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Kirill
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User Since
Mar 22 2013, 12:52 PM (603 w, 3 d)

Recent Activity

May 10 2016

Kirill edited Steps To Reproduce on T75581: Incorrect rate of fire for minigun and autocannons..
May 10 2016, 7:39 AM · Arma 3
Kirill added a comment to T75550: Problem with the explosive satchel : not logical damage.

vote up

May 10 2016, 7:39 AM · Arma 3
Kirill added a comment to T75548: Bullets do too little damage after penetrating a wall.

The problem is that the speed of 6.5 mm (after breaking weak toque old brick wall) - like a butterfly. This is a problem.

May 10 2016, 7:39 AM · Arma 3
Kirill edited Steps To Reproduce on T75548: Bullets do too little damage after penetrating a wall.
May 10 2016, 7:39 AM · Arma 3
Kirill added a comment to T75466: Requesting more Vest/Body Armor visual variety/Fixing incorrect magazines on Vests.

The idea is good. But let them do the normal functioning body armor first)

May 10 2016, 7:37 AM · Arma 3
Kirill added a comment to T74956: Windows and realism.

one word - bipods))) NEED

May 10 2016, 7:24 AM · Arma 3
Kirill edited Steps To Reproduce on T74904: Publish a plan of what will be done and when..
May 10 2016, 7:22 AM · Arma 3
Kirill added a comment to T74901: Unrealistic Weapon damage.

Correctly return the old system! Developer waiting for this!)
Let them work on a new system for DEV version. At the stable will be old.
But they should already start working on another system.

May 10 2016, 7:22 AM · Arma 3
Kirill added a comment to T74880: add script command to return if vehicle lights are on/off.

+1

May 10 2016, 7:22 AM · Arma 3
Kirill added a comment to T74506: VON works even if players have no radio.

+1

May 10 2016, 7:13 AM · Arma 3
Kirill added a comment to T73938: Glitch with pond object (aka "Podagorsk problem" or "Beketov problem").

need fix it!!!

May 10 2016, 6:54 AM · Arma 3
Kirill edited Steps To Reproduce on T73257: Control tower has a transparent wall.
May 10 2016, 6:33 AM · Arma 3
Kirill added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

This is normal. But should only be used HE with a half charge

May 10 2016, 6:31 AM · Arma 3
Kirill added a comment to T73098: AI outside the building far away can "hear" I kill the one of the other group of theirs?.

You will hear a mechanical shutter sound even at a distance of 70m.

May 10 2016, 6:29 AM · Arma 3
Kirill added a comment to T73064: direct fire for self-propelled artillery.

I do not know)

May 10 2016, 6:28 AM · Arma 3
Kirill edited Steps To Reproduce on T73064: direct fire for self-propelled artillery.
May 10 2016, 6:28 AM · Arma 3
Kirill added a comment to T73054: Leg damage leads to no penalties.

http://feedback.arma3.com/view.php?id=1362

May 10 2016, 6:28 AM · Arma 3
Kirill added a comment to T72952: Infantry Movement - Turning is too fast.

Need something between А2 and A3 now

May 10 2016, 6:26 AM · Arma 3
Kirill added a comment to T72951: Bullets should be effected by the weather and wind also..

double

May 10 2016, 6:26 AM · Arma 3
Kirill edited Steps To Reproduce on T72721: Bring back the "jukebox" module from ARMA2.
May 10 2016, 6:19 AM · Arma 3
Kirill added a comment to T72710: Openable medkits and First aid kits (FAKs).

+1

May 10 2016, 6:19 AM · Arma 3
Kirill added a comment to T72634: jamming, delay handguns..

OK. In the game you can swim with weapon (no special weapon), but jamming not needed)))
You scare incorrect implementation of the BIS. Not any more.

May 10 2016, 6:17 AM · Arma 3
Kirill added a comment to T72634: jamming, delay handguns..

@Kreu, yes my friend) Jamming. I can read in english, but my writing - awful.

May 10 2016, 6:17 AM · Arma 3
Kirill edited Steps To Reproduce on T72634: jamming, delay handguns..
May 10 2016, 6:17 AM · Arma 3
Kirill added a comment to T72589: Miniguns are too weak. Very little damage..

All 5.56 and 6.5mm in game have low powerful. Kill somebody after penetreiting wall - mirrical!

May 10 2016, 6:17 AM · Arma 3
Kirill added a comment to T72431: Altis still almost unplayable after hotfix.

It is. DEV 08/07 down FPS to 1 with visibiliti 8km. It is not Later.
i3570+gtx670 64bit

May 10 2016, 6:12 AM · Arma 3
Kirill added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

Perhaps it is worth adding the third simple effect - smoke without fire.

May 10 2016, 6:11 AM · Arma 3
Kirill added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

+1

May 10 2016, 6:11 AM · Arma 3
Kirill added a comment to T72210: the buildings tumbling to the side, not only in to plummet, this will make more realistic..

)))))
Autotranslation)

May 10 2016, 6:07 AM · Arma 3
Kirill edited Steps To Reproduce on T72175: Can not aim in the prone- looking out position (ctrl + "A" OR "D").
May 10 2016, 6:06 AM · Arma 3
Kirill added a comment to T71465: increase round dispersion and kill radius for turret mounted cannon..

This requires a simulation fragments. Explosive action 20mm with radius 2 meters - a lot. But the probability of catching the shrapnel - very high.

http://feedback.arma3.com/view.php?id=12704

May 10 2016, 5:46 AM · Arma 3
Kirill added a comment to T71063: Simulation/modeling fragments/shrapnel (grenades, shells, mine).

I can understand him)))

May 10 2016, 5:34 AM · Arma 3
Kirill edited Steps To Reproduce on T71063: Simulation/modeling fragments/shrapnel (grenades, shells, mine).
May 10 2016, 5:34 AM · Arma 3
Kirill edited Steps To Reproduce on T71059: Concrete(?) walls destroyed by 5.56 and 6.5 mm mashinguns (very fast).
May 10 2016, 5:34 AM · Arma 3
Kirill added a comment to T71058: Grenades does not seem to do realistic amount of damadge (too little damadge).

@plutoto74 yes

May 10 2016, 5:34 AM · Arma 3
Kirill added a comment to T71058: Grenades does not seem to do realistic amount of damadge (too little damadge).

@stephanvos, yes, if you turn on this function in option. If it is turned off - die all the same. But I was not very pleased with this realization optional armor with hitpoints(

May 10 2016, 5:34 AM · Arma 3
Kirill added a comment to T71058: Grenades does not seem to do realistic amount of damadge (too little damadge).

Which is gren you use?

May 10 2016, 5:34 AM · Arma 3
Kirill added a comment to T71058: Grenades does not seem to do realistic amount of damadge (too little damadge).

Put the editor of Civil square) distance between people - 1 meter. Do 10 to 10 rows. And put a grenade in the center of the square! I killed all (and this is bad, not simulated fragments, only high explosive HE ffekt). But the radius of the continuous defeat for the RGО more than necessary!
Such a radius of explosive action more than you have in 82mm mine or 75mm artillery shell, for example! A lot more? The problem in the absence of fragments. For this it is necessary to vote, rather than a direct increase in explosive range.

May 10 2016, 5:34 AM · Arma 3
Kirill added a comment to T71046: ADD ABILITY TO AIM WHEN IN LEFT/RIGHT PRONE STANCE.

Who voted against it?))) This you for realism or balance?)

May 10 2016, 5:33 AM · Arma 3
Kirill added a comment to T71005: Add Option to Tow / Airlift Vehicles.

it can be added when the machines will be able to break free of an atomic explosion)

May 10 2016, 5:32 AM · Arma 3
Kirill edited Steps To Reproduce on T71001: Infantryman can carry two primary weapons.
May 10 2016, 5:31 AM · Arma 3
Kirill edited Steps To Reproduce on T70958: RPG shooting in the prone position.
May 10 2016, 5:30 AM · Arma 3
Kirill added a comment to T70923: High-quality animation of reloading RPG and ATGM.

@InstaGoat, I am only interested AT reload in this video

May 10 2016, 5:29 AM · Arma 3
Kirill added a comment to T70923: High-quality animation of reloading RPG and ATGM.

I would not say that this is a duplicate. Ideas are somewhat different, though ...)
In general, you can break all these wishes on many sheets. It is possible that it will be able to promote. Although I do not understand how you can ignore all this developer 10 years. It's not about realism, even. It's about the atmosphere of the game is the same.

May 10 2016, 5:29 AM · Arma 3
Kirill edited Steps To Reproduce on T70923: High-quality animation of reloading RPG and ATGM.
May 10 2016, 5:29 AM · Arma 3
Kirill added a comment to T70921: Personal disposable RPG (RPG-18, law72, RPO-Shmel style).

Sorry! it is duplicate http://feedback.arma3.com/view.php?id=2213

May 10 2016, 5:29 AM · Arma 3
Kirill edited Steps To Reproduce on T70921: Personal disposable RPG (RPG-18, law72, RPO-Shmel style).
May 10 2016, 5:29 AM · Arma 3
Kirill edited Steps To Reproduce on T70916: Metal roadway guard - indestructible..
May 10 2016, 5:29 AM · Arma 3
Kirill added a comment to T70913: Driver"s hatch (then it open) prevents ganner"s review in Marshal.

AD2001, done

May 10 2016, 5:29 AM · Arma 3
Kirill edited Steps To Reproduce on T70913: Driver"s hatch (then it open) prevents ganner"s review in Marshal.
May 10 2016, 5:29 AM · Arma 3
Kirill added a comment to T70737: Several animations in DayZ which have counterparts in ARMA which are not being used.

To ProGamer 1.55min limping
http://www.youtube.com/watch?v=4j0cPwIbwsM

May 10 2016, 5:23 AM · Arma 3
Kirill added a comment to T70649: (An Automatic Kalashnikov Series).

It's completely out of place here. There is a separate topic on the forum. Do not take other people's time to read this.

May 10 2016, 5:20 AM · Arma 3
Kirill added a comment to T70636: Sound problem in vehicles.

Do you realy can't hear anything, or sound low? Low sound in vehicle - normal

May 10 2016, 5:20 AM · Arma 3
Kirill added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

indeed

May 10 2016, 5:15 AM · Arma 3
Kirill edited Steps To Reproduce on T70379: The change of the treatment systems and injuries.
May 10 2016, 5:10 AM · Arma 3
Kirill added a comment to T69434: SUGGESTION for Reloading Missile launchers + Disposable Launchers.

http://www.youtube.com/watch?feature=player_detailpage&v=SZglf8IZHZQ&t=321 [^]

May 10 2016, 4:35 AM · Arma 3
Kirill added a comment to T67237: Drop it: Suggestion for rocket launchers + prone.

@plutoto74 my friend use this style on teaching. But if BIS add hit effect of backblast - it can be a problem (if the implementation is wrong like ACE))

May 10 2016, 3:11 AM · Arma 3
Kirill added a comment to T67237: Drop it: Suggestion for rocket launchers + prone.

@plutoto74
see this http://feedback.arma3.com/view.php?id=12599
Shooting prone - one of the basis exercises for teams RPG at the military department

May 10 2016, 3:11 AM · Arma 3
Kirill added a comment to T67237: Drop it: Suggestion for rocket launchers + prone.

Need shooting prone, and not fall rpg

May 10 2016, 3:11 AM · Arma 3
Kirill added a comment to T66925: jumping/falling off the low height animation.

Bunny style - must die

May 10 2016, 3:00 AM · Arma 3
Kirill added a comment to T66890: Add ability to fire anti-tank weapons while being prone.

Yes ... make it very difficult for the year (

May 10 2016, 2:59 AM · Arma 3
Kirill added a comment to T66890: Add ability to fire anti-tank weapons while being prone.

Use TAG

May 10 2016, 2:59 AM · Arma 3
Kirill added a comment to T66660: AT soldiers animations: Odd Behaviour.

Need shooting prone, and not fix this sad ...

May 10 2016, 2:51 AM · Arma 3
Kirill added a comment to T65948: More complex inventory system for vests.

I'll add more ...
It is necessary to share/separait the vest and body armor (even if it is based on the hit points).

May 10 2016, 2:21 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@kOepi
Yes (possible), if we are talking about the second or third bullet hit equal to the declared level of protection plate. But if we're talking about low-grade bullets to the same body armor - no.
Ex:
Plate 5 - 1-2 hit 7.62*54 without damage
But
Plate 5 - 20-30 hit 5.56*45 without damage or 50 hit 9*19 without damage
(If this is not classic ceramic)

In general, there are standards. Russian Standard says that the soldier does not receive serious injuries and can continue to fight. NATO standards a little less stringent.

"
Through this approach, the army has a robust design - armor panels family "Granite-4." Armor panels tested more than a decade of operation in the hot spots in the composition of body armor 6B13 and confirmed the importance of high survivability. The next generation of armor plates "Granite-6", having higher bullet resistance, superior to the previous and survivability, providing protection against six hits with a probability close to one hundred percent, and ten hits with a probability of 80 percent. They are supplied to the troops in a new assault vest 6B43 from the current year. These are the basic materials that are available today and there in the series."
http://www.blackteam.su/node/898?page=0,2

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

http://www.youtube.com/watch?v=rI01qKAqYts#t=159

------------------------------------

"And our body armor - 6B13 and 6B43 - are required to withstand six hits"
http://www.blackteam.su/node/898?page=0,2

he speaks about bullets high-end class. Ex: 7,62*54AP for plate 6 class (russian classification )

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@TheMasterofBlubb
He is afraid and trying to stretch his abdominal muscles. His twitching - are not a measure applying its organs damage )

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@TheMasterofBlubb
Body armor has a damping pad. This is an integral part of the vest. + clothes

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

http://www.youtube.com/watch?v=X6l7TrA0vY8))) 9мм

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

Numerous studies have led to the conclusion that the nature of the human body damage on impact depends on the energy that is transferred to the body, ascribed to the area of ​​the body in which that energy is distributed. We will call this parameter specific energy.
At higher energy density of 50 J / cm2 body applied severe injuries, bone fractures, penetrating wounds, etc. At a lower specific energy trauma have an average or low severity.
If this parameter is calculated for small-caliber pistol bullets, using standard cartridges (2.6 g bullet weight, speed when fired from the gun of 270 m / s, caliber 5.6 mm), it will be 386 J / cm2 for the Makarov pistol bullets (6.2 g, 315 m / s, 9.2 mm) - 462 J / cm2, pistols chambered in 9x19 (8 g, 365 m / s, 9 mm) - is 838 J / cm2. Thus, any firearm, even low-power, guaranteed to provide very serious damage to the body in the place of falling bullets.
We assume that for guaranteed low zabronevoy injury specific energy transferred kevlar body, must be less than 12.5 J / cm2 (a quarter of the energy density, providing serious injuries).
Calculate what specific energy transfers soft body armor when hit by a bullet cartridge 9x19. This calculation is given for illustrative purposes only, and is based on a set of assumptions that can not use it in practice.
When the bullet hit with it begins to move armor portion about 10 cm in diameter. Soft armor weight about 60 g / dm2 or 0.6 g / cm2, and thus the mass of the armor involved in stopping bullets is about 47, however, if the center of the circle moves together with a bullet, the edges remain stationary and do not participate in the process. We assume that the "effective mass" of the plot is about a quarter of its actual weight, ie, '12
Now, the problem of determining the kinetic energy, which will acquire and subsequently transmit body armor reduced to a simple problem of school inelastic collision of two solids.
From the law of conservation of momentum, it follows that the total momentum of the bullet and armor before the collision is equal to their total momentum after the collision. Before the collision impulse bullet was equal to 2.92 kgm / s2, then after the collision impulse bullets and armor, moving together, equal to 2.92 kgm / s2. Their total mass is equal to 8 + 12 = '20 Hence, according to the formula E = P2 / 2m, where E - energy, P - momentum and m - mass, we find that their energy is 213 J. This is 2.5 times smaller than the original energy of the bullet, ie 60% of the energy evolved during a clash in the heat.
The area is considered part armor 78.5 cm2, however, for the same reason that we have used the "effective mass" should be used "effective area" which, we assume, is also equal to a quarter of the real, ie, about 19.6 cm2.
Then the specific energy is equal to 213 / 19.6 = 10.9 J / cm2 - less than the level in our 12.5 J / cm2.
A similar calculation for the Makarov pistol bullets gives energy 102 J, distributed over the same area, ie, only 5.2 J / cm2.
It would seem that much easier and more accurate we can calculate the energy density in contact with, for example, bullets AKM (7.9 g, 715 m / s) in a hard plastic armor plates 4+ class (8 dm2 area, weight 2.3 kg).
Impulse bullet 5.65 kgm / s2, weight armor panels with a bullet is almost equal to the mass of armor panels - 2.3 kg, energy is 6.9 J (heat transferred in 99.66% of the energy bullets), the energy density of about 0.01 J / cm2.
But this calculation is clearly too optimistic. Please be aware that the tough armor also flexes under the action of bullets.
http://www.splav.ru/press/info/bron/bron.aspx

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@TheMasterofBlubb

Energy goes into heat)))) Do You want to tell a story about joules?))) I recommend to read about momentum.
I recommend to translate part№7 in this text
http://www.splav.ru/press/info/bron/bron.aspx

If the plate is designed to 7.62 * 54 ... take 10-20 shots 5.56 - not a problem for armor plate or for humans.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

It was an example. I saw 5-6 videos. Armored plate was fixed and can withstand up to 20-25 hits without deformations and splits.
The idea of my post. Body armor model like VBS - incorrect. the usual range of health for armor plates (hit points) - is incorrect (for some types of bullets)

example: class armored plate 4 (NATO) - can get a lot of hits 9mm (pistol), or 5.56 (no special bullet). This result is not 10 hits like in vbs.

Of course this is the result of weak bullets. 7.62 * 54 AP break armor plate with 2-4 times.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

We're talking about that used (spoiled) plate was able to withstand very large number of hits "small" caliber. This is not a 3-6 hits.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

High-end armor plates capable of withstanding a lot of bullets hit lower class. For example, such plates can take 15-30 hits 5.45mm or 7.62mm without breaking.

http://www.youtube.com/watch?v=O_4uIuzWkiY

)))))))))))))))))))

This plate high protection class ("5" in the Russian classification). It has already shelled 7.62 * 54 (twice). It was subjected to heat treatment (lowers property). And ..... armored plate withstood another 100 ! 7.62 * 39 bullets !!!!!!!!!!!!!!!!!!!! (without iron core).

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

TheMasterofBlubb

Modern helmet stops pistol bullets and bullet rifles at long range. Helmet reduces the risk of injury from rifle bullets at short distances (provoke rebound). Fact.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

AAF have two tipes vests. Оne protected groin. I shoot in the lower abdomen (groin)from 9mm pistol. Why shots cause the same damage in both cases?(((
When you take care of it seriously?(((

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@wolfenswan Anecdote - is heavy armor that breaks 9mm bullet of pistol.
Anecdote - is perforating wound of 6.5mm (bullet pierced the front plate heavy armor, body, back plate). This is a real joke and anecdote.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

Today in developer vers. tested the updated version of body armor. Used this addEventHandler ["hit", {_health = getDammage (_this select 0); _damage = _this select 2; hint format ["Damage -% 1 \ n Health -% 2", _damage, _health]}];
This is very bad!
Strange system of protection. Man gets in flak jacket (heavy) at chest level 3 hits (9mm) at 0.21 and dies! 0.21*3=0,63 No 1)
The man gets in bullet-proof vest at stomach level 4 hits (9mm) at 0.08 and dies! Why? abdomen and chest armor protected the same plate. Why stomach is less vulnerable? Why 9mm bullets are causing so much damage to a person in heavy armor? What's the damage model, where 2 multiplied by 3 = 10!??
But the man gets in sexual organs (no armored)) 5 Shot (9mm) at 0.08 and not dies!!!
This is nonsense.
6.5 The bullet penetrate body armor and abdomen through (using the script "tracer"), as a person gets 0.21 damage!

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@Val, I know about normal (not brilliant) penetration in A3. And it just goes to show that DEV just need to work on. In the A2 its work was never done. The same applies to the bullet-proof vest. We ask DEV normal work, not more. No fiction is not required.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@Val "This is the level of CoD." Yes! For example, the penetration rate for light weapons in A2 worse than COD 4.))) So the level COD - not bad.)
I agree that it needs to work systematically. But I do not want to justify and defend the DEV. Modders are doing it in their spare time on the DEVs engine. It's time to do anything by the developers.

May 10 2016, 12:55 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@Val, You can add armor. After that, remove the extra hit points at the person without armor. As a result, the average number of shots of the same, but the result is - different.

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

I'm tired of whining anti-scientific skeptics! Normal armor - is needed.
Now a man in T-shirt - can withstand two rifle hit at medium range and 3-4 at long range! Is This for the skeptics right? Is this normal? But they say:"We do not want to get 5-10 times in human in bulletproof vest ")))
I think DEV themselves able to master the theory.

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

Damage to internal organs.
The Russian system of state standards says:
The level of protection (armor class) allows a person after being hit by a bullet specific class to continue the fight. For example, the Grade "5" vs 7.62 AK bullet ... This means that if a usual bullet 7,62 hit fifth-grade body armor , the result is - nothing more than a bruise or easy contusion.
The hydrostatic shock can be discussed when we talk about high-speed and large-caliber bullets / shells.

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

I think BIS for 12 years with the military theme are aware of bullet-proof vests enough. You can always add the possibility of damage or penetrait. You can add an effect to a concussion and loss of consciousness. It's no problem to use body armor in the game. Model of body armor is not difficult to implement. Need to desire.

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

@Kol9yN - I believe in the Great Justice! (Как говорил Шварц- "Какие ваши докозательства!?").

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

The introduction body armour closer game to reality. It will not bring unnecessary complexity for the players. But strongly enhance the status of game and interest in the game.

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63743: Add realistic body armour..

Holding their breath and waiting)

May 10 2016, 12:54 AM · Arma 3
Kirill added a comment to T63740: Allow rifles to be equipped in both the primary and secondary slot.

Repit my idea from close ticket
Slot for AT change in the universal slot. To call him "back".
Perhaps we should split "back" into two slot. And soldiers will be able to use the back so: at and at, at and gun, gun and gun.
Keeping the weight of the system will not allow to destroy the balance.

May 10 2016, 12:53 AM · Arma 3
Kirill added a comment to T63740: Allow rifles to be equipped in both the primary and secondary slot.

This feature is important not only for what to wear something for themselves, but simply for carrying weapons to anyone. And I hope this feature is useful after the introduction of disposable RPG (and the time has come for a long time)

May 10 2016, 12:53 AM · Arma 3
Kirill added a comment to T63247: Using launcher: going prone still cycles a different weapon.

Author, why you not use TAG?)

May 10 2016, 12:34 AM · Arma 3
Kirill added a comment to T63220: Cannot load specific infantry weapons by script.

Absolutly needed

May 10 2016, 12:33 AM · Arma 3

May 9 2016

Kirill added a comment to T61369: Realistic Wounding System.

@plutoto74 +1

May 9 2016, 11:03 PM · Arma 3
Kirill added a comment to T61081: Some sort of melee?.

Weapon of last resort - the pistol. It - a melee weapon. If empty pistol holder - you're doing something wrong. Your solution - surrender)
Mechanics of melee very difficult to simulate. I can identify exception:
SURPRISE hit from behind (Objective-stun or kill) But this is special operation, not combined arms battle. But 90% of the soldiers are not prepared for the "one hit - a loss of consciousness." What do, perk for spec? COD?

You want a "realism"? Open tin cans with a knife, cut out the names on the tree. Nothing more.
Or let's take the case. You banging the enemy with his bayonet, he died 15 minutes later from loss of blood. But for those 15 minutes, it kills you and your section.

Repeat. The mechanics of a good melee - do not realize in this game! In ARMA 5 - possible. Melee in combined arms combat - 0.1%. You want this? Better that bipod, disposable rocket launchers and fragments? But This is 90% of the battle.

May 9 2016, 10:48 PM · Arma 3
Kirill added a comment to T61081: Some sort of melee?.

Approx. How to implement a melee? One hit - one kill?) No? How?. You can read the police reports of an attack with a knife. People who survive 5-20-30 stab wounds. As a countermeasure to think? Or the victim would stand and watch?

May 9 2016, 10:48 PM · Arma 3
Kirill added a comment to T60819: Firing from vehicles.

http://www.youtube.com/watch?v=tu7sTkWf8NA

May 9 2016, 10:14 PM · Arma 3
Kirill added a comment to T60580: NLAW AT launcher still not disposable.

Absolutely necessary. The question is not whether or not to. The question is why this is not done?

May 9 2016, 9:50 PM · Arma 3
Kirill added a comment to T60492: Bullet-penetration not realistic.

http://www.youtube.com/watch?v=XCADVi8zLEw
It is necessary to change the characteristics of the stone / concrete fences!
The bullet after penetration (5.56 and 6.5) has little (law) effect.
7.62, 408, 50cal cant penetrate limestone\brick wall at an angle of 45 degrees.
Skeletons of cars (objects) is not penetration.

May 9 2016, 9:46 PM · Arma 3
Kirill added a comment to T60492: Bullet-penetration not realistic.

it's time to fix it

May 9 2016, 9:46 PM · Arma 3
Kirill added a comment to T60492: Bullet-penetration not realistic.

Most of the walls and fences in the game are made of brick, clay and fine concrete. It is not clear why the 5.56mm and above do not punch them. It would be more strongly penetrate therethrough in 50% at 90 degrees and 10-25% at 45 degrees. I do not know how BI classified materials and stopping action of the barriers..., but the current system is wrong.

May 9 2016, 9:46 PM · Arma 3
Kirill added a comment to T59729: No leg wounding.

http://www.youtube.com/watch?v=zLC526z-2Xk (((

May 9 2016, 7:10 PM · Arma 3