- User Since
- Mar 9 2013, 12:11 AM (328 w, 3 d)
May 10 2016
I have said many times before on other issues that pilots do not get the option to eject from helicopters except for specific helicopters.
One can logically assume that if they jumped from a helicopter that was falling from the sky the rotors would pose a very high risk as they are usually spinning at very high speeds.
some exceptions are the Russian Ka-50 and Ka-52 which use an explosive to jettison the rotors from the aircraft and within 1-2 seconds the roof opens and you eject but this is unlikely in the average helicopter.
oh thanks for the info
wasn't sure if someone already reported this, my bad
couldn't find anything relating to it when i searched
Most aircraft have barometric altimeters that can measure altitude from a set reference altitude, mainly sea level.
this is the standard way of telling altitude in an aircraft, always has been.
some aircraft such as Su-25 and KA-50 (that i know of) use both a barometric altimeter and a radar altimeter. the radar altimeter is used to measure altitude above the ground but is rarely used as a reference point for flying height.
I assure you that many if not all fixed wing aircraft use height above sea level as a reference point for flying. Many military aircraft rely heavily upon level flight for proper ordinance delivery. most modern aircraft will not allow the pilot to release a weapon from its pylon without proper flight parameters such as minimum bank angle, minimum altitude etc.
It is 100% realistic to implement a system like this as it has been standard from many, many years and isn't likely to change. Adding this system would defiantly benefit the reality and game play of arma3.
just do some searching, you will see :)
I have noticed this problem too (However i haven't tested the AI lately) they use to engage at further distances but the problem there was that they were too damn accurate (2-4 shots from an assault rifle would normally hit you enough to kill you).
maybe there should be no "Eject" action at all since it is impractical to eject from a moving heli except for a few (KA-50/52), this however is for the pilots. If you are a passenger then it is a little more practical but sill should be limited to helicopters with a rear hatch like door such as the Mi-8 or Mi-26. It is just too dangerous to jump from the side of a heli.
was just about to post an issue on the same thing.
i am not saying your wrong and to an extent i believe you but do not ask to much because remember that these trained soldiers are carrying 30+ kilograms of equipment and that can be exhausting.
either way i still believe it is a bit shorter distance that in real so Upvote.
I might add that not all sound suppressed weapons use subsonic rounds because they are ridiculous in terms of performance. I know that lots of sniper rifles still us supersonic rounds when using a sound suppressor(however a 7.62x51mm will become subsonic after about 800m+)
yes sound suppressors are rarely used in military operations and even when used still produce a sound that can be heard just from a lesser distance. personally i don't bother to use them for there limited useability and there is really no point.
yes it is really sad i liked that feature it made the game so more fluid and smooth plus the fact that you could get ready sooner with out the small delay after pressing right mouse button.
Please don't add all this 'stealth equipment'. not only is it unrealistic but it is also impractical. the furthest I would want to go is abseiling but not Ziplines
hey guys. its been a while since i have written something but i just have to say that i would think it to be fair and realistic if the following happened.
if you were shot in the vest with a high caliber weapon (7.62x51 >) then it should at least make you stumble or become winded.
if you are shot with an AP round (between 5.45 and 50.BMG) it will have little effect on you stance (still some effect)
if you are shot with a pistol round (9x18 or 45.) then it should make a noticeable effect on the person shot.
and please remember that the issue is called "no consequence to being shot" which means it is irrelevant whether you feel pain or not. I remind everyone that only a few milliseconds can be the difference between life or death and if those milliseconds are taken away then you are pretty much going to die a lot of the time.
I am going to make this quick.
first of all how do you train a soldier to act upon being shot because the trainer sure as hell doesn't shoot ever soldier to find out.
secondly when i use the word instantly i mean it, the AI simply turn around and BANG your dead (most of the time before you can fire another shot)
and finally this issue is about consequences to being shot (NOT whether you feel pain or not) so that means vital organs, broken bones, etc. I imagine that if someone were shot in the knee they wouldn't be able to walk on it and due to the instant disability to that particular leg, they would fall (for at least a moment) at which point they STOP SHOOTING AT THE ENEMY! (what i mean by delay)
In NO case does the person that has been shot, fire back INSTANTLY!
there is also the whole other issue about instant detection after shooting an AI (from very far distances) but that is irrelevant right now.
look guys i can imagine that if you get shot in the leg, arm or shoulder then yes I bet there is a chance that you will be able to fire back (PROVIDED that the bullet has not incapacitated the arm they shoot with) however if you are shot in the back, chest, gut, pelvis, neck or even head the chances are that you will NOT be able to react 100% perfectly. because if you get shot it will (no doubt about it) disturb the person it has hit, it will damage them so that they are injured (what a bullet is designed to do) and therefore it will change the way the react.
right now in arma3 once the AI have been shot, they instantly fire back regardless of where they were just hit.
E.g. i was in a fire fight with an AI and we both had pistols shooting back and forth but when ever he got hit he got his aim on me in an instant. even the player as to realign his gun after being shot along with this disorientation caused by the sudden screen movement and the red flashing.
i believe that there should be consequences for both the player and the AI when shot in a not instantly lethal spot. I do not think that the game will go into such detail as to add every bone breakable but a small recovery time at the very least because right now suppressive fire and non-lethal shots normally do not help and often end with you dead.
like in that video linked by 007 .SirBond the man lays down (even know he was hit in the armor) and starts yelling "I'm hit!"
don't tell me that a 7.62mm/ 5.54mm hole in your leg, arm or abdomen will not shock or incapacitate you because if you did i would find it hard to believe.
Just to add a two second delay is the difference between life or death and it is all i am try to ask because right now you can take cover behind a road barrier so that only your head shows but as soon as you fire upon the enemy (say 100m away) and hit them in the leg, arm or any non-lethal spot he will almost instantly pop an extremely accurate shot off and hit you. the player is dead in a fight that he should have had the upper hand in, hence the reason i reported this issue.
Again supporting the issue and for that I thank you. :)
nice idea but i think that is just a bit too dramatic. there is a good chance that you will be able to move (however slowly that might be) to get to cover but you never know i guess we will find out :)
just because you said that i did some research to prove my point and will lets say we both have our correct points however we are both to an extent wrong. the site featured a list of people who had been shot and what they said. Some say that they didn't feel anything at first and others say that it burned like hell and i think two people said that the didn't feel pain but were immobile however all said that they were in shock and in most cases unable to move.
not to say that i don't believe you but being pierced by a sharp object and being shot by a bullet are two very different things as a bullet has the power and energy to break bones and cause nerve problems etc.
all i am saying is that if you are shot there is a good chance that you will not be able to function properly, your head is in a different place (because of shock) so please do not see this as an argument because it isn't, it is all fact, there is only one right and many wrong. you are right in some cases but if you are shot there is a likely chance that you will notice and your body and mind will adjust accordingly.
No matter where you are shot it will hurt and you will not function properly. even being hit in armor will cause some disorientation and you sure as hell won't be able to fire back accurately because not only do you risk being hit again but you (Like I said) will not be able to function properly.
I saw a video once where a soldier got hit in the leg (close range) and he fell over (sort of) yelling for help, he didn't fire back. So this is still a valid problem and i hope you could agree rather than find a reason to disagree with someone who posts a video that clearly shows the basic idea of what being shot is like.
thanks for the link. it explains a lot about a being hit by a bullet and i also agree that lots of people don't know how bad being shot is.
well you have really supported this issue and i thank you for you help :)
i see your point but the AI should at least cut down on the accuracy for a small amount of time otherwise it is just frustrating and annoying
I might just add that this issue is most common when using a pistol (because of the shorter range needed to become lethal)
i am not for the risk vs reward but am more for realism. I do not care about balancing the game. I don't want everything to be fair but instead realistic so if this is all realistic (which it is more or less) then I agree :)
sorry my bad, but still i am talking about an actual pencil that you can draw with etc.
i didn't think it did
i played ACE2 (I always had it on) but i didn't see any such tools.
i understand perfectly and also agree 100%
i have another reported issue about the AI's response to being shot with is like what you have just mentioned.
in reply to "paravbs"
I can understand if the man got away after being shot three times and i personally have never shot a gun before but should it not incapacitate the enemy for at least a moment rather than instantly returning fire.
this is also something that i am not to sure about but I thought that a bullet bigger then a 9mm would have a higher chance to penetrate the enemy because of the extra energy (i also thought that a 9mm had a lower muzzle velocity compared to the 45 but like i said i am no expert i have only read these "facts" from different sources)
in reply to Khan
I have it on veteran difficulty and have never had extended armor on.
i use a somewhat custom difficulty however the latest dev update may have changes some setting temporarily because it did for some time create a new profile so i will find out today :)
i think you are misunderstanding what i am trying to say. I am trying to say that the recoil should not be as consistent as it is. Right not it is going up and to the right in the exact same spot. fair enough it may move that direction the majority of the time but that has to be a chance that the weapon will move in another direction.
and yes i was wrong about putting this issue under animations.
in reply to rogerx
well it doesn't have to be 100% realistic just realistic enough to become
another variable in the game's outcome. there will always be a difference between reality and simulation so there is no use arguing about being spot on with reality. Its just not going to happen. and so long as you have some back lighting the monitor should not pose such a problem to the person playing.
also i am not talking about the dimness of the lights. I have been to some of those issues but i am talking about the affect lights should have on the player, NOT the affect lights should have on the environment.
^This^ (0007571) is a completely different issue compared to the one you have posted (0000931) so i don't know where you are trying to get by telling me about it.
I agree 100% but the hull should still get damaged if you crash at high speeds for in real life the hull would crumple up and the water would practically tear the helicopter (or plane) to shreds. but i agree with the part about the explosion.
can't say i have but i normally get that message if i am missing some content so if you made your missions with mods implemented then maybe somehow when you switched versions your mods disabled hence the error
if not then my only other guess is that the DEV mode is missing something that the original alpha had (but i didn't have any trouble switching and i have made 13+ missions in the stable alpha which work in the DEV mode).
applies for all lights
they just don't work in day
the only unrealistic damage is the helicopters which i successfully landed like a plane at 150 km/h on a runway causing the helicopter to take a lot of damage but i flew away
as for the cars, they seem alright in fact i think there a but under armored (excluding the civilian off road vehicle) for example troop transports today have tires that don't pop when shot or even exploded near. in arma3 you can through a frag and takeout the wheels in one go.
this is really annoying considering this is suppose to be 2035 and yet in 2013 we are able to do better.
it is quite annoying yes but i found you can temporarily bypass this problem by constantly coming at the AI from different directions. (e.g. not the same window)
I do see your point however and in Arma2 i bypassed it with a descent AI enhancing mod
had to hold my fire for this reason several times
i think we all know that this is a problem with all games that can't really be fixed with out a super computer (or at least a computer that can handle large draw distance)
the best way to fix it now is just turn your overall view distance to something you PC can handle and increase the draw distance to full (which will be limited to the set view distance)
this applies for all lights not just lamps
i threw a grenade on top of an enemy and he just gets up and kills me!!
so unless the future soldier is equip with some sort of anti-fragment armor then this is unbelievably annoying
i don't think your "flaps" will change anything. with helicopter wherever the main rotor points that is where the helicopter will got however most modern helicopters have large caliber guns that can move on X,Y axises and "lock on" to specific points on the ground using lasers (external and internal) etc.
sorry guys this issue is wrong. you can enter the vehicle if it is set to unlocked my bad.
I set up a squad of 4 units with an empty ifrit (HMG) that is set to default in the lock option. i am not playing as the unit that commands the squad and when i try and enter the vehicle all it says is gear
maybe it is because it is set to default instead of unlocked, i don't know
if this is easily fixable and not worth putting it up as an issue then please tell me and i will remove it (provided that is possible).
but i don't even have the option to get in at all
it just says gear.
I hope you know how helicopters work
helicopters (and all aircraft for that matter) are made aerodynamically stable so they don't fail and crash to the ground. now a helicopter has two rotors. (A)the main rotor and (B)the anti torque rotor. "B" is the rotor that makes you rotate in mid air (it also keeps the helicopter from randomly rotating because of the spin of the main rotor hence the name anti-torque). once the helicopter gets to a certain speed the aerodynamic shape kicks in an prevents the anti-torque rotor from rotating the helicopter because the air is moving past the helicopter to fast, the anti-torque rotor is not strong enough to rotate that much force (Plus many other problems against physics).
hope i straightened things out
May 9 2016
this was one of the first things that i noticed but actually there might be some sense to it.
what i mean is it may seem like you are 2km away when it says 400m away but that is because there trying to fit a real sized field of view (more or less) into a small monitor half a meter in front of you. kind of like looking through binoculars the wrong way.
hope you get what i am saying and also please tell me if you think i am wrong :)
also do yourself a favor and place a marker anywhere on the map. read the distance (e.g. 500m) then set you player to walk mode and walk slowly until the marker reads 499m. you will see that you have move a distance very close to a meter.
Just try it you will see.
i find it incredibly funny that this game (arma3) has huge improvements and so far i love it but the one thing that was in arma2 that had to pass to arma3 is the rock collision!?
not a too bigger problem though
i tested it jumping out of a hovering helicopter. you seem to die if you are above 5-10 meters or at least need healing.
yes it would be nice to see but i thought that trim was for correcting an aircraft's flight path (make the aircraft go straight and level) rather than for pitching the nose up/down even know that is possible it isn't always 100% necessary
i for one can live without this feature because the flight physics do not make it necessary for trimming as the aircraft always fly straight (Talking about jets not helicopters (at least it was like this in arma2)) but as for helicopters well i am not to sure
I don't know whether it hits above or is just super inaccurate in general but either way i just avoid using pistols regardless.
other then zeroing the rifle it could be the dispersion itself.
bullets will vary up, down, left and right in general plus you have to keep in mind that bullets slow down over the time of flight (aka in the first 200 meters a bullet will drop less then in the next 200 meters)
the first 400 meters will have minimal affect on the bullets path (If shot level with the horizon a 5.56x45mm bullet will drop only 70-80cm (not exact), the difference between you forehead and your hip.
I have experienced this to when i was playing with a friend. it lasted about 20 seconds.
this also happens with a portion the dashboard of some vehicles (Ka-60).
I only once was engaged by an AH-9. i tried everything to get him to shoot but the thing that set him off was when i killed his co-pilot.
I think that right now the only damage system is the different parts of the body (head, chest, waist, legs, arms etc.) and each of them (when hit) will cause different amounts of damage.
It would be nice to see body armor added so long as it is realistic (there are several plates in the vest that, once shot they do not protect if shot again in the same spot) not sure about how many plates there are in the vest though.
there should be a marker somewhere on the encumbrance level that tells you whether you can are going to float or sink
i had this exact problem when i switched units after my original unit was killed.
a bullet should realistically travel about a foot or two before they become non-lethal. I do see your point but i can live with this problem.
Correct me if i am wrong but doesn't the MH-9 and AH-9 only have this problem (Removing the rotors completely)
but either way you have point, no small caliber weapon should be able to completely remove a main or anti-torque rotor.
they should make this exactly like they made accessing vests and backpacks (Double clicking on the backpack/vest which opens a new list)so that when you double click on the weapon, you get a list of the attachments
I agree but i think that it was intentional (don't know why).
the same thing happens with cars sometimes
I have noticed this too and it can be really annoying when you think you have to account for it
the eject option is probably disabled because 1. no pilot in his right mind will abandon his helicopter (unless it was an emergency which in that case go ahead) and 2. there is no option to eject a helicopter in real life (except for a handful)
i can understand if a passenger could "Jump out" if you were at an altitude of say 4-5 meters max and going at a speed less then 10 km/h
I have noticed this too and am finding grenades quite useless and annoying to.
i must say though that i have found it to be more random then consistent, i mean one time i through a grenade within two feet of an enemy and he didn't die but then a similar occurrence happened and the enemy was killed.
I think it would be better if the recoil caused the gun to move up because then you have to line up you shoot after the previous one like in real life
but if it were ever implemented into the game then i hope there is a difficulty setting like Von said.
it is a good point but what i really dislike is the fact that you can't switch weapons or even reload while moving. It is really annoying when you have to change mags and you realize that you aren't behind the best cover so you try to move but you have to wait to reload or switch weapons.
it can only bring benefits and is a perfectly realistic idea.
not all weapons can attach and detach grenade launchers on the go. it would be equivalent to replacing the barrel of the entire weapon to fit a higher caliber and that needs specific tools etc.
it is very rare to find a gun that allows a grenade launcher to be removed and added without use of tools.
I think the AN-94 if one of those very rare few
it would be good to see breakable parts (legs, arms) adding to the realism,
of course that would practical end the mission for you but would also support more focus of the medical part of things (more need for ambulances, and medical choppers etc.)
i was able to reuse the NLAW but i agree with you on the FAF part also it is remarkably slow for a rocket
i think that lights don't even have an effect on how you see in game. when you switch the lights of a car on ingame you can still see the shadowy outline of the car where as in real life you would be blind and unable to see anything beyond the light
this will change your mind
you try carrying 30-40Kg of equipment and run for 100s of meters. it is not like your character is carrying nothing.
Love to see this and have been looking for a game that will actually support this but sadly it may be a major issue for some as using picture in picture in very demanding as you can see where ever they use it in the game it is always very basic graphics, draw distance not to mention the low FPS as well.
still if there was a way to create it without all the drawbacks (not likely)then that would be brilliant.
Upvoted either way.
probably because you use your arms for stability when swimming or diving. the offset kicking of you legs will cause you to invert and the other way around to. either that or you will violently rock side to side, you try aiming a weapon while you are constantly rolling over.
and who wants to fire inaccurately with a weapon that has an effective range of 30m-50m. it would almost be an obsolete feature.
I have the opposite result. the AI seem to just blindly drive over the mines no matter how obvious i made the explosives.
not certain if you already know this ^"Uncertain"^ but FAK is (first aid kit not bandage (if you already knew then my bad)), and yes i think only medics can use the medkits either that or it is only for healing people other than yourself.
that would probably be because the game is picking it up as a modification key
(E.g. "alt+W+S") which has no assigned action.
i was actually going to post an issue about this in a few minutes and i totally agree. the game looses some of its immersion when the helicopter flies over without this effect
can't remember if it was in arma2 or not, oh well upvote either way.
i loved ACE, best mod for arma 2 by far.
it was one of the best feelings when you set up for the 1800-2000m sniper shot, you had wind accounted for as well as drop and then bang...
you watched as the little red tracer flew through the air and into your target
i agree with the arcade thing because i successfully flew a helicopter upside down and it was only losing 2 meters a second in altitude
as for the sensitivity i use a joystick so i don't know
It is true, the AI do seem to see you trough vegetation and that is one of the biggest down sides about fighting AI, they seem to spot you way to easy not to mention that they already know which wall you are about to walk out from
Still, it is much better than arma2
It can make it easier if you turn off textures but still i see your point
not so much ejecting but maybe jumping out from really low altitudes (only as a passenger in a troop transport helicopter) I see your point about ejecting but in reality there a only very few helicopter that have ejecting capabilities.
What really needs to be fixed is the fact that you can not exit a helicopter in water (either because it explodes (Which it shouldn't) or that there is no option to get out)
wouldn't this cause so kind of conflict if you have say two different optics and you right click on the white spot?
please correct me if i have misunderstood what you have said
I really think that the MFCD that is in the hunter should be implemented into the Ifrit. it would make it way easier to see behind and right now you only get a good look at whats in front of you.
the mirrors are pretty much a waste of frames per second considering it uses the picture in picture thing and you can't even see it so why bother.