- User Since
- Mar 7 2013, 12:10 PM (560 w, 3 d)
Apr 13 2018
I have also had this with throttle being linked to new key bindings.
Jan 22 2018
Turn off grass (terrain to 'LOW') and you will see what the AI see.
That is why they can spot you when you have no chance to see them with grass on.
Yes, BIG gameplay problem that AI see through fallen trees
Sep 13 2017
Still one of the most annoying things in ARMA3
AI do 'see' through some parts of trees, bushes and grass.
This is still very annoying.
Focus point should ignore foliage.
Sep 8 2017
Related to: https://feedback.bistudio.com/T120030
Related to: https://feedback.bistudio.com/T120030
Any plume of smoke does this no matter the wind effect.
Apr 3 2017
If you have terrain set to LOW then the ground height is much less accurate.
Mid range textures still letting down the graphics fidelity.
After 3 years this is still a problem that AI can spot a prone player in grass but the player can't see anything further than a few metres.
Agree with OP
Bipod use should provide a higher view than grass level.
Its true that coming back up has positive aspects with snipers but it seems to pop up after only 1 minute for me.
There should be different heights of grass or be able to raise/lower head.
Agree with OP.
AI engage when its not possible to see them.
Nov 16 2016
This is still a problem with latest version. Is this being investigated AT ALL?!?!?
May 10 2016
Its broken when set HIGH 90-100% and in weapon sights mode.
Turning direction is impossible while walking forward.
Crash for me in 'Insurgency'
Screen goes black. No error message.
No crashes before update.
Something NEEDS to be done about the ground textures.
Do we really need to vote on this obvious bug ;)
I have lower fps after Zeus patch. (Stable branch)
Was better in version before.
Definite bug: The sights should NOT be affected by DoF.
This happens with all sights.
Duplicate issue: 0015835
It just needs more gradual fog fade off so that it does not suddenly become solid.
Also resets firing mode after exiting vehicle.
Also optics mode is reset.
You also get fatigued just walking or in tactical pace which is also ridiculous.
Its very easy to prove this is a problem:
Place an enemy in front of you on a flat grassy area.
Set a waypoint with 'danger' so that he goes prone.
Now try and engage that enemy while prone.
He will ALWAYS spot you before you see him.
If you turn off grass (set ground detail to lowest) you see why.
Agreed would be awesome but certinly not going to happen.
Different game engine and not possible to implement in ARMA3 'RealVirtuality'
Yes, its stupid to get so fatigued just walking or tactical pace.
In VBS its called 'After Action Review' (AAR) and it would be amazing to have in ARMA3 but I doubt it will happen.
Its one of the additions to make it a more serious tool for training and one of the reasons why VBS is so expensive.
I've had this happen but only when there was one unit left alive. I could not change to that last unit from the menu as you describe.
When is this going to be fixed!?!?!?!?
ARMA3 axis is TOO LOW.
Don't bother talking about physics if its not related DIRECTLY to rotary aircraft.
The ROLL axis is roughly through the pilots head.
Rotation axis should be near the Swashplate just below the main rotor.
The helicopter body essentially 'hangs' from the rotor.
As said before, just turn 'Radial Blur' down in PP settings.
I made a ticket asking for adjustable ranges for scopes but certain people said it wasn't realistic.
Please BIS make them adjustable and those people just won't use the ability.
Its set in the near future...
ALSO when prone using Zafir and ARCO, character body blocks view.
Its not technically reflection but a specular highlight and its VERY annoying and unrealistic. It would only happen with a light source behind your head so your head would block the light anyway.
This it VERY annoying and totally unrealistic since your head would block any light behind.
Besides it looks bad with the cats arse pinch in the middle. They didn't even collapse the vertices?!?!?!
Voted for slowing in bushes but I don't think there is much difference running in grass or road.
But I hope reverb isn't overdone like some of these sound mods.
Voted but doubt it will be handled by BIS.
Hopefully its modable but with ragdoll it will be very hard I think.
If you vote down say why.
In theory this would be an option in difficulty settings so there no sensible reason why it would be voted down.
There needs to be a waterproof hand held torch object that anyone can use, even civilians.
You get fatigued just walking or in tactical pace which is ridiculous.
A trained soldier would not get out of breath so much walking even when carrying full loadout.
This is because you are looking through more grass layers when prone.
Dissable ATOC and you will see an improvement because grass is no longer antialiased
Unlikely this can be improved much.
This is because reducing terrain quality reduces the number of polygons drawn and thats what gives better performance.
The objects on the terrain remain in their proper positions so when the terrain has low detail the objects appear to float.
Not much can be done about this.
Best to keep terrain at highest detail level.
Remember its for GAMEPLAY not just realism.
In real life you will NEVER find a sniper.
That will hurt gameplay because EVERYONE will want to be a sniper.
Altimaden: NO, NOT how it works in Battlefield. I said INTERMITENTLY, look it up.
It worked very well in Novalogic 'Joint Operations' game.
I would have to be faked to some extent. If very cloudy maybe it wouldn't happen but the sky is usually brighter than the ground so there would be SOME brighness difference. Obviously not at night but then there should be a bit of mussle flash.
There should be some way to find snipers because its going to be too hard to find them otherwise. There is no sound direction when they are far away.
We want the game to be realistic but its still a game. Real snipers are almost impossible to kill so would make this game unplayable with everyone camping.
I like to have a bit of blur at edges too. The same as iron optics with PP on Normal. This has a nice level of blur at edges.
Perhaps a bit more noise and flare/glow for very hot areas (white)
Screen grab attached. (I have altered contrast to make them more visible)
They only seem to be in the Diver Showcase.
Going into the editor and diving has NO particles
To put it a bit clearer I think:
When 'tactical pace' is active, 'optics mode' no longer works while moving.
I have also seen several occasions where AI will fire through tree canopy at targets several hundred metres away. Watching tracers come out of tree tops in a valley up to the ridges.
Only in infantry showcase
Still in 57.105.125
Now repeated dialogue overlaps first.
I have this in DEV 57.105.007
UPDATE: ISSUE RESOLVED
TrackIR using RMB as 'Precision' mode caused the problem
Sorry, please close.
Since they're already an accessory are you just saying you want them off by default?
Same behavior using TrackIR-5
Looking towards back of helicopter when seated on Littlebird bench, head roll is reversed.
Voted: Firing mode should NOT change.
Optics mode resets as well which should not happen.
Do not bind throttle to analogue.
Just in case...
Depends on the mission. I've played a few games where AI will engage (a bit too accurately) from 300-400m
I would like to see an auto-lower function to see how it would work.
Getting stuck in doorways and while turning next to an object/bush is VERY annoying.
Already reported: http://feedback.arma3.com/view.php?id=6436
Yes, it would be better to darken gradient fog the deeper you go.
Jukk: there is already a key to raise/lower. Not a solution.
Also important for moving through doorways.
I'd rather have the weapon move down and back up rather than get stuck as currently.
When in optics mode it should NOT auto-lower
This is because you are using the wrong aspect or resolution.
Your monitor native res should be best but lower can look good too.
You can set a waypoint for yourself on the map with shift + L-click (bit of a cheat as you can see it in-game)
Double click markers on the map are for info / team co-ordination. No more is necessary otherwise the map would become a mess.
Yeah, sounds good.
I think this is a bit too trivial