- User Since
- Apr 2 2013, 9:28 PM (419 w, 40 m)
Jun 10 2016
Jun 8 2016
The northeastern island has Gendarmerie or military training areas and camps, and the volcano has a radar dome. There are also more than two airports. You should probably explore the island more before requesting changes to it.
Placing bridges between some of the islands would leave them exposed to the open ocean which is generally not a good idea in the middle of the Pacific. You will have to take a ferry, boat, amphibious vehicle, or aircraft between islands.
They are US Army units. We just don't see any other countries' units in the game aside from CTRG, which now appears to be a multi-national taskforce.
The US Army will be using the "Scorpion W2" pattern by 2018. This is a bit darker than the current Operation Enduring Freedom pattern. It is not MTP. There are differences between Scorpion W2 and all the previously fielded patterns in both the British and US armies.
May 10 2016
I agree. The dispersion of the Arma 2 AH-6 was really good, and I wish it was still like that :P
It'd be so sick if they could be destroyed.
They only usually explode from a reasonable crash when the helicopter tips a little less than 90 degrees to the side. Crash landings are possible, it's just that this bug makes rolling the helicopter impossible.
Yeah, it seems that all of the lights in the game were dimmed down as well. Like flares used to light up the landscape & stuff like that. It's weird that the Alpha had better lighting than the full version.
Barely any helicopters have radar, except for some attack and scout helicopters. They mostly just have missile and enemy radar warning systems. We do seriously need those (radar isn't properly simulated in Arma anyway, but hey we can improve it).
Helicopters should at least have radar warning receivers and missile launch detection... It's pretty much a standard for military helicopters now.
I think that the Taru's loadmaster should at least have the "Hook" option and be able to deploy the sling hooks. He could let the pilots concentrate on flying and deploy the hooks when the time is right.
The loadmaster is eye candy (For now :D). People would complain if they couldn't sit there, though.
This isn't an issue with the Hunter. It's an issue with weapon collision. Weapons can pass through objects and shoot through things they normally couldn't. I would recommend renaming the ticket and providing a more clear bug statement.
This works perfectly fine for me and my friends, could you maybe post exactly what you put in the "init" box of the vehicle?
We already have the MH-9, an that's pretty light plus you can take off the benches. And I'm not sure what use we would have for a 1-man civilian helicopter... I'm pretty sure the Kiowa is a 2-seater, but that's a military helicopter and isn't an ultralight. Why don't you mod your own?
Yep. Unless you get the fuel on you, you'll likely get away with minor injuries and no eyebrows.
We already have many of the effects described in this ticket (broken windows, smoking engine, damage textures). They just aren't noticeable enough (or nonexistent). The main problem is that vehicles explode. It's fine if there's a fireball, like when the fuel leaks out and starts burning, but vehicles don't explode unless they have something to make them blow up (stored ammunition). Sure in "The A-Team" they do, but that's because they are loaded with Hollywood explosives. What I am saying (mainly), as represented in this ticket, is that the crew really shouldn't die from an explosion when the vehicle is dead. RPGs or AGMs are what is going to kill the crew, not the vehicle itself.
Either you aren't using the mods required by the server, or they are using mods that they shouldn't.
The Yak-130 (Neophron) is designed to take off from short runways as well as grass fields. That's why there's flaps that cover the forward facing air intakes.
This isn't possible without making your computer implode. Millions of objects are placed on the terrain, and removing that... Unless NASA has Arma installed I'm not sure you could do it. Anyway, you could probably just load up the terrain in Terrain Builder or whatever and remove the objects.
Just my opinion, but whatever.
Anyway, how could you get this back then? Was it a script or did you have to use 'this animate' or something? I wish there was a way to go back to that version.
You can place the VR blocks in Zues. Look under "Empty", "Structures [Virtual Reality]".
This is sort of already implemented...
- Lock onto the vehicle with the weapon system.
- When the "Do Not Fire" symbol disappears, you can now hide anywhere you like.
- Basically how this works is the Titan locks onto the vehicle's signature and position, then when fired it searches for the target and tracks it with its high-tech warhead.
- Now just fire in any direction, preferably to the side or backwards, just don't hit the hill / building.
- The missile will fly over the hill and hit the target.
This issue has been resolved. could this be marked accordingly or something, please? Thanks.
These were also present in Take on Helicopters.
There's a mod that fixes this well. I think it also adds bodies being affected by bullets, like being thrown backwards when a .45 slams you in the face.
Not usually. Unless the main rotor assembly is tilted backwards, which is something I've never seen, it should stay right where it is unless pilot input is provided or someone built the damn thing backwards.
Cool idea, but I'm not sure it would add enough gameplay for the devs to work on it given the amount of work they have. Maybe a mod or a developer side project like Karts?
Been testing, happens with every helicopter.
It happens (as far as I know) in the MH-9, AH-9, Wildcat, Wildcat (Unarmed), and that's all I've found. It happens in SP and MP. It makes sense for the passenger benches or the people hanging off the side, but not for the pilots or people inside. Anyway, shouldn't they be strapped in? From my experience you're supposed to strap in if there is a chance you could fall off.
Does "Acknowledged" mean you guys aren't planning on fixing this? Or is it a feature? It's not really that clear.
Yes, lights are used inside enclosed compartments suck as in IFVs. Red is the color used when light discipline is needed, as Red is the least visible color at ranges (Plus it doesn't destroy your night vision). These lights are really useful for reading maps or just not tripping over your own boots. Also used in helicopters, cargo aircraft, aircraft cockpits, etc. There are also white lights in some vehicles, but these are usually used during the day or when stealth / night vision is not an issue.
Having interior lights would be an amazing feature for Arma 3. I hate being blind inside the IFVs.
The AI are pretty good with light discipline in combat situations. They only turn on the flashlight in close quarters or to blind you, and use the laser only to "spot out" targets (Being you or friendlies).
The "empty" means that there is no AI pilot. Then it can't be used by anyone. Not a bug, but rather a feature likely for scripting things & mission makers.
This is true with all OPFOR. It's unreasonably hard to kill them.
There is an animation ingame for loading a shotgun (along with other features like attaching scopes).
And we have no TGP or functioning MFDs on any aircraft (well, maybe the Wildcat, but it has no laser designator) to strike from long ranges.
Hell no. The new system is pretty close to how it is. Try lowering your weapon when not in use or take off your ruck before an engagement. It'll help you recover from all that running around and getting shot at.
This is just getting ridiculous, I can't even make a low speed U-turn without rolling. Going around a slight turn at the speed limit causes 2 wheels to lift off the ground. It's like there's a weight attached 2 meters above the car, so every turn is deadly.
Yeah this is ridiculous. The BMW X6 doesn't roll that easy.
We really need this.
The new system is pretty realistic. You do realize that the soldiers are carrying over 50 lb of gear, and running over hills while shooting at enemy soldiers. If you're having problems, try running with your weapon down, don't run in a crouched position unless you have to (usually in firefights, so it doesn't matter there), and drop your ruck before an engagement. You won't have to drop the ruck on patrol, because all you're doing is walking. This update actually causes you to think, instead of just running around in a ghillie suit and an anti-material rifle with 4 anti tank mines in your ruck and a Javelin on your back.
Umm.. Yeah they're working on new weapons (Marksman DLC). Though a 7.62 MXM would be nice...
Great for urban environments.
You mean the Balaclavas? That's supposed to be there...
Oh. Weird. Do you think you could add some pictures please?
This would both take a lot of time & effort and be really badass.
It is possible to play it in the MP scenarios (like "ZGM 4+1 Bootcamp") or in the Editor in the VR map.
He is basically asking for civilian helicopters, the ability to carry vehicles in helicopters, and the ability to open / close doors in vehicles.
Direct translation - It would be nice to add vehicles such as engines, civil helicopters, helicopters that can transport vehicles, etc. (put the possibility to open and close the windows)
This problem is pretty annoying. Especially with weapons that have under barrel grenade launchers.
Weird. Is it supposed to be an AAF camo Fast Pack? Or was it from the totally cooler and more badass 2012 version of Arma 3 with Russian PMC camo?
It would be nice to have these clothes available... Great for guerilla operations and cqb environments. It would also add a lot of possibilities for scenarios. Like having maybe scientists being held hostage or priests in the churches or VIP businessmen in suits. Currently all the civilians wear shorts, sandals, & a t-shirt.
Related to http://feedback.arma3.com/view.php?id=18322
The problem is that the Virtual Arsenal is actually on the "VR" map... So you can't do it on a multiplayer match other than one that is on the VR map.
Be sure you are holding your breath. Also be aware that your rounds may land slightly up and to the right of where you were aiming. This is caused by the minute imperfections from the lack of a bipod as well as being a right - handed shooter, as well as the weapon sway. Because you are right - handed (in game), there is not as much stabilisation to the right & top side of the weapon. You may have noticed that the sight picture moves up and to the right after every shot. Because of the length of the rifle and the power of the propellant, the bullet will be slightly off - target because the barrel will move slightly from the massive explosion that just occurred inside it before the bullet has time to exit (Remember that there is less resistance force on the right and top side of the barrel, so it is much more likely to move in those two directions). This tiny imperfection in the bullet's trajectory will be multiplied over such a long distance. If you don't know what I mean, get a pencil or a pen or something. Now put one end on a table and your finger on the other (Don't press down, just hold it). It's pretty stable now, right? But if you press down on one end, even the slightest movement will send the pencil flying across the table. now just imagine the table as your shoulder and the pressure as the recoil of the weapon. When you moved your finger to send the pencil flying, that was simulating imperfections of your grip on the rifle, weapon sway, or whatever else would cause the weapon to move in some direction after being fired.Two other things, though I'm not sure if they will be simulated in Arma 3 (Marksman DLC? :3), are windage and the Coreolis affect. I won't explain those, but I think you get the point.
So the lesson of this story is that the rifle isn't the problem, it's human imperfection. Yay BIS for simulating human nature :P
Sorry, I'm an engineer and love this crap.
Many explosive devices have anti-tampering mechanisms, especially anti infantry mines such as the Claymore. Sadly Arma 3's Claymore is not implemented to its full potential (As with many of the mines). Currently they can only be manually detonated. You can still use this to your advantage. If you are spotted, retreat without being seen to a position overlooking your last. Then when the enemy walks up to your original position to investigate, blow them into dog food with the Claymore.
Are you sure the IND side are not set to "friendly to everyone"?
Ah crap it's acknowledged... Oh well. The Stinger missiles in Arma 2 were way better than in Arma 3. I still don't get why awesome features like that would be removed or not brought over to Arma 3 (like armored vehicle interiors, etc.).
They sort of made this... Check the Development Branch.
Getting shot at sounds like someone snapping a clipboard next to your head. Then you will hear a shot. You'll hear it later depending on how far away the shooter is. The frequency will be lower the farther he is as well.
FeralCircuis is right, bullets usually only "zip" when traveling slower than sound, which is only when they ricochet. Subsonic rounds (which are used with supressors) typically will not zip because the "zip" noise is caused by the round spinning through the air.
Already made a ticket a while back. http://feedback.arma3.com/view.php?id=16739
This would be sweet. Even better with bolt - action rifles!
The current lighting is unrealistic when looking DIRECTLY at the light. The blinding effect and "Snowflake" or "Halo" around the light is caused when the light shines directly on your eyes. A combination of moisture and refraction, along with the contrast between the light and the dark environment, causes this effect. How it should be implemented is that the effects shown in the photos above should only happen when the light shines on your face (Just have the same thing as the Sun has when you look at it). Otherwise the lights are fine, because there will be no "Halo" effect when the lights do not shine in your eyes.
I'll try and explain this better. I think he is saying that when telling the driver to turn in a direction, the driver would turn in that direction but return to the direction he was heading before the command was given when the commander released the "turn in x direction" key. For example, the vehicle is moving at a direction of 0 degrees (North). The commander tells the driver to turn left, and holds that key until the desired heading is reached (45 degrees for our purposes). After releasing that key, the driver will then return to a heading of 0 degrees. Instead of making a half-turn, as the commander intended, the driver would do a sort of jockey like maneuver. I am not certain if this applies to other vehicles (I am fairly sure, but I haven't tested it), if there is a way around this (like maybe tapping the turn key), or if this issue is still present. I hope this has helped in solving this problem.
We already sort of have this, apart from different colors, brightness, or properly simulated waypoints. Great idea, but they may not do this because it is 'more like a simulation'. Derp derp derp.
The flares are now completely useless. It's so bad that I would rather use a chemlight than a flare.
Real flares are like a new sun in the sky. Blindingly bright. That's why they're called "Star Shells".
The flares are about as useful as the flashlight. I'd rather use a lighter tied to a balloon. Real flares would be almost blinding and light up the whole battlefield like someone decided to switch on the sun :P
"Tactical freedom" Lol good one
"Acknowledged"??? Surely this can't be a feature...
Marksman DLC maybe?
I destroyed a bridge by hitting it with a car.
Don't get your hopes up. The awesome Arma 3 from 2012 is in the trash for some reason (Maybe a DLC in 5 years :P)
Helicopters actually do work this way. Real life pilots (only when they need to stop quickly) lower the collective while pitching up to slow down without raising altitude.
Still not fixed...