User Details
- User Since
- May 13 2013, 5:41 PM (603 w, 6 d)
May 10 2016
Looks like motion blur has a bad reputation. I guess it's because some games use it excessively and it's definitely not a feature i like to have when turning around or something like that. Nevertheless motion blur is a powerful technic to make cgi look much more realistic as it's covering the fact that we only have a "few" pictures in a second and not a fluently image as in reality. Comparing the two gifs i added in the decription, i like the motion blurred one much better and i see no reason why this would give someone motion sickness.
Duplicate: ID 0008974
This goes along with other sounds as well. For example you almost can't hear the sound of your horn even if it's an unarmored vehicle you are sitting in.
I think the Kajman HUD shows you the height from your player to the ground and the game user interface shows you the height from the wheels of the Kajman to the ground. Would probebly make more sense the other way around.
It's a CBA related bug: http://dev.withsix.com/issues/74393
It should be fixed with the newest CBA version released today.
Pushing this ticket as it gets far too little attention
I really liked firefights at night without nightvision. But without effective flares this isn't possible anymore. I hope they bring them back as they are more realistic and add alot to gameplay and immersion at night.
This ticket needs more votes!
A hit from a 30mm cannon should be devastating no matter what. I would prefer to decrease AI's accuracy against air units.
duplicate: http://feedback.arma3.com/view.php?id=10671
Some naval mines are triggered by a proximity fuze rather than a contact fuze.
Slams use a magnetic influence sensor that can not be triggered by humans. They also have a passive infrared sensor that detects vehicles by sensing the change in background temperature but I am not sure if the infrared signature of a human is enough to trigger the mine, too.
duplicate: http://feedback.arma3.com/view.php?id=10671
Video should be watchable now.
For what reason AD2001?
Closed
plz visit the original ticket ID 0011996
I never drove a tracked vehicle in real life but my understanding is that when i steer to my right hand side, the right track gets slower then the left one resulting in a turn to the right (while i drive forward). When i drive backwards and steer to my right hand side, again the right track gets slower then the left one resulting in a turn to the right side of the vehicle (left side regarding to the driving direction). But the opposite happens ingame.
Check this ticket: http://feedback.arma3.com/view.php?id=10671
I think there are only 1 or 2 mirrors in the game that work correctly and it doesnt get any better with the new vehicles. Sometimes the image isnt mirrored correctly, sometimes it doesnt show the correct perspective, sometimes the mirror is oriented incorrectly and sometimes it doesnt even have the pip-functionality. Oh and in some vehicles you cant even see the mirrors from the driver seat. And last but not least some vehicles dont even have mirrors.
Same issue with the Cheetha (copy/pasted turret)
I still can't fully reload a Kajman with a Hemtt that should have a payload of 15000kg and there should be an indicator that shows how much ammo is left in the truck.
I ran into this problem a few days ago and it took me forever to figure out why the vehicles didn't rearm correctly. I didn't even knew that supply vehicles and vehicle ammo boxes have a limited capacity as there is no indicator that shows how much ammo or fuel is left inside them.
Plz fix asap
Fixed in latest dev
New dev patch:
"20-09-2013
EXE rev. 10300
Size: ~ 388 MB MB
...
Configured power line wires to be destroyed along with powerline towers
..."
I am on stable, can someone test it so i can close the ticket if it works correctly?
Its possible from the commander seat
I followed your steps to reproduce with the latest dev build. For me its:
1-2 head
3 torso
7 arms
10-16 legs (I got the feeling that the leg-hitbox is buggy which leads to those huge varieties)
This result makes me wonder why a shot to the arm is more lethal then to a leg.
Seems like this issue occurs on Altis in any stance, but gets less intense when you are in higher stances. Plz fix this, it makes long range shooting and reconnaissance really annoying.
Would be nice to know why someone votes this down. Next time comment please.
I never drove a tracked vehicle in real life but my understanding is that when i steer to my right hand side, the right track gets slower then the left one resulting in a turn to the right (while i drive forward). When i drive backwards and steer to my right hand side, again the right track gets slower then the left one resulting in a turn to the right side of the vehicle (left side regarding to the driving direction). But the opposite happens ingame.
Something strange happened and this tickets seems to exist 2 times. One with the ID: 0011996 and a somehow newly created one with the ID: 0014669. Would be nice if a mod could delet the newer one.
Same issue in the marid and marshall. At least some time ago, havnt tested since the latest patch.
APCs are still wip, i am sure they will add it soon.
I always update my graphic driver with nvidia geforce experience which automatically deinstalls the previous driver. But i will manually deinstall/install the drivers as soon as i have time to be sure that everything works fine.
I tried to reproduce the issue with all settings on low/disabled and the resolution on the lowest value possible. I had no crashes and set the values higher step by step. Even with all settings on the highest value possible the system didnt crash but as soon as i set my resolution on native it rebootes again.
No unexpected reboots for months. It seems to be fixed, but for whatever reason i can't change the ticket's status.
Nothing is overclocked and the temperatures are looking fine.
I looked again they arent there. I also searched for them in the subfolders "players", "squads" and "mpmissionscache". Maybe they cant be created because the computer reboots immediately.
Where can i find them? They dont seem to be in C:\Users\<Name>\AppData\Local\Arma 3\
I think the drivers are listed in the dxdiag file
duplicate of http://feedback.arma3.com/view.php?id=9782
Related to my ticket http://feedback.arma3.com/view.php?id=8486 which was closed because its a duplicate of http://feedback.arma3.com/view.php?id=344 which however focuses on the reverse lights only.
Semiconductor can you add the new Tempest CSAT heavy truck with its variants to the to-do-list. Their mirrors arent correctly adjusted, too.
22-11-2013
No new EXE (auto-tests failed) Size: ~75 MB (...) Functional mirrors for Gorgon (...)
Can someone who plays the dev-version check if this works correctly?
Ifrit mirrors arent working correctly too and you almost cant see them from the inside. Same problem with the right mirror from the marid. Oh, and the offroad doesnt even have a right mirror xD
I dont get why this isnt even assigned yet. This issue is still present 3 weeks before release. Not a single mirror in the game works like it should be, making them completly useless and driving backwards in first person view almost impossible. They were so proud of the pip functionality but in its current state its not usable.
Ticket needs more votes. Developers take notice and fix it please, cant be too difficult.
I already made a ticket for it. Check: http://feedback.arma3.com/view.php?id=9782
Workaround:
You can assign a key in your trackir software to pause the tracking. I think its F9 by default.
Got fixed meanwhile
Got fixed meanwhile
- closed -
Resolved in version 1.40
@ arziben
English isnt my first language so i dont know whats the correct term but it can actually hide in the vehicle.
Watch (6:44): http://www.youtube.com/watch?v=Hw2vkzS2ir0
Fixed
Seems to be fixed in the latest dev build
Burst 180 refers to the countermeasures. Press g as Pilot and you know what i mean.
Its been an age since this ticket got assigned and its still not fixed yet
Okay you are right, i tested your map and had the same problems.
Before the last dev build i was able to reproduce the "getting stuck" problem even in the airbase area where the water isnt as shallow as in your example. But at least in this area the problem seems to be fixed now as i cant reproduce it there anymore.
Seems to be fixed for all vehicles in latest dev build
When it comes to weapon manipulation the instruction videos from Magpul Dynamics are probably one of the best resources you can have.
Here is an example of a tactical reload:
http://www.youtube.com/watch?v=7Mc93WZpQUg
speed reload:
http://www.youtube.com/watch?v=g6Ta8t16lrk
Without making too much advertising here i highly recommend:
"Magpul Dynamics - The Art of the Tactical Carbine"
"Magpul Dynamics - Art of Tactical Carbine Volume 2"
"Magpul Dynamics - Art of the Dynamic Handgun"
"Magpul Dynamics - Art of the Precision Rifle"
"Magpul Dynamics - Art of the Dynamic Shotgun"
There might be alot of other very good training videos out there i am not aware of.
I found another very good example of tracers lighting up the environment:
watch 0:37
http://www.youtube.com/watch?NR=1&feature=endscreen&v=uYyObFLb7QE
Still broken in dev. 0.77.109704. Plz fix it, its a major bug.
Still not assigned, i wonder if they will ever replace their placeholders in this game.
Is your retexture project for Altis still alive NordKindchen? And is there a "alpha-version" with some areas already covered so peoble can test the performance and the look of it?
Love your tickets NordKindchen, upvote.
May 9 2016
Seems to be fixed, I appreciate that.
Submitted over 1 year ago and still not fixed. Sometimes I got the feeling BIS likes to frustrate people.
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