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sarlac
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User Since
Mar 10 2013, 8:27 AM (610 w, 4 d)

Recent Activity

May 10 2016

sarlac added a comment to T71537: No bearings for gunner(s) and commander(s) of vehicles.

This is a big problem, I too hope this is on the list of stuff to sort before launch.

May 10 2016, 5:48 AM · Arma 3
sarlac edited Steps To Reproduce on T71427: SDV nose up/down controls not functional.
May 10 2016, 5:45 AM · Arma 3
sarlac added a comment to T71426: Runway numbers are wrong.

It varies in the real world based on magnetic north changing slightly over time. My point is this is a virtual environment. We have the option of true markings. So why not do it?

May 10 2016, 5:45 AM · Arma 3
sarlac added a comment to T71426: Runway numbers are wrong.

I understand what you are saying. What I am saying is this is a virtual environment. It is possible to have the runway on the actual heading of 200 instead of 195. Why would you not want that?

May 10 2016, 5:45 AM · Arma 3
sarlac edited Steps To Reproduce on T71426: Runway numbers are wrong.
May 10 2016, 5:45 AM · Arma 3
sarlac added a comment to T71278: Unarmed stomper should have take "direct controls" option when sitting in the seat.

I imagine the dev team knows what the interior of the vehicle they created looks like

May 10 2016, 5:41 AM · Arma 3
sarlac added a comment to T71270: Cyclic (left/right) Bank (left/right) is quartered on Joytic compared to keyboard while using airplanes..

This again? Can you guys just fix this across the board please and be done with it?

May 10 2016, 5:40 AM · Arma 3
sarlac added a comment to T71083: Scope Glass Dirty.

We need a lens cloth.

May 10 2016, 5:35 AM · Arma 3
sarlac added a comment to T69582: Periscope depth and camera position error.

What more do you need?

May 10 2016, 4:41 AM · Arma 3
sarlac edited Steps To Reproduce on T69582: Periscope depth and camera position error.
May 10 2016, 4:41 AM · Arma 3
sarlac added a comment to T69546: Collision lights of AH-9 Pawnee and MH-9 Hummingbird not rendered from inside the vehicle.

Confirmed, collision lights not visible from inside the vehicle. This may be by design though.

May 10 2016, 4:40 AM · Arma 3
sarlac added a comment to T69445: Tobacco/cigarettes.

I propose adding more smoking. Possibly crack and heroine use too. Maybe soldiers should have condoms.

May 10 2016, 4:35 AM · Arma 3
sarlac added a comment to T66941: TRG's bolt animation isn't working.

Bolt on Tavor should not cycle when fired. If that is the current state that is correct.

May 10 2016, 3:01 AM · Arma 3
sarlac added a comment to T66704: G27 Force Feedback.

Driving with a wheel is great. If you are the designated driver for your squad having the wheel and pedals makes the experience amazing.

May 10 2016, 2:52 AM · Arma 3
sarlac added a comment to T66402: Automatically abort long lasting actions like healing by movement controls.

At a minimum dropping to prone or rolling when already in prone should dump the animation. There must be a way to get to safety in an emergency.

May 10 2016, 2:40 AM · Arma 3
sarlac added a comment to T66269: Occlusion Culling for structures (Rendering technique, huge performance saver since DX9).

Supported /= implemented

May 10 2016, 2:34 AM · Arma 3
sarlac added a comment to T66265: Invert Y axis while flying.

Already possible in options key bindings. Make it how you want.

May 10 2016, 2:34 AM · Arma 3
sarlac added a comment to T66143: Boats seem unnaturally slow when driving full speed.

I'm just bumping this item.

May 10 2016, 2:29 AM · Arma 3
sarlac added a comment to T66143: Boats seem unnaturally slow when driving full speed.

Are you sure those speed number for the real boats were not in knots? That would make a huge difference. 68kph is only 36.7kt. As you can see this possible error would explain the seemingly odd slow top speeds of these vessels.

If we assume you made the mistake I think you did we should see 126kph for the speedboat and 59kph for the assault class.

Please recheck your sources to be sure you didn't take knots as kilometers. It's not the same thing and an easy mistake to make.

May 10 2016, 2:29 AM · Arma 3
sarlac added a comment to T66057: when allow vehicle free look is enabled, i can't go back to mouse control by double pressing Alt..

It's in the options in game, there is no need to dig into config files.

May 10 2016, 2:25 AM · Arma 3
sarlac added a comment to T66057: when allow vehicle free look is enabled, i can't go back to mouse control by double pressing Alt..

Guys I think this is by design. The vehicle free look option is to override mouse into a permanent freelook while in the vehicle. It works the way I expected it to. I like it.

May 10 2016, 2:25 AM · Arma 3
sarlac added a comment to T66030: Green and red chemlights are too dim relative to the blue and yellow ones, they pop out more often too..

Would it be possible to have light sources like this fade in and out instead of popping?

May 10 2016, 2:24 AM · Arma 3
sarlac added a comment to T66007: Way to easily Kick Trolls or TEAM KILLING players.

Yeah I got the / and # wrong but otherwise it works as I typed it. And on a client hosted game the host can easily boot anyone they want through the player menu.

May 10 2016, 2:24 AM · Arma 3
sarlac added a comment to T66007: Way to easily Kick Trolls or TEAM KILLING players.

/vote kick playername

May 10 2016, 2:24 AM · Arma 3
sarlac added a comment to T65998: Always mounted NVG.

I was going to say the same. Just take them off. If you want you AI team to NOT have them there are commands you can use in the init field to customize loadout.

May 10 2016, 2:23 AM · Arma 3
sarlac added a comment to T65970: Anti Hack program required!.

Please take this conversation to the forum where it belongs.

May 10 2016, 2:22 AM · Arma 3
sarlac added a comment to T65970: Anti Hack program required!.

I get bombed all the time too. The way I look at it is this, the devs are aware of the issue. They have publicly stated that they will add battleeye or whatever when the time is right. But for now they are working on stability and other development related things. Remember what you are doing with arma 3 alpha. You are testing a product during its manufacture process. Things will get better eventually.

May 10 2016, 2:22 AM · Arma 3
sarlac added a comment to T65970: Anti Hack program required!.

Sounds like you're on the alpha channel anyway. Switch to the dev branch and quit playing wasteland. You'll have fewer issues. I'm done with this.

May 10 2016, 2:22 AM · Arma 3
sarlac added a comment to T65970: Anti Hack program required!.

No, sorry, we all know people hack. Yes its a problem. It sucks. But this is for reporting bugs in the alpha phase of development of this game. There will be cheat protection stuff eventually. You just have to wait.

May 10 2016, 2:22 AM · Arma 3
sarlac added a comment to T65970: Anti Hack program required!.

This is not the place.

May 10 2016, 2:22 AM · Arma 3
sarlac added a comment to T65946: Car brakes go on automatically when high speeds are reached.

Look man, the car decelerates, yes. I'm not arguing that. The point I'm making here is the sound you hear is not brakes its tires on pavement. It's already established that the tires on pavement sound is played no matter what surface the vehicle is on. Sand grass Tarmac whatever. So...

Unless you see brake lights when this thing happens its not braking but a limiter not working as intended. Ill be testing that myself in about an hour when I get home. If I see brake lights ill come back here and declare my mistake like a man.

May 10 2016, 2:20 AM · Arma 3
sarlac added a comment to T65946: Car brakes go on automatically when high speeds are reached.

Ok, here we go

Flat ground max speeds for each vehicle

hunter: 112 steady
hunter hmg/gmg: 116 and sudden drop to 92 (tire squeal heard, no brake lights, may be parking brake or gearbox who knows)

Ifrit all models: 137 steady (manufacturer says it's 150 but whatever)

civilian truck: 163 but its got some seriously strange problems
it acts like its got cruise control on or something and jittery tire squeal. I thought this was addressed in a previous patch but apparently not.

quadbike both models: 77 steady but terrible looping on the audio once you reach top gear

I'm not going to spend time finding a long downhill section to discover if the others exibit the sudden deceleration "feature" at some point. I'm sure some of them probably will if pushed past their designed top speeds.

I'm not opposed to a limited top speed for vehicles. Never said I was.
The data is here, the devs are reviewing the issue. I'm done with this now. Have fun.

May 10 2016, 2:20 AM · Arma 3
sarlac added a comment to T65946: Car brakes go on automatically when high speeds are reached.

Not to be pedantic, but, the sound you are talking about is the sound of tires losing traction. Yes, the vehicle does seem to brake suddenly at high speed, but as it happens at very high speed it seems like a limiter that is poorly implemented and causing sudden deceleration.

It doesn't matter what we call it as long as the dev team gets to the bottom of it.

May 10 2016, 2:20 AM · Arma 3
sarlac added a comment to T65946: Car brakes go on automatically when high speeds are reached.

It's not really the brakes. It seem like you're maxing our top gear and it locks up.

May 10 2016, 2:20 AM · Arma 3
sarlac added a comment to T65913: Some problems with the AH9 Little Bird's textures(explained in the thread).

rotor stripes appear when the main rotor is damaged

May 10 2016, 2:19 AM · Arma 3
sarlac added a comment to T65854: Incorrect extra collision lights on mh/9 and ah/9.

@twistking, Not related to that one, no.

The lights I am speaking of here are "ghost lights" that should not exist. They are ON only when the real collision lights are OFF, and ONLY when the viewpoint is between 30 and 40 meters from the chopper. Watch the video or view the screenshots.

This issue is still not resolved.

May 10 2016, 2:16 AM · Arma 3
sarlac added a comment to T65854: Incorrect extra collision lights on mh/9 and ah/9.

This is still an active issue

May 10 2016, 2:16 AM · Arma 3
sarlac added a comment to T65854: Incorrect extra collision lights on mh/9 and ah/9.

I know you are working on lights, just keeping this at the top of the pile until it gets reviewed.

To be extra clear here, these are NOT the normal collision lights and are not a reflection on the fuselage. This is an obvious error. There is no valid light source that would cause this effect..

http://youtu.be/FfWhc--3v9s

May 10 2016, 2:16 AM · Arma 3
sarlac edited Steps To Reproduce on T65854: Incorrect extra collision lights on mh/9 and ah/9.
May 10 2016, 2:16 AM · Arma 3
sarlac added a comment to T65800: After last dev patch the NVGs are too bright..

The last patch generally trashed lighting. Hopefully this is a set toward perfect night lighting and not a step back to arma 2 white sky.

May 10 2016, 2:14 AM · Arma 3
sarlac edited Steps To Reproduce on T65697: Vehicle steering inconsistencies.
May 10 2016, 2:09 AM · Arma 3
sarlac added a comment to T65696: Can shoot while running.

We have combat stance for firing on the move. This is not about that. This is a bug.

May 10 2016, 2:09 AM · Arma 3
sarlac added a comment to T65614: Inconsistent Littlebird rotor texture.

Also just noticed this, when the helicopter is damaged badly the blades get yellow and white stripes. Easy to reproduce, just shoot the main rotor until the texture changes.

May 10 2016, 2:06 AM · Arma 3
sarlac added a comment to T65612: EDIT: HUD crosshair doesn't respond to weapon aiming when sprinting..

That would be good. But as the players trigger finger is not on the trigger when he is running, indicating a safe handling procedure it would make sense to not be able to fire while in that state as well. I don't know why you want to be able to shoot the floor while you run, or shoot your knees. Issue is assigned. Mission accomplished.

May 10 2016, 2:06 AM · Arma 3
sarlac added a comment to T65612: EDIT: HUD crosshair doesn't respond to weapon aiming when sprinting..

It's not about the double tap ctrl "lower weapon" stance. This is about the fact that when jogging since about 3 patches ago the crosshairs do not vanish and the weapon is still live even though it is pointed at the ground. You can say "keep you finger off the trigger" but this is not about that. This is about the crosshairs on screen not matching the muzzle and the weapon being active in a position where no one would want to fire. This is a bug and that is why we are here.

May 10 2016, 2:06 AM · Arma 3
sarlac added a comment to T65561: MX 3gl weapon magazine is still removed when 3GL grenade rounds are loaded.

Hello...

May 10 2016, 2:04 AM · Arma 3
sarlac edited Steps To Reproduce on T65561: MX 3gl weapon magazine is still removed when 3GL grenade rounds are loaded.
May 10 2016, 2:04 AM · Arma 3
sarlac added a comment to T65558: No or little reaction from enemies when hit/killed.

This is a dead topic, people don't do much when shot dead. They fall. End of story. I could post some video of people being shot and the actual reaction but this is not ogrish so I won't.

May 10 2016, 2:04 AM · Arma 3
sarlac added a comment to T65522: Missing wind gust sensation onboard aircrafts + head bob.

I don't know but would wind noise be included with this? Hope so.

May 10 2016, 2:02 AM · Arma 3
sarlac added a comment to T65400: KA-60 Analog altimeter windly inacurate.

Bumping this issue

May 10 2016, 1:58 AM · Arma 3
sarlac edited Steps To Reproduce on T65400: KA-60 Analog altimeter windly inacurate.
May 10 2016, 1:58 AM · Arma 3
sarlac added a comment to T65399: Primary weapon active in non combat mode.

Perhaps the same issue but the other is getting buried due to poor explanation.
This is also related to 7250

I'm sure the devs understand this issue. Unfortunately some players seem to think this is a design choice. I believe this is unintended behavior.

May 10 2016, 1:58 AM · Arma 3
sarlac edited Steps To Reproduce on T65399: Primary weapon active in non combat mode.
May 10 2016, 1:58 AM · Arma 3
sarlac added a comment to T65355: Helicopter descent speed are very slow (especially the KA-60).

collective raise and lower cause ascent and descent at different rates depending on input device type and input type. Shouldn't these all be the same?

In the ah6/mh6
all figures in feet per minute from onboard VSI

keyboard:
2000 up
1800 down

mapped to joystick buttons:
7000 up and down

If you map the ANALOG collective to buttons on the joystick you get still another set of figures

2200 up
1800 down

however if using the analog collective inputs for non analog buttons, after releasing either button the helicopter falls at a rate of 1200 feet per minute until a non analog collective input is pressed.

In the KA-60
all figures in meters per minute from VSI on board

keyboard
600 up
600 down

joystick digital
2.5 up
2.5 down

joystick analog (mapped to a button)
700 up
600 down

  with a button release fall rate of 500 meters per minute

Please correct this issue

May 10 2016, 1:56 AM · Arma 3
sarlac added a comment to T65190: Helicopter lighting.

just make it RED, noone will see it outside of the chopper

May 10 2016, 1:50 AM · Arma 3
sarlac added a comment to T64987: Cannot "loot" vests.

Double click on the dead guys vest. Works for me.

May 10 2016, 1:43 AM · Arma 3
sarlac added a comment to T64889: NLAW and RPG-42 should be disposable.

My suggestion for you is to stop carrying multiple rounds for the launcher and drop the tube after the first shot. Problem solved.

May 10 2016, 1:40 AM · Arma 3
sarlac added a comment to T64579: Medkit not working when unarmed.

previously posted issue http://feedback.arma3.com/view.php?id=5590

May 10 2016, 1:29 AM · Arma 3
sarlac added a comment to T64556: Graphical glitch after Alt+Esc.

I also had this issue once today

May 10 2016, 1:29 AM · Arma 3
sarlac added a comment to T64545: "Low ready" stance.

I believe it is called lower weapon and is under infantry movement

May 10 2016, 1:28 AM · Arma 3
sarlac added a comment to T64545: "Low ready" stance.

double tap ctrl

May 10 2016, 1:28 AM · Arma 3
sarlac added a comment to T64485: Vehicle gunner optics have no compass.

Wouldn't the gunsight have a digital bearing indicator?

May 10 2016, 1:26 AM · Arma 3
sarlac added a comment to T64482: Helmet-mounted camera.

Useless or not it's possible in game and even possible using today's technology. Arguing against this is silly.

May 10 2016, 1:26 AM · Arma 3
sarlac added a comment to T64459: Objects are invisible when seen through glasses/glass.

Similar topic excessive culling through windows
http://feedback.arma3.com/view.php?id=3664

May 10 2016, 1:25 AM · Arma 3
sarlac added a comment to T64398: Hollywood-style empty gun sound is unrealistic..

I think the fact that it doesn't fire when the trigger is pulled is enough to tell anyone you're out of ammo. Totally agree we don't need a false doube action type hammer fall sound effect.

May 10 2016, 1:23 AM · Arma 3
sarlac added a comment to T64294: Controls on joystick not responding as fast as a keyboard.

collective raise and lower cause ascent and descent at different rates depending on input device type and input type. Shouldn't these all be the same?

In the ah6/mh6
all figures in feet per minute from onboard VSI

keyboard:
2000 up
1800 down

mapped to joystick buttons:
7000 up and down

If you map the ANALOG collective to buttons on the joystick you get still another set of figures

2200 up
1800 down

however if using the analog collective inputs for non analog buttons, after releasing either button the helicopter falls at a rate of 1200 feet per minute until a non analog collective input is pressed.

In the KA-60
all figures in meters per minute from VSI on board

keyboard
600 up
600 down

joystick digital
2.5 up
2.5 down

joystick analog (mapped to a button)
700 up
600 down

  with a button release fall rate of 500 meters per minute

Please correct this issue

May 10 2016, 1:20 AM · Arma 3
sarlac added a comment to T64247: Vehicle Optics - Stuck in full zoom.

this is fixed please mark resolved

May 10 2016, 1:18 AM · Arma 3
sarlac added a comment to T64247: Vehicle Optics - Stuck in full zoom.

I've had this problem, but have been unable to find a way to stop the stuck zoom. Changing to a new vehicle will fix it but that's not always an option.

Definite steps to reproduce this issue:

  1. get into hunter OR IFRIT with hmg or gmg,
  2. move to gunner position.
  3. while holding "lock or zoom" (right click or bound to any other key), activate the gun camera.

You will need to bind "lock or zoom" or "optics" in a way that allows you to press "optics" while already holding "lock or zoom".

observe that gun cam is now zoomed in completely and can not be zoomed out.

May 10 2016, 1:18 AM · Arma 3
sarlac added a comment to T64143: add in realistic airport markings and lighting.

At the very least the runway designation markings MUST be changed.

May 10 2016, 1:14 AM · Arma 3
sarlac added a comment to T64077: better control over vehicles please?.

Meh, just a more responsive auto transmission would really solve the problem. I already use analog controls for throttle and steering, but the vehicles seem to have trouble downshifting for hills.

May 10 2016, 1:12 AM · Arma 3
sarlac added a comment to T63996: Offroad (pick up truck) performance.

Also for some reason it holds 10kph and 30kph almost as if by cruise control

May 10 2016, 1:08 AM · Arma 3
sarlac added a comment to T63956: Can not apply first aid to self when unarmed..

Thank you for looking into this issue.

May 10 2016, 1:07 AM · Arma 3
sarlac edited Steps To Reproduce on T63956: Can not apply first aid to self when unarmed..
May 10 2016, 1:07 AM · Arma 3
sarlac added a comment to T63891: Glitching through objects ( Container on Escape Mission ).

Oddly the inside of the container is nicely textured too. This happened to me today but at the small base east of agia marina. Maybe the container is supposed to have working doors like in a2

May 10 2016, 1:03 AM · Arma 3
sarlac added a comment to T63740: Allow rifles to be equipped in both the primary and secondary slot.

Nah, just making a point. And agreeing with you.

May 10 2016, 12:52 AM · Arma 3
sarlac added a comment to T63740: Allow rifles to be equipped in both the primary and secondary slot.

We will see won't we... And the halo crap is exactly what talking about. Don't need to be dual wielding power armored douchesoldiers.

May 10 2016, 12:52 AM · Arma 3
sarlac added a comment to T63740: Allow rifles to be equipped in both the primary and secondary slot.

No

May 10 2016, 12:52 AM · Arma 3
sarlac added a comment to T63475: MH-9 AI hovers and waits to be killed when engaged by small arms fire..

Just fyi, when using transport unload the get out waypoint is not needed.

May 10 2016, 12:41 AM · Arma 3
sarlac added a comment to T63475: MH-9 AI hovers and waits to be killed when engaged by small arms fire..

I've also seen this issue in action. In my mission I have an ai mh-9 drop off an ai fireteam at the start of the mission. After taking fire the ai pilot disregards any following waypoints. He just hovers in the vicinity of where he was fired upon.

May 10 2016, 12:41 AM · Arma 3
sarlac added a comment to T63204: LB and RB buttons when flying helicopter have less "power" than Q and Z keys.

collective raise and lower cause ascent and descent at different rates depending on input device type and input type. Shouldn't these all be the same?

In the ah6/mh6
all figures in feet per minute from onboard VSI

keyboard:
2000 up
1800 down

mapped to joystick buttons:
7000 up and down

If you map the ANALOG collective to buttons on the joystick you get still another set of figures

2200 up
1800 down

however if using the analog collective inputs for non analog buttons, after releasing either button the helicopter falls at a rate of 1200 feet per minute until a non analog collective input is pressed.

In the KA-60
all figures in meters per minute from VSI on board

keyboard
600 up
600 down

joystick digital
2.5 up
2.5 down

joystick analog (mapped to a button)
700 up
600 down

  with a button release fall rate of 500 meters per minute

Please correct this issue

May 10 2016, 12:33 AM · Arma 3
sarlac added a comment to T62951: No cockpit Lights in Helicopter.

All vehicles should have adequate internal night lighting

May 10 2016, 12:21 AM · Arma 3
sarlac added a comment to T62832: AI squadmates do not stay by the leader.

Is there a work around to this? It is ruining AI command.

May 10 2016, 12:17 AM · Arma 3
sarlac added a comment to T62456: The Radio of Arma 3 Multi Player.

I'm with you Huron, Direct works perfectly as is. I think the issue here is the excessive AI radio chatter... What I don't think most people understand is the difference between RADIO and VON.

May 10 2016, 12:01 AM · Arma 3

May 9 2016

sarlac added a comment to T62327: Helicopter/plane(maybe) controls has no option to invert mouse.

Just remap the controls to work the way you like. There is no need for an "invert controls" function.

May 9 2016, 11:56 PM · Arma 3
sarlac added a comment to T61891: 3d Editor.

There was a 3d editor in arma 2. Maybe we should just wait.

May 9 2016, 11:34 PM · Arma 3
sarlac added a comment to T61827: AI Pilot will not execute waypoints after 'TRANSPORT UNLOAD'.

try this
https://www.dropbox.com/s/f969f3g07ka1um5/helifail.Stratis.pbo

this crazy mission will show the failure of the ai heli to follow subsequent waypoints. You may need to run it a few times to get a lucky run where he doesn't get shot down.

May 9 2016, 11:25 PM · Arma 3
sarlac added a comment to T61827: AI Pilot will not execute waypoints after 'TRANSPORT UNLOAD'.

this breaks if the ai pilot is fired upon during his landing sequence.

May 9 2016, 11:25 PM · Arma 3
sarlac added a comment to T61827: AI Pilot will not execute waypoints after 'TRANSPORT UNLOAD'.

No you didn't understand me, same issue. I was saying your solution is not a solution to the issue in this thread. The pilot always lands, unloads, and takes off but fails to execute following waypoints if he has taken fire during his landing sequence.

May 9 2016, 11:25 PM · Arma 3
sarlac added a comment to T61785: Pilots view from inside KA-60 obstructed by front console.

Would also be nice if the pilots personal hud was FULL SIZE all the time instead of only when zoomed in.

May 9 2016, 11:21 PM · Arma 3
sarlac added a comment to T61699: Scopes not working with NVG.

This seems like something that should be fixed to me too.

May 9 2016, 11:18 PM · Arma 3
sarlac added a comment to T61593: Flashlights During Day.

Vehicle lights too, there's no reason they should not work just because its daytime.

May 9 2016, 11:13 PM · Arma 3
sarlac added a comment to T61512: Pick up scope seperately from enemy's body.

How much time do you have in a battlefield environment to zero this new optic you are taking from your dead enemies weapon? Removing optics or other attachments is a two handed operation. Sometimes tools are required. These things are just not done in the field.

May 9 2016, 11:09 PM · Arma 3
sarlac added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

1000% yes. This is going to save so much time for mod makers and players alike.

May 9 2016, 10:51 PM · Arma 3
sarlac added a comment to T60658: Moon is not in phase.

The moon phase cycle is also reversed. I feel like this is a huge issue. Apparently stratis is south of africa for some reason.

May 9 2016, 9:53 PM · Arma 3
sarlac added a comment to T60585: ka-60 wheels do not work.

even helos with skids should be able to , well, skid a bit.

May 9 2016, 9:50 PM · Arma 3
sarlac added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

As far as I can tell this is completely solved. Well done. Thank you.

May 9 2016, 9:42 PM · Arma 3
sarlac added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

So, @Karbiner

I have not tested in a few days and will in the morning.

Are you saying the rates of ascent and descent are now identical when you press q or z and when you map that same control to a joystick button? What about if you map analog collective to a button? My point is every method of commanding increase or decrease in altitude should produce the same maximum effect. In the past it did not. If that is the case then this issue is in fact resolved. I will test myself in about 7 hours.

May 9 2016, 9:42 PM · Arma 3
sarlac added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

Thanks fireball

May 9 2016, 9:42 PM · Arma 3
sarlac added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

Thank you but I made a mistake, that 2.5 should be 250

May 9 2016, 9:42 PM · Arma 3
sarlac added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

collective raise and lower cause ascent and descent at different rates depending on input device type and input type. Shouldn't these all be the same?

In the ah6/mh6
all figures in feet per minute from onboard VSI

keyboard:
2000 up
1800 down

mapped to joystick buttons:
7000 up and down

If you map the ANALOG collective to buttons on the joystick you get still another set of figures

2200 up
1800 down

however if using the analog collective inputs for non analog buttons, after releasing either button the helicopter falls at a rate of 1200 feet per minute until a non analog collective input is pressed.

In the KA-60
all figures in meters per minute from VSI on board

keyboard
600 up
600 down

joystick digital
2.5 up
2.5 down

joystick analog (mapped to a button)
700 up
600 down

  with a button release fall rate of 500 meters per minute

Please correct this issue

May 9 2016, 9:42 PM · Arma 3