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PvtDancer
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User Since
Mar 12 2013, 7:09 PM (574 w, 6 d)

Recent Activity

May 10 2016

PvtDancer added a comment to T87053: Food, water and stamina systems.

I agree. This being a survival simulator it seems like you're a needy city dweller who constantly needs attention and never spent a day in the woods. Would like to see it take a little more to make you tired hungry and thirsty

May 10 2016, 3:14 PM · DayZ
PvtDancer added a comment to T86874: Losing all your gear and spawning on the coast after changing server/relogging..

confirmed happened to me 3 different times mostly after server crashes once to a friend when we changed servers on our own no server crash.

May 10 2016, 3:01 PM · DayZ
PvtDancer added a comment to T86857: Water pump does not work..

I can confirm I've tried 5 pumps and they do not do anything or say I'm drinking from a pond and then nothing.

May 10 2016, 3:00 PM · DayZ
PvtDancer edited Steps To Reproduce on T79704: Add environment class like insidebuilding so engine can detect the camera is in a building.
May 10 2016, 9:30 AM · Arma 3
PvtDancer added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

For SCIENCE!!! Wait... I mean sound! Sound is the biggest let down in ARMA and Thankfully people like LordJarhead and Laxemann are hard at work making the best friggin mod IMO. Please make this possible!

May 10 2016, 8:43 AM · Arma 3
PvtDancer added a comment to T64623: Missing texts in Dev Build 0.53.103524.

Yup I'm getting the same in the editor.

May 10 2016, 1:31 AM · Arma 3
PvtDancer added a comment to T63343: feedback for getting hit is outdated for a simulation.

This right here is a very very tough one to handle. I would prefer this implemented with explosions only as doing this with bullet impacts would be very difficult then you have to calculate glancing shots vs direct hits and where it hits you and which way you fall.

and beyond that unless you weren't ready at all for it a 9mm is a small and light round with deep penetration, its going to have a hard time knocking down an adult of 165 lb's or more. if we are talking .40 S&W loaded correctly or .45 ACP those will have the proper FT-LBS of force to really put some pressure on your body.

However this still doesn't mean it will knock you flat over depending on your stance when you get hit.

IMO cool Idea when close to a grenade\explosion to put you into a short state of shock but rather unreasonable for small arms fire.

May 10 2016, 12:37 AM · Arma 3
PvtDancer added a comment to T63301: NLAW Lock on indicator.

MMMMMM good point. A lock on tone would also be acceptable to properly signal a lock.

May 10 2016, 12:36 AM · Arma 3
PvtDancer edited Steps To Reproduce on T63301: NLAW Lock on indicator.
May 10 2016, 12:36 AM · Arma 3
PvtDancer edited Steps To Reproduce on T63299: Primary to Nlaw weapon change.
May 10 2016, 12:36 AM · Arma 3
PvtDancer added a comment to T63286: Vehicles feel... weak. They stall while going up inclines, are weightless, handle too poorly..

Do I need to repost what I wrote? why would you bump this?

Pvt.Dancer 03-15-2013

"Vehicle physics haven't been fully implemented. wait until Beta before you start talking vehicle physics the TOH model for the heli has yet to be introduced and neither has the vehicle model.

We have these items as a base test of animation and functionality when in use. these things will get better as they actually release the systems that control the vehicle physics. There are many many people who keep posting the same thing."

May 10 2016, 12:35 AM · Arma 3
PvtDancer added a comment to T63286: Vehicles feel... weak. They stall while going up inclines, are weightless, handle too poorly..

Vehicle physics haven't been fully implemented. wait until Beta before you start talking vehicle physics the TOH model for the heli has yet to be introduced and neither has the vehicle model.

We have these items as a base test of animation and functionality when in use. these things will get better as they actually release the systems that control the vehicle physics. There are many many people who keep posting the same thing.

May 10 2016, 12:35 AM · Arma 3
PvtDancer added a comment to T62995: Alot of hackers playing around..

We are still in alpha. and people who hack in alpha's only help close the loop holes when the game is released. its why BE isn't running. Its something you just have to put up with if you play on open servers till release\when BE is implemented and tested.

May 10 2016, 12:22 AM · Arma 3
PvtDancer added a comment to T62981: Hovering Helicopter over water causes screen to blur.

Just thinking it may be more of a place holder than the final effect. Which I think would be cool if it were possible with the Phsyx engine. Having the chopper surrounded by the mist and somewhat affect yours and your crewman's vision especially we get to the point of being able to create some missions that take place on the sea.

but I'm just guessing and dreaming I suppose.

May 10 2016, 12:22 AM · Arma 3
PvtDancer added a comment to T62981: Hovering Helicopter over water causes screen to blur.

Maybe its just supposed to be the affect of the mist obstructing your vision? that would be cool just don't know why you would only see purple. I will have to try this tonight.

May 10 2016, 12:22 AM · Arma 3
PvtDancer added a comment to T62954: Land vehicles especially lighter ones have NO sense of initial torque and/or wheel spin..

Overall the vehicle physics aren't in the game. There are tons of these threads and you'll see me in a lot of them explaining this.

As stated once this is the infantry test. We have the most basic model of vehicles with the most basic physics implemented currently this is simply to test basic animations, movements and basic functionality.

Take the current Helicopter model, we all know by now that they will be using the TOH Flight model but its not in the game yet, this has made the helicopters feel off but they work allow us to test and is not the finished product. It's the same for ground vehicles and if we hit beta and its barely changed, Then we will start threads like this.

May 10 2016, 12:21 AM · Arma 3
PvtDancer edited Steps To Reproduce on T62949: Item name change editor cannot find item.
May 10 2016, 12:21 AM · Arma 3
PvtDancer edited Steps To Reproduce on T62948: AI stops briefly at every waypoint marker.
May 10 2016, 12:21 AM · Arma 3
PvtDancer added a comment to T62942: Cant shoot targets when they are submerged/diving. The bullets wont go through water..

As to SkyeFyre's point I think the bullets were completely stopped at 5 feet down no matter what caliber they were firing. Please correct me if I'm wrong.

Though yeah it could be to difficult to fully simulate this affect or is something that isn't fully in the game at this point. I'm sure some of the Phsyx properties aren't in place yet or fully enabled\polished.

May 10 2016, 12:21 AM · Arma 3
PvtDancer added a comment to T62834: Muzzle flashes and the corresponding illumination of surroundings is highly unrealistic..

Its a perfectly Valid point. and we are playing a simulator and not Battlefield 3 where realism\Authenticity are much more of a guideline and not reality.

I play Arma for the complexity and reality and BF3 for the lols.

May 10 2016, 12:17 AM · Arma 3
PvtDancer added a comment to T62834: Muzzle flashes and the corresponding illumination of surroundings is highly unrealistic..

they were so proud of their lighting effects all together which are stunning. But I was looking at muzzle flash the other day and it wasn't very predominant. but I was sitting at about 500 meeters and barely saw a flash with no light hitting the objects around the shooter. but maybe I just wasn't paying close enough attention.

Good catch though squishall

May 10 2016, 12:17 AM · Arma 3

May 9 2016

PvtDancer added a comment to T62256: Vehicles act like rubber - no weight simulated.

I don't think anyone is arguing on the importance of Phsyx. I agree its a major feature for good immersion.

but until we see the fully implemented phsyx engine on objects\vehicles the way the devs intended to have it, how can we sit here and worry about it? its like talking about the heli's current flying model when we know that the TOH system isn't even in the game yet, its a waste of breath until all systems are in play.

May 9 2016, 11:51 PM · Arma 3
PvtDancer added a comment to T62256: Vehicles act like rubber - no weight simulated.

Remember this is just an Alpha and they probably don't have everything implemented yet in the way of Phsyx and other systems. which is why helis feel so off to most people and why the vehicles feel a little off and why you hear tires on vehicles screech on dirt like you were on ass-fault.

Personally I'm not worried about this as I bet they will improve\implement much better physx by launch

May 9 2016, 11:51 PM · Arma 3
PvtDancer added a comment to T61907: Zeroing doesn't work.

the scopes for the guns in game right now don't support Zeroing. The numbers at the top are just telling you where its sighted in at. These basic kinds of scopes don't have the same windage adjustments as a high power scope does.

May 9 2016, 11:35 PM · Arma 3
PvtDancer added a comment to T61802: Add ability to climb onto/over objects.

Pretends? What other game offers land, sea and air missions plus the ability to make such detailed scenarios through and editor?

But yes that would be a nice feature to see added. I just don't know how hard that would be for them to add in with animations. Though with 3 has come the huge improvement of not getting killed when colliding with objects that was a huge unfortunate deal on A2OA.

May 9 2016, 11:22 PM · Arma 3
PvtDancer added a comment to T61802: Add ability to climb onto/over objects.

Tet has a point. Adding an animation this late in the game wouldn't be easy :\

BUT I would love this feature! I can think of many situations this would have come in handy

May 9 2016, 11:22 PM · Arma 3
PvtDancer added a comment to T60025: No female soldiers models available.

I Like this Idea but don't think it needs to be brought up for the Alpha. we should focus on issues and base game play flaws. I have to vote down as I don't feel its important at this stage in the games development.

May 9 2016, 7:47 PM · Arma 3
PvtDancer added a comment to T59792: Cars roll / tip over too easily.

The alpha is primarily an infantry testing, We have the most basic model of vehicles with the most basic physics implemented currently this is simply to test basic animations, movements and basic functionality.

Take the current Helicopter model, we all know by now that they will be using the TOH Flight model but its not in the game yet, this has made the helicopters feel off but they work and allow us to test them and is not the finished product. It's the same for ground vehicles and if we hit beta and its barely changed, Then start making these threads.

May 9 2016, 7:13 PM · Arma 3
PvtDancer added a comment to T59166: Most vehicles automatically flip upright, almost impossible to roll.

I'm going to write an auto response to the insane amount of people starting threads like this.

The Physics you currently see on Vehicles (At least land and air not sure about sea)Are not the final product. They are just the basic shell of what is to come to test the most basic functionality to get them ready for final use and you can't do that if you added in the fluffy stuff like the new Phsyx engine because people would be talking more about that then basics like when your character is standing up on a quad while driving it that is the stuff we are testing.

The physics will be implemented and improved. Remember, this is an Alpha we are seeing the most basic systems for testing and helping them catch as many bugs\glitches and stability as possible.

May 9 2016, 6:42 PM · Arma 3
PvtDancer added a comment to T59083: Low CPU/GPU Utilization.

Same on my system.

Running a GTX 690 and an I7 2600K at 4.8 GHZ while the latest dev patch smoothed some things out doesnt seems right. I notice this heavily with the dedicated server (Yes I know its not officially released) but its using 1 of 16 xeon cores on my dedicated box :( Would love it if we could take advantage of my HW.

May 9 2016, 4:41 PM · Arma 3
PvtDancer added a comment to T58803: PIP screens flicker, most likely caused by SLI / Crossfire..

I see this on all vehicles that have PIP which makes gunning hard or backing up. it does not happen how ever when I'm gunning and am zoomed in on the screen.

May 9 2016, 4:01 PM · Arma 3
PvtDancer added a comment to T58799: Deploying a weapon / proper use of bipods.

Agreed! having a proper rest when other supported positions like prone or the high prone sitting stance aren't an option a stable rest is a must for a shooter.

May 9 2016, 3:35 PM · Arma 3