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- User Since
- Jul 20 2013, 6:28 AM (593 w, 4 d)
Jul 4 2016
I believe this should be integrated to the game mechanics as most real aircraft can reverse thrust.
May 10 2016
Oh and by the way, Bjarne Stroustrup implemented Mulitple Inheritance in C++ in 1984, So I guess that 30 years later Bohemia is probably able to do the same...
I think that the Current Inheritance structure is unnecessarily complex to work with for a simple reason.
Every-time you want to redefine something on more than one level at the time you have to re-declare the whole tree of parent classes making sure not to mention one class twice...
Which makes it especially hard to do pragmatically or even manually if you have a lot of classes to redefine.
Since then they all at some point inherit from each other on multiple level and even sometime on the same level.
Multiple Inheritance would solve.
Being able to redefine inherited sub-properties without being forced to re-declare them would also solve that issue.
3 other players in my team have the same problem.
I have the same problem.
It looks like the range of my controller just went from 0%-100% to 25%-75%
I can't fly anything anymore.
The range is fine with the keyboard.
I was talking about "Fast Forward" under plane control which is not mapped by default.
but my point is that it should not even be there in that part of the menu.
The suggested new version of the Industry standard preset is a mix of the industry standards and my personal preferences which also make sense.
BUT THAT IS NOT THE POINT OF THE TICKET.
The point is that many controls are not even functional.
Just take a look at the Fast Forward control under Plane Controls... That control makes your plane nose go down.
And there is also an awful amount of duplicates and a general inconsistency when it comes to toggles...
I am not being picky, Arma 3 controls need improvement !
look at the pictures...
PDF FILE LINK https://www.dropbox.com/s/q0n1vqgpsu05bb8/Arma%203%20Controls%20Update%20V1.pdf?dl=0
What are the allowed file type O.O! pdf is not even working ......
If you take a close look at the controls you will see that they are brokens. I'm not talking about making Arma 3 a COD game here. I'm talking about fixing issues.
correct ticket http://feedback.arma3.com/view.php?id=20455
Duplicate please close
Duplicate please close
correct ticket http://feedback.arma3.com/view.php?id=20455
Duplicate please close
correct ticket http://feedback.arma3.com/view.php?id=20455
Duplicate post please close
correct ticket http://feedback.arma3.com/view.php?id=20455
So you're telling me that they created a control to enable you to crash your plane faster instead of an Afterburner... Are you a troll ?
I confirm it does not work.
That control by all means should be linked to the afterburner... but it's not.
Instead it is a "Fast Nose Down" control which is completely useless.
When you press it you crash :)
I also talk about that issues in my general controls overhaul ticket :
http://feedback.arma3.com/view.php?id=20455 [^]
AD2001 can you F** read and try the f** issues before commenting and down voting them. Because I see your name all over the place and you're obviously not reading s***. Thanks
Right here Paramedic256 is talking about the Fast Forward control configuration in the Plane Controls menu that you did not looked at.
That control by all means should be linked to the afterburner... but it's not.
Instead it is a "Fast Nose Down" control which is completely useless.
When you press it you crash :)
I also talk about that issues in my general controls overhaul ticket :
http://feedback.arma3.com/view.php?id=20455
it should simply be link to the infantry movement.
This issue is almost fixed with the latest version.
I suggest you take a look at DCS World and the way the render triple screen because it does look perfect on there game, which gives me hope.
If you got that issue fixed then tell us your ratios and configs or at least send us a screenshot. Because if you never even tried how can you even try to solve that issue.
I really don't know how to make it work... I really think that there's something wrong with the Engine because I did all the calculation many time and I even build a spreadsheet with confirmation formula just to make sure I was doing it right and it still looks weird and the circle don't align...
Maybe they use a weird formula that I don't know of or something... I really don't know what to do...
Look at the screenshot !
Can you give me your FOV settings if you got it right ???
Or your just telling me that I'm wrong and that there's no actual problem without even trying it ?
If you have 3 horizontal 16:9 monitor then it should be the same.
http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php
120 degree = 2.0943951 radians 5760px
x
36 degree = 0.628318531 radians 1080px
which is equivalent to a ratio of 16:3 once converted to width and height
And should not be stretched in any way.
The problem lies in way the engine generates the projection or perspective.
Screenshot 9 and 10 have been taken from the exact same location . No zoom, no aim, No nothing. But look how close the building on the right looks when its on the right monitor compared to when its in the center of the screen. No imagine that you are flying and helicopter close to some building... Believe me you gonna crash.
You were right about the ratio I was in 12:3 when I should have been in 16:3 which is :
fovTop=0.628318531; 36 degrees
fovLeft=2.094395102; 120 degrees
this is exactly the ratio I have in proportion to my screen setup
I did the maths so it should be squared in game.
But it is not, Plus it feels claustrophobic, Plus it looks even worse, Plus the circle does not look like a circle and it does not align (which I don't think it is supposed to do anyway)
That problem look less bad if you place your 3 screen on a straight line... But who does that seriously ???
I will sound annoying but, did you create a new profile and remapped your controls ?
At least just to make sure it does not solve the issue.
The other thing I've found is in the config file.
The offset of the controller is 512 in the old file and 256 in the new one.
Try to change it to 256 in your config file.
example :
class Joystick1
{
guid="B1D6C610-46E3-11E3-8001-444553540000"; name="SideWinder Force Feedback 2 Joystick"; offset=256; isXInput=0; mode="Custom"; analogClickHigh=0.40000001; analogClickLow=0.2;
};
One last thing, make sure you map:
Collective Raise Analog to your z- or z+
Collective Lower Analog to your z+ or z-
One on each and nothing in the non-analog settings.
Yes because it will create a new config file with a the version 2 instead of the old one.
I've explained it earlier in the conversation but do understand that you probably did not read the whole topic.
I agree that it should be "fixed" but if the fix was to clear all the old profiles I agree that it's a good thing that they didn't do it.
I'm talking about VJOY for those who have splited axis or multiple controllers.
I personnaly don't have one but I'm sure VJOY can fix that. I've also not tried the fix suggested by the dev which was to map both axis to the same control which might also work.
But VJOY is great if you have an odd configuration of multiple controllers or a very old joystick. For me it fixed the joytisk problem I had with unity based games like KSP.
Another solution that also involves creating a new profile and remapping everything but that will solve 99% of the issues with any controler is to use VJOY :
http://vjoystick.sourceforge.net/site/
and
http://www.autohotkey.com/board/topic/89279-ujr-universal-joystick-remapper-using-vjoy/
It is quite painful to install and configure but it is very flexible. It can merge 2 axis into one or split an axis into 2. It basically take your controller input, manipulate the values and simulate another virtual controller that is then mapped into the game.
What I figured is that since 1.42 I think *(not sure about when) but they changed the configuration of the config file. Axis values have changed. Unless you want to painfully convert all the old values to the new one. I strongly recommend you create a new profile in game and remap your controller on that new profile.
I've found a fix.
In game, create a new player profile and remap all your controls.
It's painful but it work.
Same issue than 0024864.
3 other players have the same problem in my team.
May 9 2016
Single player = High FPS
Multiplayer on regular dedicated server = Low FPS
Multiplayer on regular dedicated server with more NPC = even lower FPS
Mutliplayer on dedicated server with Headless client = High FPS.
Conclusion : low FPS is linked with the server not being able to process the AI fast enough...
That should obviously not slow down your graphical refresh rate since network update and graphic update should be 2 separate things...
But it does.
And I'm guessing that this is coded so far deep inside then engine of the game that they won't even bother fixing it...
Sorry.
Why does the single most up-voted issue of all time is taking so much time to be resolved?
Why does the single most up-voted issue of all time is taking so much time to be resolved?