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MacScottie
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User Since
Mar 6 2013, 6:17 PM (614 w, 6 d)

Recent Activity

May 10 2016

MacScottie edited Steps To Reproduce on T82979: Unrealistic Scope Reflections(3d Scopes).
May 10 2016, 11:22 AM · Arma 3
MacScottie edited Steps To Reproduce on T79373: Vehicle explosions too violent - so powerful they destroy other vehicles and objects near them.
May 10 2016, 9:19 AM · Arma 3
MacScottie edited Steps To Reproduce on T78287: Increase walking speed with rifle down.
May 10 2016, 8:48 AM · Arma 3
MacScottie edited Steps To Reproduce on T78229: Please allow us to control the version of the game we are running to an extent.
May 10 2016, 8:46 AM · Arma 3
MacScottie edited Steps To Reproduce on T75696: Zeus Keys hardbound, please make re-bindable.
May 10 2016, 7:42 AM · Arma 3
MacScottie edited Steps To Reproduce on T70318: Friendly AI won't/hardly fires in the Combined Arms Showcase.
May 10 2016, 5:07 AM · Arma 3
MacScottie edited Steps To Reproduce on T69833: Please separate AI Skill and AI Accuracy in the Game Options section.
May 10 2016, 4:49 AM · Arma 3
MacScottie edited Steps To Reproduce on T68299: Noticable amount of zoom lost with the new optics..
May 10 2016, 3:50 AM · Arma 3
MacScottie edited Steps To Reproduce on T67779: Please add a "Civilian Occupation" sites module that will have military personnel garrison civilian areas..
May 10 2016, 3:31 AM · Arma 3
MacScottie added a comment to T67543: Weapons don't collide with walls / clipping issue.

This issue swings both ways. Since you are unable to dynamically lower and raise your weapon with complete fluidity like you could in real life, there is a compromise in what will "fit through the door".

May 10 2016, 3:24 AM · Arma 3
MacScottie edited Steps To Reproduce on T67447: Camera clips through the wall behind you in 3rd person, especially with mods.
May 10 2016, 3:20 AM · Arma 3
MacScottie added a comment to T67447: Camera clips through the wall behind you in 3rd person, especially with mods.

Thank you for not reading the issue itself friend. Especially the part that clearly says "When in 3rd person, the camera will sometimes clip through the wall behind you. This is magnified 10 fold with a mod that changes the 3rd person camera angle.", indicating that it happens both with and without mods.

May 10 2016, 3:20 AM · Arma 3
MacScottie added a comment to T66647: Night time is too dark.

I play with a large group of people. 100% of the people I play with have this issue. It's not our monitors. It's not brightness/gamma settings. The nights are too dark. There is NO setting in which you can make nighttime bright enough to navigate without NVGs.

May 10 2016, 2:50 AM · Arma 3
MacScottie edited Steps To Reproduce on T66647: Night time is too dark.
May 10 2016, 2:50 AM · Arma 3
MacScottie added a comment to T65955: Crosshairs always visible and weapon can be fired while lowered and running.

I can do so in real life, so what's the issue?

In real life I know exactly what condition my weapon is in. I have absolute control over it at all times. I know when it is lowered and when it is raised. I don't have to press a button to raise or lower my weapon. I don't accidentally let off a 10-20 round burst of automatic fire because my "crosshairs" are pointed straight but my gun is pointed to the ground.

That's the issue. When my weapon is lowered in ArmA I treat it as if the safety is on. With the new changes in the most recent update there's no way to reliably know what condition your weapon is in.

May 10 2016, 2:22 AM · Arma 3
MacScottie edited Steps To Reproduce on T65955: Crosshairs always visible and weapon can be fired while lowered and running.
May 10 2016, 2:22 AM · Arma 3
MacScottie edited Steps To Reproduce on T65183: Briefing Module - Please allow the ability to order the titles.
May 10 2016, 1:50 AM · Arma 3
MacScottie edited Steps To Reproduce on T65142: Request: Task and Briefing Modules are JIP enabled by default.
May 10 2016, 1:49 AM · Arma 3
MacScottie added a comment to T65132: AI accuracy is incredible.

Uh. You can decrease the AI accuracy for each difficulty level in your arma3alphaprofile. It's a client/server side setting. It goes based off the profile of the mission host:

go to: my documents>ArmA 3 Alpha>your profile name>yourprofilename.arma3alphaprofile

Open that profile with notepad. Scroll down to where you see the entries for all 4 difficulty levels and find the AIaccuracy settings. They'll look like this:

		precisionFriendly=0.72999996;
		precisionEnemy=0.2;

Change the precisionEnemy to your desired enemy precision. You can and should change it for all 4 difficulty levels. 20%, or .2 as shown above, has proven over time to be the most widely accepted balance between challenge and gameplay. You can experiment with it as you desire(I encourage this, so you know what you're doing and how it works), but even going from 20 to 30% makes a big, noticeable difference.

Ejnoy.

May 10 2016, 1:49 AM · Arma 3
MacScottie edited Steps To Reproduce on T64651: Please add radius indicators to the Sites Modules.
May 10 2016, 1:32 AM · Arma 3
MacScottie edited Steps To Reproduce on T64115: AI Pilots WILL NOT LAND if under fire, and most of the time they won't land even when not under fire..
May 10 2016, 1:13 AM · Arma 3
MacScottie added a comment to T63951: FriendlyTag=1 will not work unless WeaponCursor=1 is also on, also, friendlytag is hard disabled for veteran mode.

This is still an issue. Nametags will not work if crosshairs are on.

May 10 2016, 1:07 AM · Arma 3
MacScottie added a comment to T63951: FriendlyTag=1 will not work unless WeaponCursor=1 is also on, also, friendlytag is hard disabled for veteran mode.

This issue still persists. I'd like to play with crosshairs off, but friendly names on, but it's still not an option. Being able to see other players names is paramount for co-op gameplay.

May 10 2016, 1:07 AM · Arma 3
MacScottie edited Steps To Reproduce on T63951: FriendlyTag=1 will not work unless WeaponCursor=1 is also on, also, friendlytag is hard disabled for veteran mode.
May 10 2016, 1:07 AM · Arma 3
MacScottie added a comment to T63441: ShackTac Fireteam HUD should be implemented..

If you want it, download it. Don't force it on the rest of us.

May 10 2016, 12:40 AM · Arma 3
MacScottie added a comment to T63313: Separate the Civilian options.

The "Farm" Module doesn't have vehicles. It's just like the difference between "Base" and "OP" in the BluFor/OpFor modules.

So you can do civis only then drop some scattered vehicles manually.

May 10 2016, 12:36 AM · Arma 3
MacScottie added a comment to T62920: AI needs building usage routines.

Yes indeed. It's frustrating to see a team of AI move to a building that they know they're being shot from, and just circle around it from the outside while never going in. The amount of depth AI moving into and clearing buildings would add would be astounding.

May 10 2016, 12:20 AM · Arma 3
MacScottie added a comment to T62514: Rifle is slung on back when switching to pistol..

I 100% support this(I was actually about to post this same issue).

I know the SMK animation mod in ArmA 2 did this, and I thought Smookie was doing the ArmA 3 animstions, so it's a little bizarre that it's not in.

As boloforo said, the rifle appears to be slung across your chest when in the walk animation, so why not have the rifle simply drop to across your chest when you pull your pistol out? It would also GREATLY decrease the amount of time it takes to transition to the pistol.

May 10 2016, 12:04 AM · Arma 3

May 9 2016

MacScottie added a comment to T62037: Game FPS drops to almost nothing at apparently random times..

I am having this issue with extreme consistency. Nearly every time I play A3 my frames will take a sudden nosedive from 30-50 to 5-15.

The constant in this matter is that it happens in every facet of the game. MP, SP, Editor while making missions, etc. Everywhere. It's really hampering my A3 experience.

-FLUSH does nothing. The only thing that will fix it is exiting and restarting ARMA which, when hosting a mission, is a massive pain for everyone involved.

The interesting thing is that when this happens, if I keep my camera perfectly still and don't look around, my FPS will be normal, but the second I try to look around, the stutter/fps drop is back.

This has been happening in every build for the past 2 months. I'm currently on Dev build and it happened today. It happens both with and without mods. I have found no constant variable and have been unable to fix it by either rolling back my video drivers or updating them.

System specs:

i5 Ivy Bridge 3570k
120 gig SSD
8 gigs ram
nVidia Geforce GTX 560ti

Would this FPS drop be in the .rpt file?

Here is my RPT for the last play session this sudden FPS drop occurred in(today):

https://dl.dropboxusercontent.com/u/11546627/ArmA%20Misc/arma3_2013-06-15_13-51-35.7z

May 9 2016, 11:43 PM · Arma 3
MacScottie added a comment to T61999: weapons shoot high in CQB.

"http://www.google.se/search?hl=sv&site=imghp&tbm=isch&source=hp&biw=2560&bih=1339&q=rifle+zeroing&oq=rifle+zer&gs_l=img.3.0.0i24.1269.9893.0.11273.28.12.10.6.11.0.82.905.12.12.0...0.0...1ac.1.5.img.Bqzq_4rMchg#imgrc=ggCFqihHkJ6-cM%3A%3B3xmCY5CY4oUuZM%3Bhttp%253A%252F%252Fupload.wikimedia.org%252Fwikipedia%252Fen%252Fa%252Fa8%252FTargetShooting3.gif%3Bhttp%253A%252F%252Fen.wikipedia.org%252Fwiki%252FRifleman's_rule%3B600%3B270 [^]

The 300 m zeroing (displayed at the top right corner) means that the scope angle is set so that the bullet is in the center of the crosshair at 300 m!!!!

If, you're closer than 300 m, the bullet is going slightly higher than you aim for"


The diagram you posted is correct, but you then explained it incorrectly. As you see in the diagram, the bullet comes out of the barrel below the point of aim. It then arcs up to your POA, crosses it, goes high(about 8 inches max), then arcs back down and crosses your POA again at ~300m.

Depending on how far you zero your rifle out is where your round will start to arc up above your point of aim. Most rifles are zeroed at 25 or 50m. This means that your round will be BELOW your crosshairs at 25-50m, and won't be SIGNIFICANTLY above it until ~ 150-200m. Some are even zeroed at 100m.

So all that said, a round going over someone's head at cqb distances is neither correct nor realistic. And the 20+ people that downvoted this thread then tried to offer their own "I own X rifles so I'm right", are in fact not right.

May 9 2016, 11:39 PM · Arma 3
MacScottie added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

AI seems to be able to very easily see through foliage/bushes/tree branches/leaves.

May 9 2016, 11:27 PM · Arma 3
MacScottie added a comment to T61606: Tactical crouch is too fast.

I think it needs to be slower than standing tactical pace. If it's kept as is, which is faster, then noone will ever stand when in a firefight...

May 9 2016, 11:14 PM · Arma 3
MacScottie added a comment to T61417: Kill shot on an enemy doesn't feel real..

What really doesn't feel real is in ArmA 2 when you shoot an enemy in the middle of an animation, he'll complete that animation before switching over to the death animation. While I don't disagree necessarily with the issue, it's a hell of a lot better than the old death animations.

May 9 2016, 11:06 PM · Arma 3
MacScottie added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Please make this optional if it is implemented.

May 9 2016, 10:25 PM · Arma 3
MacScottie added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Surge72 and Raikoh, you are both ABSOLUTELY INCORRECT. I take it neither of you played ArmA 2 or understand how it's recoil was managed.

May 9 2016, 9:58 PM · Arma 3
MacScottie added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

As per request:

It's not actually the amount of recoil. It's the fact that when your weapon recoils, it simply stays up in the air. Gravity and muscle memory don't properly reset the weapon near to the starting position as they should. The recoil amount itself isn't an issue. The fact that your weapon just goes up into the air and doesn't come back down is the real issue.

The "learned" recoil we need in ArmA 3 should simply be the same as the ArmA 2 model. You fire and your recoil resets near, but not directly onto, the point you were originally aiming. I guess that the vast majority of dissenters on this topic didn't play ArmA 2.

May 9 2016, 9:58 PM · Arma 3
MacScottie added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

"This is NOT a duplicate of the above mentioned issue (0000599).

As I explained above, I am NOT objecting to the *amount* of recoil in the game. The *amount* of recoil is just fine in my opinion.

I am saying that the game mechanic for handling the reset of the aim after the recoil is unrealistic. This is a completely separate issue and should be brought to the developers' attention. "


This is correct, and since posting the issue on recoil I have come to realize that the amount of recoil itself is NOT the issue. It's the fact that the recoil simply goes up and stays there, with no return to the original aiming point. I made a short video demonstrating the issue a few days ago:

http://www.youtube.com/watch?v=d3wZNbALO7c

May 9 2016, 9:58 PM · Arma 3
MacScottie added a comment to T60191: Pistol damage too low..

"Pistols are meant to be used at closerange, but then, a headshot is fatal, even if you wear a helmet - esp. at really close range."

This is incorrect. Nearly all modern ballistic helmets will stop pistol rounds. They're Class III/IIIA armor. They won't stop rifle rounds, however. You have to step up to Class IV Armor for rifle protection, which is why modern body armor has "rifle plates" in the front and back(and sometimes sides).

The pistols in A3 feel like they do a very solid amount of damage.

May 9 2016, 9:34 PM · Arma 3
MacScottie added a comment to T60167: Many complaints about recoil... Solution: Weapon bi-pods/ weapon resting.

"So no, as part of the 15th MEU Realism Unit for ARMA we agree the recoil is fine"

No buddy, we don't. The recoil is horribly broken and unrealistic.

While everyone wants to see the weapon resting system from ACE implemented, if the core of the recoil model isn't fixed and tuned to a playable state, all it will be is a bandaid.

May 9 2016, 9:29 PM · Arma 3
MacScottie added a comment to T59645: Unmanageable recoil and recoil inconsistancy.

Thank you Squish. I certified as an advanced marksmanship instructor by the AMU while stationed in Korea in 2004. The amount of ignorance from the people saying that the current model is "fine" and that I should "compensate with my mouse" is ridiculous at best.

May 9 2016, 7:07 PM · Arma 3
MacScottie added a comment to T59645: Unmanageable recoil and recoil inconsistancy.

I've made a video that somewhat showcases the issue:

http://www.youtube.com/watch?v=d3wZNbALO7c

May 9 2016, 7:06 PM · Arma 3
MacScottie edited Steps To Reproduce on T59645: Unmanageable recoil and recoil inconsistancy.
May 9 2016, 7:06 PM · Arma 3
MacScottie added a comment to T59622: Switch from Main to Sidearm while moving.

I will add to this, that instead of putting your weapon on your back when transitioning to pistol, you should simply let it go and let it hang across the front of your chest via sling. The across chest sling is already simulated when walking, why not while the pistol is out as well?

May 9 2016, 7:04 PM · Arma 3
MacScottie added a comment to T58561: Helicopter cyclic forwards permanently bound to "E".

Thank god. I thought I was doing something horribly wrong. Thanks for the post, and thanks for the resolution Blue.

May 9 2016, 3:20 PM · Arma 3