User Details
- User Since
- Mar 6 2013, 4:02 AM (613 w, 1 d)
May 10 2016
I'm no diver, but 144m is pretty deep. Early WWII subs couldn't even make 160m, much less a diver in a wetsuit. At 144m that's already about 190psi (or 131 kPa).
Duplicate
http://feedback.arma3.com/view.php?id=2510
EDIT: It may be a duplicate, but that doesn't mean to downvote it. It's still a desired feature.
Additional note I forgot in the initial post, pressing E or Shift+S should cause wheeled vehicles to spin out or skid from high speeds, and tracked vehicles to spin for a fraction of a second, and skid slightly on appropriate terrain. (Likely post-beta/release content)
That's really strange, in my testing immediately after release, in the same vehicle, the engine went red/orange 2 seconds after hitting the water and was undriveable.
Just re-tested.
Engine is disabled and player is kicked out. Is probably related to the mission you were running.
Have you noticed where the barrel of your gun is? This is a simulator, your bullets come from the barrel. The cross hair is on the wall because that's when the barrel is pointed. This occurs in real life too. If you put your hand in front of the scope and fire, you won't hit your hand will you?
I think the OP is referring to the 230 g (.5 lb) projectile smacking into somebody at 76 m/s not even phasing them or blurring their screen (i.e. knocking the wind out of them, at the very least.) Granted, a plate carrier would stop this cold, it would definitely not be fun.
For breaking from high speeds, I absolutely agree, however, I think pressing W or Q to accelerate should emulate the driver slowly accelerating specifically to keep from losing traction. Pressing E, however, should 'peel out,' as this would be similar to stomping the accelerator down.
I think partial penetration *is* added. I was testing the physics of this, and it seems like most rounds will just shatter on entering the water, but a very small number will actually enter to a moderate depth, but at an extreme angle (much different than the entry angle) with significantly lowered power.
I haven't seen bullets ricocheting off the water as in Arma 2 yet, though. I could be crazy, though.
I would say this is unintended, as there should already be a "placement radius" option for waypoints and units. Maybe something is causing this option to act as a non-zero value even when set to zero?
Because some people crash when running the dev build. The whole point of the dev build update is to crash test the build before it goes live. It's *supposed* to be unstable.
Nobody is being forced to do anything...You can choose which one you want by right clicking on Arma 3 and and going to properties and to beta patches.
May 9 2016
The straight line to the hill looks like 400m, that's a pretty long way. Agia Marina is also pretty small. It looks like you are even using the '4' dash (400m) on your scope.
Looking at the world through a video screen is very disorienting, it's like having one eye. You have very limited depth perception compared to real life, not to mention if you have a low view distance, there can be fog at close range, giving the illusion that it is further than it is.
This bug is also present in Iraq and Afghanistan. Soldiers will often be shot at, and will be unable to see the enemy even if they are looking straight at them because their bodies are sunken into the foliage.
+1+1+1+1+1+1+1
I love the idea, fantastic thinking to get around a technological obstacle!
Graphic quality doesn't affect brightness, tell your friend to turn up the gamma. Different monitors and graphics cards render things at different brightnesses.
Would be nice to have them in your inventory. In fact, it would be nice if diving goggles were moved to the NVG slot, since they (I suspect) don't usually function underwater/in front of goggles.
I believe that's because Showcases are stored in a different area than SP missions. SP missions would go under Challenges or Campaign, both of which are currently unavailable.
I have zero coding experience, but perhaps a system similar to this might work?
In the config of a weapon, it has a variable for what type of rail system it uses, with a number of attach points defined.
Scopes attach to point 1
Lights/Lasers to point 2
UGLs to point 3
etc.
That way, community added attachments would simply need two variables (e.g. Dovetail2, Picatinny1) to work with ALL weapons, vanilla, modded, and foreign. As well as new weapons simply needing these points defined on their base models.
Lastly, for very large attachments (e.g. 14x Leopold scopes), the attach point could be potentially shifted along an XYZ grid? e.g. PIC1, -2.0,-0.2,1.0
I believe you major failing was to have mentioned the name of the game-that-shall-not-be-named. I think it would greatly improve gameplay to require players to go through a basic boot camp tutorial before playing multiplayer, including basic tactics and HOW TO NOT THROW GRENADES WHEN ACCESSING GEAR.
This is the bug where items too large for your inventory get deleted. The kits are very large, so you'll have to make a large space for them first. This is being fixed next patch.
This will probably be put on hold until more launchers are in game. If the NLAW is made disposable, you'll only have one shot per NLAW, whereas OPFOR has a reloadable recoiless rifle, meaning one man can carry it with a few rounds, and other rounds are easily carried by an assistant.
How much damage were you taking? Even taking cover will still usually cause some nasty shell shock, which in game can seem like taking damage.
Don't take my word 100% this may have just been something I'd heard from a friend, but I think I might have seen the devs mention that even medics don't quite get you to 100% because they have another step up in the chain of medical care planned.
The IFAK every player has only bandages you to keep you from bleeding out. Even the medic kits don't quite 100% heal you.
How much ram and vram? The alpha still hasn't been optimized for muli cores, so this should hopefully get fixed up.
A pistol will go further than any rifle round because it is much slower. I don't see any problems here unless you're firing 9mm and it's not going through.
Fire kills you, it wasn't on fire, was it?
From our testing it's 60 seconds? That's not very long.
The NVGs spawned in by that class name seem to be broken, even spawning them into a box will create broken "NV Goggles" with no picture that can't be equipped. Only way to fix currently is to take existing NVGs off corpses or to spawn with them.
Problem solved: In the next patch snakes will be given hands.
Are you sure you have UW ammo loaded? STANAG ammo causes the behavior you've explained.
It's because you're using the underwater ammunition. Notice that it's zeroed to 30m. Reload a STANAG and you should be able to damage them.
Agreed. For a short while, I thought the box under the inventory WAS a search box and I got excited.
Include, of course, grenade throwing, as having every passenger drop out a smoke screen would be great.
This HAS to have been on the plan, seeing as how your weapon info stays up in the passenger seats, unlike any other vehicle.
To keep it balanced, I believe the russians even have a little bird copy as well!
Absolutely agree with all of them. Arma 2 already had quite a few map markers, but this is INSANE! The new marker create menu is great but is begging for a drop down menu!
Mass group editing is another thing I've sorely wanted since ArmA, whether switching a group to playable or lowering a group's skill or even mass item giving, this is such a crucial element I can't believe isn't in!
I think official dedicated server support should come first, but we definitely need more official scenarios as well.
Reducing modability is the worst idea I've ever heard. I also hate the direction the game has taken, I miss good old Domi and Warfare, but the only way to fix that is to find more people that play the modes you want to play. The ONLY reason Wasteland is the only game mode online, is because it's the ONLY game mode available. It's only been 36 hours since the alpha started, so give the other modes some time to get ported.
If you're looking for a good Arma 2 server that doesn't run Wasteland, try the 15th MEU server, it usually runs Insurgency or MSO, and won't ever run Wasteland or Zombiekill2000.
Even dropping them on the ground first fails to work for a lot of people.
Were you an engineer with a tool kit?
^
The recoil itself isn't the problem, it's the fact that after firing, you apparently hold the gun up in the air. Try to replicate that in real life and you'll notice how unnatural it is. When you fire a gun, the weight of the gun as well as your muscle memory naturally brings it back down. Not perfectly, but definitely down.
What is happening in game is actually pretty strange and hard to do in real life. I could see this MAYBE happening with a pistol, since the gun weighs much less and is much shorter, but with a battle rifle fired from the shoulder? No way.
I feel like the idea is to put the player in charge of recoil control to introduce a degree of skill. If anything this will drive off COD kiddies who are use to point-clicking. The recoil means you have you learn weapon control on your own, not just rely on the avatar being a trained soldier.
I don't think there's a limit to your O2 as it is, but I would think that there would be a gauge added once there's a limit set (or vice versa).
It would be a lot of work to go so in depth, so definitely post-release if at all. This is something the mod community will probably need to cover.
The lensatic compass locks the compass wheel when it's closed, so it's actually counterintuitively correct.
Hah no problem brother thanks for the service!
There are different versions. The red dot sight for the TAR-21 has a center dot for 200m, and the tip of the arrow for 300m. I would expect they are for 200 and 300m. It's a common set up, and I've seen this type of EOTECH before.
That's intentional, they are for different ranges.
You should be able to load STANAGs, which should work fine.
Limit the inventory to the active one like just the vest, or just a defined number. It's mostly a personal preference, since the inventory system is no longer laggy and clunky like it was, so grabbing magazines is no longer a chore. However, finding the right ones can be tricky, perhaps highlight unusable ammo in yellow, and items that won't fit into any of your inventories in red?
You *are* driving a big tower with weight on it. :) Large military vehicles, especially MRAPS like in ArmA 3 are extremely top heavy. I do, however, agree that they tip too easily, although I think this is mostly to show off the physics for the alpha. I hope this will be fixed, along with the auto-flip by release.
Increase the 'Sound Samples' number under audio options.
I may be wrong, but I'm fairly sure the Alpha was meant to be client hosted only for the time being--the dedicated server switch is a workaround.
The fact the the animation shows the soldier even touching his rifle once you hit the quick switch key is wrong. The animation should simply be dropping the rifle on its sling and quick drawing, taking around a full second.
The current animation would work fine if there were two seperate animations for switching to pistol, the current one for switching through the action menu, and the quick animation for when the pistol switch key is pressed.
This problem seem to be inconsistent. A friend was able to get the weapons out, but not me.
Without having heard the sound you're referring to, it could just be rounds ricocheting off the water's surface. Is it consistent and from all angles? Is it clearly a rock noise instead of just a ricochet noise?
Additionally, the Arma series is a self-proclaimed 'sandbox.' Sandbox means you should be allowed to jump out of a helo without a parachute to your death if you feel like it.
My point wasn't that they wouldn't ever add it ever, just that if there aren't parachutes yet, don't baby us by disabling the function altogether.
If you don't like getting e-mail updates from this thread, just block them, don't throw a hissy tantrum and call names.
One of the bigger issues as a result of this is not being able to get out of a damaged helo about to explode even if it's on the ground or underwater. I also seem to inconsistently not be able to jump out as a passenger, which is an issue with dumping divers into the water or unlaoding troops while hovering a feet feet off the ground.
Parachute or not, the eject function should be back in, even if only to skydive without a parachute :).
Four days into alpha and people are already panicking about BI forgetting about basic features that have been in every BI game for 10 years. I won't say anything else...
[UPDATE]
Devs released a video of the next build with the corrected snakes:
http://www.youtube.com/watch?v=ArQtElzKFxs
Working as intended.
Suggest you instead file a report over the snake model not having hands.
I think the throwing speed works for now, as the radius of the grenades is pretty poor at the moment. Once the radius is fine tune and (I'm hoping) fragmentation effects similar to ACE added, the speed can be slowed and expanded.
As it is, I have to land a grenade in the AI's pocket for them to actually go down. For now, close is only going to count with horse shoes.
I'm no diver, but 144m is pretty deep. Early WWII subs couldn't even make 160m, much less a diver in a wetsuit. At 144m that's already about 190psi (or 131 kPa).
Agreed, would like to see a fragmentation effect like in ACE2. Those 40mm grenades are truly scary.
Caused by sound settings. Go to audio options and increase your sound samples. When too many sounds play at once, and the number of samples is reached, the sound will begin to cut out.
Assuming there's no reverse gear, how would you go about slowing a boat in real life? :)
Comparing your hands to a vise gripe is a terrible comparison. Your muscle memory automatically returns the rifle downwards. Hold your hand out flat and slap it. It will spring back roughly to its original position. Google any first time rifle shooter and you'll see this happen.
Here's the first search result in google under videos for "first time firing rifle" with a first time shooter firing a 7.62 AK knock off.
http://youtu.be/WUHkgjAMQAc?t=3m5s
Catch a ball with your hand and your hand doesn't fly back and stay, it springs back. The body is naturally springy and will return to a position after a shock. Firing a shot and holding the rifle up in the air is unnatural. Firing fully auto, or rapidly semi-auto might have this effect, especially on an untrained shooter, but for normal semi auto shots every 3-4 seconds (that's longer than it sounds when shooting) any child can hold a rifle and shoot it without pointing at the sky after 30 shots.
Recoil acts mostly straight back, with some motion up and to the right. I'm fine with shooting requiring skill, but do it in a realistic fashion, rather than this cop out method that hasn't been used in video games since 2000.
http://youtu.be/cEY1XdQf_JA?t=25s
Notice how he is firing the exact same weapon we are, yet is experiencing NOTHING close to the ridiculous recoil we are. I'm fine with the recoil kicking our view as high as it is, but the view needs to fall back down to an area near our starting point. I don't mean easy-mode return to the exact spot, but REALISTICALLY, anybody that has fired a rifle will tell you that holding a rifle pointed up after firing is the most awkward thing possible. Even the heaviest recoil doesn't make gravity magically ignore the heavy machine in your arms.
I WANT there to be a big element of skill in the game, but dragging your mouse down 3 inches after every shot (eventually dragging off my desk) isn't realistic. To people that say "you have to pull down just like real life" have apparently never fired a rifle and had gravity pull it back down for them.
Either the recoil currently in-game is unrealistic, or I am, along with millions of *real-life* shooters are hacking life with no-recoil scripts.
While the actual spotting ability of the AI is definitely broken, the water itself is very clear, so once they know that you're in the water, it won't be terribly hard to spot you when you're near the surface. How FAR under the surface is the problem. A diver sized object would probably be visible down to pretty deep, maybe 10m, from the air. From the coast 100m away? Probably less than 1m.
The whole Geneva convention thing is a joke. It's also against the Geneva convention to use 12.7mm or incendiary ammo on humans, as well as to run them over, but we can still do that.
This is a little excessive.
http://www.twitch.tv/kaizh/c/1995189
The AI at the moment has eyesight in 360 degrees, I've poked my head 3 inches above a wall, and an AI spun around and nailed me with one shot from 300m. It needs work, but I'm eager to see how it turns out once the bugs are ironed out.
Agreed, also AI eye sight, response, and accuracy are excessive.
I've done dives without the SCUBA gear, and you die after about 60 seconds...
I'd imagine this would be along the lines of the Takistani Army using G3s, FALs, or M16s. Granted it's a significantly different scenario.
This problem has been around since release. It seems like the second loading bar is just an empty animation, the actual loading is already finished.