- User Since
- Mar 5 2013, 11:18 PM (464 w, 21 h)
May 10 2016
Allrighty, this sounds good then ;]
Vehicles should not explode in the 1st place and even rarely catch fire, unless his with explosives.
Yes, yes and yes. I was thinking about the same thing while playing ArmA II. Even a falling chopper won't explode - it will just crash IRL, unless someone placed a barrel of nitroglycerin in it.
Vehicles crash, smoke, even burn (rarely), but they explode only in Hollywood. ArmA was not supposed to be a Michael Bay movie.
I can confirm that - happened to me today on Wasteland server. Looks rather inappropriate :P
May 9 2016
Hahah, hilarious issue dude ;]
Honestly though, I think they have better things to do (like optimizing the engine up the modern standards). Rabbits are just mobile props ;]
Actually, all effect should be optional and scalable - like in any modern game since 2002. Even one of the devs said it should be like that, so here's for hoping that the rest of the team will stop being so stubborn ;]
It's a very big issue since ArmA 2 launch and is effectively making people turn off PP in order to stay competitive. What's worse, it's the same in Take On Helicopters.
Same problem here. ArmA III only uses 30% of my i7-3770K and 40% of my Radeon HD7870. It's exactly the same as in ArmA II and Take On Helicopters.
Gigantic waste of processing power that could go into rendering stable 60FPS (now I'm getting between 20 and 45). Usually games required more than I have - in this case the game refuses to put my PC to good use. Such a weird thing to experience in a modern game...
This is gamebreaking for headtrack users. All that we really need is the HUD from Take on Helicopters (screenshot attached). X shows where you're looking (like the current HUD in the helmet), hevron is a fixed 'crosshair' and the circle shows the direction in which the helo is flying (kinda compensates for the lack of gravity). Even if simplified, it would still be great.