CaptainAzimuth 714 Posted April 14, 2015 I don't see how telekinesis through mouse interaction is different from instant keyboard presses. There's a lot of animations missing to be truly immersive, and not all actions require a stare to work. True, it's not about animations though, TKOH didn't have animations, but the feel old looking around and interacting made all the difference in the world. I've had about 9 people ask me why the TKOH interaction wasn't in Arma, they got the demo just to test the interaction. But as you said, not every interaction comes from looking around an that's good, that helps because the things that require just presses of buttons can be that way, much already are. But having the fluent interaction like that of TKOH would only help solve the struggle of the almighty scroll menu. It would fix it, we'd never have to worry about trying to open a door an pressing heal, leaving you with your pants down for a solid 15 seconds so the enemy can catch up and do what they want with you. Instead, walk up to the door and press a key. That could be another key pressed interaction, and would fit seamlessly with something like the TKOH interaction. Share this post Link to post Share on other sites
R3vo 2652 Posted April 14, 2015 (edited) About the interaction discussion: It would be nice, if we could enable/disable Action Menu entries. It would remove some of the clutter, and for me personally, improve interaction imense. For example, it has always bugged me, that I still have Eject, Get out, Start engine, reload, reload different magazine etc., even though I've got those binded to a keyboard key. Problems with Zafir Falling through the ground Ticket Edited April 14, 2015 by R3vo Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 14, 2015 Here is just an example. It doesn't even have to be as detailed. It could just be Engine on, Light on, and such. Things like the new Open Ramp could be a button for the pilot/co-pilot while those in the ramp seats could still have the scroll option for the ramp, or by pressing a button. This kind of interaction really does boost immersion, and it fixes everything that is wrong with the scroll menu. Most things with the scroll menu is still just looking at things, like gates and such. But there is so much room for improvement. It's almost a golden solution. Execution of implementation is the only thing that can determine if it's a success, and seeing by the example video, how could it be bad? I can see it. It's worth deep consideration. Share this post Link to post Share on other sites
St. Jimmy 272 Posted April 14, 2015 About the interaction discussion:It would be nice, if we could enable/disable Action Menu entries. It would remove some of the clutter, and for me personally, improve interaction imense. For example, it has always bugged me, that I still have Eject, Get out, Start engine, reload, reload different magazine etc., even though I've got those binded to a keyboard key. Yep http://feedback.arma3.com/view.php?id=22477 - Weapon changing - Get out - Eject - Engine on/off - Turn in/out - Lights on/off - Auto-hover on/off - Flaps up/down - Gear up/down - Open gear - Rearm - Change mags etc. And make that explosions and opening door doesn't happen from the same menu at all. We don't need any of those in the action menu when everyone of them are possible from shortcuts and inventory. And we need shortcut for collision lights ;) Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 14, 2015 Yep http://feedback.arma3.com/view.php?id=22477- Weapon changing - Get out - Eject - Engine on/off - Turn in/out - Lights on/off - Auto-hover on/off - Flaps up/down - Gear up/down - Open gear - Rearm - Change mags etc. And make that explosions and opening door doesn't happen from the same menu at all. We don't need any of those in the action menu when everyone of them are possible from shortcuts and inventory. And we need shortcut for collision lights ;) - Re-Arming is fine to stay on the Scroll Menu. - Auto Hover is too, for the noobs, you don't want them to panic and look around frantically for that, not like it'd be hard to find, but keeping it as simple as possible is the best way to do it. - Eject can stay on the Scroll menu as well - Change mags? Just press R... - Turn in is already a Button Bind For your collision lights and what not, same mod as before, already do-able with interaction. very smooth and immersive. Thing is, the mod is dead, hasn't been updated or posted since like... early 2014. Over a year and a half since the OP even said anything, and there were a ton of people waiting for it, including myself. That was back in Alpha/Beta. If BIS looked into a TOKH approach to interaction, i could see an amazing reaction and feedback from the community, and many more. It's even something Dyslexi talked heavily about, made a big Youtube Rant about the scroll menu. This could be it, the big thing, an invention BI made themselves, are are kinda overlooking. Share this post Link to post Share on other sites
metralla 19 Posted April 14, 2015 Here is just an example. One of the things I miss when I fly as a gunner on a helicopter, I do not have the option to control the AI pilot with the menu Ordener. Example: 1, 2, 3 Controlling the speed of flight, 75KH, 100, 150, etc etc. Control the height of flight, ascend or descend. 100m, 150, 200, etc. Check landings, I can not land in a particular area, IA lands where he thinks fit. It is very fun to fly with AI as a pilot and gunner human, but lack a precise + control over the flight the pilot IA would perform. :) Share this post Link to post Share on other sites
x3kj 1247 Posted April 14, 2015 I'd rather have a universal quickmenu (e.g. radial style) then this "look at button to press it" ... i dont want to see the icons constantly like in that mod, it kills the immersion, plus you have to painstakingly place them for every vehicle there is, if you create new vehicles. On Vehicles without interior you can't even do what he did. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 14, 2015 One of the things I miss when I fly as a gunner on a helicopter, I do not have the option to control the AI pilot with the menu Ordener.Example: 1, 2, 3 Controlling the speed of flight, 75KH, 100, 150, etc etc. Control the height of flight, ascend or descend. 100m, 150, 200, etc. Check landings, I can not land in a particular area, IA lands where he thinks fit. It is very fun to fly with AI as a pilot and gunner human, but lack a precise + control over the flight the pilot IA would perform. :) I know what you mean, expect I did this with a fixed wing mod. I had the AI as Pilot, I was Co-Pilot in a Texan II. It was fun because they fly however they feel, even getting very close to mountains and making you feel like your about to crash only to pull away at the last second. Then when landing time comes around, it's fairly smooth, if they don't land too short of the runway. AI have always been... interesting... When you set waypoints in game, you can't tell them how fast to go. Only in editor with waypoints can you do this. Share this post Link to post Share on other sites
x3kj 1247 Posted April 14, 2015 AI have always been... interesting... When you set waypoints in game, you can't tell them how fast to go. Only in editor with waypoints can you do this. It is ironic that you can controll drones way better then "actual human" AI Share this post Link to post Share on other sites
R3vo 2652 Posted April 14, 2015 -[...] Re-Arming is fine to stay on the Scroll Menu. - Auto Hover is too, for the noobs, you don't want them to panic and look around frantically for that, not like it'd be hard to find, but keeping it as simple as possible is the best way to do it. [...] It should be completely optional or customiseable. The player should decide what stays in his menu and what not. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 14, 2015 It should be completely optional or customiseable. The player should decide what stays in his menu and what not. Ok, i can agree with this. That's a major plus. ---------- Post added at 16:30 ---------- Previous post was at 16:29 ---------- It is ironic that you can controll drones way better then "actual human" AI TRUTH! I love drones when ever i get the chance to use them, which is rare, but it's so smooth now. However... still no word on hacking terminals... Maybe it's a secret. Share this post Link to post Share on other sites
jumpinghubert 48 Posted April 14, 2015 big performance drop between stable and actual dev: 30fps to 24fps. benched with: http://forums.bistudio.com/showthread.php?187658-Yet-Another-Arma-Benchmark&highlight=benchmark Share this post Link to post Share on other sites
supercereal4 29 Posted April 14, 2015 (edited) Saw the line in today's sitrep about taking attachments from weapons on the ground, and I also remember reading it in a dev changelog a while back. How do you do this? I've never been able to figure it out. EDIT: Disregard that. I just got it to work. Oddly enough, I had been doing it right all along with double clicking the weapon, but it would show up blank. Then I detached the sight on my weapon and tried it again and suddenly it worked. Edited April 14, 2015 by supercereal4 Share this post Link to post Share on other sites
R3vo 2652 Posted April 14, 2015 Saw the line in today's sitrep about taking attachments from weapons on the ground, and I also remember reading it in a dev changelog a while back. How do you do this? I've never been able to figure it out. You open the inventar of a dead boy, and click on his weapon, then choose the tab "optics?!?" Share this post Link to post Share on other sites
skyline 1 Posted April 14, 2015 Saw the line in today's sitrep about taking attachments from weapons on the ground, and I also remember reading it in a dev changelog a while back. How do you do this? I've never been able to figure it out.EDIT: Disregard that. I just got it to work. Oddly enough, I had been doing it right all along with double clicking the weapon, but it would show up blank. Then I detached the sight on my weapon and tried it again and suddenly it worked. For me it only works with dead bodies. I can't 'open' the weapon menu of a weapon that is inside a crate or a vehicle. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 14, 2015 The reticle on the AMS is too thick. When zooming in, it blocks out a lot from the picture at medium distance. Share this post Link to post Share on other sites
bonham 10 Posted April 15, 2015 Throwing smoke grenades at vehicles of the "car" class creates smoke, debris and a physical impact. http://feedback.arma3.com/view.php?id=22843 Share this post Link to post Share on other sites
Alwarren 2766 Posted April 15, 2015 There has been no other change in simulation :icon_twisted: Are there any plans to upgrade TankX to be able to be propelled forward in water? As it is now, 50% of the CUP vehicles are sitting ducks (literally) when they go into water. I know this feature is not required by vanilla content, but it would be really nice to see an AAVP or a BMP-2 that could actually use their nautical abilities. Share this post Link to post Share on other sites
Brisse 78 Posted April 15, 2015 Are there any plans to upgrade TankX to be able to be propelled forward in water? As it is now, 50% of the CUP vehicles are sitting ducks (literally) when they go into water. I know this feature is not required by vanilla content, but it would be really nice to see an AAVP or a BMP-2 that could actually use their nautical abilities. We have the same problem in Swedish Forces Pack. I also know RHS Escalation is being held back by this problem. Add CUP to that, and you see there are some pretty major addons that are affected by this. Would be nice to see a fix from the devs, even if vanilla content don't require it. Share this post Link to post Share on other sites
chortles 263 Posted April 15, 2015 @ Alwarren Any noticeable change following the latest dev branch update? Share this post Link to post Share on other sites
pettka 694 Posted April 15, 2015 Are there any plans to upgrade TankX to be able to be propelled forward in water? As it is now, 50% of the CUP vehicles are sitting ducks (literally) when they go into water. I know this feature is not required by vanilla content, but it would be really nice to see an AAVP or a BMP-2 that could actually use their nautical abilities. It is on our list of things to investigate their feasibility, we think it may be possible to do that, but I cannot promise anything until we know for sure (and dev branch users would know too by that time) :icon_twisted: Share this post Link to post Share on other sites
jumpinghubert 48 Posted April 15, 2015 big performance drop between stable and actual dev: 30fps to 24fps.benched with: http://forums.bistudio.com/showthread.php?187658-Yet-Another-Arma-Benchmark&highlight=benchmark performance not important lol Share this post Link to post Share on other sites
Sterlingarcherz101 15 Posted April 16, 2015 performance not important lol Hubert you have mods running, I know original bench you did had running but changes made with dlc could have adverse affects on the performance of these mods. Run without mods. Share this post Link to post Share on other sites
voiper 17 Posted April 16, 2015 Reloading while on a ladder deletes one of the magazines for your current weapon. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted April 16, 2015 Reloading while on a ladder deletes one of the magazines for your current weapon. He probably dropped it mid reload. =P Share this post Link to post Share on other sites