- User Since
- Mar 7 2013, 1:20 AM (410 w, 6 d)
May 10 2016
I was going to add a handy pic of the bug but couldnt figure out how to change my characters gear soooo... yea
Yup, like 20 or 30 casings than they start disappearing. Would be neat for aircraft strafing runs too, having the casings make it all the way to the ground at least.
When a helicopter crashes there's already a small debree field, and explosions already have little bits flying everywhere. If this were added it would make since as currently those little "bits" are just being created as the helicopters are never missing any parts.
Hmm when I tried this nobody left the heli and we all died... even though I touched down very gently. The heli did sink all the way to the bottom though.
Since A3 is a "combat simulator" (i hope) than honestly i dont want to see to many crazy "weapons of the future" but I certainly agree with advances in C&C and other navigational or communications gadgitry.
Ok, I understand severe weather but natural disasters?? Nobody is going to be fighting when the winds outside will just carry you away.
According to the wiki max speed for the little bird is 282km/h. From an altitude of 10,000 feet I was able to reach 434km/h without any indicators of imminent structural failure or even buffeting... then I did a hammerhead and 180 degree turn at sea level. All without loosing any blades or the entire main rotor or blacking out. =D
The controls were a little touchy but I was satisfied after adjusting the dead zones and sensitivity.
It is strange, if you takeoff in the AH-9 to a few hundred feet and than point the nose straight down with rudder and a turning cyclic (to keep you pointing down and spinning) you wont loose much altitude... just spin around in a tight circle :D
Most acft also have day / night switch for instrument lightings... (dim / bright) etc
Not that I know of
I've noticed the 40mm grenade launcher is minimally effective vs vehicles as well. Crew usually survive direct hits while in vehicles with little / no protection.
May 9 2016
It's good now! Works as expected in current build.
Sorry, never used RS before! Files have been attached
I tried to reproduce the crash several times exactly as I had been playing prior to it but, A3 never crashed. I also noticed that my character was never "thrown" as he was at the time of the crash.
Im playing Alpha 0.5.102571
Yeah, I tried it again and I only got 10 bullet decals before they started vanishing.... why should it matter what you're shooting at as to how many bullet holes it can contain?
Yes, this too ^
This is all very true, I would like to add a request:
Please add option to change cloud height! (6000 feet default)
I just tried it with current alpha version and it isn't as prominent (not "way off"). It seems more evident on damaged vehicles.
If a grenade detonates next to an empty hunter (all passenger vehicles seem to work) and damages it, the next grenade you throw at it will jar the vehicle upon impact.. smoke grenades, frag grenades... haven't tried any other thrown objects.
When I made this thread the impact was enough to move a vehicle several feet however now it only shakes the vehicle. Regardless, a 1 pound objects impact should not move a multi-ton armored vehicle at all when thrown by a soldier.
I dont want this feature for alpha. Is this feedback site not ment to improve the end result?
Unless they state that A3 will have all previous features, or the alpha has previous features, I'm not going to assume it is so. Crazier things have happened! =/
and I do not mean the repair specialist, I mean something like a landing pad or garage that can bring a vehicle to "like new" condition (weapons & fuel too).
I fired all my rockets and 7.62mm from AH-9 into green hangers next to taxi-way on stratis airfield and none penetrated hanger structure... none of the structures were destroyed either =(
How do you get chemsticks btw?
Enormous recoil? Almost all modern AT weapons are recoiless rocket launchers lol
I've attached a pic of a soldier firing an AT4 (one of NLAW predecessors) in the prefered firing position. If anything, recoiless weapons will push you forward, not back.
Cant be having that nonsense!
Yea i made a ticket for this too, lol
Now that you've explained your reasoning it makes since, thx!
10 seconds is painful?
I noticed same thing
Is this not safer than French method?
It would only take a few seconds more to get everyone out
Moar user content such as this is planned. It's only alpha after all.
A list of "at the very least, these things WILL be in finished game" would be nice
ROFL i noticed this too! They even added the "flip mortar" option (or whatever) I guess they think this is normal operation
ITS NOT BI, please fix
Actually... in the first pic the instruments arent even illuminated, that's just ambient light
Please add instrument lighting of any kind!
Yup, instruments were bright as hell with NVs on.
Please add an "NV Mode" for instrument clusters
Many players (myself included) were not quite so hardcore as to use some of those features as it would sometimes put your character out of commision for extended periods (low on blood, player passes out for several minutes) which leaves you with a black screen and sounds until he wakes up.... toooo hardcore for me.
Totally agree! Current damage system (pretty much everything, not just visual) is very basic.
help us BI, you're our only hope !
Please search the forums before posting a new ticket
resource allocation? why is it any different than using an ACOG or red dot? just add magnification and change the eye relief!!!
You can also just hold RMB and you will kinda lean down to the screen but not "go into gun cam"
Yea, that seems like a quick fix but if they cant implement anything better by release than that would be a move in the right direction at least.
If human visual acuity were accuratly represented than objects "too far away" would semply blend in with environment. If you look at a hill side 10 miles away do you see grass and trees, no, you see greens and browns, you would only see the finer details if optics were used and only THAN would they need to be generated and put a load on processors.
Added a couple pics
Also noticed that the player does not travel with waves... you just bob up and down a little; they dont carry you anywhere. =/
Nice find Cychou! Much better contrast for sure
Panel is not necessary (this isnt a flight sim or anything) but the functions (at least some) are needed.
If the panel shown in pic section were functional in game than there would be no issue. =P
It would add complexity BUT I feel that A3 should be complex! I like that if you know you arent skilled at using an in-game feature, YOU DONT USE IT and let someone more skilled take the position instead, otherwise, you may kill your character or others.
FLIR systems are highly adjustable for the above mentioned reasons. If there is an "auto mode"... there needs to be a manual mode.
I've att. some example pics.
Yes this does happen in RL but A3 hit boxes are a little jacked atm so it's possible it's being exagerated. I, however, just tried hitting rocks (and other objects) both by aiming at them and otherwise and it appeared that my rounds were just going threw them so... I cant hit anything even if i try apparently
I noticed that the grenade launcher seems to fire about 20m to the right at 300m as well... and there was no wind.
Maybe when they fix wind it will? Wind doesnt seem to do anything currently other than blow trees and grass =[
In a perfect world, we would have weather conditions (wind, rain, overall climate) affecting the accuracy of the artillery so a simple circle reticle wouldnt cut it. Plus the inaccuracy should scale some with distance and, especially, weapon type.
Thanks! Hopefully the Devs take notice! =)
the study was using a 120mm I think (that's a big explosion even if it is 400 feet away) AND it was at max range of 7200 meters! so something closer would be more accurate (i assume) Johnofwax
Yea I think that's why I never saw them used much... it's no fun when you can put an MLRS or 120mm + mortar round EXACTLY where you want anywhere on the map
current artilery = not balanced
Based off the study, only 50% of rounds landed within a 108-144m area at max range (depending on round type). Thats 414 feet from one another and that's the inner most circle... presumably where the target would be located. more than a football field apart on average
CANNOT drop a mortar shell into a mason jar 5 miles away... fyi
firing from inside a building still illuminates the ground and stuff if you're near a window or something but not inside of building and YES nobody would be able to see anything except muzzle flash so if angle was wrong your shots would be "invisible" at night.
This issue has been reported several times, search for similar titles.
Dieing instantly in water sounds like A2! Wonder why that would happen in A3 since it now has underwater gameplay
I added another picture relating to "evidence of battle". It's a picture of craters left by bombs or artillery. These types of craters kinda exist already when a plane crashes except they are above ground.
Currently explosive devices only produce a large decal. Could craters be added to ordnance and large explosives? Preferably below ground craters rather than current above ground ones? and that's a road going through the middle so those are quite large craters fyi.
The fact that water is in the craters is irrelevant. That would be a nice feature but i am not interested in that.
haha funny pics
Well if you go prone there does not appear to be any movement restrictions so you are capable of the same firing positions... just not physically on side.
There is already a ticket for supine firing options
IDK EITHER!!! maybe Helperman could take a pic for us?
"be one with the collective young grasshoppa..."
Added your friends pic goldblaze - awesome!
I know gear and such is commonly affixed to combat vehicles in various manners but that would take too long I think. And you wouldnt do that in battle, just moving between camps and such, otherwise you'd loose your things.
dont get shot at in the air, or hit gust of wind, or go too fast, or sneeze too hard. lolz
Yea i'm not sure how it would be regulated.
We should be able to fire from vehicles but if any of those guys in pics started getting shot at they would likely all GTFO and find cover rather than immediatly return fire.
I mainly intended it for vehicles that do not normally support passengers (such as chopper) or irregular seating positions... but pilling onto a tank is cool too :D
Not balanced you may be saying? Try riding into battle like that and see what happens =P
"I dont want to do something tooo good".... wth kinda answer is that?!
yea, there are several similar tickets, myself included
talk about tailrotor issues!
I hadnt even considered the tactical applications!
Perhaps the little bird does not have dual controls for weapons? It's a possability
Coyote suggested it be optional as well. Personnaly, I'd like to see it as default =]
Just merge ACE mod with A3 and call it "hard core" mode
Only the area viewed through the scope is zoomed, not the peripheral areas. I think the scope should be closer than is shown in the pics (more like the 4x pic). If it's too small than tracking moving targets will be exceedingly difficult.
Area around scope lense could be made blurry, this would prevent need for weapon retexture, more realistic as suggested by Verox, AND they could slightly increase the time it takes to put the scope in your face, thus preventing people from "no scopeing"
I FULLY AGREE that A2 is a simulator rather than an FPS, however, in RL you do not shove your eyeball into the rear of the scope (many people do though and become injured) and not all situational awarness is lost. I've attached another picture from an RL scope.
It's called eye relief, I think the Devs could work with this.
Very good idea! The picture is acutally 2D though (still a cool feature). I'm not sure A3 supports 3D otherwise.