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Haven't played in a while, so I'm not sure when this was tweaked, but does anyone else think the amount of dust you kick up when running offroad is ridiculous?

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Haven't played in a while, so I'm not sure when this was tweaked, but does anyone else think the amount of dust you kick up when running offroad is ridiculous?

Never been on Limnos or any greek island so I can't tell the truth, however dust particles in my opinion would look better if they would be displayed under feet not

that far behind.

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Haven't played in a while, so I'm not sure when this was tweaked, but does anyone else think the amount of dust you kick up when running offroad is ridiculous?

It looks weird because it is made wrong. The dust is delayed. Every footstep seem to spawn a particle source. They will slowly spread out like a smoke grenade. Which is absurd.

When you walk on a dusty surface, you will kick a lot of dust in the air instantly. BI should remove this slow spread or increase the size of the particle source.

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•RotorLib simulation enabled; it is available for all stock helicopters (disabled by default; available after switching in Configure > Game)

Hmm, might be time to get to the choppa :)

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Hmm, might be time to get to the choppa :)

Already changed from stable to dev, time to test the joystick that I bought exclusively for the Helo-DLC :D

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•RotorLib simulation enabled; it is available for all stock helicopters (disabled by default; available after switching in Configure > Game)

:yay::jump_clap::459::party::hyper::thumb::icon_dj::yay:

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I agree about the recently-changed dust effects. I keep noticing how weird they look. There's too much dust and the particles linger for too long.

Fixed: Speed of sound simulation

At last, this was really irritating. No more hearing an enemy's last three gunshots after you kill him which makes you think there's still a bad guy over there.

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The OPREP suggested we might see some tweaking in the fixed wing department? I fly for a living in fixed wing and really was hoping for some tweaks in this arena as well.

DEVS, is it only helis getting the love?

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Hi all,

I just made simply test mission, I put a heli in editor and a player, saved as MP game. Started dedi server with that test mission and heli is not visible. (New heli model off in the game options). Can someone confirm that issue ?

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Guest

I've tried to compensate with the tail rotor but it's not enought...

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If you wana see something fun:

Take the hummingbird to a high altitude(i went to 2k+), then turn of the engine. Now start the engine again.

Derpcopter + crash to desktop. :D

Edit: Forgot to say: Do this with the auto hover at on.

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WTF BI !?

Helicopters are totally undrivable !

In this video I'm just increasing thrust : https://www.youtube.com/watch?v=jFmaAulhrmA

and the chopper start to go no matter how !

it works as it should. the problem is on your side. just dont apply full thrust. just raise it a bit , and compensate with the tail rotor.

look here, it works perfect:

i dont say its easy, but thats the point of a simulation ;) isn´t it :D

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The OPREP suggested we might see some tweaking in the fixed wing department?

Introducing trim for fixed wing would make my day. Just saying.

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The new Blufor uniform look is going to mess up a bunch of mods, the place where people put their flags is now somewhere completely different, please change it back

---------- Post added at 23:47 ---------- Previous post was at 23:06 ----------

Also upon trying to fix my textures for the NB mods, the flags i place get distorted by the model

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The new Blufor uniform look is going to mess up a bunch of mods, the place where people put their flags is now somewhere completely different, please change it back

---------- Post added at 23:47 ---------- Previous post was at 23:06 ----------

Also upon trying to fix my textures for the NB mods, the flags i place get distorted by the model

No, don't change it back. It finally looks good. Especially with the patches in place (which are also right way around now, thanks BI!) it looks great.

The model itself has been updated, so you need to make sure you're using the version from this update, and not an old one (where flags are distorted anyways.).

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WTF BI !?

Helicopters are totally undrivable !

In this video I'm just increasing thrust : https://www.youtube.com/watch?v=jFmaAulhrmA

and the chopper start to go no matter how !

Leave auto trim on as you practice, it takes a large portion of load off for compensating with the pedals.

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it works as it should. the problem is on your side. just dont apply full thrust. just raise it a bit , and compensate with the tail rotor.

look here, it works perfect:

i dont say its easy, but thats the point of a simulation ;) isn´t it :D

I noticed that you were leaning from side to side (with TrackIR?) in the cockpit. I thought there were only 2 degrees of freedom with TrackIR? Do you have mods that extend TrackIR's effectiveness, or was I just misinformed?

WTF BI !?

Helicopters are totally undrivable !

In this video I'm just increasing thrust : https://www.youtube.com/watch?v=jFmaAulhrmA

and the chopper start to go no matter how !

Haha one of the things I'm kind of looking forward to about the new RotorLib is seeing how people who've never played a real helicopter sim react to things like Torque, Vortex Ring state (if added), etc.

If you guys need me, I'll be in the kitchen making some popcorn. ;)

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I noticed that you were leaning from side to side (with TrackIR?) in the cockpit. I thought there were only 2 degrees of freedom with TrackIR? Do you have mods that extend TrackIR's effectiveness, or was I just misinformed?

It's the new 6DOF setup, it should help a bit in helos, mainly during (crash) landings :icon_twisted:

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It's the new 6DOF setup, it should help a bit in helos, mainly during (crash) landings :icon_twisted:

I would recommend everyone to set "move head forward" and "move head up" to one special key for landings. You can now see much more what is going on in front of and under the nose of the aircraft!

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It's the new 6DOF setup, it should help a bit in helos, mainly during (crash) landings :icon_twisted:

yepp, the new 6dof is pretty cool. the leaning sidewards and looking back feel a bit "slugish/unnatural" but i think it will be tweaked more.

what i even like much more is the WHEELBRAKES! :D seen in the below video.

what is really strange is the engine sound. it doesn´t feel you are in the chopper

but sitting infront, and if you move the head, it feel you are moving outside of

the cockpit. if you get in a stall/spin, the enginesound moves around you. and

that shouldn´t be. http://feedback.arma3.com/view.php?id=19755

the new trimm settings are not working on an "analog wheel" on the saitek x52-pro

thrustcontrol. it would be cool if you can adjust the trims "analog".

and this audio bug is still ingame: http://feedback.arma3.com/view.php?id=19678

hurts in the ears pretty much. other pll have also that problem.

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I really miss a sound indicator for when you force the rotor ( right now there is only a light indicator, which in the middle of a fight can be missed ).

BTW it would be cool if you implement usable hatches for the vehicles so we can use them to fire from them ( for the feature firing from vehicles ). That could be useful in the APCs or in the MATV for example ( to be able to open the circular hatch in the roof ).

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great recent updates BIS. totally rocking it! and not just helis. take a minute, congrats are in order!

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