- User Since
- Mar 6 2013, 2:43 AM (394 w, 15 h)
May 10 2016
Count on my vote!
Agreed. A shame this hasn't gotten more votes. The thing is from what I've read, this is closer to reality than the longer laser tracers BIS tends to give us. The reason you see in many movies and elsewhere the longer tracers (probably what BIS based theirs off of) is due to the camera not being able to keep up. There are documentaries and other videos out there that have better cameras showing the tracers to actually be more orb-like and certainly not laser-like, like what's been default in ArmA 2 and now ArmA 3. I think as it comes out of the barrel there is a slight tail to it, but nothing like the low framerate version tracers we see in ArmA and hollywood movies.
I highly doubt BIS will even care enough to consider it, and the community will ultimately have to do it ourselves as usual, but hey....we can hope, at least.
May 9 2016
I can confirm this as well. I appear to have selected Veteran difficulty once and now stuck in Veteran. I try switching to another difficulty, hit OK and leave. When I go back in, it's reverted back. I'm just glad I didn't switch to Elite mode, otherwise I would be stuck with the insane AI, haha.
Agreed, I hope BIS can further fix it. No matter what, deadzone feels way too fast. It should be smooth. The only way I managed to smooth it out and slow it enough to make me feel like I'm holding my rifle is with mouse smoothing maxed, which is in itself a double edged sword. It slowed down Aiming Deadzone's extreme feeling of acceleration, but also means fighting to stay on target since even the most molecular level hint at mouse movement causes the aiming area to float off the target. Call ArmA 2's aiming broken or horrible all you want, but aiming deadzone in ArmA 2 felt way smoother and slower (and natural, I guess one could say) than in ArmA 3. The slightest setting makes you feel like you're on crack and redbull. PLEASE at some point look back into this, BIS?
Indeed still hardly fixed. Back in ArmA 2 I had it nudged less than halfway--basically the "sweet spot" for myself and it just gave me enough "freedom" when moving my arms and moving around. I felt more alive and holding something. In ArmA 3 the default movements--while great for pvp and cqb I think--feels too stiff. Even with my Roccat mouse that does great in BF3, I find myself dying more trying to get a freaking bead on anything. I try mouse smoothing which kind of brings back the feel I had for ArmA2 but takes too long to aim and keep the reticle on the enemy. Deadzone was too heavily accelerated and even the supposedly "fixed" version is still unsettling accelerated. In A2 I had "floatingZoneArea=0.029811779" which for me felt great. Aiming in ArmA 3 is starting to get to me and miss A2 all the more just because aiming felt so much smoother and better to me. I don't understand why it's so hard to get the A2 deadzone feeling back. Perhaps with the new updates to A3 and aiming, it's allowing it? Deadzone should feel smooth, not reckless like a 90 year old grandmother with a massive sugar rush and arms made of pudding.
I agree, this should be looked into and assigned before final release. The Shacktac guys might think aiming is better according to Dsyl's pre-alpha articles, but I hate it. It makes gameplay worse dealing with it against ninja AI. Just when I had such a sweet and responsive setup in ArmA 2 with the deadzone, but now--and I can't believe I'm even saying this--sometimes I hate playing. I've tried following suggested videos on messing with the A3 dead zone, mouse smoothing, etc. Even with that, everything feels too fast. Heck, even BF3's aiming feels a ton better and I HATE BF3! I'm really hoping BIS eventually looks into this and at least brings back the ArmA 2 deadzone for the rest of us who enjoyed it and find it a lot more smoother and responsive than ArmA 3's chaotic and overly fast 1:1 aiming.
Ok, because my 570 is overclocked by Gigabyte, I downloaded MSI Afterburner again and dropped it down from 790 to 760 and applied. Apparently with settings back to normal with the downclock, the crash seems to be either stopping or at least allowing a few hours play before it happens.
Yeah using the Dev build of ArmA 3 according to my Steam settings.
Negative. I've tried with VSync on and off, I set my Nvidia control panel to performance (all the way to the left), and set everything in ArmA 3 to the lowest settings possible and still get this exact same crash. Every remedy given, does nothing for me. I even opened a ticket with Gigabyte Tech Support for my 570 TI to see if they can think of anything, and in the meantime out of desperation I'm shopping for a new 660. :\
Here is my RPT and dump file to download:
And here is a download to my DXDiag file:
Hoping the above will help further along a solution to this issue, because my Alpha is just about completely unplayable due to this very error/crash.
I have experienced this crash a LOT. I've tried using current beta's, reverted to older non-beta drivers, uninstalled and reinstalled PhysX, uninstalled MSI Afterburner, lowered graphics, etc. Still can't shake it. Sporting a Core i7, 8GB Ram, GTX 570 (1GB) and pretty much meet or exceed everything on System Requirements Lab and can't seem to be able to play the Alpha much at all.
I hope BIS eventually looks into this. It's really stupid looking seeing you put a 40mm round through the model of a ugl instead of the ugl animating open for the round to go into and then closed. I can ignore watching the rifle mag bug, I just want to see the ugl tubes actually animate open and closed during reload instead of just pushing a round into the tube magically.