User Details
- User Since
- Mar 10 2013, 8:27 AM (608 w, 5 d)
May 10 2016
This is a big problem, I too hope this is on the list of stuff to sort before launch.
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?
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?
I imagine the dev team knows what the interior of the vehicle they created looks like
This again? Can you guys just fix this across the board please and be done with it?
We need a lens cloth.
What more do you need?
Confirmed, collision lights not visible from inside the vehicle. This may be by design though.
I propose adding more smoking. Possibly crack and heroine use too. Maybe soldiers should have condoms.
Bolt on Tavor should not cycle when fired. If that is the current state that is correct.
Driving with a wheel is great. If you are the designated driver for your squad having the wheel and pedals makes the experience amazing.
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.
Supported /= implemented
Already possible in options key bindings. Make it how you want.
I'm just bumping this item.
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.
It's in the options in game, there is no need to dig into config files.
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.
Would it be possible to have light sources like this fade in and out instead of popping?
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.
/vote kick playername
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.
Please take this conversation to the forum where it belongs.
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.
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.
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.
This is not the place.
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.
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.
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.
It's not really the brakes. It seem like you're maxing our top gear and it locks up.
rotor stripes appear when the main rotor is damaged
@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.
This is still an active issue
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..
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.
We have combat stance for firing on the move. This is not about that. This is a bug.
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.
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.
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.
Hello...
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.
I don't know but would wind noise be included with this? Hope so.
Bumping this issue
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.
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
just make it RED, noone will see it outside of the chopper
Double click on the dead guys vest. Works for me.
My suggestion for you is to stop carrying multiple rounds for the launcher and drop the tube after the first shot. Problem solved.
previously posted issue http://feedback.arma3.com/view.php?id=5590
I also had this issue once today
I believe it is called lower weapon and is under infantry movement
Wouldn't the gunsight have a digital bearing indicator?
Useless or not it's possible in game and even possible using today's technology. Arguing against this is silly.
Similar topic excessive culling through windows
http://feedback.arma3.com/view.php?id=3664
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.
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
this is fixed please mark resolved
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:
- get into hunter OR IFRIT with hmg or gmg,
- move to gunner position.
- 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.
At the very least the runway designation markings MUST be changed.
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.
Also for some reason it holds 10kph and 30kph almost as if by cruise control
Thank you for looking into this issue.
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
Nah, just making a point. And agreeing with you.
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.
No
Just fyi, when using transport unload the get out waypoint is not needed.
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.
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
All vehicles should have adequate internal night lighting
Is there a work around to this? It is ruining AI command.
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 9 2016
Just remap the controls to work the way you like. There is no need for an "invert controls" function.
There was a 3d editor in arma 2. Maybe we should just wait.
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.
this breaks if the ai pilot is fired upon during his landing sequence.
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.
Would also be nice if the pilots personal hud was FULL SIZE all the time instead of only when zoomed in.
This seems like something that should be fixed to me too.
Vehicle lights too, there's no reason they should not work just because its daytime.
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.
1000% yes. This is going to save so much time for mod makers and players alike.
The moon phase cycle is also reversed. I feel like this is a huge issue. Apparently stratis is south of africa for some reason.
even helos with skids should be able to , well, skid a bit.
As far as I can tell this is completely solved. Well done. Thank you.
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.
Thanks fireball
Thank you but I made a mistake, that 2.5 should be 250
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