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- User Since
- Jun 7 2013, 7:43 PM (597 w, 6 d)
May 10 2016
@dslyecxi: Nice review and suggestions. I've added your link to the ticket.
Thanks for the effort. Let's hope it makes a difference!
yes, having a better way to switch weapons would also be very good.
it is however quite easily moddable. ace-mod, as you probably know, had the possibilty to have weapons on shift + number-key. worked quite well.
ok. thanks.
well of course there is nothing to say against having a feature optional.
@Bis: consider making it optional for the oldschool-guys! ;)
what don't you like about this suggestion?
oh. it got reviewed. that is probably something good, isn't it?
i can't help but feel a bit honored;)
i recently introduced a new player to arma and like in every title so far, the action menu was the most irritating thing for him.
arma is a truly complex and often difficult game - it is absurd that the biggest problem of accessibility for new and veteran players alike is something simple as context actions.
please fix this:)
that is a really, really good idea. someone should make a ticket for this. the old tom clancy games had this feature, when i remember correctly. it worked really well.
since the scrollwhell is also needed for the scroll menu, modifier key + scrollwheel would do the job.
b00tsy, would you make a dedicated ticket for that?
tarciop, very good idea!
please read carefully. two menus in theory. in the game it would feel like one menu for the abstract and self actions and one context-sensitive "use" button.
so more like one menu for abstarct stuff and one button to interact with gameworld.
"I also think the squad commanding UI should be improved."
I agree. Someone should make a ticket for it!
this idea could of course be combined with other ideas, like radial menus.
but i think it is critical to distinguish between contextual actions and abstract actions.
even if you have very cool designed radial menu, actions like opening a door or entering a vehicle should only be one click, or two fast clicks.
you would still have the "self" or abstract action menu for all the dirty, quick action like we have now.
only contextual actions would be seperated into new menu.
and additionaly the little improvments i talk about at the end. (more key-bindings, precizse but "lazy" contextual actions)
it is not significantly different from the current system but should play much faster and less clunky. just better :)
for me it stopped working, after it worked forever. (server not visible in server list, server doesn't respond to my steam friend after steam invitation) i suspect that a firmware-update of my router may be the cause. port-forwarding is set up correctly!
is there a way to test, if the ports are open for my ip? the router interfaces states, that port are open for my ip, but i don't trust it, since it stopped working after a forced firmware update...
*edit* false alarm: my internet provider changed my connection to ipv6, so any ipv4 connection would run through a gateway/proxy blocking ports regardless of my local settings.
i thought that the prefix "B" would just distinguish between the tent and the backpack before you place the tent.
i might be wrong though. unfortunately i can't test it, because i don't know how to spawn objects by classname:-\
the tents available in the editor however, didn't work for greenfor, the last time i checked.
same apllied to the sleeping bag (last time i checked). seems that the devs have just forgotten to make it compatible to greenfor. should not be much work to fix!
that would make sense. good idea!
would be a dream come true!
good idea. i especially like sniperwolfs572s suggestions in the comments:
"make the driver interior LOD pitch black with viewports like you demonstrated. You'd then just use the freelook key to look around the three viewports..."
i want to add, that with clever art-design you could further spice up the view with some displays showing cam-feeds or gps or other important informations. if its done decently it surely could feel immersive even without a fully modeled interior.
suggestion: "F" toggle firemode, "ctrl+F" switch to grenade launcher.
<i>*edit* changed "strg" (german) with "ctrl". sorry for the confusion.</i>
An Electronic Flux Attenuation Modulation System would be way too arcade!
A decent dose of Eccentric Flying Abbreviation Manual Syntax could however be realistic for arma's future scenario. Who knows, how syntax will evolve in the next twenty years!
@samogon: as far as i know, the top attack is only an additional option. "normal" mode would be direct attack.
if they can't get inertial guidance right, perhaps the sights of the NLAW should get digital, dynamic aiming aids. for example a marker that show where you should aim, if you want to hit a moving target. would be much more realistic than magic guidance.
Most importantly the <b>NLAW</b> (PCML) <b>is not a homing missile</b> like in current implementation. It only has inertial guidance - it can't in any way react to unexpected movement changes of the target.
It only can fly a predicted path and it's only sensor is a gyroscope. Having the NLAW just unguided would be much more realistic than the current magic-aim-version, that has nothing to do with reality. Hopefully it is just a placeholder and we get inertial guidance at a later stage...
yes, but it only detects missile after launch. it doesn't sense, when a missile is locking. the system monitors surrounding of aircraft and detects burning missile engines.
this means that it can only give a warning as soon as the missile is launched!
afaik all currently fielded manpads are heatseekers and therefore there would be no way for the targeted aircraft to sense the locking. however i believe there are systems that detect missile launches and missiles in the air.
i agree. saluting is just again aesthetics and doesn't really add to gameplay or immersion. using binocular would be very cool and, as suggested before, the ability to duck for cover. still able to barely see over the hatch/shield and giving a smaller target to enemies.
Afterman2113, very good ticket. perhaps you could add the suggestion for the turned out crew to duck for some extra cover. still being technically outside, but very low. some tanks have this little bulletproof glass shields to go in cover behind.
i think proper game mechanics for turned out tankers could be a substitute for the missing interiors. you are right: atm the turn out purpose is more aesthetics.
yes, because it uses the old arma 2 FM, which is <b>hopefully</b> a placeholder for a new physX powered flight model, which would come with the new arma 3 planes.
yes, one plane would be great just for testing purpose. could even be an unarmed recon plane or something, if bis want to have fighters as a special something for release.
so please, give us a test-plane for checking out flight model and so on...
this is realistic. FLIR is not optical, but thermal ir. glass windows block thermal radiation. that's the whole point of a window. if it is too cold or too hot outside, you close it;)
progamer. just think for yourself for a moment. if you go deeper, it gets darker, that is because the light of the sun gets absorbed by the water. at a certain depth it is just black. i don't think we need photoproof for that. i'm a certified diver myself by the way, if that helps to convince you;)
i don't think that is an important issue though.
yes, only titan missile launcher is guided now.
ticket can be closed!
may i invite you over to the following thread to further discuss the issue in a more result-oriented way.
http://forums.bistudio.com/showthread.php?158384-The-community-s-definite-suggestion-for-better-heli-immersion-and-guided-weapon-FCS
o.k.
i have another suggestion:
Make the Kel Tec RFB a "normal" land weapon, which can accept all attachment.
Then make some special attachments that transform the RFB into an underwater weapon: For example a special barrel-attachment that is needed to fire the supercavitating ammo or special underwater-sights, that would be like the back-up-sights but bigger and more open.
this way you would have the nice RFB as realistic land weapon, which could be tranformed for underwater combat, giving it more of a scifi-underwater-gun-look in the process.
what do you think?
would a speargun for combat divers somehow make sense?
St. Jimmy, perhaps you should just write:
"when not commanding the number keys should be free for mapping anything on them. only when you press a special command button or when you select team-member with the F keys (F1,F2;F3...), the number keys should work for navigating the command menu, like it is now."
it is a little, good feature. but surprisingly hard to describe;)
this is a very good idea. funny that nobody thought of it before.
the freed number keys could be used for changing weapons as infantry or for changing throttle in aircrafts in absolute numbers (1 = 10%, 2 = 20%, 3 = 30% etc)
stupid question:
is an "officer" never a fighting unit? if he isn't a fighting unit, he really would not need nvg and assault rifle. pistol or smg would be enough.
i think, he has some sort of rigging under his hat, hasn't he?
ok. but don't you think that "shake VIOLENTLY" is a bit to drastic?
well, i decided to upvote, because you seem to know more of the issue than i do. but still i think you should change the "violent" part;)
also i assume, that there is a major difference between different kinds of propulsion. afaik there are rockets that fire their main engine in the tube and just accelerate forward. i can't imagine that they would have major recoil.
on the other hand, there are atgm that get shot from the tube with a propulsion charge and fire their main engine later.
i would guess, that these would have more recoil, because of the initial propulsion / impulse.
but that is just an educated guess! correct me, if i'm wrong!
ok.
but besides realism, that would also add to authenticity: the feeling of firing a realy powerful weapon, even if it only was little vibration.
so it would be a real nice little feature and should not be much work to implement. just apply a little force in physX on the appropriate weapon station, when weapon fires.
yes, rockets are more or less recoilless!
but that is a problem, the mission-editor has to take care of.
nothing the devs can do anything about.
well, i thought the problem was, that a hit is always 100% damage, while it would be desirable, that there was a minor change of the heli surviving a hit so that an emergency landing would still be possible.
while i would agree to this, i don't think that range of anti-air should be less. in reality range is even higher and the enemies firing from longer ranges gives you more time to respond, which is good for gameplay.
perhaps the poster should clarify, what he had in mind.
@b101uk: sorry. i did not want to spam. i thought the ticket might be of real interest, because it is about heli flying in general... to some extend.
i agree.
please also have a look and contribute here:
http://feedback.arma3.com/view.php?id=10323
i guess that could be color space related.
could it be, that the outer door is a shield that goes up to give cover and then there is a second "real" door underneath?
that is with all vehicles, that don't have windows. same in previous arma games. i think it is an engine limitation, but i upvotetd nevertheless. would be nice, if they could improve it.
have a look here!
http://feedback.arma3.com/view.php?id=10884
very nice feature. no big deal to implement.
also have a look here for better HUD/GUI in APCs tanks and helis.
http://feedback.arma3.com/view.php?id=10884
basic gunner pip in pilot's view is already implemented on dev branch.
but please vote for the whole package.
http://feedback.arma3.com/view.php?id=10323
yeah, a little less "swag" would be good indeed:)
we definitely need proper locking-mechanics. both from a visual / immersion point of view and from a gameplay / realism point of view.
see this short video:
http://www.youtube.com/watch?v=hv6kyvicBGc&t=0m12s
this would <b>not</b> make targeting much more difficult, but there would be at least a little change of fucking it up, when under pressure - because lock confirmation isn't spoon-fed by this dull white diamond (arma gui).
also it would be much more immersive AND realistic. ace-mod did this quite well for arma 2. it was not super difficult, but you still had that feeling of achievement, when you knocked out a tank in a high pressure situation.
yes, zacho, that is true. i just wanted to point out, that in theory it is a minor flaw in the coherence of the simulation. not a big deal and i don't really care about it.
on the other hand, i like the new opfor look from a pure aesthetical point of view. with the hud they looked a bit over the top scifi. that is personal taste, i guess!
the problem is, that the HUD would need to get simulated, or other people would demand a proper implementation of infantry HUD / augmented reality systems.
please note, that the arma UI is not a simulation of infantry HUD-systems, but just game UI, allowing the game to give you feedback about things that would be hard to communicate otherwises. (stance indicator etc.)
that bug was also present in arma 2 AO. don't know about arma 2 vanilla.
IMPROVE ALL THE THINGS!!!
yes, even if it's not usable in game, it would be cool, if the devs could provide basic support for this feature, so that modders could utilize it.
it was possible in toh, so the engine should already support it somehow.
the wrecks in ofp looked hilarious, not awsome.
but better wrecks for arma 3 would be good nevertheless!
better idea: option to disable vibration when mouse/keyboard input is detected and enable vibration when gamepad-input is detected.
best of both world!
he can help the pilot with navigation, can watch for enemies etc.
no need to give him a task, which is highly unrealistic, only for the sake of giving him something to do. this is not occupational therapy. This, gentlemen, is war!
i'm not an expert, but would that not be totally unrealistic on most helicopters?
for law inforcement that would make sense, but many military helicopters have FLIR and night vision.
i think the floodlight is meant to be a landing light. it is switched on for landing. it is not used as a searchlight.
i did not vote on it, because i don't know for sure.
do your homework. there are auxiliary generators and things like that. so it is possible depending on the vehicle. in 2035 this should be widely available;)
upvoted!
would be cool if this auxiliary system would make sound too. just the sound of some hydraulics working, some buzzing. of course not very loud.
good point!
also the mirror of the marschal should get pip-function!
please also see this related ticket:
http://feedback.arma3.com/view.php?id=10884
yes, they should at least improve it somehow. please also have a look at my link above!
well, would it really benefit gameplay?
when we have everything in arma that would be possible in 20 years, then the game would become a self running tech demo of computer controlled drones fighting each other without player input. could be possible in 2035, would not be fun though!
i agree!
please also have a look here for visual and audible feedback improvments:
http://feedback.arma3.com/view.php?id=10884
small, but desirable feature!
since the arma 3 UI is a bit more "clean" then in previous titles, i would suggest a more abstract version of the compass in map view.
but should be there nevertheless!
yes - some helicopters like the commanche have the ability to turn around their center at quite high speeds, but definitely not a full speed. so this is not a bug.
still the flight model of the helicopter should be improved further!
when you watch videos about arma 3, it's funny (or tragic) that all the youtubers take it for granted, that the current implementation is only a placeholder for proper interiors or proper GUI to come at a later stage.
yes, the good old ofp times:)
unfortunately modeled interiors are definitely not planned atm. was stated by project lead at this year's e3.
still, we might be able to change the devs minds.
here is a ticket for modeled interiors btw:
http://feedback.arma3.com/view.php?id=9875
the abrams sight is quite "clean" indeed. i would guess, that most optical sights of last generation MBTs are not very cluttered with info.
that is a problem with realism vs. authenticity. in reality the gunner of an abrams tank, has more than just his sight to look through.
problem is, how to give the player the feeling, that he is in a tank, when he only gets this peephole-experience.
best way would be to have the detailed interiors of course...
no, not planned atm. was stated by project lead at this year's e3.
still, we might be able to change the devs minds.
here is the ticket for modeled interiors:
http://feedback.arma3.com/view.php?id=9875
here is a ticket about modeled interiors for tanks/APCs.
http://feedback.arma3.com/view.php?id=9875
perhaps someone could make a ticket begging for modeled interiors;)
i would vote on it!
but as i mentioned above, tank crews would look through their sights most of the time, so having at least very cool sights with lots of infos, pip etc. and a nice, authentic UI-design would be o.k. for me.
unfortunately NO, the devs said, that there WON'T BE be modeled interiors for APCs and tanks.
that is sad news, but to be fair, tank crews would look through their sights most of the time, so i guess lack of modeled interiors wouldn't be too bad, if the tank sights or the mfd-views (or whatever you call them) would have a better look to them. not only aesthetically, but also concerning gameplay - incorpertaing more information: bearing indicator, gps, pip etc. ...
thats what the ticket is about!
ok. thanks for uploading the picture. looks authentic!
additionally elements could be added besides the sight. working GPS, pip-elements and so on.
but on the other hand, these additional elements would make more sense for gunner and commander view.
*edit* instagoat, i reuploaded your picture, so that it is displayed immediately. hope that is ok for you!
i don't really know. i assume, because it is "my" ticket and that's why it is shown instantly. perhaps it has also something to do with size. i re-sized instagoats picture, because at first i thought it was size-related.
good ticket and well written. i upvoted, although there are many ticket already suggesting the same or very similar solutions.
could even be some sort of accessory for the gun, that you could equip when needed. instead of light/laser for example.
same or similar issue exists in arma 2. should be fixed for arma 3!
upvoted!
i have to admit, i've lost track of all the tickets concerning this issue.
my ticket is: http://feedback.arma3.com/view.php?id=10726
it is basically about having scroll-menu for self action and "use" button for contextual actions.
if you made the suggestion before me, i must have missed it, when searching. my bad!
feel free to post yout ticket in the comment setion of my ticket. i already upvoted yours!
also reported here:
http://feedback.arma3.com/view.php?id=10726
at least the dev should get the message that the community want a better solution:D
upvoted nevertheless!
i can confirm that, but did not test with latest build.
nice feature. but would it not be sufficient to have different version of each units with different loadouts?
let us say for each heli a version with AASRM, one with ATGM and perhaps one without special weapon but double amount of dumbfire-rockets.
just as an example.
of course custom loadouts would be a cooler, but are much more work for the devs.
hey, i've written an explanation on how you could dramatically improve the action menu without big effort, that would allow just double-tapping the spacebar to do contextual actions like opening doors. should work fine!
have a look here:
http://feedback.arma3.com/view.php?id=10726
i like the idea of using mouse-movement instead of mousewheel, BUT holding left mousebutton is not a very good idea, as left click is also shooting.
we would need another key to be pressed instead of mosue button, or did i not understand you correctly?
@dslyecxi: Nice review and suggestions. I've added your link to the ticket.
Thanks for the effort. Let's hope it makes a difference!
yes, having a better way to switch weapons would also be very good.
it is however quite easily moddable. ace-mod, as you probably know, had the possibilty to have weapons on shift + number-key. worked quite well.
ok. thanks.
well of course there is nothing to say against having a feature optional.
@Bis: consider making it optional for the oldschool-guys! ;)
what don't you like about this suggestion?
oh. it got reviewed. that is probably something good, isn't it?
i can't help but feel a bit honored;)
i recently introduced a new player to arma and like in every title so far, the action menu was the most irritating thing for him.
arma is a truly complex and often difficult game - it is absurd that the biggest problem of accessibility for new and veteran players alike is something simple as context actions.
please fix this:)
that is a really, really good idea. someone should make a ticket for this. the old tom clancy games had this feature, when i remember correctly. it worked really well.
since the scrollwhell is also needed for the scroll menu, modifier key + scrollwheel would do the job.
b00tsy, would you make a dedicated ticket for that?