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- Mar 9 2013, 12:48 PM (612 w, 6 d)
May 10 2016
I think this is what makes the 1st person sound in the slammer unbearable
@Koala
Seems to me like he's saying that other games work just fine, so it's not likely to be a connection issue.
But yes, knowing what soundcard you´re using would probably help.
Perhaps fixing this would help a bit.
http://feedback.arma3.com/view.php?id=12056
Duplicate of this: http://feedback.arma3.com/view.php?id=11229
It's absolutely not fixed for me. Noticed this bug just today when I tried gunning from helicopters. For me it's just to enter the editor and follow the repro steps, but with a helo in this case.. Big issue!
duplicate of this: http://feedback.arma3.com/view.php?id=799
Woudn't it be good if it was possible to adjust the height of the tripod? The legs could very well be telescopic
Yeah, that 32bit memory improvement really lowered my fps and stability. Well atleast I think it was that memory fix, as that update made my performance worse. I'm on win 7 64 bit.
The irony is that all the way through alpha and beta I haven't had a single crash! Not One! But now, just before release and after, it's crashing every now and then.
nvm about the crashes, may be related to radeonpro.
@FeralCircus
To me it sounds like they sound different depending on environment, just like they did in JSRS in arma 2.
I guess it's less resource intensive, but it seems to me that in a game of the size of arma, it would be easier to have just one sound for for each gun and then use the same filters for every sound but depending on circumstances such as environment and distance. Would imo create more consistency in the soundscape.
+1
I'd very much like to see separate keybindings for sidestep and stance up/down. Can't see wy we have to stick to what BI decided were the best bindings. I want to set stance up/down to ctrl+scrollwheel, but arma won't let me
Here's a nice video of target practice with the 30mm GAU-8: http://www.youtube.com/watch?v=LJs2DvwouQQ
Yup, I think it's only the tracer round that can be heard
Well, I guess a part of the problem is the fact that sounds in general drop thier db-level too quickly.
Like here: http://feedback.arma3.com/view.php?id=10831
Isn't Take On Mars based on the Carrier Command engine? Think it'll be hard to make them compatible.
Just noticed this.. It's as if the tracks aren't there!
Yes! Been meaning to make a ticket about this..
Would be a nice feature and it's been discussed abit here. http://feedback.arma3.com/view.php?id=664
I think right now, the boats stop at a distance equivalent to a crash stop.
The zoom has been moved
Config -> Controls -> View -> Zoom Temporary
But I guess they forgot to rename "Lock or Zoom" to just "Lock"
This bug is still occurring. And It was set to "engine" but changed to "visual-weapons", it's not an issue of visuals but an issue of the round exploding multiple times. It's time this was fixed
I've now added a repro mission and updated "steps to reproduce".
@InstaGoat
Ooh, I have not seen that, but I guess this applies to all rounds penetrating and dealing splash damage.. got to try that sometime :)
It sure has.
I'm not talking about adding it. I'm saying it's actually in the game and should be removed.
Added brackets and more info for clarification
Well, I can still reproduce it using dev branch. I just shoot at a tree and look behind it for a secondary explosion.
@mbbird
I think what GeneralScott is trying to say is that you have written 6.8mm instead of 6.5mm, which makes it look like that's the problem. Took me a while to understand you meant the second number.
@Dr Death
Yes, the way you describe it is exactly the way it should work. And it can't be that hard to accomplish can it?
I don't get it.. whats the problem with the "strange plate"? That it will hit the ground perhaps?
But those maps have a really large cell size right? So the topography would be very much less detailed.
Sure we can reload while moving on land! I find doing stuff under water while swimming quite easy.. Paddling with your feet is really not that demanding on concentration, as you don't have to watch your step.
oh.. this quite a serious issue!
@mepwaygame You do realize that this is an old bug that suddenly made it back from arma 2? If you make a mission where tanks arrive abit later into a fight of infantry vs. infantry, there won't be any AT left. We're talking about professional soldiers.
Well, maybe it could be a bad memory stick. But then other applications would probably show similar symptoms. Do they?
edit - there are some memory testers you could try. Google and chosse one that suits you.
@Demongornot
Yes, flying in arma is highly unrealistic, and I think the simplicity of it makes it quite boring. But I think that what this ticket suggests would only worsen the current situation. I'm not saying that locking and firing upon multiple targets is impossible irl, just that the issue is much mure than not being able to do this. What I think it boils down to is this: http://feedback.arma3.com/view.php?id=10323
ooh, imagine this in pvp with tab lock insta-kill. Go high and eliminate all vehicles of the other team with one click! I think we need a proper FCS before even thinking about implementing something like this in vanilla. But as an option for modders, sure.
well.. it looks pretty awesome. ;)
upvoted
Well.. the problem is severely worsened by the fact that fps drops when shooting full auto using optics. The first shots land where you want them to, but then the reticle is all over the place and so are the bullets. And my fps is really smooth otherwise.
Like this: http://feedback.arma3.com/view.php?id=9851
wow.. I think somewhere, this discussion derailed.
Or you could vote for this: http://feedback.arma3.com/view.php?id=10511
Fits both tastes
I'd say we need atleast 2.5km for rifles. Lynx and m320 can be zeroed up 2300m and should also be audible at that distance.
Ofcourse I know they're not related. Why would they be?
Right now, high powered sniper rifles are stealth weapons if fired at range.
Not if he misses, then you'll atleast have an approximate direction from where the shot came. Now there's nothing. And you'll also know the distance to the shooter. :)
If this is getting fixed, please study real life ranges. Gunfire sounds travel faar. Several kms
@ceeeb
One could think this would have been improved since Arma 2, where the distant sounds of weapons were already too low. Sadly it hasn't been. But I do think that the distant vehicle sounds in Arma 2 were more reasonable.
Right now the range of the sound is more fitting for BF3 size maps
echo points on the map would be awsome.. but I'm guessing that's not gonna happen.
Would be nice with a word from a dev if this is even doable, or if there's some kind of limitation in the current engine. Considering the sounds reached further before, but then were abruptly cut out at a set distance of around 1000m.
Yeah, I think this ruins alot in ranged fire fights and also kills the immersion when you can't hear a distant fire fight. Isn't there a global variable to change, instead of going through all weapon configs, perhaps?.. Since this also applies to vehicle sounds.
Right now I can barely hear a 30mm from 500m distance, and that thing should be audible from several kms.
Please fix!
Yes, this is so annoying!
To me it's more an issue of the surprise when my gear suddenly hits the ground when I was sure I would clear the crest.
I'm eagerly awaiting a fix for this.. :)
Try doing it at sunset. It gives the scene a red tint while looking at the sun, but if you can't see the sun the red tint goes away. It's not HDR simulating pupils
Yes those sounds, in first person. They rotate with you. As I don't play in 3rd person I don't know how that works.
This has already been reported and reviewed in 0006517
I think sometimes the ai seem to have good team work, but then other times I don't get what they are doing running around headlessly. And I also think they should stick to that perfectly good cover instead of running out in the open, they should value their own and their buddies lives more.
Do the crew of an open helicopter really have to yell to communicate?
I'm pretty sure they use noise cancelling headphones with a microphone. The helicopters I've flown (as a passenger) were closed but had those still.
I think this is intentional and is meant to simulate grass as consealment at far distance. There is a nice proposal for a replacement system in issue 0003505. You can go vote for that if you like the idea.
The MH9 can go quite deep, but the other helicopters can barely submerge the wheels before damaging the engines. Guess they should be fine as long as the rotors and/or the air intakes don't touch the water, but if they do, it should be intant disaster.
What graphics card and have you got the latest drivers installed?
I think it's a bit rash to say no one can stay under water for 3-4 minutes straight. The world record is over 10 minutes.
Maybe this should depend on several factors like class and skill, stamina, level of activity etc. A fit person static in water could probably last longer than 2 minutes. Back when I was fit I pulled off 3.37 without much practice, but that was static.
I think level of activity should be key, for example say 30 seconds if swimming around and 3 minutes if static
Yeah you're right, a handgun wouldn't be that loud
Yes, I grew up near a military testing and training area and artillery rounds could be heard from over 5km, even 10. Up in the hills near where they practice, heave mg fire can be heard from a couple of kilometers. In short - gunfire should probably be audible across all of stratis
me too
I see what you mean now, sorry for mistrusting you :P
But it's really hard to tell if it's the reticle or the trajectory that's bad. Maybe that could be mentioned in the title?
I can't see the issue here. It shoots high at 200m and I'm unable to reproduce a flat trajectory. Has everyone who upvoted this really tested this and found a flat trajectory?
Ok. I'm using default branch and no mods.
The way I test this is by placing units with no ammo and in careless combat mode.
I place them at the airport at 100m, 200m, and 300m.
When shooting a 6.5mm at 200m with POA at the base of the head the bullet misses. Slightly lower and it hits.
I'm unable to reproduce the flat trajectory you've reported, but don't get me wrong I'm not down voting this since I could be wrong.
edit: I've now tested with Opfor weapons, had only tested the MX earlier. The Katiba does seem to have a flatter trajectory.
Yeah, also considering it's quite a small area that's being lit up by each tracer.
I'm sure PETA don't see a problem with this ;)
Yeah, the explosion sound effect has breaking glass and some strange cat like noise in it. It really needs to be replaced.
Try changing side to opfor first
I guess this one can be closed a this is getting attention in 0007339
This has also been fixed by the sound overhaul.
The only thing I can see mentioned there is "Machine gun sound of helicopter is not optimized". I'm not talking about the gun sound, but the rotor and engine sound.
Well, in just a bit over a month it will have been a year since this was assigned.. what happened?
So now we have a jet, but still no speed of sound for it. I honestly think it feels a bit awkward when the sound comes instantly from the jet.
Yeah, this is really annoying!
Yes, understand that, and I really think it would be usefull. Just saying we probably would still have problems with pathfinding. Voted up however.
Not a bad idea, but the problem would probably persist since it's also related to the turn rate of the vehicles. So regardless if it's the AI or you who placed the waypoint, they could still miss a waypoint and have to drive back to hit it. You'd have to be very carefull placing waypoints. Still, I would like to se features like this implemented, just to give the player more control. Couldn't there be a "Keep Moving" command we could use if we see an AI get stuck, just to make them skip a waypoint.
@Lighthammer2531
While I do agree that the labeling is misleading and it would be nice with more alternatives regarding magazines (or custom magazines), really, ease up on the tone.
Btw A3 is not set in 2025, it's set in 2035.
Wasn't this fixed in the hotfix released soon after the patch?
See: 0005920
I don't run a server, bur I haven't been able to stay on a server for more than 30 minutes before it crashes. Starting today.
While I hope they fix this, I'm afraid it's hard to "free" it from the simulation fps
It's even possible to walk through the wall in that lighthouse. And it's a long way down :)
Well, maybe just limit the range of gamma? I like to play with it a little low, to get more contrast and nicer colors, so I don't want it forced to a set value. Just make it so that people can't set it at extreme levels.
Agree, the constant chatter in mp is really annoying. I think the radio should only be used intentionally. About direct speak: I hadn't noticed it isn't dependant on distance, it used to be, though no one but me ever uses it in mp.
Would be nice if we could by default have separate ptt button for direct speak and the other channels. This can be manually set in options though.
May 9 2016
I think the sound samples are ok, but they really need to be correctly configured with the engine. Now that speed of sound is working for weapons in the dev build, I really wish they would fix the other sounds in the game that are still unaffected by speed of sound. For example I just tested listening to the ifrit closing in and couldn't hear it until it was about 200m away when the sound "popped up", and at that point it sounded more like it was 50m away. And no speed of sound. Helicopters can be heard from far away, but can still easily be pinpointed by ear.
I'd be disappointed if this will be true for jets also since you really shouldn't be able to look to where the sound is coming from and see the plane at that exact spot.
Seems to me like most of the effects are already in the sound engine, but the sounds aren't properly configured yet.
yes.. there is a keybind, but it's not working inside vehicles currently.
This would be very neat. A "Sound in Sound" feature..
I'm having the same problem using creative x-fi. Really kills the immersion and pretty quickly makes me get tired of playing.
yeah, I think this is an old issue.. would really like to see it get fixed! Together with proper decals and not just those black marks.
Sure mythbusters proved that bullets won't go far into water, but that was at point blank range. Maybe they would have had a different result if they shot from a couple 100 meters? Not saying they will travel 30-40 meters, but I think the test with the .50 cal would have ended differently if they hadn't nearly stuck the barrel into the water :)
Yes! Im getting tired of UP DOWN UP DOWN UP DOWN free spot! ooh missed it UP DOWN...
So yes, imo queue and favorite servers are really important. Addon filter.. that would be really nice!
I'd say that this is how big top heavy cars behave, and I frequently drive a landcuiser hzj78. They are really not made for driving at high speed. I tried driving at the airfield with both hunter and ifrit, and I actually think they're a bit too stable at high speed. And also the physics engine automatically rolls you back on the wheels again.
But I do agree that vehicles need more weight. I drove over a small bush at high speed, and it tipped me over.
Too bad, hope they fix it for you
Have you tried alt-tabbing once while in game? I get quite bad input lag before I alt-tab once, then it's fine until I restart the game.
this seems about right.. pulling the collective should give the rotor blades more resistance due to a higher angle, thus decreasing engine rpm. the engine will however counter this so the low rpm shouldnt last long.