- User Since
- Mar 6 2013, 8:28 AM (416 w, 13 h)
May 10 2016
Just use a diving google. Holding breath under water is still very long..
THAT is a hell of a problem...no, seriously: The goal is to complete the mission, not to archieve "frags". "Getting kills" should not be the priority.
And when the enemy is down, i don't care if i get a "frag" or not - he won't harm me or my comrades anymore.
upvoted. would like to vote more, if i could.
I don't want to have a "next sequel" of Flashpoint:Dragon Rising.
Focus should be on realism, not the stuff that everybody does (cod/bf/moh/cs/etc).
Don't let the fps-fanboys ruin our only hope into the one-and-only-all-including-simulator.
If you think about widening the target market, make a dlc with rediculous pricing and sell the "all weapons balanced" as "a feature" - I won't be buying that one for sure..
upvoted. We need mor sub-menues in the option-section.
Would like to see something like:
That issue was closed :-( .
Please refer to the dev who closed it, I closed mine because its a dublicate.
Uh, found an issue identical to mine with far more votes and comments here:http://feedback.arma3.com/view.php?id=9427.
That topic should stay the main topic for the watch/etc.
Please only refer to the point described in the additional information-section.
Just use a diving google. Holding breath under water is still very long..
Lets get the military stuff first, then lets toy with civ-stuff - e.g. downvoted.
And yes, i would also like a fire truck with functional ladder, or a police car, or a 15t-Truck, or , or .... :-D.
you can set the knowsabout-value for the objects in direct contact with the player until the engine sets all other knowsabout-values (which can take up some time). That way an item (e.g. ammocrate, door,etc.) is directly accessible at mission-start.
yes, theres a way(around): Edit your profile-file and exchange/delete the keybind-setting for FF.
Upvoted it, because every keybind should be displayed in the settings.
Since "bis_fnc_destroycity" is there, why a separate module?
No, not for each weapon - link swag-styles with facetypes.
Weapon movements should be a character-spec.
I would rather say:
Remove the smoking animation!
I'm a smoker myself, but this is something that shouldn't be proposed by a game.
Rather include an animation for drinking out of the waterbottle/camelpack or playing with a lighter/flashlight, if you want to have something to display secureness within a base at night..
Downvoting without commenting seems to be the new problem here in the issue tracker. (@devs: maybe include a list of voters which the reporter can expand to see, who voted).
I agree with you, that the 2035-era isn't well represented in the game as it is now - its more like a 2015-Version.
Maybe we will get some more future-stuff (like exosceleton, robot-mules, drones, intelligent ammunition), maybe we won't.
The big problem is:
"No dev can test those things nowadays to represent them right in the future-gamesetting.
Its just about assuming how it could be - and that is the hard part.
It all comes down to balancing in the end..."
Hate it to make two Gun-runs with the AH9 to kill an Enemy.
Hopefully it will be adressed regarding the full-speed issue aswell: http://feedback.arma3.com/view.php?id=7781
@NodUnit: Nor do the eyes - so whats the point?
Arma2: Monocular NVG
Arma3: Biocular NVG
So its as eays to aim though a scope with biocular NVGs as it is with the eyes only.
In Arma2 (and before) the NVG would get in the way with the butt of the gun itself.
Its fine now: let us use the NVGs with any scope we want.
Who placed a downvote and didnt comment on it? What is the reason for the downvote?
Have the same card and can't play on ultrahigh settings...
I think you are one of those "My-PC-can-run-any-game-on-the-highest-setting"-guy, are you?
Just for clarification: ArmA isn't like the other games. You can't turn up the viewdistance, set everything on high and expect it to run smooth. This isnt Battlefield, Cod, Crysis or any other Zone-restricted game with limited viewdistance.
Go for Autodetect, tweak A BIT here and there and you're done.
+1: Same issue last night with a friend in a scenario.
Its rather the other way around:
A Helicopter gets sucked to the ground rather than floating on an air-cussion under a certain height.
@devs: could maybe be solved with a different approach -> http://feedback.arma3.com/view.php?id=8303
Get the same error...
FYI: I've added tags..
Same error with me. Don't know if it occures since last dev-update. (+1)
@Reporter: Please insert Tags in your report to help ppl finding this issue.
I did a quick google-search and found some wiki-links:
In the right box it says: 40 knots / 74kph
The small boat (tube) does about 30-70 knots (53-130 kph) Depending on type and loadout:
I believe, there is a knots<->kph mistake like sarlac said...
1.) It isnt reproductable for me now either BUT
2.) Right-clicking on the remote charge lets the charge disappear
I Edited the Issue to "disappearing charge"
No Knife. (-1)
1.) We don't have any other purpose than "silent kills" (Fences are not cuttable, you don't have to prepare your food, you don't have to cut up vegetation to conceal yourself or make an area passable).
2.) Stealth kills are scriptable (Script already in the forums) for special missions.
3.) Sneak around enemys and avoid detection. Use a gun with suppressor when detected and get the hell away - you failed. I would never ever get closer than 20m to an enemy (ArmA / RL). The probability that you step on something that makes noise or you focus too much on the one target and another one spots you would always keep me in safe distance and concealment.
Sidenote: Rather i'd have a crossbow than a knife for silent kills. One use only, greater distances, attachments possible. Good chance that its (still) used in 2030+.
An Pirate-Eyepatch, yeah!
No, seriously: I believe, the reporter wants a slower night-view-enhancement over time (w/o NVG), and a much better viewing w/o NVG when not being blinded in the adjustment-time (10mins).
Right now, its about 1min until you reach your max-nonNVG-view-setting...
Maybe somehow related to my problem with the TV (maybe TV-problems in general?). I get an output-switch from progressive to interlaced with bad graphics and had to turn to windowed mode (what i don't like, because the taskbar kills the immersion a lot).
Anyway here's my ticket: http://feedback.arma3.com/view.php?id=3316
As you say: [...]With the HUD displaying the ammo count and the inventory giving a visual estimate of how much ammo is left in each mag, [...]
Then do so - count or watch the rounds left - if reaching the last 4, RELOAD!
Since napalm is not allowed to be used on non-military targets since 1980, it shouldn't be ingame. Which pilot of a simulator will have ethic thoughts about bombing runs with napalm on forests, settlements, etc.?
Lets face it: War is cruel but weapon-development is heading towards less collateral damage. So lets assume, by 2030+ we rather have intelligent bombs than area-destructing ones.
I would rather like to see intelligent ammunition with impact-timer, self-guidance, auto-target-scopes and not a remake of BF:Vietnam..
So, no +1 for this issue/wish..
- Place unit or group
- place empty marker
- sync unit or group to empty marker
- set the markerpos randomly within specific coordinates.
2nd Workaround is:
- Place unit or group
- place more than one empty marker
- sync unit or group to all empty markers
- unit or group will spawn randomly on one of the markers.
Waypoints can be set onto empty markers with setwppos-command aswell (even randomly).
identical issue to mine: http://feedback.arma3.com/view.php?id=5682
And the "I" is hard to distinguish from the "!" aswell.
What about the medpacks in the backpack of the medic? do they deplete? Maybe it is still in development and the medpacks deplete when healing...
Maybe the same error as mine: http://feedback.arma3.com/view.php?id=6135
Please attach the rpt-file and dxdiag-summary-file for the devs.
Another patch had been applied yesterday - since then, i had nomore crashes with the same mission. Issue seems to be solved. If these files are still needed, i hand them in tonight.
I think the Reporter wants to say:
Not harmed = clean clothes
harmed = bloody clothes at the harmed spot (arm, leg, torso, shoulder, etc...) or as it is
treated = still bloody, but patched up with bandage(s) on the specific spot or on some spots in general.
Like that, +1.
Same issue: http://feedback.arma3.com/view.php?id=7122
I think, the devs should just let us map the keys as we want and make the animation more fluid without robotic and fixed positions.
I actually did play OFP again after I got my new PC in 2010 just to turn up the viewdistance to full :-D . Liked it, but the graphics did loose some of its shine compared to ArmA I (or was it II already)..did play it for about 4 Weeks though.
If the physics behind the sound isn't enough for modders to setup a good soundmod(or the devs themselves), then its up to the devs to think about that.
I would vote that up aswell.
Nevertheless I tried quite some soundmods and I felt, that JSRS was fitting quite well to the war-videos I watched.
I understand your descision now thanks to your reply, The Perdator.
@ThePredator: So youre still playing with pc-speakers and a 12" monitor with 640x480? Because good sound/graphic (in your opinion) is not needed for playing a sim with endless possibilities ;-)
Don't you agree, that a sim should display "the real thing"? So why cut short the immersion with poor sound/graphic? Thats a bit controverse, don't you think?
Of course other things are more important, and we all here don't say "This has to be resolved *first*", but it is an issue and the priority is set by a *team* of devs (which are not working on one issue at a time).
So if you don't want it to be changed, vote it down - noone will change your preferences.
But if you like/want a sim which displayes every part of modern combat in a superior way (and by that I mean: gameplay, possibilities, sound and graphics), you should thumb this up and see what the devs decide.
I agree with the OP. JSRS did really improve my pleasure of playing. The A10s were horrible with vanilla, but with JSRS they sound like seen/heard in RL-videos.
Guns feel more powerful/real/frightning with the mod and the soundsource-aquisition is better by far(for those who play in vet-mode, this is despitely needed).
For the dev who needs more info: Maybe give the mod a try in Arma2 and compare with vanilla with the same setting/map/mission.
-1. A videogame-picture as reference? c'mon.
I like the system as it is because a relatively sharp bullet doesn't blow the victim backwards - it penetrates.
Lets see the ragdolls with some shotgun-hits, then we can talk again...
Trigger a gun he's holding? He'd rather drop the gun than squeeze the trigger..
No need for another key and I don't want to cycle through safety in a firefight (Single->FA->Safe->Single).
@kidmosey: no running-animation to the side - it would be a pain in the... when selected by mistake.
Just the options when near the appropriate side should do it.
Yould like to see that, but only if some things really are considered:
1.) high Stamina use correlating with equipment carrying
2.) jump-efficienty correlating with equipment carrying (Full-gear-LAW/SAW-Soldiers don't jump, they rather step-over).
3.) jumping without anything (i.e. civilian) could be about 5-10 times a minute with 1min.+ "cooldown" afterwards, with full gear max. twice a minute (cooldown = 1min.+)
4.) One of the things that should be definately inserted: Jumping should lower your weapon automatically - thus you'll have to raise it up again and your bearing/view-direction should change slightly (No focussing targets in the center while jumping, randomized change of bearing/view-direction).
+1 (and another +1 for the tags, made me smile).
How about some serious tags though? (I suggest: rabbit, run, slow, zig, zag, ambient)
Issued often. Tried the search?
Also please set some tags in this issue to make searching possible.
Since there isn't any info upon this issue being recognized or eliminated by any following patch(es) or changed in the category, I feel the need to bump this up again.
Maybe even someone can reproduce this error in a non-dev-Version and feedback here.
10a and b are separate approaches, so try first reproducting step with 10a and a second one with 10b.
Other category would fit aswell: movement (better than inventory imho) - maybe a dev can change that - thanks in advance.
Because ArmA3 is still in the alpha-stage. No need for complex missions. Imho invest the time rather into testing available content.
If you want to retreive a map, etc, place an equivalent object in an ammobox, etc...you can change it later on.
The issue tracker needs this to reduce the numbers of multiple reports.
Or Tags should be a "must have" and the reporter has to do a tag-search before posting an issue.
May 9 2016
careless walk is careless walk.
voting down (and would vote even more for the severity/priority-categorisation).
This is again a perfect example for voting this up: http://feedback.arma3.com/view.php?id=2811
Sounds like a double one of my report:
Or sidearms do have some more issues...
You can already switch viewmode, lower the gun and upon raising you still have the selected viewmode set. No need for more keybinds.
Fullscreen-mode doesn't produce washed out texts in steam overlay and ingame anymore.
What graphiccard have you got?
Under non-game condition do you have the overscale set to 0% or does the graphic output of your card fit your screen completely?
Restoring the picturesize back after quitting the game has vanished after regedit-changes to get the defaultoverscaling = 0%.
Another guess: If the graphics card and TV-Resolution isn't the same (e.g. Overscaling set to 0% to fill up the sceen), the game's resolution forces the TV to switch to 1080i resulting in the error stated.
But black-borders arent shown ingame - thats weird somehow.
Maybe someone with a TV as display and similar graphiccard can comment on this?
True, sound is gone after you die and respawn as other playable unit.
[QUOTE="Quedr"] Another way would be to remove the priority altogether, replacing it by the severity, and let the developers set the priority on their internal bug tracker when the issue is accepted. [/QUOTE]
I bet, the accepted issues are already placed into another priority-list for the dev-team only. Regarding crashes -> those are all quite often accepted/ongoing by a dev, whereas "whishes for changes" are mostly not even commented by a dev), even if they seem severe - maybe because the devs don't focus on that *yet*.
To your "shameless selfpromotion" (what I think, fits into this pretty well): I put under "Additional Information": Tags should be a "must have" to reduce (not eliminate) the "multiple reports problem".
So, anyone reading here please also vote on: http://feedback.arma3.com/view.php?id=4373
And whats the use of the double-regs? An issue with 300 voters (and up-down-ratio of 200:100 for example) will still be higher ranked(and thus would be earlier read by a dev) than a 50-voter with Ratio 40:10, because there are more people interested in. Priority only says, if and when an issue will be considered/resolution set by a dev - either accepted for change or declined, etc. . High votes are not a guarantee that the issue will be solved in the eyes of the reporter.
Forum posting to make ppl aware..
Perfect example why the reporter shouldn't classify the report himself:
"Priority: Urgent" -> Not for the devs.
"Major severity" -> Not for them either.
And Additional Information is not related - in any way - to the problem of the "issue".
This "issue" should be closed.
...or add a detonation device to the inventory (grenade subset or implementation like the radio, GPS, watch or compass). That would make sense - nomore "magical initiated detonations".
You could even implement it that way that every pipebomb has its own button on the device and a "detonate all" button. detonation one by one would be awesome to use...
Then it's even easier: Place 1 mine obvious on the road, place other mines on roadside in a vee-pattern in the direction of the convoy - voila:
. <-convoi en-route <-
Spread as much as there's space - the AI will get killed.
Where else do you put it? Onto open fields, preferrable between two woods/ravines if that could be a strategic approach for the enemy. And usually you don't plant only one mine, you plant as many as theres open space for a vehicle to pass.
Maybe also adding fine bubbles when going below water surface - may enhance realism aswell..
Why don't you use the Steam-Screenshot-button?
Only voted up because of the suggestion by integ3r (Trading-Loadout-screen-layout).
More System Specs:
Sample rate: 48K (could go up to 128K for testing, if you need the information)
Bit depth: 24 bit
VIA Audio chip
Overall version: 7.9.00.32
Sound sources: 32
Just tested it with the Speaker-system (speakers and Headphones share same exit with a Y-connector): No problems with the speakers, but with the headphones, theres a crackling noise when the shot breaks.
I recorded a demo with the mic turned into the earphones (see attached file).
The high-pitched noise throughout the soundfile comes from the feedback mic<->headphones. Just listen to the gunsound itself. The shot starts and there is a high pitch and crackling in the beginning.
Sidenote: It is just with *that* rifle in *this* game. In every other game the guns/snipers/etc do not produce any crackling noise. Even ArmA2 has not had this sound issue with the EBR...really weird.
Please insert tags then - searched for M14 and searched EBR and found only one issue.
But somehow EBR seems to make trouble then..
VIA Audio Chip
Test with Speakers will be done tomorrow.
Thank you for the reply. I will post the sound chip-specs and driver version later and test it also with normal speakers.
Didn't have such an issue with any sound frequency (games/music) yet.