that. Dezkit developed a way to imitate turn signals which worked astonishingly well.
possibly windscreen wiper (either as buttons or only in the scroll wheel menu)
-> It's possible as well, but this does not has any purpose when there's no water on the windscreen.
Anyway, before ANY changes on the current settings for vehicles are considered, Bohemia should apply pressure on Nvidia to rework the clutch problem: http://feedback.arma3.com/view.php?id=19183
Without a propper simulation of a clutch, there's absolutely no need for improved vehicles, when one of the most important parts isn't even close to being simulated....
Push - So it will be recognized by devs. This is a MUST for Marksmen DLC.
-RedPhoenix
I also know how to do that, but I am talking about a simple explosion module without additional scripts. The thing is now, with Zeus a total sandbox became an option. I already created a complete sandbox zeus mission without any additional scripts ( http://forums.bistudio.com/showthread.php?180974-Complete-COOP-Vanilla-Sandbox ). Beeing able to just call explosions without any additional scripting is just an extension of Zeus.
I have, and I know that I can let placed explosive explode.
Explosion module could also come in handy in other mission, when trigger would become reality in Zeus (trigger explosion when trigger is activated).
There is no need to be that hatred.
Video added.
Still present as of March '15
http://abload.de/img/arma3diag2015-03-1723lqu11.png
It's still there....
Have tested, and no, seems fine.
This needs a bump up. Way too important for modelers.
Come'on BI, how is it possible that this problem wasn't even reviewed?!
Come on Bohemia, cant be that hard....
Any updates? Please fix this. Pretty critical for my Refined Vehicle mod....
So, I'll bump this thread because we NEED it!
Oh wow, this is something I really never heard off, despite it is fairly logical now. Before I thought this would be an "only-arma" thing. Thanks for clearing that up!
tested in stable version - still no effect on radius of spread.
Thanks mrflay. Didn't know that the parts of a gun must have a special name. ("ComponentX"). Therefore closed.
Just had a chat with Mikero. We went through the whole config and rpt files. No sign of mistakes on my side, so it has to be something inside the game engine.
(thanks Mikero!!!)