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noah895
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Apr 29 2013, 12:22 AM (602 w, 6 d)

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May 10 2016

noah895 added a comment to T72648: 20mm Cannon, Gatling Guns, DAGRs, ATGM, and GBUs on aircraft.

Agreed, damage profiles need to be worked on.

May 10 2016, 6:18 AM · Arma 3
noah895 added a comment to T70520: AI groups around destroyed vehicles.

I could understand one or two people investigating a body, but you do not have to get 1 foot away from a burning truck to realize it is on fire/destroyed haha. I am sure it is a glitch, and hopefully will be changed by the final patch or the release of the game.

Also they were doing this in broad daylight as my helicopter was flying overhead shooting 20mm and rockets. I do not think they needed to investigate what was going on...they were being obliterated from above haha.

May 10 2016, 5:16 AM · Arma 3
noah895 edited Steps To Reproduce on T70520: AI groups around destroyed vehicles.
May 10 2016, 5:16 AM · Arma 3
noah895 added a comment to T70421: Fire geometry for missiles.

Without searching the internet for the new technologies that the military is working on, I would have to comment about this topic in a more general way with 2013 technological knowledge haha.

I know that a 20mm phalanx system was tested and can shoot a 5" round out of the sky. That being said any system that could shoot missiles out of the sky would have to be an automated firing system. I do not know if AA autocannons would be capable of this with a man controlling them. I would assume that they could probably track them on their radar systems, but shooting down a hellfire, or DAR might be a bit much. I would not be surprised if some missiles today have some stealth technologies and I high believe they have avoidance systems to ensure it will hit its target, since most nations have a form of CIWS (Close In Weapons Systems) on ships and installations.

Wikipedia has a good general overview of the system:
http://en.wikipedia.org/wiki/Close-in_weapon_system

It also talks about the short range missile systems too. I guess the biggest problem is how to add this correctly to the game without making it too difficult to have fun. If everyone had these features shooting missiles, rockets, mortars, etc. would almost become useless. I know the systems are not perfect, but we can only ask so much from the development crew haha.

May 10 2016, 5:12 AM · Arma 3
noah895 added a comment to T70420: Divers having googles and "breathing mask" on when on a boat..

Yeah. You wouldn't have all of your stuff on until you were ready to go over the side.

May 10 2016, 5:12 AM · Arma 3
noah895 added a comment to T70413: gasmasks and gas.

Gas has been banned, but when has that stopped a country from using it (i.e. Iraq, Syria). It is a neat thought, but don't think it could be correctly used in this area. Chemical/nuclear weapons have side effects that can make areas dangerous after they are used. In this game we'd just have guys launching VX at their enemies bases killing lots of people haha.

The military really doesn't use tear gas. They do have military police units, but for a soldier or Marine on the ground I am sure they wouldn't have any form of it unless a real specific mission called for the use of it. They would need to special order it from Amazon at least 10 days prior haha.

May 10 2016, 5:12 AM · Arma 3
noah895 edited Steps To Reproduce on T69784: Playing in the Marshall 30mm explodes on leaves..
May 10 2016, 4:48 AM · Arma 3
noah895 edited Steps To Reproduce on T69569: Ah-99 and AH-9 control sensitivity incorrect..
May 10 2016, 4:40 AM · Arma 3
noah895 edited Steps To Reproduce on T69484: AH-9 mini-gun sound still incorrect.
May 10 2016, 4:36 AM · Arma 3
noah895 edited Steps To Reproduce on T69485: The Orca.
May 10 2016, 4:36 AM · Arma 3
noah895 added a comment to T69480: No 20mm sound on the ground.

Now in the new version I have noticed that the sound only happens again the first shot from the gunner. Also the sound in the cockpit is very low. I have no idea how loud the sound is inside the AH-99, but I would imagine a 20mm auto-cannon is very loud even inside the "sound proofed" cockpit.

May 10 2016, 4:36 AM · Arma 3
noah895 added a comment to T69480: No 20mm sound on the ground.

Still no 20mm explosion sounds on the ground, or sound of 20mm Gatling gun firing.

May 10 2016, 4:36 AM · Arma 3
noah895 added a comment to T69480: No 20mm sound on the ground.

Also when you are flying the AH-99 and the gunner fires the 20mm the sound only fires once in a burst. It does not continue to play while the cannon is firing. So if he fires 20 rounds, you only hear the first one, the rest is silent when firing. It must be a glitch. When I am in the gunners seat it works fine.

May 10 2016, 4:36 AM · Arma 3
noah895 edited Steps To Reproduce on T69480: No 20mm sound on the ground.
May 10 2016, 4:36 AM · Arma 3
noah895 added a comment to T69422: Attack Helicopters - Incorrectly Placed Optical views/Missing Animations.

110% agreed. I am sure the actual aircraft designers would not place the optical camera where muzzle flashes would obscure/white-out the screen when firing. This would kill target acquisition, and make firing at night very difficult.

May 10 2016, 4:34 AM · Arma 3
noah895 added a comment to T69080: AH-99 Blackfoot issues and improvements.

Also, when you exit the aircraft the pilot and gunner just go through the hatch. They do not open it and get out.

May 10 2016, 4:19 AM · Arma 3
noah895 added a comment to T68994: miniguns have slow rate of fire.

Yes. Same issue in the Alpha version. Firing 500 rounds onto a target to watch is move away is very silly.

May 10 2016, 4:15 AM · Arma 3
noah895 added a comment to T68712: Abrupt movements while AI controls helicopters.

Yes, the AI helicopter controls are very sharp and not smooth. It makes it very difficult to target objects when it moves so sharply. What would be great is if the AI pilot spots targets and then setup up correctly for a gun run/missile attacks. At times when you are targeting a person or vehicle the helicopter will go into a hover (usually in the wrong direction). As soon as you switch the targeting off the AI pilot will continue flying.

May 10 2016, 4:05 AM · Arma 3
noah895 added a comment to T68262: AH-99 Blackfoot (Comanche) damage too low.

20mm still WAY underpowered. Why does my gunner stick 50 rounds at one target and maybe it is down after? One round hitting a person should kill them. Some splash damage of a few round exploding on the ground within 5 meters should kill someone too. Please fix this soon.

May 10 2016, 3:48 AM · Arma 3
noah895 added a comment to T68262: AH-99 Blackfoot (Comanche) damage too low.

I just started the editor. I put 2 large groups of OPFOR on the ground and a AH-99 flying in on "SEARCH AND DESTROY". I watched it easily put 100 rounds or more into the group with 2 or three dead bodies after.

I actually watch a guy get directly hit with three rounds, who knelt and went prone before getting back up. This issue needs to be addressed.

May 10 2016, 3:48 AM · Arma 3
noah895 added a comment to T68262: AH-99 Blackfoot (Comanche) damage too low.

The 20mm HEI rounds damage is still way to low. The effective kill/incapacitate range is about 2m. I have put countless rounds within that range and still have AI standing around. Putting 10 rounds all within 10 feet of AI should definitely kill them. Just the concussion from the blasts would seriously injury/disorient a person.

I do agree that work on the rockets is fine now. They have been well rendered and all the characteristics seem to work.

May 10 2016, 3:48 AM · Arma 3
noah895 added a comment to T68262: AH-99 Blackfoot (Comanche) damage too low.

Totally agree. Also the guided missle on the AH-99 is very low on its damage. Firing a 3 missiles into an IFRIT should be overkill, not just enough to destroy it.

Firing one missile into the armored vehicle does not do anything but take out its wheels.

May 10 2016, 3:48 AM · Arma 3
noah895 added a comment to T68182: UH-80 Ghosthawk constant light (at night).

Yep, the lights on the bird are always on. The red rotating beacon is on as well.

May 10 2016, 3:45 AM · Arma 3
noah895 added a comment to T68148: Beta helicopter physics.

AH-9 controls are still way wrong. They were correct in the Alpha, but very unresponsive in the Beta.

May 10 2016, 3:43 AM · Arma 3
noah895 edited Steps To Reproduce on T67421: Pilots do not move collective or pedal.
May 10 2016, 3:19 AM · Arma 3
noah895 edited Steps To Reproduce on T67420: Sniper/spotter teams.
May 10 2016, 3:18 AM · Arma 3
noah895 edited Steps To Reproduce on T67418: Smoke Grenades not working properly.
May 10 2016, 3:18 AM · Arma 3
noah895 edited Steps To Reproduce on T67413: Unloading from vehicles/helos.
May 10 2016, 3:18 AM · Arma 3
noah895 edited Steps To Reproduce on T67185: Other weapons.
May 10 2016, 3:10 AM · Arma 3
noah895 added a comment to T67121: Selectable Hellfire attack mode..

Yes, I agree totally haha. One thing I have found in the other ARMA series games, there is no direct linking of aircraft to personnel. If you have aircraft loitering in an area, a JTAC or anyone requesting air support should have access to the aircraft's weapons. If you are calling in CAS, you would know what aircraft are in the AO that you have access to, their loadouts, and you can directly call in support with that. If you'd like an A-10 30mm gun run in an area, you could call it directly. If you have some Apaches, you could designate targets with a SOFLAM and have the Apaches fire missiles from behind cover.

The other thing that should happen, is that we should have good access to laser markers from other aircraft and personnel. If you were piloting an aircraft/helicopter and were called for CAS, you should be able to utilize the laser markers for targeting. If a UAV was loitering, the Apaches or other aircraft should be able to use its laser marker to designate targets. Also it would be interesting to see if aircraft or helicopters could tap into the video feeds of UAVs. the ULB is interesting, but having to control it and laser mark targets with it gets complicated fast. Having a loitering UAV marking targets could be easier, and allow for pilot target designation from that platform.

I am just thinking out loud. Just some small things that would add to the realism.

May 10 2016, 3:07 AM · Arma 3
noah895 edited Steps To Reproduce on T67121: Selectable Hellfire attack mode..
May 10 2016, 3:07 AM · Arma 3
noah895 edited Steps To Reproduce on T66686: Personnel firing from MH-6 platform.
May 10 2016, 2:51 AM · Arma 3
noah895 edited Steps To Reproduce on T66633: Minigun visual effect.
May 10 2016, 2:50 AM · Arma 3
noah895 edited Steps To Reproduce on T66632: BLUFOR Light Machine Gun.
May 10 2016, 2:50 AM · Arma 3
noah895 edited Steps To Reproduce on T66228: AT mine detonates after vehicle passes over it..
May 10 2016, 2:32 AM · Arma 3
noah895 edited Steps To Reproduce on T66226: Minigun sounds are way to unrealistic..
May 10 2016, 2:32 AM · Arma 3
noah895 added a comment to T63526: Chopper rearm, refuel and repair.

Yes. In the editor there should be an easy rearm, repair, and refuel pad. I have found in each game you have to make a script or find one online to do the job. I would think this should be an important feature that could easily be added for editors. A standard helo pad with people that are waiting by it. When you land they come and do the rearming, refueling, or repairing. If you wanted to make the pad more generic, just make one like in the helo demo scenario that fades to black until finished rearming or something like that.

May 10 2016, 12:43 AM · Arma 3

May 9 2016

noah895 added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I 1000% agree. The AI can see people with hawk like vision. I have a mission where I am the AH-99 pilot starting in the Military range compound in Agia Marina. At 0030, it is pitch black, and the flood lights are on lighting the area. My gunner spots an enemy infantryman 2.0km away near the base of the hill near Camp Rogain. WAY too unrealistic. First off, his sight would be limited to the area in the lighted area. As anyone knows when it is dark, lighted areas kill your night vision. Even if the gunner was using the optics in the bird, he would never have been able to see them.

Another thing is that the pilot is calling out targets for the gunner when I am playing as the gunner. If anyone can see in the pitch black it is the gunner with thermal vision in his optics. This seems way backwards and unrealistic. The pilot might have "operational" control on firing on targets, but he would never be able to see targets unless spotted by the gunner.

May 9 2016, 11:28 PM · Arma 3
noah895 added a comment to T61699: Scopes not working with NVG.

I agree. NVG capability has to be added for scopes, binos, etc. I believe laser designators have NVG capabilities too. It stinks trying to use the binos at night and realize that they have no night vision haha.

May 9 2016, 11:18 PM · Arma 3
noah895 added a comment to T61468: You can't deploy swimmers from helicopters.

I was able to find a way to set the AI helo to land on a helipad 2m above the water and get the AI divers to disembark, but they used the same method the AI does on the land. It would definitely be good if personnel "casting" noted that they were jumping out over the water and had a specific method they did it. Anyone that has ever done it knows what it looks like and how to do it. It would be very nice if the developers made scripts to delineate when a person was casting over the water, maybe specifically divers, or personnel that are equipped to cast into the water. A normal soldier without any floatation or prep for casting would sink like a rock. I hope some thought goes into it, and things can be done to help make this a cool new insertion method that works well and is scripted well.

May 9 2016, 11:07 PM · Arma 3
noah895 added a comment to T61382: M8 Slam Mine blows up instantly and kills the planter.

I do not have the issue of it blowing up when I plant it. I have tried top create an ambush with it and a vehicle and it never blows up. If I have a column of men approach it goes off. It states that the SLAM have an 8m range on armored targets. It should be able to be placed on the side of the road and detonate when a vehicle passes.

May 9 2016, 11:04 PM · Arma 3