- User Since
- Jul 23 2013, 11:50 PM (436 w, 4 d)
May 11 2016
May 10 2016
Actually, You CAN judge where your shells will land. when you aim the crosshairs at a point, you get several numbers... on the left, you get range, and time to impact for that point, on the right, you get the current elevation of your gun, and the "REL" number tells you what elevation you SHOULD use to hit the point under your crosshairs.... it's already easy enough.
Now, with that said, there is some variation as to where rounds will impact, and this is intentional in the game.
The HUD version of the targeting computer has a MINIMUM range that it will calculate elevation and TTI numbers though. Below this minimum, it's pretty much just guess work as far as I know..
Self propelled artillery really wasn't meant for direct fire though, even though it is more than capable.
SPA's were designed to fill a specific role, which is to provide fast, mobile indirect fire on fixed/mobile enemy positions with a small crew. SPA's can stop, setup, fire, break down and be ready to move again in just a matter of a few minutes, and catch back up to their unit.
With field artillery like the M109 or the M777, they can still do this, but it takes much longer (15 - 30 minutes) and requires a larger crew per gun.
I've attached an image above, that might help you, and anyone else having the same trouble. Hope it helps!
UPDATE: On the image, the number at the top of the hud "015" on my image I had listed as the direction of the turret. But I'm not sure if this is accurate. On my game, the number never changes, no matter what direction the turret is facing.
I'm not sure either, but really, they should be able to deal with it just as if their helicopter was drifting. The problem, I believe, would probably be with autohover. It would deal with it, but would never truly zero lateral motion. With that being said, I've never seen a real helicopter pilot, no matter his skill, hover with absolute 0 lateral motion. It may appear that they are, but truly, they are only sensing the motion of the heli before it accelerates beyond a few inches, and compensating for it.
da12thMonkey, thank you for that. I don't know much at all about other nations military, and the extra information you added was interesting. I'm far from an expert on anything military, and only know about the US Army uniforms from a friend that was in the army. What I would actually like to see is a mixture of flags for NATO and CSAT both, in the stock game. Every game I've seen in the last few years has always had US forces as the primary friendly force. I realize most of these games are probably being made in the US, but the US military isn't alone. Other countries soldiers have fought, and died, right beside our own US troops, but they rarely get the spotlight the way the US does. I think it would be a nice change.
This may well be one for the modding community afterall. I realize a change like this for the stock game might require resources unavailable to BI this close to release, as most of their staff are working on other, more important aspects of the game at the moment. But maybe even adding it in a future update would be nice, and much appreciated by the Arma 3 family.
Also, and don't beat me up over this, but I just noticed tonight, the flag on the uniforms are on both sides. I don't know if I just missed that before, or if it was done in an update sometime since my original post lol
If this change is made, the National flag should be ABOVE the faction flag, as a sign of respect for that nation. That's just my opinion.
On the US uniforms, it's supposed to be 1/2 inch below the right shoulder seam. Other countries may have a different uniform code though.
Most radio controlled aircraft in real life have a function on the controller called "Dual-Rate" which lets the operator set two different speeds for a servo, set of servos, or engine speeds. I have personally used this on RC heli's to change the yaw speed, roll and pitch rates, and at times collective pitch rates.
Having this "Dual-Rate" option on the Darter would be nice. For navigation, have the DR set to "High" to increase yaw, but when you need a slower, more stable platform, set it to "Low" to slow things down a bit.
I had this same problem a patch or 2 ago. For me, turning off the Steam in-game interface solved my issue. I believe that 99% of the time, that error is a steam issue and NOT a game issue.
Just noticed today that this issue seems to be fixed on the dev branch. Not sure if the fix made it into the actual beta or not. Someone else may confirm.
Fixed. At least on the dev branch.
There's one other way to resolve this issue, that may work for SOME, but not everyone (the effect probably bothers some more quickly than others). Take breaks from playing every 30 minutes or hour. Remember, it's just a game, and not taking a break has other physical risks to your body other than just headaches. Sitting for hours on end, playing a video game (or even sitting that long at work, using a mouse and keyboard, pen and paper, or anything else) affects your whole body. It can lead to things like bulging/herniated disks in your back, wrist and hand problems like carpel tunnel, cramps, headaches etc... The point is, if playing a game is causing you physical pain then turn it off/pause it/sit out a round or whatever and get up, stretch, get a drink, use the bathroom, take a 15 or 20 minute break, then play it again.... I am a gamer, and I spend a ton of time on my computer playing games, but I know what my limits are. Learn yours, and don't push them. The game isn't worth it.
As I said before, this won't work for everyone, as for some, even the first time hint of blur might trigger it. SO I do agree, there should be an option to force this effect off, on a CLIENT basis, without being considered a cheat on a server..
But please, please, PLEASE, remember to take breaks and don't risk your health just for a video game. It's not worth it.