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Ofcourse they should fix it now(during the beta period). Beta is the final stage before release.

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True. All that is wrong and possible to actually fix should be fixed before the release :) devs are listening, I am sure of that :)

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Don't you have the game?

For now, i know three position of the scope. What exactly? Situation when you see reticle Not_barely: solid color view(sky), reticle backlight. Its work for my IRL optics. Otherwise, its barely.

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Thank you for the changes with the NVG, much better.

So many new things to see that I totally forgot about the 3D scopes, going back now. Really nice things so far!

Issues (just a list, hittting the FT later):

Ghosthawk (beatiful bird) lights are messed up.

CH49 cargo - Why so many separated parachutes?

Krissis recoil is strange.

Scorpion recoil in full auto is no existant, in burst it goes up.

Comanche minigun smoke is out of place.

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P.S. Do not forget about size of this team. So stop this pressure of spam on forum. Just place the ticket and they choose the better sequence. Players can only point to the bug. We are not competent to determine the best managment for the developers.

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There were NVG changes? Didn't notice before (read: didn't try them)! What was changed?

Yay!

Edited by Gliptal

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Redjevel

We will try to update the binary today with 2 WIP fixes:

Doppler effect in sounds

Script error after loading MP savegame

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It auto detected the "Very High" preset and performance is great (solid 50FPS according to the Video Options menu) Be nice to have the FPS counter as an option in game too.

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Fergal Just get the interesting view(distanceview, shadows,trees, DoF...)? go to videooptions and find numbers - fps would count this frame. Enough for setting game up.

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Regarding the aparent magnification factors of the optics:

Yes you are right - i was curious about the optic zooms and these new 3D scopes uses just 2,2x magnification (according to arma calculation 0.249 / Zoom magnification)

"Magnification" on opticszoom isn't standardised as simply as that.

The number allocated in the opticszoom parameter is actually the FOV (in radians) through the optics - a value which can vary depending on both the magnification factor of the device, but also the curvature and diameter of the objective lens of the scope. Screen resolution creates a limiting factor which means in some cases, to fit a representation of the entire real-life FOV within the frame of the monitor, you have to scale down the aparent 'magnification' factor over the game's standard FOVs (the ones when not looking through a scope). Two scopes that nominally have the same magnification IRL may have two different FOVs in real life, so the ingame optics would need to have different opticszoom values to account for one having a wider FOV (Magnification is inversely proportional to FOV).

Remember that the all three available views when not looking through a weapon sights (the standard one and those adjusted by pressing the Num + and Num - keys), are actually all meant to represent unity (1x) vision; just with different FOVs in order to overcome the limitations that a monitor places on representing real human vision capabilities. The 'wide angle' view (NUM -) is supposed to represent a nearly complete human FOV (~80 degrees) but due to the fact it has to be squeezed into the frame of a monitor it creates a 'fish-eye' effect and prevents you from seeing much detail. The 'narrow angle' (NUM +) view is to give a more realistic impression of scale and depth based on the ability of the human eye to focus in detail on distant objects (unlike a monitor which is limited by display resolution), but suffers from the amount of peripheral vision being drastically cut down by the framing of the monitor. The standard view is somewhere in between in order to find a sort of balance between the two.

As a result, the magnification factor you create with your opticszoom values also depends on which of the unsighted FOV values you choose to treat as being the true 1x vision value. IIRC the 'narrow' 1x FOV value is around 0.37, so using a starting value of 0.249 to calculate your opticszoom settings would already give you a narrower, more "zoomed in" look than any of the standard 1x magnification views available when not using a weapon.

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There were NVG changes? Didn't notice before (read: didn't try them)! What was changed?

Yay!

Cosmetic ones. You don't have the goggles always mounted up now, just the clip. But the image itself has a lot of noise for a long time now. IMO, its better.

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RobertHammer

Look to Blufor RCO description in inventory. :)

You mean that is a 12x zoom? meh that is a nice lie

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Cosmetic ones. You don't have the goggles always mounted up now, just the clip.

I'm not really happy with that, I prefer the look before the update. If a player doesn't want to see a nvg on their helmet, just remove it. It's what I do in my mission when needed.

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I'm having lot of compatibility issues with my older missions D: can't even open them on the editor

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I'm not really happy with that, I prefer the look before the update. If a player doesn't want to see a nvg on their helmet, just remove it. It's what I do in my mission when needed.

Same here, can't understand why this was done...

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Nice. Took me 4 hours to download the update. When it said 99%, something happened and it started to re-download it again... Where the hell did the files disappear to?

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I'm not really happy with that, I prefer the look before the update. If a player doesn't want to see a nvg on their helmet, just remove it. It's what I do in my mission when needed.

What is the point to have them ready in the middle of the day? It's not realistic (IRL, weight is a big issue; its a sensible equipment), it clips in some situations and overall it's just looks bad to have an "army of ants" running around, doesn't resemble reality at all.

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Yes, you dont need this dumbbell on your head. Just take from bag and attach to clip when need it.

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