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DDSSTT
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User Since
Mar 5 2013, 10:20 PM (310 w, 4 d)

Recent Activity

May 10 2016

DDSSTT added a comment to T68792: Soldiers partialy submerged in ground.

I read this in another post, it is intentional and was design to reflect where there was grass and where there was not. So, the soldier you see submerged is currently in grass and the other is not.

May 10 2016, 4:08 AM · Arma 3
DDSSTT added a comment to T68187: No empty shells fired out from the bluefor weapons.

its caseless ammo... there will be none.

May 10 2016, 3:45 AM · Arma 3
DDSSTT added a comment to T66341: Fatigue Blurring causes physical sickness.

@AgentRev, I thought so, but I used to turn off Post processing due to low optimization and loss off FPS.

May 10 2016, 2:37 AM · Arma 3
DDSSTT added a comment to T66341: Fatigue Blurring causes physical sickness.

I am in the US Army, and I have never experienced this blurry vision they seem to love, but I have experienced tunnel vision on a long run and during heavy physical training.

What about blurring the edges of the screen and leaving the center clear to simulate tunnel vision?

May 10 2016, 2:37 AM · Arma 3
DDSSTT added a comment to T65042: Bullet drop issue of RCO scope(BLUfor) and ARCO scope(OPfor)..

Having a slight deviation is normal in fixed optics, bullet drop recital like the RCO are approximate for an average military grade ball ammunition. It is common even today using an ACOG to see bullet drop 5-15m off at +400m. Humidity, barometric pressure, elevation, rotation of the earth also come into factor. Also, a weapon zeroed to one type of ammunition and adding a silencer will increase bullet climb. An M4 zeroed to 300m with Ball ammo will shoot approx. 3-5" higher with a silencer over Zero because of higher muzzle velocity. Silencers are not modeled correctly in Arma 3 nor are the the bullet drops the same for the 6.5mm and 7.62mm. I have not even gone into the bullet type characteristics - Boat-tail or Flat Back bullet, Tracer vs Ball... There thousand different scenarios that could play out here, and there are several other reports covering all this already.

May 10 2016, 1:45 AM · Arma 3
DDSSTT added a comment to T65004: AI need to focus on shooting Choppers not all be HERO HEADSHOTTERS.

I total agree, also the AI has the ability is see and shoot accurately beyond visual range.

I set the fog to max, placed the AI 1000m away and i flew the attack heli straight up to 100m auto-hovered and fired rockets in the AIs direction and watched as the AI would "snipe" me out after seeing 2-3 tracer rounds fly past my little bird. The AI could not see my heli and I could not see the AI yet they were able to accurately locate, engage and kill me within a min.

May 10 2016, 1:44 AM · Arma 3
DDSSTT edited Steps To Reproduce on T64516: Allow Mouse Wheel to adjust stance.
May 10 2016, 1:27 AM · Arma 3
DDSSTT added a comment to T63774: Unreal Explosions In ARMA 3.

its as simple as an "If - Then" statement.

If Health is 0
Then A or B or C...

A=Big Boom
B=Fire and Boom
C=No Boom

I am no programmer but it shouldn't be that hard.

May 10 2016, 12:57 AM · Arma 3
DDSSTT added a comment to T63774: Unreal Explosions In ARMA 3.

Here's another thought, make it random, maybe it violently explode, partially explode, raging fire then explode, raging fire and smolders, small fire turning to raging and explode... there are a ton of possibilities.

Instead of the now, rocket - boom - explosion...

May 10 2016, 12:57 AM · Arma 3
DDSSTT added a comment to T63774: Unreal Explosions In ARMA 3.

I would like to know, why does everything in the game have to "Blow Up" when its health reaches 0%? Stuff in real life just does not blow up. I witnessed an M1A2 Abrams get hit with an Anti-Tank Mine IED, it ruptured the fuel tank started on fire and all the crew survived. The Abrams started out burning slowly then went into a raging fire and then smoldered and burned for 12 hours and the cooking off of its ordinance did not cause the tank to explode, because the explosive HE and Sabot rounds are inert until fired, what did cook off for several hours was the propellant and 7.62 & .50 cal munitions. If anyone wants to learn more look up 1-506th Ramadi, Iraq 9 April 2006.

But I am all for the more realistic explosions...

May 10 2016, 12:57 AM · Arma 3

May 9 2016

DDSSTT added a comment to T61777: No Audio warning when a missile locks onto you..

An Audio warning is a must, at beep or something!

May 9 2016, 11:21 PM · Arma 3
DDSSTT added a comment to T58766: Positive Control of the Weapon.

Great News!

May 9 2016, 3:29 PM · Arma 3
DDSSTT edited Steps To Reproduce on T58766: Positive Control of the Weapon.
May 9 2016, 3:29 PM · Arma 3