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scft
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Mar 19 2015, 3:10 AM (225 w, 4 d)

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May 10 2016

scft edited Steps To Reproduce on T84596: Statistics menu on the map does not filter some characters.
May 10 2016, 12:11 PM · Arma 3
scft edited Steps To Reproduce on T84062: Under low HDR setting, aperture adjustments become inadequate.
May 10 2016, 11:56 AM · Arma 3
scft set Category to category:aiaimingshooting on T83778: AI divers throw grenades underwater.
May 10 2016, 11:48 AM · Arma 3
scft edited Steps To Reproduce on T83106: Looking up or down while swimming underwater causes player to swim where he is trying to look.
May 10 2016, 11:26 AM · Arma 3
scft edited Steps To Reproduce on T82908: Faster deployment of binoculars/rangefinders/lasers when prone.
May 10 2016, 11:19 AM · Arma 3
scft set Category to category:aipathfindingmotion on T82832: Infantrymen seem to prefer to travel by roads while being on foot and aware.
May 10 2016, 11:17 AM · Arma 3
scft added a comment to T82823: Sounds / music randomly lost or stopped with game saves (More info given).

This does break certain scenarios where the voice is dubbed. Pausing game also causes music to restart.

May 10 2016, 11:17 AM · Arma 3
scft added a comment to T82784: Running with no weapon now has a rather awkward anim.

Just make more animations and let every player choose whatever he likes in his profile.

May 10 2016, 11:15 AM · Arma 3
scft added a comment to T82585: Request: Select style of character anim in profile.

I'd actually like to make my character stand still, those crazy anims are rather annoying. There is a mod to do that, though it's broken as of 1.44 and nonetheless is mostly disallowed by servers. (I've attempted to fix this mod myself, but its config.cpp contains over 50k lines of class descriptions, so i didn't even tried to sort it out. I knew i could diff it with original cfg but i'm a lazy peson)
Choosing specific animation might even give an advantage. I.e. dynamic idle anims make things harder for snipers - while standing still allows better blending for a patient recon\sniper unit into trees, grass and bushes.

Human eye is very attentive towards animations - more than towards specific details of an environment. In wild nature moving things will either eat you or should be eaten by you. Naturally any animation annoys.

May 10 2016, 11:09 AM · Arma 3
scft added a comment to T82583: Prone enemies disappears into the ground.

This gets worse under terrain detail set to low. (Although absence of grass compensates for that.) It configures not only presence of grass\another things, but also fidelity level of ground trigonometry.
Seems that when the engine decides it shouldn't draw things in HQ, it simplifies trigonometry in a way that causes it to ignore certain low-altitude points, where, sometimes, you could find a soldier lying prone.
So basically maximum range for high-detail drawing in all detail levels must be increased for this issue to be fixed.

You could also notice that, sometimes, when you see an enemy near some hill and shoot him, bullet doesn't really arrive at him - it arrives in this nearby hill in between which isn't drawn well enough.

May 10 2016, 11:09 AM · Arma 3
scft added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

I have pretty much decent FPS, but it does decrease incredibly when i'm piloting a chopper, something i really enjoy more than "struggle to aim - shoot - provide covering fire" loop but can't really enjoy due to unresponsive controls and slow feedback that come along with this lag. It also occasionally blows up on takeoff, but that's totally different issue.

Scripts also definitely seem to be a big bottleneck here. I've had a few addons that were badly written and caused FPS to drop (such as "extended movement"), there are also moments where you know something scripted is being calculated behind the scenes and that it's what causes things to be slow. There is a number of mods which display a large set of things in a list (such as items), and it takes a lot of time for it to finish displaying all of them.
That's also why i think it might be reasonable to integrate some of the core addons out there - you can avoid scripts and all the lag that comes from it by simply not using them. Scripts are slow, they can be slow even with things like bytecode or JIT (armascript hasn't these - if you peek into any compiled .pbo through a hex\txt editor you'll at some point see chunks of a perfectly readable script code in ascii.)

Script engine needs a lot of attention, and you can literally feel it.

May 10 2016, 11:08 AM · Arma 3
scft added a comment to T82560: Chat log.

Wow, didn't knew, sorry. This ticket can be closed then.
The thing isn't though described by field manual or options->controls.

May 10 2016, 11:06 AM · Arma 3
scft edited Steps To Reproduce on T82560: Chat log.
May 10 2016, 11:06 AM · Arma 3
scft set Category to category:featurerequest on T82488: Indoor deployment.
May 10 2016, 11:04 AM · Arma 3
scft added a comment to T82486: AI can Open/Walk through LOCKED DOORS !.

I've downvoted it. Only because it, in many cases, saves AI from being stuck at places where it can't estimate its direction. Just observe your AI more closely.
Sometimes when AI gets stuck though, it doesn't use this ability. The only way to get him unstuck is to move to him, order him to move, do various things with combat modes and stances, and have him collide with you so that he will slowly move towards the right direction.
Extremely painful thing to do. While doing that, expect dealing with massive amounts of your hate.

As a workaround, i reckon it can be programmed to get unstuck by itself. You give it an order to move by itself, then it waits some time doing nothing, then it screams "Negative". So this should be detected.

As it moves through obstacles, it does so reasonably slowly, so that doesn't break balance.

May 10 2016, 11:04 AM · Arma 3
scft set Category to category:featurerequest on T82343: Constructable remote designators & mi-290 taru with taru pods.
May 10 2016, 10:59 AM · Arma 3
scft added a comment to T82147: 1.42 has restricted ability to look up and down too much.
  • Failure to look down while being prone also causes failure to throw smoke just where you are lying, instead of doing so you are forced to throw it at your front. You just can't throw it at yourself, unless smoke has something to collide with at its trajectory. Sometimes it hasn't.
  • The latter screen i did to somewhat demonstrate how you are unable to deploy at non-flat edges of terrain. Marksman showcase actually showcased lots of moments where you are unable to deploy your rifle neither on rocks, neither on grassy terrain, neither on acute-angled terrain. It also showcases frustration and ridiculousness, where "marksman" operates at a funny 100m distances still suffering from sway - which gets tamed by deploying, and who very strangely outperforms lots of guys with assault rifles which are made for distances like 100-400m.

I actually remember those tickets that requested to fix the ability to point guns into terrain, to run while looking at terrain, etcetera, that could have caused it. I don't think those tickets were caused by either pain or the great userbase struggle to bring moar realism, they rather likely were caused by useless pedantry. Despite the update i still think those tickets weren't fully "fixed", you can still poke your rifle into terrain textures, you just can't do it to a full extent, and you can still "break" some running animations by not looking forward.
The latter (ability to run and look into terrain at the same time and have "weird" animation) you could have even use in the past to gain some advantage while moving under obstacles without crouching. I did, sometimes. Because why not? Being inventive is one of the parts of winning, having advantages enemy hasn't - is too.

Infantry basically has no freedoms to move wherever it can. It also can't climb or jump without wounding itself. Another frustrating thing is general tendency there to balance things, not to give advantages which do exist irl between competing weapon systems, competing armies, vehicles, planes or at a smaller scale between competing privates (one private could just be stronger than another and thus suitable for wielding heavy stuff, another private could be a conscripted shy nerd who can't run long, aim well and bravely fight for his emperor.)

May 10 2016, 10:53 AM · Arma 3
scft set Category to category:gameplay on T82147: 1.42 has restricted ability to look up and down too much.
May 10 2016, 10:53 AM · Arma 3
scft set Category to category:explosives on T81656: A shot into an explosive specialist's backpack won't cause his explosives to explode..
May 10 2016, 10:37 AM · Arma 3
scft added a comment to T81293: Unable to reload weapon and it makes ammunition disappear.

Had this in vanilla campaign several times. I'm not fully sure, but it seems that messing up with your inventory in an overly perfectionistic way may somehow affect that.

May 10 2016, 10:26 AM · Arma 3
scft added a comment to T81122: The SKILL LEVEL should have influence on Fatigue and Weapons Sway..

I think it's better to separate this into some kind of strength perk - kind of level of being a physically exercised soldier, which would naturally modify all the sway, fatigue and recoil.
Since, according to certain trees and properties across the config file (i'm not sure if they were in earlier versions but whatever) BI's going to add female soldiers - giving them a positive modifier for recoils would be worthy - they are known to have a harder time managing them IRL.
I'd also expect that only those strong enough would be granted with privilege of wielding weapons such as machineguns, so that their heaviness is compensated by a soldier.
But if gameplay is a concern - all this have to be balanced with untrained incapable soldiers with crazy sways and recoils. Like females.
In any form, i'm looking forward for a way to compensate my frustration with sways.

May 10 2016, 10:21 AM · Arma 3
scft added a comment to T79679: Vertical rotation of soldiers is not realistic. (1 video).

Making realistic rotation anims would be very bad for CQB which is already bad enough - because imagine what they would look like.

May 10 2016, 9:30 AM · Arma 3
scft added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

While i enjoy how it's done in dcs, an AFM for planes probably won't happen in arma for the following three reasons:

  1. Ridiculously small terrain size, terrain following with AoA model would probably require more skills and work than now
  2. General oversimplifying when it comes to details. In arma you fly a plane, in DCS it flies you. Same goes even with helicopters, they actually very easy to handle\hover\stright-fly\estimate in arma even with AFM. I'd say this also applies to infantry in an attempt to implement accuracy/inaccuracy by sways. To medics and wounds too (although there are plenty mods to fix this). Also no G forces - wanna crazy helicopter dives with <-4 Gs welcome to try it then. Also no difference in model caused by air pressure levels. Also you can breathe in a heli at 10km asl. Also artillery computers instead of a proper solution evaluation thing. Also buildings that are barely touched by indirect fire - which is much unlike what they become after prolonged military conflicts. Also no SAMs. Also magic missle guidance instead of a laser\radar\thermal guidance. Also laser guidance only for bombs, and bombs only laser-guided. Also decieving missles doesn't require to maneuver (so that missle gets to decide whether it needed to change course), they divert non-deterministically with some random probability (obvious when you fire at any heli that makes a straight attack run on you. 1. It glides on you; 2. You launch a missle 3. Flares released, missle changes its course towards where a heli is very-very unlikely to go). Also lots of flight model stuff listed above and in forum topics. etc, it is possible to go on and on with this list of details which don't feel like they will be done. (there are insignificant details i admit, like an AFM for seagulls)
  3. Lots of time should be put in making complex models. A module for DCS worths like the whole arma, and it took ED >10 years to develop dcs into what it's now.

One could love to take an irreplaceable role at doing one thing well, while having people that depend on what they can't do. And actually have fun, because things are hard, it is them which make for a roleplaying, and an interesting one. Piloting a plane shouldn't be something any infantrymen can do. Pilots themselves are precious: you won't care about one single soldier behind your lines, while the pilots pay grade is what makes commanders to dispatch (and risk) SAR teams to find that ejected pilot. Pilot is a resource too, you won't let an ordinary private to fly planes even if all your proper pilots are captured - in combat, planes worth much more than a human being (unless it's a pilot\officer).

Also if you are really good pilot, any squad could tolerate the fact you tend to avoid not being a dick. AFM would make piloting a way to go for being valued only for managing to land badly damaged fixed-winged trucks.

Despite it's unlikely planes afm will be done in a full and proper scale, i still want have this.

May 10 2016, 6:22 AM · Arma 3
scft added a comment to T70880: Turn vehicle lights off and get out, AI turns them back on if it's dark.

Combat and stealth modes have obvious penalies to AI movement speeds, so you don't always want them be active. Aware mode is useful if you want to move to your AO fast while no hard contact has been yet made.
Thus the lights should be off even in aware mode. Cases where you want your lights be turned on are very rare anyway.

May 10 2016, 5:28 AM · Arma 3
scft added a comment to T67673: Helicopter explodes when leaving a pad at random..

Not sure if that's a proper ticket, but...
Arma's engine seems to change a physical position of the chopper once somebody enters - you can frequently notice how the nose slightly jumps up at the event of that.
Couple of times the chopper jumped non-slightly, resulting in crash (and a shame for everybody thinking you're doing things wrong)

Perhaps desynchronisation has something to do with this. I haven't yet encountered this in SP and low-ping low-lag servers.

May 10 2016, 3:28 AM · Arma 3
scft added a comment to T63875: Make sprinting realistic.

The movement is too much inertious and unresponsive as it is. It is obvious in CQB or in Red 1 firing drill - you need to change your direction quickly, but if you're already doing that, this isn't going to be fast. You can struggle and use mouse, but it's pretty hard.
I was going to upvote a ticket that would call to resolve that, but now that i found a ticket that wants this to be made even harder, i doubt creating my own would be contributing...

May 10 2016, 1:03 AM · Arma 3

May 9 2016

scft added a comment to T62030: Terrible sound immersion.

The problem with sounds is not only that they are not immersive - more importantly, they are all the same (they repeat all over and over) and annoying.
Especially ambient and injure sounds. You will really hate rain on relatively quiet or stealth missions where the only thing you hear for minutes and minutes and minutes is that raining sound, which probably in a non-looped form would take about 10 seconds. Or imagine such cases where there is no medic in your team and you are injured - injure suffering sure should produce some sounds, but default ones are again quite annoying.
Some types of voices have different set of fatigue\injure sounds, which are far more better and not that ugly at all.

In this slow-paced shooter you have to wait a lot if you wish to win, waiting is pretty important part of the game, as it is most frequent thing you do and most long thing to do. Fatigue encourages waiting. Dangerous environments encourage waiting. Making ambient sounds sound deliciously would in a very lot improve this game.

May 9 2016, 11:43 PM · Arma 3
scft added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

In most real-world conflicts footage you could notice that an average rifleman tends to fire a lot without direct contact, yet he rarely shows himself up, engaging enemy directly is a primary reason snipers exist in a first place - that's their job. This mode of engagement is something that totally doesn't work in arma! Recoils and sways are one of the reasons why. Damage system is another reason, but it obviously could be worked around by various mods like ace or agm which do things well enough.
The third reason are its penetration capabilities. In arma bullets deterministically lose their damage as they lose speed, IRL speed matters only when there is some kind of body armor. The fact of penetrating it is binary: either bullet makes it to the physical body, or not, there is no such thing as passThrough parameter. There are wound channels though, they may vary.

I understand that arma is a military sandbox, not a simulation, thus BIs are doing their best to balance gameplay things up. But i still hate it. Shootouts just don't feel as they should. IRL weapon is a tool that fires bullets, allowing you to take it, point it in a needed direction, and employ it. Yes: you can get too tired to be effective at it. You can flinch, as your muscles are too tired to keep it in the same precise position. You can point your rifle more slowly for the same reason of being tired. But in arma it's not the case - weapons behave more like they are some animals that desperately try to free themselves from you and run into the forest.

May 9 2016, 10:02 PM · Arma 3