Page MenuHomeFeedback Tracker

MrR4PT0R
User

Projects

User does not belong to any projects.

User Details

User Since
May 7 2013, 2:18 AM (572 w, 4 d)

Recent Activity

May 10 2016

MrR4PT0R added a comment to T73301: Visible weapons inside the transport vehicle..

Were they ? I cannot seem to recall , memory fades but as it stands now only few vehicles allow the weapons to be visible.

May 10 2016, 6:37 AM · Arma 3
MrR4PT0R edited Steps To Reproduce on T73301: Visible weapons inside the transport vehicle..
May 10 2016, 6:37 AM · Arma 3
MrR4PT0R added a comment to T73092: Car brakes are unrealistically weak..

Guys , each car has its own braking distance which is effected from its mass and speed , for example the sport hatchback should have the smallest while on wheeled APCs it should be way more at a given speed .

Tracked vehicles behave differently and should not be included in any configuration of the wheeled vehicles.

May 10 2016, 6:29 AM · Arma 3
MrR4PT0R added a comment to T72769: Unrealistic air to air weapons of the A-143 Buzzard jet..

I'm sorry but i don't see chaff in game like you do guys , i was expecting a huge cloud of particles , i haven't seen that yet .

Also missile effectiveness against CM is way too low in general , i don't understand why one should fire such an expensive weapon just to be fouled by a cheap flare combined with a cloud of small metallic pieces.

Right now in order to hit something with a missile you will have to fire from point blank , go ahead and take out some mi 48s , you will see what i am talking about.

Short range missile are made with agility in mind thus are very very agile , outmaneuvering one of those is unlikely , the only ways i can think of evading short range missiles are excessive use of flares , going against the dawning/rising sun or simply outrange them if possible.

May 10 2016, 6:20 AM · Arma 3
MrR4PT0R edited Steps To Reproduce on T72769: Unrealistic air to air weapons of the A-143 Buzzard jet..
May 10 2016, 6:20 AM · Arma 3
MrR4PT0R edited Steps To Reproduce on T72414: Editor move command not usable with building floors.
May 10 2016, 6:12 AM · Arma 3
MrR4PT0R added a comment to T72381: M2A1 Slammer too small.

I think they haven't fixed the Panther yet it still feels small , and Slammer is so small it looks like a toy :D

May 10 2016, 6:11 AM · Arma 3
MrR4PT0R added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

You shouldn't underestimate the Russians :D , velocity is squared and therefore plays a far bigger role in the energy output of the round than its mass :) .

An other thing is that we calculated the muzzle energy of the weapon (point blank shots) and not the energy upon impact which is heavily dependent on distance traveled .

I tested the btr-k with the slammer tank it reacts weirdly , sometimes when hit it just explodes right away , sometimes it takes no damage at all .

I believe what we are asking here in general is an advanced damage model for vehicles which is an old subject and community wish.

Also thanks for the informing site guys.

May 10 2016, 6:11 AM · Arma 3
MrR4PT0R added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

I don't seem to understand the stopped dead thing :| , then i assume you mean that it will have an impact on its speed but not stopped? , this is true but it won't make much of a change other than a good shake :)

But generally a round does not have enough momentum to dead stop (literally stop) a tank , just do the math p=m*u , in my calculations i used 4Kg for the mass of the round and 50 tons for the tank with 1900m/s for the round and 8,3 m/s (30Km/h) for the tank.

I am not sure about the mass of the round though , i made some rough calculations based on uranium density and the volume from the dimensions of a typical sabot round.

Depleted uranium can ignite on its own in high temperatures but considering the friction at these high speeds this is almost certain at least on impact .

Also the energy goes to the vehicle as both heat and deformation but mostly as deformation (to archive penetration) and when penetration happens the round still hasn't given all of its energy as it is still in motion inside the vehicle. Deformation also happens on the round and that's also some energy lost

There may be also heated fragments (mostly from the vehicle itself i believe) inside the vehicle but i highly doubt that the round itself will end up disintegrating into plasma .

I am not an arms expert so my limited arms knowledge comes from the net and wikipedia which says that APFSDS rounds generally operate in the range of 1,400 to 1,900 m/s and with the max listed velocity and a round of 4 Kg mass it only gives energy of 7,22 Megajoules .

Anyway as i stated i am not an arms expert i just love physics so i might just say nonsense :) but with the numbers i gathered around it just impossible to have a round produce 240 Megajoules of energy (that's a lot!).

And all these are not to say that collateral damage is impossible as hot air alone can burn a person's face but setting up the vehicle on fire if it does not make contact with something flammable (fuel,ammo,seats for example) in my opinion is unlikely .

In my opinion there should be major hull damage/deformation and death to any passengers in close proximity from point of impact , deformation should affect vehicle movement performance.

Don't forget that APFSDS is designed for armor penetration and not to explode :) .

May 10 2016, 6:11 AM · Arma 3
MrR4PT0R added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

It seems you have misconception about momentum ... a 50 ton vehicle will NEVER "dead stop" from a sabot round . It is designed for penetration and it does not explode inside the vehicle , it's the heat gained in flight that does the "burning" damage if any .

Also not sure about going all the way through the btr-k but the devs said it has poor armor so i would count it as possible .

May 10 2016, 6:11 AM · Arma 3
MrR4PT0R added a comment to T72341: A-143 will steer for no reason at all.

it happened to me as well on takeoff run , it went slightly to the right.

May 10 2016, 6:10 AM · Arma 3
MrR4PT0R edited Steps To Reproduce on T72030: IR/thermal vision not simulated properly with fog, smoke , clouds and ambient temperature..
May 10 2016, 6:01 AM · Arma 3
MrR4PT0R added a comment to T71583: Ground terraforms when moving.

I also noticed that , the ground goes down to the same level as your feet as you move forward , creating a visible "barrier" 2~3 meters ahead of you .

It seems it has something to do with LoD distance or the camo/sinking in the ground thing or both.

May 10 2016, 5:49 AM · Arma 3
MrR4PT0R added a comment to T71463: HE rounds (20/30/40mm) sound not rendered for each round impact..

I can reproduce this with the buzzard jet , no sound at all for bullet impact.

May 10 2016, 5:46 AM · Arma 3
MrR4PT0R added a comment to T70790: Laser designator (laser marker) beam should be visible in NV/IR.

Just to add to the discussion and some things i noticed.

I am not familiar with masers but reading on wiki i found that they work exactly the same way as the lasers .

Also masers as wiki says emit light across a broader band of the spectrum (as one can clearly see at the picture on the right) not just microwaves (oh and the picture is not a false color image)

Additionally lasers can be very exact to the frequency/wavelength they emit and that is very useful in military applications for various reasons .

Darkwanderer this is not an attack to you or anything but every video posted here shows exactly the opposite of what you say.

Every laser that is visible in the videos posted is a gun attachment laser designed to be visible in NV and its purpose is to point things at your mates that use NVG not to guide in bombs and missiles .

Not to say that pilots using NV cant see it or fire where it points but laser guided bombs/missiles do not lock or cant see this laser.

The video where a simple camera can see a 1064 nm wavelength laser is false.

I am not going to expand on the photoelectric effect and why it cannot see it but i will point out that you can actually see the paper burning and smoke rising , so what you actually see (what the camera sees) in the video is red/infrared light from the heated/burning surface of the paper and not the laser itself.

Also as thepredator said the laser of a designator is pulse-coded for a reason , each weapon has its own pulse-code to follow.

Now , my knowledge with NV and weapon systems in general is limited but to my knowledge what NV basically does (the site that darkwanderer posted suggest otherwise) is mostly multiplying/amplifying the available light to visible levels and less "looking" in IR/heat wavelengths .

I have to say that modern NV maybe made able to see more of the IR since the above method requires some minor lighting to function properly so newer systems might use more of the IR just in case of complete darkness situation but NV is not IR vision , there are devices specialized for IR that are much more sensitive .

And even the device (GEN III) from the site darkwanderer posted will not be able to see a laser of 1000 nm wavelength , not even 950 nm

Also visibility as thepredator said is a huge factor , i cannot stress you enough how important this is , as not only the "paint" on the target but the beam itself will be visible leading back to the operator .

Anyway , all these are not to say that the laser designator light is not detectable , there may be devices that are designed to do just that but i wouldnt expect NVG to do that , maybe a far-IR sensor could do it .

Again as I stated in the start what I said is my knowledge and my opinion only , I am not here to bash/attack/offend anyone , just to add and clear somethings up

:)

May 10 2016, 5:24 AM · Arma 3
MrR4PT0R edited Steps To Reproduce on T70564: Manual gun cocking.
May 10 2016, 5:17 AM · Arma 3
MrR4PT0R added a comment to T69624: Mortars should have limited Illum and smoke grenades.

Flares do not work currently in beta ... i tried both mortar flares and underbarrel grenade launcher flares for the blue army and neither worked also i noticed that the mortar doesnt make a sound when firing.

May 10 2016, 4:42 AM · Arma 3
MrR4PT0R added a comment to T69434: SUGGESTION for Reloading Missile launchers + Disposable Launchers.

@kgino1045

I suppose you talk about the devs , they said they are in data lock (or something like that) for now until official release , meaning the will only fix what is essential for a stable release and then hopefully the will get back fixing/adding other stuff.

Good point instagoat , upvoted!

May 10 2016, 4:35 AM · Arma 3
MrR4PT0R added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

Up voted ! IMHO i belive they should trade off balance for realism , balance is something the mission maker has to take care of . I also dont worry about flying or targeting being made more difficult due to realism since modern and future systems are made with ergonomics and ease of use in mind . So proper guidance , targeting and IFF should be in. I also wanted to note that the current IR vision cannot "see" deep in the fog which is false (correct me if i am wrong). This could be a game changer with the new fog technology...having fog at low altitude.

May 10 2016, 4:04 AM · Arma 3
MrR4PT0R added a comment to T68643: Helicopters drop when AA hits them.

The rotor cannot stop instantly like it does now when hit by rockets .

Actually i believe the true effect is yet to be added in game because if a rocket does hit the rotor , the blades will break off , the rotor will continue to spin but without the blades the helicopter will go down like we see in game.

The problem is that the current animation shows the helicopter falling with the rotor stopped and the rotor blades on.

Maybe they could add a nice rotor blade break off effect and show the blades spin half broken or cut off .

Also stability comes to mind if lets say the helicopter remains flyable but with a single blade broken or cut off completely.

May 10 2016, 4:02 AM · Arma 3
MrR4PT0R added a comment to T68614: Trophy system for applicable vehicles.

This is a MUST , i can't stand it now just sitting there , it will take vehicle warfare into a new level .

May 10 2016, 4:01 AM · Arma 3
MrR4PT0R added a comment to T67191: Force/Tweak AI to use appropriate weapons.

Thank you guys :)

May 10 2016, 3:10 AM · Arma 3
MrR4PT0R added a comment to T65171: Low depth water lightness.

Also add some underwater flashlights plz , at the moment you can not navigate under water at night.

May 10 2016, 1:50 AM · Arma 3
MrR4PT0R added a comment to T63527: Suggestion: Ambiente sound of animals and wind/weather.

Something i also noticed on the subject is that cicades sing all around the year no matter the season which is false, they should be singing only in summer as in reality. Also i think that they stop singing at night in arma 3 (correct me if i am wrong) , which is also false as they tend to sing at night and sometimes so loud that they keep you up.

May 10 2016, 12:43 AM · Arma 3
MrR4PT0R added a comment to T63058: IR lasers not visible at (at least) 300m through NV.

There is no visible glow in IR lasers...

May 10 2016, 12:28 AM · Arma 3

May 9 2016

MrR4PT0R added a comment to T61848: Missing realistic effects to weather elements.

I would be happy with having waves smashing at the rocky coasts since stratis is a rocky island , also it would show that swimming in stormy weather is dangerous .
The night sky with shooting stars and the milky way would be great :) . As for the atmosfear and stalker videos i wanted to note that they present unrealistic weather effects (blowouts) due to the very nature of the zone. Also stalker's xray engine has THE BEST dynamic lights i have ever seen in a game , many thing we see on these videos may be not possible currently on arma 3.

May 9 2016, 11:29 PM · Arma 3
MrR4PT0R added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

This also happens when you get hit and survive an explosion (grenade or something) , the view with the gun points straight up to the sky and never comes back down .... and it gets even more hilarious when this happens while prone :D

May 9 2016, 10:02 PM · Arma 3