JWLEE 1 Posted September 19, 2013 When will the opening vehicle door thing come back to dev? It was really cool thing. They removed them for somekind of issue and never come back...hmm Share this post Link to post Share on other sites
gliptal 25 Posted September 19, 2013 When will the opening vehicle door thing come back to dev? It was really cool thing. They removed them for somekind of issue and never come back...hmmIt was removed because they couln't make it consistent along all vehicles, and also because of the amount of issues and requests that it brought (cluttered action menu, throwing grenades inside, water filling, etc).I hope they will go back working on it, but there are more important things right now IMHO. Yay! Share this post Link to post Share on other sites
2nd ranger 282 Posted September 19, 2013 A static weapon being disabled now always results in the death of the gunner. At release it was possible for a fixed weapon (MG, GMG, Mortar) to be disabled by fire and for the gunner to walk away, but now the gunner is killed immediately after the weapon reaches maximum damage. Ticket. Share this post Link to post Share on other sites
krazikilla 5 Posted September 19, 2013 (edited) - Whats up with the bug, that often when a copilot / gunner jumps into a chopper on multiplayer that, he kind of glitches outside and destroys the main rotor blades of the thingy? - Also why i often cannot pickup ammo magazines of a dead enemy soldier on multiplayer? It happens often that i grab his gun and then cannot take the magazines. - Another stupid thingy is: i stand still with binocs in my hand, not moving since minutes, and still the view trough it is shaking like i just did a 500meter sprint. When i hold right mouse button for 5 sec (holding breath) it is getting quite ok for a bit, but then my dude is breathing and shaking again like he holded breath for 30 seconds right after a 500m sprint with a 50kg Backback on it!! - Why my stamina is weak like i am 100kg dude doin no sports at all? My soldier, even with no big deal of gear on it, is breathing hard and stopping to sprint after way too less meters of running. Should be increased by at least 30%. Dependend on weight of gear ofcourse. - For some reason i cannot turn out of several Tank thingies, when im in driver or gunner. Is that normal in the yaer 2035? - The grenade throwing is still a placeholder or? Even on Arma2 /OA it was at least better controllable, how far u throw the thingy. if i nowdays wanna throw it behind a wall, i have to throw it 15meters in the air, hopin its falling down on the other side... Edited September 19, 2013 by KrAziKilla Share this post Link to post Share on other sites
ZZEZ 10 Posted September 19, 2013 BI Please add the new UAV turret stabilization to the tanks, it will make shooting on the move much better, it is ten times better then the current method of fighting with your mouse to keep the target centered. Share this post Link to post Share on other sites
gvse 10 Posted September 19, 2013 I think you guys don't get enough feedback when things are improving so here I go: the last two updates have really boosted my framerates making the whole experience smoother and the game more enjoyable. Thank you and keep it up! :) Share this post Link to post Share on other sites
nimrod123 11 Posted September 19, 2013 on postive reinforcement. i have thoght this was great since late alpha. that is all, very happy with the ammount i spent Share this post Link to post Share on other sites
mistyronin 1181 Posted September 19, 2013 It was removed because they couln't make it consistent along all vehicles, and also because of the amount of issues and requests that it brought (cluttered action menu, throwing grenades inside, water filling, etc).I hope they will go back working on it, but there are more important things right now IMHO. To me the "open door" option adds so many advantages and immersion that compensates all the downsides. I think sometimes we ( the players ) are too picky, and because of that we lose some cool features. Just imagine arriving with an APC and opening the ramp. Share this post Link to post Share on other sites
Gekkibi 11 Posted September 19, 2013 Just imagine arriving with an APC and opening the ramp. ...And a script unlocks the cargo seats after the ramp is closed... *drool* Share this post Link to post Share on other sites
nimrod123 11 Posted September 19, 2013 To me the "open door" option adds so many advantages and immersion that compensates all the downsides. I think sometimes we ( the players ) are too picky, and because of that we lose some cool features.Just imagine arriving with an APC and opening the ramp. thats part of the problem, they don't have it done for all vechiles Share this post Link to post Share on other sites
NeuroFunker 11 Posted September 19, 2013 thats part of the problem, they don't have it done for all vechiles doesn't mean they won't Share this post Link to post Share on other sites
nimrod123 11 Posted September 19, 2013 (edited) doesn't mean they won't but not now, so it dosn't go in half finished. its not a finished feature. thats a theme i appluaded from this release. schduling seems to be overoptimistics, but at least everything they are adding is for this game all the models are seemingly made for this game. but at least what they are adding is finished (not working but mainly complete) Edited September 19, 2013 by nimrod123 Share this post Link to post Share on other sites
Gekkibi 11 Posted September 19, 2013 but not now, so it dosn't go in half finished I have some real urges to say something silly and funny right now, but I try my best not to do so... ;) Share this post Link to post Share on other sites
nimrod123 11 Posted September 19, 2013 I have some real urges to say something silly and funny right now, but I try my best not to do so... ;) its hard to describe what i mean. theirs a diffrence between finished and done. finished means the feature has all the bits, done means it works every thing i have seen added and not removed after some tests, is finished. it kinda works, all the key bits are their. if it worked was a complely diffrent story Share this post Link to post Share on other sites
Gekkibi 11 Posted September 19, 2013 every thing i have seen added and not removed after some tests, is finished. it kinda works, all the key bits are their.if it worked was a complely diffrent story Crewmembers not able to turn out on some vehicles? Maybe it's finished, but isn't working properly. But what about the half-finished encumbrance? We have some bits & peaces already in the game, but it's half-finished. Share this post Link to post Share on other sites
themaster303 22 Posted September 19, 2013 - Whats up with the bug, that often when a copilot / gunner jumps into a chopper on multiplayer that, he kind of glitches outside and destroys the main rotor blades of the thingy?- Also why i often cannot pickup ammo magazines of a dead enemy soldier on multiplayer? It happens often that i grab his gun and then cannot take the magazines. - Another stupid thingy is: i stand still with binocs in my hand, not moving since minutes, and still the view trough it is shaking like i just did a 500meter sprint. When i hold right mouse button for 5 sec (holding breath) it is getting quite ok for a bit, but then my dude is breathing and shaking again like he holded breath for 30 seconds right after a 500m sprint with a 50kg Backback on it!! - Why my stamina is weak like i am 100kg dude doin no sports at all? My soldier, even with no big deal of gear on it, is breathing hard and stopping to sprint after way too less meters of running. Should be increased by at least 30%. Dependend on weight of gear ofcourse. - For some reason i cannot turn out of several Tank thingies, when im in driver or gunner. Is that normal in the yaer 2035? - The grenade throwing is still a placeholder or? Even on Arma2 /OA it was at least better controllable, how far u throw the thingy. if i nowdays wanna throw it behind a wall, i have to throw it 15meters in the air, hopin its falling down on the other side... write tikets here: http://feedback.arma3.com/ than it will get voted and assigned! Share this post Link to post Share on other sites
NoPOW 59 Posted September 19, 2013 Today's DEV changelog: New possibility to turn off adaptive crosshair in options Searching these forums there seems to be no entry about what makes the crosshair 'adaptive'... Care to enlighten me? :) Share this post Link to post Share on other sites
mr_centipede 31 Posted September 19, 2013 Today's DEV changelog: New possibility to turn off adaptive crosshair in options Searching these forums there seems to be no entry about what makes the crosshair 'adaptive'... Care to enlighten me? :) The thing that people misinterpreted as auto-aim Share this post Link to post Share on other sites
nimrod123 11 Posted September 19, 2013 Today's DEV changelog: New possibility to turn off adaptive crosshair in options Searching these forums there seems to be no entry about what makes the crosshair 'adaptive'... Care to enlighten me? :) where the crosshair moved due to objects blocking the LOS of the barrel of the gun Share this post Link to post Share on other sites
pawelkpl 29 Posted September 19, 2013 I have better fps with todays update, good direction BIS, anyone else ? Share this post Link to post Share on other sites
nimrod123 11 Posted September 19, 2013 Crewmembers not able to turn out on some vehicles? Maybe it's finished, but isn't working properly. But what about the half-finished encumbrance? We have some bits & peaces already in the game, but it's half-finished. all the code, all the interface is there. balanced, no. there, yes. as for turning out, the animations appear to have been there, just not working right. doors was different, only the ifrit was done, and since its part of the vehicle system, adding it to one means the rest arn't done without it. its also cosmetic, so removing it is a good counter to feature creep. something that will always kill a project like this, ARMA 2 suffered from it really badly, this one has had some very public counters (campagin and the TOH FM to name a few) Share this post Link to post Share on other sites
NoPOW 59 Posted September 19, 2013 where the crosshair moved due to objects blocking the LOS of the barrel of the gun Aha... Makes sense, thanks. Share this post Link to post Share on other sites
krazikilla 5 Posted September 19, 2013 write tikets here: http://feedback.arma3.com/than it will get voted and assigned! Unfortunatly i, for now, dont have time to write tickets, these are quite obvious problems which should be worked on anyway. Share this post Link to post Share on other sites
nmdanny 22 Posted September 19, 2013 Today's DEV changelog: New possibility to turn off adaptive crosshair in options Searching these forums there seems to be no entry about what makes the crosshair 'adaptive'... Care to enlighten me? :) When you have adaptive crosshairs on, it helps you when you're shooting from cover, if your barrel is pointing at the cover, the crosshair will shift to the cover instead of the center of the screen. Share this post Link to post Share on other sites
Opticalsnare 12 Posted September 19, 2013 (edited) Any idea if the AI rate of fire will ever get fixed? Its kinda odd that weapons from machine-guns to rifles changes to a different firing rate from like 0.1 (600rpm) to 0.2 (300rpm) once the player passes a set distance from the location of the weapon being fired. If the player is close to the location within like <50m the AI will fire the weapon correctly at the ROF set in the config but once you get outside this area it goes to being a pop-pop-pop almost semi-auto. - This is not because of any config settings & has been occurring since OFP Edited September 19, 2013 by Opticalsnare Share this post Link to post Share on other sites