- User Since
- Aug 12 2013, 3:43 PM (318 w, 18 h)
May 10 2016
The only solution is lowering the graphics, though it's a bit disappointing having to turn them down, simply because 10-20% of the time you play arma, you use scopes/binoculars/driving through towns etc. I use a mix of high/very high/ultra settings (i5 4670k, gtx 660oc, 4gb 1333), and I have that issue. I know it's not the greatest rig, but it should manage to perform well in those settings (stutter-wise, not fps-wise).
Upvoted. I have that issue as well. Do you happen to have the same issue while zooming in through scopes or binos?
While I was playing on the dev build, which I installed to check if this very issue was still there, I didn't notice it, so it probably won't be in the final release.
Exactly. The problem is exactly what you said in the first sentence. And I agree with the idea of using the action menu to start the engine before you are able to drive, though unfortunately many would hate this.
I've noticed it too and wanted to create a ticket. The thing is, while I was testing that, I actually encountered a somehow related issue, posted here: http://feedback.arma3.com/view.php?id=13195
This happened to my today. On 0.76. Haven't noticed it before, though I'll go and check again, see if the problem persists, or if it just happened once.
Upvoted. Was gonna create a ticket too about handsignals :P The problems is, divers can actually talk underwater. I engaged an enemy when underwater a while ago, and he was literally shouting commands to his team mates etc. Anyway, handsignals seems were removed totally from arma (apparently only on land, since there was no underwater enviroment in arma 2). Maybe you should update the title, including the underwater chatter issue.
Despite the fatigue, what could be changed, is the animations of descending/ascending a hill. It looks a bit unrealistic the way it is now. The player should have a kneeling animation as he goes up the hill, and a more careful and slow movement as he goes down the hill, especially if it's a very steep slope. You can take an example from Assassin's Creed III (I tried to find videos in which this is visible, but didn't have any luck. Maybe I'll upload something to show what I mean.). This should also have a huge impact on the tactics of the game. Anyway, this feature is 'slightly' unrelated to the current post, so it might need a different ticket as well.
I don't really know how easy it is phyiscs-wise to achieve something like that, plus there might be an issue with "get in" command, or "moveincargo" (in scripting), though a good solution could be to keep the "get in/ride in back" command, and when you "get in"side it, be able to move freely in it. And, if you'd want to get out, you should have to use the "get out" command.
The problem is that self shadows seem to be absent on trees (and on alpha textures in general) after a certain distance, which is somehow determined by the shadow settings (that slider thingy). It's not only an issue on overcast weather, it's an issue generally. To test it, place your character near a tree (in midday preferably), and start moving away from it. You'll notice that its self shadows slowly start to weaken, until they disappear completely. I'm not sure that that's the issue, but at least that's what my eyes seem to see.
May 9 2016
Yep, that's a cicada you're talking about. I know those things, cause I'm from a mediterranean island, here in Greece. The thing is, those insects can only be found in summer, and they can be heard from day till ~evening. Some times you can hear them at night as well, probably because of the many lights, and because of the heat, though during the night hours they are mostly silent. I wouldn't want them removed, it's just that it really doesn't "feel" good hearing them any month that isn't June-August, and at night hours.. I may exaggerate a bit, but if they somehow fixed that, it would be awesome.
I've created a ticket here http://feedback.arma3.com/view.php?id=13195 with a video showing what exactly the issue is. As ZedderZulu says in the first comment, this issue is apparent in blackfoot as well.