- User Since
- Apr 2 2013, 8:43 AM (453 w, 22 h)
May 10 2016
With respect; if all the other ArmA content works correctly with mods and this issue only appears with the Marksman DLC content then it is reasonable to conclude that this issue is caused by the Marksman DLC.
I would like to contribute that this bug is also present on my system while mods are running. Although in my case the animation gets stuck if I reload while the prone and bipod undeployed. Reloading with the bipod deployed seems to function normally.
I will echo as well that the bug only seems to affect weapons in the marksman DLC
Thanks Iceman! :)
Revised slightly as further experimentation has allowed me to deconstruct exactly how the inertia effect is achieved.
I have to disagree with most of your control suggestions save for the Fast Forward in Plane Controls which is most certainly an oversight. The customizatability of ArmA's controls is one of its strong suites. I for one find it infuriating that other games do not allow the kind of chording of keys one can achieve in ArmA to trigger functions. For example being able to use one mouse button for my compass, watch and binoculars by using alt and control as modifiers as well as have optional toggles by double clicking.
That's 3 buttons for 5 functions. Other games would either force me to choose toggles early as well as map functions to individual buttons.
If the controls don't suit you then modify them until they do.
As for all the View commands you highlighted in Yellow, I suggest you get a TrackIR, then you might actually realize what they are for.
Koala, what the Author is pointing out is not the fact that the free-aim zone is a function in ArmA or not; he's pointing out that the new Weapon Inertia system in Dev Build is not functioning inside the free-aim function.
Good god, THIS is their implementation of Weapon Inertia? Can someone take the BI devs to a range to do some shooting with proper instruction on cheek weld please?
The rear sight should NOT move in relationship to the eye with a proper cheek weld.
I am tolerant of most things but I do despise that hand wipe animation quite a bit. Whoever did that one must really dislike patrons of first person only servers.
Well we also recognize that the issue the ticket is meant to address is larger than just the matter of explosives being prematurely deployed, it also concerns things kept in pack that shouldn't be readily accessible before they are moved into the vest and clothing space of the inventory like ammunition and other consumeables.
In terms of the ticket I wholeheartedly agree. The way ACE backpacks used to work where you need to transfer stuff in and out of the pack/take off the pack to access large items was one of those things that added a layer of immersion
The important thing is if such a system was to be implemented that the way that such item interactions work is that those potential interactions are clearly telegraphed.
This is clearly an oversight of the feature implementation and not a feature in itself.
Recently BI fixed an issue that allowed players to run around with magnified vision if they started moving while looking down a magnified optic. This is the same variety of issue.
The problem is that the AI is not set up do deal with the fatigue system. I have noticed many times that the more heavily laden units such as AT suddenly end up straggling behind the rest of squads on long pushes and then start calling out for where you are while limping towards you at snails pace.
There are no provisions for AI be it stopping to rest or even communicating that they need to rest.
Though I have no personal need of such a feature I agree it would be a useful option for some and the method of execution is well thought out.
X39: Functionally everything about 3D optics is inferior. The SINGLE improvement that 3D optics brings is that the presentation of the 3d model interacts correctly with the game world i.e. model gets lit correctly by the environment.
If you want to downvote, fine but know at least you are downvoting for a purely cosmetic reason.
It is worth pointing out that magnified optics should not be useable with NVGs.
- NVGs alter the eye relief necessary to get a correct sight picture through an NVG.
- The scope reticule will not be in focus through NVGs.
- If the sight is tritium illuminated it will become a bloomed dot in the center of the NVG picture.
- It would be really difficult to get the NV tube lined up correctly with the optic.
All of the above is the reason that MAGNIFIED combat optics are designed exclusively to pair with NV tubes mounted IN FRONT of the scope.
With unmagnified optics (Aimpoint/Eotech) all you need to do is switch the illumination to an NV setting that doesn't turn the reticule into an incoherent washed out mess. That's what it means when those companies make models that are listed as NV compatible.
Now that we have a dedicated NV optic in the game; there isn't adequate reason the player should be allowed such a gross empowerment.
As for the scopes being 3D? Fine. I don't care for them myself but the least this feature needs is the polish so that their functionality is at least on par with the 2d optics in ArmA 2. The very least not being horribly broken for TrackIR users.
Not to mention that the 3D scopes drift spasmodically around the screen. I would like to think that 20 years into the future that we have the good sense not to uninvent cheekweld.
This is a badly written ticket.
While there is nothing wrong with the spirit of the request it still doesn't excuse it from being a badly written ticket.
Agreed, this should be a native feature and it should be part of the gear menu.
This was one of ACE's best features and currently is served by Mag Repack by Outlaw. That we don't have this as a native feature in vanilla makes it an annoyance whenever playing a single player mission as saving and loading breaks CBA based mods.
Agreed with Echo. This is unnecessary and along with having to listen to your character's labored breathing and lip smacking most certainly something that will get old fast.
The reason you are moving slow is because you have moved too far to one side and forced your character into a partial lean.
Either remove the Y-axis for leaning in the game or if you really want to use TrackIR for leaning make sure your dead zone in your Trackpoint software is large enough and make sure your TrackIR is properly zeroed while you play.
I also experienced this on my first playthrough. Only restarting the mission from scratch fixed it.
This. The typical usage of strobes in reality is to denote friendly units, not the opposite.
There is such a thing as a 100 yard zero where the bullet meets point of aim only once but it's regarded to be impractical by most. For one thing it takes longer to set up walking up and down the range to adjust each group and for another past 300m it's all diminishing returns.
Frankly speaking with an M4, if you are aiming dead center at a head with a 25 meter zero, at the highest point which is around 180 meters you will hit 3 inches high which is still a head shot.
Conversely if I aim dead center at a head with a 100 yard zero at 300 yards, I'm 12 inches low. If the guy was prone I've hit nothing at that range. If I had zero'd at 25m though I'd have scored a head shot.
Counter intuitive to think about? Maybe. But practically still easier to make hits.
gotmikl. With all due respect, you think you know something that you don't know and you are being somewhat condescending to people who know better. I'm going to leave this here. Please watch it and perhaps revise your thoughts.
Stay on topic gentlemen.
Voted up. The most rubbish light on my desk right now is an old 60 lumen Surefire G2 incandescent and it has better throw than the weaponlights in A3.
What may help is setting the global recoil value to 0, finding a way to disable the player animations and lastly firing the shot using a keyboard binding. That in effect would be the virtual equivalent of placing the weapon in a vice.
Thanks for the info, I agree on all points and vote up!
DarkWanderer, I remember that but if I remember correctly the problem was it was near impossible to hit infantry. Increasing the penetration value does not help that.
Do the miniguns have an actual 2000-4000rpm ROF? If not then it may be a compensatory measure.
shadowmaster: Do this to fix;
- Unbind "lock or zoom" from "weapons"
- Bind "zoom temporary" from "view" to your second mouse button
- Lastly bind "Next Target" and "Next Target [In vehicle]" to the same key of your choice.
ceeeb: on the same page now!
shadowmaster: zoom and lock on target can now be separated in options, zoom and switch view cannot as far as I am aware.
ceeeb: I am aware, and that is precisely the problem. What I am saying is that "Optics" behavior changes in some vehicles from how it behaves normally for infantry and in fact other vehicles. This should not be the case. If optics in an MRAP gunner seat switches from the seat view to the gunner camera, that logically follows on from going from first person to sighted view as an infantry.
It therefore is adopting a completely different behavior if it is going from 1st to 3rd person in a tank. The fact that this behavior is influenced further via difficulty settings introduces even more inconsistent and frustrating behavior.
Regardless it should then be a two separate functions in options that can be bound to the same key/button, not hardcoded to it for the obvious reason that it takes away the player's agency to decide how the button can be used for them in vehicles.
I imagine this would actually be really easy to code, the book keeping of adding projectile and magazine weights would take a little while but this also is a really good foundation for adding a system for keeping empty mags for resupply :)
I have experienced this one time in the first mission only in my veteran playthrough. After the checkpoint where you see Camp Rogain being bombarded and being killed by the fireteam upslope, reverting to the last checkpoint resulted in the condition as aforementioned by the original poster.
The condition was chronic, restarting the mission resolved the issue.
Removed the second half request for interaction crosshair as there is already a pipper implemented when scrolling the mouse wheel for that purpose :) The first bit about a HUD element for movement state still stands!
Seen this happen too but it's intermittent. It looks to me like the medic is not receiving the order to withdraw (dead team leader?).
SaMatra: If you are referring to pictures on the internet that's because in pictures you're seeing the real weapon (Khaybar) with a 20 round magazine. The real weapon uses STANAG magazines and as portrayed in the game the magazine would be physically too small to hold 30.
Finally; If you go look up the magazine icon for the rifle, the file name lists it as a 20 rounder despite the fact in the game it carries 30.
Don't forget that the Katiba magazine is clearly too short for 30 rounds.
BenTrem, I've tried to replicate your issue without success. Both with setting the helo down solidly (holding down collective and letting go) and also with setting down lightly (tapping down collective, stopping when contact with ground made.).
Observation 1: No amount of mouse movement in the menus had any effect on either cyclic, nor collective, nor antitorque when reentering the game.
Observation 2: Mouse movement in the game only had an effect on cyclic and antitorque and no abnormal lifting behavior was seen. If the landing was light, then the tendency would be for the aircraft to slip slightly across the ground.
Note: I fly with ArmA's default keyboard scheme. Using most current stable build.
As a medic I have literally teleported through walls while treating casualties on one side of it to my death. I understand if the animation for treating a lying casualty requires an orientation to look right, but the actors should rotate according to their relative position in the world, not do a lateral transformation.
To those who haven't tried it, check out Feint's Head Range Plus mod, which is representative of head tracking done right. Currently only for aircraft, at some point in the future including ground vehicles.
I downvoted because I happen to use mouse to steer to a degree and I also use TrackIR so this contradicts my interests. However if you change the title to a request for this as a customization option instead of a universal change I will change my vote.
I am all for inclusivity but your original report is too didactic.
Come come join in the vote.
I originally downvoted but after reading through some of the comments I have changed my vote. Superficially it reads as if to dismiss airflow effects to a gross degree.
The original reporter needs to revise the details of the original post which lacks specificity of issue. I also suggest referencing excerpts of Fri13's post in the note field.
Dr Death; the word you are looking for is link, not clip.
I'd never have noticed that, guess your monitor/settings must be just the right kind of specific. Still it looks like an easy fix; just changing the opacity of that geometry while not aimed down the sight.
Also, that's an ingenious solution for simulating the reticule, I had assumed that it was drawn as a kind of post-process.
A nit pick about the terminology; I these sights would be correctly defined as reflector sights, not collimator. Simply referring to them as "CCO" in the title will help the developer understand what you are referring to better by using their own jargon.
Crosshairs should only be a guestimate as to where the bullets end up. I do however think that there is a flaw that they are landing in a consistently predictable location in relationship to the crosshair.
The HK416 may be better than the M4 in many respects but it is also one of the weakest IC (Individual Carbine) candidates. Given that the US military cancelled the IC competition the notion that the HK416 will ever see US military issue is close to 0%.
It seems clear is that BHI is opting not to jump through hoops to get firearm identities licensed for ArmA3.
But I wouldn't worry; I'm sure that some resourceful fellows will eventually have a widely inclusive mod that will become standard fare for the ArmA3 community as ACE2 is for ArmA2. Given the aesthetic that ArmA3 is going for my opinion that the appearance of the HK416 as a vanilla gun would be somewhat... mundane? Just my opinion.
Where it concerns the maintenance of equipment that will save their lives, soldiers and pilots are anal about keeping their stuff in order. The same way that the action of their rifle is kept obsessively clean the same will is true of optics and canopy glass.
Funny way to "simplify".
This is in serious need of fixing. Both because this essentially allows us with TrackIR to cheat and because it requires pausing TrackIR to shoot with optics.
Also, the reflections on the lens suggest that the ocular lens is convex. Ocular lenses on real optics are intentionally flat to prevent that kind of reflection.
Rogerx: Leaning into scopes in real life will only get you scope shadow and increase the chances of missing your target due to optical parallax. Magnified optics have what is called an "eye relief", which is a set distance away from the ocular lens your eye needs to achieve proper alignment between your eye, the reticule and the target.
Design wise this is a concession that I can live with.
Assuming one is playing OPFOR; they would understand the interface. This is a compromise without actually having to go and teach the player a whole new language.
Be nice to have the option though. Emphasis on "nice to have".
This is an image of a PVS-14 rigidly mounted with the ACOG in front.
As you can see, even if you manage to align both the NV tube and the optic, the resulting image is severely focus degraded, the BDC incomprehensible and if the reticule is illuminated the Tritium will be so bright that it washes out the center of the reticule completely.
@ProGamer. No, you cannot. The only optics that listed as NV compatible are unmagnified. Optics with magnification need objective lens NV solutions (That means that the light amplifier goes in FRONT of the scope).
The way it is now is pure fiction.
For those who are trying to downvote this; you need to understand that even if you could get your head behind a magnified optic wearing an NVG that it would be impossible to get the correct eye relief and centre the tube up with the optic. Because of the way that the optics are focused, neither will you be able to make use of the reticule as it will be distorted. This is the reason you will find that for magnified optics it is necessary that the night vision units are mounted in FRONT of the optic.
The way that it is in the game as of this writing is in no way realistic or authentic. I'm sure that soon enough BHI will give us scopes that are suitable for night. With the modular attachment system this will allow you to pair it with any weapon you desire for your night fighting needs.
Seeing as that will satisfy your requirements I would ask you to be patient and not needlessly compromise on the authenticity of the simulation.
Suppressors do increase the gas pressure inside the weapon system (overgassing). This results in higher muzzle velocities, faster cyclic rates and overall higher operating temperatures within the weapon. Generally, overgassing increases the wear and tear on a weapon system. Most gas piston operated guns are self-regulating, meaning that if overgassing occurs, the system bleeds the excess gas to ensure normal chamber pressures.
Overgassing however in any shape or form does not automagically change the way the weapon functions.
Overgassing most certainly does not change how the fire selector mechanism functions.
Weapons going to semi or burst mode in ArmA 3 when suppressed is an arbitrary occurrence whether by fault or intention.
I do not believe the issue is that helo engines are too loud, but that in game VON is too soft/poor quality. No such issues if you use ACRE or TFR.
I would like to add that the optical quality of the scopes in the game is atrocious. The view through the lens should not have that much (if any, the view through the fun end of the glass should be a flat lens with no curvature yet the reflection suggests that it's convex.) environmental reflection and much less scope shadow (come on, give the player some affordance here and just assume we always have the correct eye relief here).
Just remove the shader mapping from the shooter end of the optic and call it a day hey?
I too believe that the implementation of an inventory based weapon manipulation system would be beneficial. It would also open the door for new modding opportunities.
The potential to weaponize seagull spectator mode is too good to pass this up!
I believe the intent of the design is to reduce the number of items in any one screen to keep the clutter down; this is good. It's ok for the player to require an additional step to access gear within gear as long as the path to getting there is intuitive enough.
The problem really is that the container property of inventory objects is not visible enough to the player and the fact that there is no indication that to open a container in the inventory you need to double click it.
A tutorial to teach the player that up front should be added and/or a button (View Contents) added to the inventory screen that appears when an object with the container property is selected.
IMO idles for players should only play in multiplayer if you Alt-Tab out of the game.
The face wiping animation has twice now interfered with watching out for assassins while playing on ALiVE. I'd much rather not be pointing my weapon at everything for the sole sake of avoiding this happening again.
Please reallocate the animation budget for idles to more player verbs.
With respect, you need to use the hold breath key. It eliminates all involuntary movement in your point of aim for a few seconds. I have the keybind stacked to my sprint key as I'm not going to be sprinting while aiming.
Personally I say just reload and if you are still alive after the fight then worry about picking your mags up off the ground but that's just me.
Spotting infantry from the air is a matter of being patient and orbiting at the right distance. As far as the miniguns being inaccurate I'm inclined to say that the ROF of the miniguns is currently not high enough.
The real M134s on an AH-6 have selectable fire rates that can be toggled between 2000 and 4000 rpm. With two guns firing that's 66.6 and 133.3 rounds every second. Statistically that's a lot of bullets saturating point of aim and you are going to hit people in that cone of death.
Haven't tested it myself yet, but if you want to test this efficiently you may want to try using time acceleration
I've encountered this issue as well.
Voted up. Whether you are a civilian or a soldier when the shooting starts I think that's incentive enough to evolve the ability to move fast and low.
I have a ticket suggesting that weapon lights and lasers be treated as optics and not as standalone devices. I believe that would compliment this implementation nicely.
For what it's worth; MIL and LE doctrines often stipulate weaponlights are used exclusively for target illumination and never for searching at night as it creates an environment ripe for negligent discharges. Either a handheld light or headlamp or both are always issued.
I'm inclined to say that suppression as a mechanic doesn't need to exist in ArmA for the most part. By "for the most part" I refer to the sort of game type that many players who are drawn to ArmA tend to gravitate towards are the ones where staying alive is more precious than what you get in a game like BF3 or what have you. When getting back to where you were before (or ever depending on the respawn rules) is as costly as it can be in ArmA that's plenty of incentive to react to being shot at.
The entire reason suppression as a system is a legitimate existence in a game like BF3 is because one's perceived life is not as important as getting a high KDR. KDR in ArmA is unimportant to very downplayed. To the point where the default key for it is intentionally placed far away from the default controls.
What pace you are in definitely needs a visual indicator.
However the most important thing is that combat pace and walk should not stack on top of each other.
I agree that combat pace should come on when you shoot.
I also think that sprinting should automatically cancel out combat and walk effectively putting you back into the default running pace.
This and also in this day and age ArmA really needs a radial menu interface for communications and squad controls. Since OFP days I've really wanted the ability to just hold down a key and point and click to assign guys to do stuff.
That we are still using an interface design that belongs in 90s flight simulators is a bit of an eyesore. If the UI is going to be an abstraction it may as well be as useable as possible.
Bringing this one back up. The latest releases seem to have increased the visibility of muzzleflashes during daytime. The current state of muzzleflash is equivalent of that of a weapon with a bare muzzle shooting ammo with no flash retardant(in effect; not milspec.).
I too agree that the pattern of the muzzle flash is too (to put it kindly) "spiky".
Credit where credit is due; the dust kickup of shots fired from prone are looking really good now.
May 9 2016
The amount cool stuff that this makes possible in custom missions is titillating :)
I reckon that if an object doesn't have a sprite then at very least the editor should draw a rectangle based on the object's bounding limits.
NVGs cannot be used with magnified optics looking through the viewfinder. If you did your homework you will find that the PVS-14 can only be paired with unmagnified optics.
Night vision units that are compatible with magnified optics invariably mount in front of the optic.
The better request would be for a magnified night vision capable optic.
My tracker got eaten as a "duplicate" but I will repost my thoughts on this matter here.
Essentially the problem lies in the fact that the walk state being able to live under the tactical pace state at times. This of course would not be much of an issue if tactical pace or walk was used as hold function but becomes acute for a player that relies on both walk and tactical as toggles.
The simple fix would be to add the condition that any new state toggle removes the previous state toggles and treat run as the default behaviour. The following image is included to illustrate what I mean. At the end of the day it all boils down to the preservation of player intent.
Also, it would be really nice if getting into a vehicle removed all state toggles too!
Your solution still doesn't solve the problem of toggles sitting on top of other toggles though. It would make sense if you could only ever hold a key to modify the state, but the moment you introduce toggles you encounter the same issue.
To summarise my solution in pseudocode;
IF [Toggle Walk] = 1; THEN [Toggle Combat Pace] = 0
IF [Toggle Combat Pace] = 1; THEN [Toggle Walk] = 0
This leaves players who wish to use momentary key presses as modifiers on top of toggles [1,1] free to do so while solving the problem for players who rely exclusively on toggles.
This still needs to be addressed. The dispersion on the miniguns is still way too tight. The dispersion on all variants of the M134 should come in around 6mils, which means that at a distance of 300 meters the shots of each gun should be landing in an area 1.8m in diameter.
Give BI a little affordance here; Microsoft's xinput API is notoriously terribad to work with. I hope they can find a way to map custom inputs but for those who can't wait I suggest downloading an external profiler that allows you to remap the controls from outside the game.
It probably made sense while the game was still in the phase of low recoil weapons development, the issue really is that the system has not scaled well to the heavy recoiling weapons. Hopefully this will be tweaked to be more reasonable in appearance.
As of beta, watching people shoot beltfeds and sniper rifles is like watching a deranged human accordion :)
That new HUD is a gorgeous piece of work! Really looking forward to seeing the other HUDs get this TLC too :) Massive thanks oukej and BI!
Very much agreed with this. For this reason alone I needed to bind a mouse key to pause TrackIR to aim in some helos. I really shouldn't need to.
I also submit that HUD functions for aircraft should be tied into the kind of glasses being worn by the player as opposed to being a cybernetic organism.