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- User Since
- Mar 6 2013, 9:26 AM (615 w, 6 d)
May 10 2016
Did you miss a zero there?
Duplicate here: http://feedback.arma3.com/view.php?id=369
Definitely a good idea! It would be great if the gear positioning in the inventory would reflect in the actual ingame vest models...
It would be more realistic seeing the soldier letting the mag hit the floor only if it's totally empty: if it is not, the arma engines puts it back in the inventory with the amount of ammo remaining...
True, totally true!
Just go in the game properties, reach the "Beta" tab and opt in via the drop down menu...
Try the Dev Build thing first...
Then try uninstalling and reinstalling, I'm sorry but I have no more advice for you...
Are you using any Mods? Try opting in (or out) the Dev Build, and see if the game launches when the update is finished...
Check that the Steam ArmA III launcher options is a blank field, wrong values could prevent the game from starting...
Does the loading transparent GUI appear in the middle of the screen? Also check if the process actually starts...
Have you tried restarting Steam? Also check the game cache...
Confirmed (Dev Build), also happens with the keybinding GUI:
http://cloud.steampowered.com/ugc/541830247796773265/19EC34948EC8896C5DEF1E5010E5F25A268A4B7F/
Signed!
I can confirm the single shot issue...
You can use this until the issue gets fixed: http://www.armaholic.com/page.php?id=18962
Confirmed, the issue has already be adressed by developers as shown in this thread: http://forums.bistudio.com/showthread.php?149639-Helicopter-SHowcase-completely-broken-since-new-DevBuild-Update&p=2333073#post2333073
Upvoted, great idea, would make ambushes more realistic at least!
Well, that escaleted quickly...
That said, what ExploitedYouth is saying is quite spot on...
I did manage to grab the rocket launcher from the jeep in the SCUBA showcase without alerting the three IA soldiers standing behind it, so it looks like this issue is sometimes present, and other times not...
It's a bug that comes directly froma ArmA 2, apparently the mouse doesn't work properly in vehicles...
Signed, another example situation would be the "no need for covering fire anymore" you see in (sorry for the example, it's just to make myself clear) CoD 4 when you get extracted from Chernobyl...
May 9 2016
It seems the problem is especially connected to the keyboard, since I find myself quite a lot more in control of the chopper with my X52 HOTAS...
Thanks both pops and scrim! What does the "approved" tag mean then?
scrim, do you have the link of the dev post? I would be really interested in reading it!
If I'm not wrong this would be a lot of animations have to be done again for lefties, I don't think it would be efficient to do so...
One awesome thing though would be the ability to change from left to right hand in CQB, like in IRL is often done...
Confirmed, it's the ATOC...
Lenymo, do remember that NATO aviation does not use the metrical system though...
Partially a good idea: the perfect solution would be to have a correctly hybrid use: aircrafts and helicopters systems (HUD and the like) as well as radio calls for anything airborne shoul use like IRL knots and nautical miles; land warfare though should keep the metric system, as it is the system of choiche for NATO...
Good one, signed!
Absolutely signed...
My wild guess is that the physics for pretty much every aspect of the game are way not final...
If this is the case, I think keeping the keys separated is the best idea: everyone gets the possibility of playing as preferred, without forcing any solutions...
I can't understand what you're meaning: could you explain your point better please?
What do yuo mean exactly with input lag?
Using the mouse wheel is a great idea!
Middle mouse button is perfect, using the left mouse button would interfere with the shooting mechanics...
@bez:
From what I understood from the forums and dev posts here on the tracker, the problem with animations in ArmA engine is that one single animation is to be used for 1st person player, 3rd person player, and AI...
If I'm not wrong, normally different animations exist for the same action with other engines, while with this one a compromise between "works in all possible situations" and "looks good enough in all these situations"...
Signed!
In expert and veteran difficulties crosshairs are on by default, but can be deactivated via the game options...
I don't think so: as someone already stated, in IRL you have some sort of feeling of where your gun is pointed at, that cannot be reproduced in the game without the use of crosshairs...
What do you mean exactly? Be advised that the mingun's barrels do revolve whilst firing...
Vote up then!
True, it would be quite a big hiy on realism if this issue wasn't addressed...
FXAA and SMAA are pretty efficient ways of simulating the use of AA, so on a powerful rig I think it's normal to not notice any change in FPS... The fact that AA does the same thing though is strange...
Good call on the wheel brakes, but the issue should definitely be fixed for skid helicopters...
Agreed, it will look way more realistic...
Could it be that explosion damage has a maximum AND minimum radius, and for some reason the latter is set too high then?
Most Gls and Rocket launchers have a safety trigger that activates the warhead only after the projectile has traveled a set distance: it MAY be that this feature is damage implemented, but the visual explosion triggers anyways because it wasn't correctly deactivated (yet)...
It was moveable in ArmA, so I guess it will eventually be in ArmA III too...
True, but I guess it's a design choiche because of how showcases work...
That's totally normal: PIP means a second scene has to be rendered, thus reducing overall performance...