Page MenuHomeFeedback Tracker

Quantti
User

Projects

User does not belong to any projects.

User Details

User Since
Nov 3 2013, 9:38 AM (420 w, 6 d)

Recent Activity

May 10 2016

Quantti edited Steps To Reproduce on T74223: M2A1 Slammer takes no damage if hit with 120mm APFSDS in the right spot.
May 10 2016, 7:07 AM · Arma 3
Quantti added a comment to T74172: *Updated* 5.56mm penetration capability is too low / some materials have penetration values off.

The problem seems to be the penetration values of certain materials, not the damage done by projectiles - so it's definitely not a duplicate of your original report about 5.56mm making too little damage upon hitting a character. :)

May 10 2016, 7:06 AM · Arma 3
Quantti added a comment to T74172: *Updated* 5.56mm penetration capability is too low / some materials have penetration values off.

@Deadfast For some reason it never occured to me that the problem could be in the material tried to be penetrated, not the round...

Anyway I played around with the 7.62 Mk18 and .50 cal sniper and to find out if there are more of the kinds of materials that have unrealistic penetration properties and it turns out there is atleast two more: a brick wall and a concrete wall/pillar.

The .50 cal sniper didn't penetrate a brick or a concrete wall nor the pillar even from a point blank range (new pics related). Even the 7.62 NATO round should penetrate the walls if shot close enough, just see this video of the round penetrating and tearing apart a concrete cinder block wall from 250 yards (around 230 meters):

http://www.youtube.com/watch?v=JwZPJgkF6G8

@Dr_Death I'm not sure if charecter damage modeling and penetration modeling have alot in common, so I don't think it's a duplicate... it was duplicate of the one posted by Deadfast alright, but I think I contributed atleast something new with the above remarks.

May 10 2016, 7:06 AM · Arma 3
Quantti edited Steps To Reproduce on T74172: *Updated* 5.56mm penetration capability is too low / some materials have penetration values off.
May 10 2016, 7:06 AM · Arma 3
Quantti added a comment to T72995: MRCO Optics alpha issue.

Yup, problem still persists atleast with MX 6.5 rifle. Uploaded a pic showing it.

May 10 2016, 6:27 AM · Arma 3
Quantti added a comment to T72720: Turret locking for vehicles (switchable).

Good point. The attack chopper gunner turrets should also have laser designators with the capability of locking & launching a missile at the designated point. Makes the attack choppers way more realistic and with this ability you can kill infantry with the missiles. Would be a good use in MP modes such as Capture the Island.

Wonder why they have ignored these kinds of capabilities which are evident on a modern battlefield. Makes the systems too complicated? Bah - Arma is mostly played by those who want more than just "point and shoot" anyways.

May 10 2016, 6:19 AM · Arma 3
Quantti added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

"APFSDS penetrators will only overpenetrate a target with very little armor" -InstaGoat

This is untrue since there are documented cases of 120mm APFSDS fully penetrating T-72's and even M1A1's in friendy fire cases. See pic I uploaded.

But in the game there are cases where a 120m APFSDS rounds penetrates a whole Slammer tank hitting the crew compartment and even the hull doesn't take damage, please fix this bug.

May 10 2016, 6:11 AM · Arma 3
Quantti added a comment to T65864: Targetting pods for aircraft.

"Doesn't take much effort for foot players to carry a laser designator, as they usually do need some sort of viewing magnification anyways." -rogerx

Sadly most players prefer rangefinders. Also, when playing eg. CTI mode and I take a CAS jet and ask my teammates to get laser designators, maybe 1-2 will get them and even then it's pure chance they get to lase valauble targets for me.

"Targeting pods are going to require more code when there are already plenty of bugs to fix."

This is a moot point since there are already UAV turrets with laser designators. Only thing needed to add script-wise is the ability to lock-on to a certain point in ground and this has been done in Mando Missile Addon mod in Arma 2 without bugs. Also they would need to add the targeting pod model for the CAS jets, but that is hardly a big inconvenience.

The biggest point however is the absence of realism and usability of the CAS jets at this point. Again, there is no point having CAS jets with laser guided bombs if they can't lase their own targets - since people rarely take the time to lase targets for strangers in MP. If they don't add targeting pods, they might aswel go back using the target-lockable Mk82 bombs from Arma 2 with the CAS planes.

May 10 2016, 2:16 AM · Arma 3
Quantti added a comment to T65864: Targetting pods for aircraft.

This was reported 6 months ago and we still don't get to lase our own targets with jets. Why hasn't this important capability implemented yet? Can any developer answer this? It is quite possible as cychou pointed out, it was done with Mando Missile Addon in Arma 2. Don't want to copy the whole system from Mandoble? Then modify it to make it original enough.

Close Air Support jets with laser guided bombs make no sense if they can't lase the target by themselves. Do the developers want to promote teamplay and force team mates to lase the target with laser designators? Well how about promoting realism which is the reason many people prefere Arma over the casual "run and shoot" FPS's?

The link to the video yet again: http://www.youtube.com/watch?v=hgS9MPF1H-k

You could make it simpler than in Mando Missile Addon. An example:

  1. Enter the targeting pod turret with action menu (obviously)
  2. While in the turret view, a click of the left mouse button would lock a specific point in the ground (and de-lock it)
  3. Default key "L" would switch the laser, as with the normal laser designator
  4. No need for fancy Continous Calculated Release Point as this would make it maybe a little too hard for the avarage joe, just lase and lock the bomb with the default "Tab" button

Edit: hope that didn't sound too demanding, but PLEASE, I ask you to look into it as it has major impact on realism and gameplay. Also laser designators for chopper gunners would be nice with missile lock-on capability. :)

May 10 2016, 2:16 AM · Arma 3