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- User Since
- Mar 8 2013, 6:08 PM (612 w, 5 d)
May 10 2016
Have had this happen a lot.
*correction - that's suppose to say "falling from" not "driving at" at that last part of the last sentence.
Note: I don't know if this has been requested earlier but I am doing it anyway.
Next time please search, we don't need to waste moderators or developers times with duplicates. BUT I couldn't find anything.
So yes I agree with you, some shrapnel/broken pieces of the rotor(s) should appear somewhere. It might be too much to have fly off in a random direction and kill/hurt someone but who knows what the developers would do?
It'd be good to break the rotor on the KA-60, I've had some situations where the chopper hit ground at a speed where it would not cause it to explode, then roll onto its side with the blades chopping into the ground while they're spin. However that has been reported already with rotor collisions.
Correct.
I reported a post about this too except with only engine damage. http://feedback.arma3.com/view.php?id=3686
http://www.youtube.com/watch?v=sqBy_DEVw7I&feature=youtu.be
Here is some additional information as requested, one of my silly famous videos. I explain what happens in the video.
In my testing I found an interesting bug where the helicopter hits the ground and a burst of water shoots up from the ground. I'm not sure if that's been reported or not + like you've heard in several posts about helicopters hitting ground and bouncing I had a few those I just didn't feel the need to put those in the final video since it's been talked about so much.
Thank you, let me know if you need further clarification.
The NLAW is suppose to be a soft-launch shoulder mounted rocket launcher, I'm guessing that means no back-blast for that one right?
This doesn't sound urgent.
Very correct and needs to be fixed.
- Make it so they can fire automatically OR
- Give a command function to fire AT weapon.
duplicate: http://feedback.arma3.com/view.php?id=5581
Absolutely!
This would be one the single-most impressive features of ARMA 3. There was a little test I did to prove an opinion I had (which I was wrong about) http://feedback.arma3.com/view.php?id=5650 where I tested (a very approx test) the bullet velocity, I did not take any care in the drop of the bullet just the speed. It was determined that the bullets stay at one speed and they were too slow to compare to real life.
So if the bullets (each calibre different) started at their muzzle velocity at whatever.. 3000 fps, then slowed to a non-lethal velocity against body armor (at that point the arc on the bullet would be gigantic and the range would be huge).
Whatever, good post! I agree!
Actually it's interesting you say this because if you use the editor and place yourself in what looks like a courtyard just like 2 meters south of the tower you'll spawn inside the tower and have no way to get out. You can't shoot out any windows either and you can walk up the stairs all the way but not climb this ladder that leads to the roof or open a door to get into the actually control tower.
I'm not sure if it was intentional to not allow us access but you can certainly spawn inside of it... I guess I'll vote yes.
+1: anything that adds the sense of grittiness (though doesn't have to be gory, just gritty) is a vote up for me.
Priority none Severity feature
:)
I get this problem and I can fix it by pressing my NV button "N". If I press it again to go back to regular non-NV view then the white/blue problem is gone.
You know I'm sorry you might be right. After oodles of kintergarden math and lots of ARMA 3 tests I think that the average for 7.62 (leaving @ 2900 fps and at 500m being at about 1800 fps) would be about 2300 fps.
http://www.youtube.com/watch?v=clcsq-L51M4&feature=youtu.be
my stopwatch timing might suck but I'm getting about 1.6-1.8 seconds at 1922 feet. I'm not sure if the bullets start fast and slow down like they should but I'm averaging only 1061 fps.
So I tip my hat you and apologize. I'll change my vote :)
It doesn't matter if 5.56 can go 3000fps, by the time it gets to 500 meters it'll be going barely over 1/2 that speed. There is no instants with bullets.
If you're dodging bullets I'd say you've got awesome reflexes to see the sniper take a shot and dodge it. If you're already running and unless he's got a perfect lead on you there's no way that he's going to hit you. If you can run 1 or 2 feet in less time than it takes a bullet to travel 1/2 km you're not going to get hit.
Forget about the vapour trail too. Look at the snow where it hits, the bullet is literally in front of that trail.
Skip to 1:21 ---- this is a 7mm. At 500 yards it's going 2000 feet per second/600-700m/s. AND YOU CAN SEE THE BULLET! Muzzle velocity is over 3000 fps/+-1000m/s. You can see the bullet at he's only shooting 470 or whatever yards. Bullets slow down VERY quickly. The further you shoot the slower the bullet will be by the time it reaches its target.
http://www.youtube.com/watch?v=fETxgVE2V3E
The speed of the bullets in ARMA3 is perfect.
... apparently my finger is stuck in the brake handle too.
Correct.
Is that what it is? Two buildings too close?
Good catch anyways delevero
No it should display 24hr time.
I should note and I apologize that a lot of these objects will only bounce or move once. If they're shot again they will not move. I'm not sure if its worth fixing in some cases. Definitely to the big things like the concrete pipe, coil, and the grave tomb things.
However there are some objects that only shake once but should shake again (like the blue barrels).
I'm testing out what effect all explosives have on every object right now. So far so good. http://feedback.arma3.com/view.php?id=5613 check out the explosives test too.
IGNORE the report about ammo crates not cooking off when shot at, they do. They just sink into the ground and disappear when they do. Minus the actual cooking-off exploding sending bullets everywhere part.
Nice catch! (or throw lol)
http://www.youtube.com/watch?v=MZN-ehPNB6U&feature=youtu.be
Here's a video of this I made.
Sorry I forgot to add there is also overcast on. So I don't think you should see nice black sky with overcast. Fog should be dispersed. I don't know what the clouds are doing.
Really? Every time I get in the pickup or Hunter and press my fancy "w" button as hard as I can, I heal the dirt squealing for about 1 second then it stops and then it goes ago for another brief moment. Quite realistic actually (minus the squealing sound on dirt). I was actually impressed that there was that wheel spin and squealing when you do accelerate.
I've been noticing this too while driving any vehicle so far. I feel like it's sputtering. But I don't feel its a performance issue do you? So far just while bombing around the countryside off-road.
May 9 2016
Yeah I got it when I blew up a wall with the 40mm grenade launcher on the Hunter.
then someone delete the thread
And also ONLY if the engine was on when it was damaged. Kind of specific.. but so is this world.
Actually I guess it would only have to happen when the engine shuts off after being damaged.
Definitely for trees to shake and move. Ground gets wet. Little puddles that make noise when you hit them. I'd love to see that storm drain fill up with water (with a certain amount of rain and for a certain amount of time, there are culverts that lead into that drain) and drain out into the harbor in Agia Marina. Tires hit puddles causing water to splash.
It's 2013 I think that anyone who plays ARMA 3 should EXPECT to have to dish out a few grand for a high-end machine to play it. Myself included -- that's the plan before the full game is released :P
Yeah I agree with rolling seas, waves breaking, how they hit the shore line, this is major. I do love the underwater environment, it's the above water that needs the major work.
Is the quadbike automatic or semi-manual (like Yamaha Big Bears)? Leave the sound alone IMO. Cause I was shocked how close it sounded to my Big Bear.
Absolutely!
More so with explosions on the water (mortar, missiles, etc.) I understand that they do explode when they hit water, almost always, but perhaps particles with less fire and smoke and more water when the missile or round hits the water.
They've probably been placed on the ground and they're stuck inside the concrete pier, they've clipped into it. I think it's a bug.
I've had this happen too. I also had it happen where my mortar, after a shot, moved about 6 feet and landed on its side. I'm not sure why.
Some more gore and carnage is in order for the ARMA games, regardless of ESRB. It would add to "fear" factor of getting into combat I think, when a member of your squad gets peppered in front of while dropping on his chest. Not all blood, some dust in there, if you've ever shot anything (animals... or people :S), it's not just blood, it's dust and water that bursts off. Some gentle red mist in that dust would be a great effect! Some blood behind where you shot them (wall, vehicle, etc.) Blood on the ground where someone fell.
Dismember for sure though, if an enemy gets hit by a mortar right on, then should that not essentially disintegrate them into a red mist and some flying body parts? Or a grenade that goes off under the feet of a soldier. That should take off at least a lower leg or foot right. A big caliber rifle or MG would take off the smaller extremities and head. Being close to a mortar or missle/tank round, the shock and frag should do something like take take off an arm, or if nothing else, rip the skin off of the unit (just a really ripped up texture, nothing too fancy).
Maybe it would be a little too much an entrance-exit wound wounding system, but for the realism factor, the gore does need to be increased.
Correct
http://www.youtube.com/watch?v=Mino9gLECZI&feature=youtu.be
I've found in 1st person it only happens with the rear gunner position.
You can speed up, you can slow down (or reverse), and you can turn. So you want to be able to point your noise to the ground?
http://www.youtube.com/watch?v=F0GcItentYY&feature=youtu.be
Here's a test I did of this. It's not terrible... they usually continue to shoot for a few seconds after you disappear but they don't make any effort shooting where they saw you last. I think in real life we would do that, keep them pinned down. At least smoke grenades work (see video).
I've noticed this too and I agree, I don't feel like I should have to drive like a sane person, knowing no matter what it doesn't flip. Rag doll the truck and let it keep rolling down a hill killing everyone inside. One flip shouldn't kill someone necessarily (if they're wearing their seat belt :P) but a few should probably send everyone in that vehicle to the ER. Not to mention render the vehicle inoperable and damaged (visuals needed too!). Having a damage system that will make one roll pretty minute and flipping the vehicle over will get it running again (via whatever?.. wrecker? I dunno, NOT automatically though). A couple rolls would destroy the vehicle (not to the point it's exploding because that wouldn't happen)
A good example of watching them take cover, put yourself in the tower on top of the hill between the airport and Agia Marina. Put a few units at the Southern point of Agia Marina and waypoint them to walk towards the airport down that western road. If you start shooting at them almost everytime I've seen them run for some sort of cover, usually it's behind a building where only 1/2 of their body is sticking out so they'll still try to shoot at you.
BUT you're right too. They will go prone, which is ineffective against a sniper on high ground while they're in the middle of the road.
Here's a video I made of this effect.
http://www.youtube.com/watch?v=XiXc1gKvgZE&feature=youtu.be
Okay so when it's hot and sunny, they need to show up white, and when it's cloudy and dark, or night, they don't. Simple enough right? o_O
Just fix the AI issue with them being able to auto or burst fire and not be affected by recoil. I think the recoil is one of the many things that make this game ARMA not Call of Duty or Battlefield. One of the MANY MANY things. Just fix how the AI are affected. The guns do come down a little bit back to natural position after shooting btw, it's not a ton, but enough that we still have to do some work.
I agree that the ARMA 3 sun is awesome looking. A little big perhaps. But some sort of blinding effect would be great too, with a good transition between looking straight at it to looking down. I felt the ARMA 2 sun had a very quick transition when you look at it from blinding and not.
http://www.youtube.com/watch?v=nmOmAcTstb4&feature=youtu.be
me too here's a video
I as well. Mine was caused from an AH-9 I had attack some houses up by the spartan. The mini-guns tearing across the yard must have hit these fences and gave the same black texture.
http://imageshack.us/photo/my-images/685/arma32013032217501508.png/ and here's what the sun looked like that cast my shadow http://imageshack.us/photo/my-images/585/arma32013032217510579.png/