tyret 11 Posted October 22, 2014 BIS enable all finished animation doors in the DEV, and we look at the FPS. Share this post Link to post Share on other sites
killzone_kid 1330 Posted October 22, 2014 If you get in Huron for the first time into person turret position, you can fire fine, but when change seats you cannot raise weapon any more and therefore unable to fire. Going back to original seat will not help. If handgun is selected, ejecting from person turret position will show player with rifle and the weapon change anim will occur. If get out option used instead of eject, player is unable to move when placed outside. Share this post Link to post Share on other sites
arziben 23 Posted October 25, 2014 Could be nice to be able to open the side doors of the Taru's transport pod (and fire from them), the same statement applies to the CH 49 but I know that the side door is already animated. Share this post Link to post Share on other sites
deltagamer 612 Posted October 29, 2014 (edited) With the 2 new helicopters having FFV and animated ramps that can be used with the action menu. Could we possibly have the same features shown in the new helicopter with the vanilla ones. I was hoping for these features to be implemented with the vehicles mentioned below. The benefits implementing these features would enable players to have more functionality and immersion when using the following vehicles. MI-48 Kajman UH-80 Ghost Hawk (BLACK VERSION) WY-55 Hellcat (Green) PO-30 ORCA (UNARMED) The MI-48 has a reasonably good reason for having the Fire From Vehicle feature. It could have up to 2 soldiers per-side firing from the helicopters doorways, in total having 4 FFV positions. My reason for suggesting the UH-80 to have the FFV positions is to give it a more tactical feel to it. Here's my example on how to add the FFV to the UH-80 Ghost Hawk (Black Version). Remove the passenger seats close the the two M134 gunners and begin to add FFV positions, soldiers will sit on the floor of the helicopter (similar to the MH9 bench position) feet hanging and possibly more soldiers sitting on the floor inside (Example Picture below). I also created a ticket for this as I feel it is something that would be extremely helpful http://feedback.arma3.com/view.php?id=21418 Edited October 29, 2014 by deltagamer Share this post Link to post Share on other sites
killzone_kid 1330 Posted October 29, 2014 +1 for ^^^^ Those helis have no FFV at all, kinda sad. Share this post Link to post Share on other sites
arziben 23 Posted October 29, 2014 Question: Will the animated doors (in every vehicle) come along with the FFV ? Because opening the trunk of the ifrit and firing from it sounds really like something I can picture in Arma. Share this post Link to post Share on other sites
CaptainObvious 95 Posted October 29, 2014 +1 for deltagamer's suggestion, more possibilities to engage the enemy is always welcome. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 29, 2014 I feel the same with the Hellcat (Green), seeing as the soldiers are sitting facing the doorways, they could have the sme done for how it is with ramped vehicles. That soldier sitting facing the door has the ability to Open that door and fire out of it, and close it back if need be, obviously restricting from shooting when closed. Share this post Link to post Share on other sites
deltagamer 612 Posted October 29, 2014 (edited) I feel the same with the Hellcat (Green), seeing as the soldiers are sitting facing the doorways, they could have the sme done for how it is with ramped vehicles. That soldier sitting facing the door has the ability to Open that door and fire out of it, and close it back if need be, obviously restricting from shooting when closed. Good point, I'll add that to the ticket to save duplicate tickets being created. Edited October 29, 2014 by deltagamer Share this post Link to post Share on other sites
deltagamer 612 Posted October 29, 2014 I just want to add that I've added to the list the PO-30 ORCA (UNARMED). I feel as if that could also use the FFV feature as it has two seat positions near the doorways. http://feedback.arma3.com/view.php?id=21418 Share this post Link to post Share on other sites
bad benson 1733 Posted October 30, 2014 MI-48 Kajman UH-80 Ghost Hawk (BLACK VERSION) WY-55 Hellcat (Green) PO-30 ORCA (UNARMED) http://i.imgur.com/O2oJOxu.jpg signed! Share this post Link to post Share on other sites
deltagamer 612 Posted October 30, 2014 The ticket I posted about the FFV feature and vanilla vehicles was recently changed to Reviewed. This is a quote from Pettka on the tickets page. Thanks a lot for feedback, we are taking that into account.Having open-able doors for more vehicles is quite a huge performance hit according to our testing, mainly because of more complex PhysX shapes required. We have decided to allow use of ramps specifically, because there is just a handful of them and it mitigates bigger performance impact most of the times. We are going to keep investigating possibilities, but I cannot promise any change in a near future. Although some of the mentioned vehicles already have open-able doors there would still be changes needed to the model. Performance was also mentioned as a problem that could effect users if this feature came. I guess we just have to wait and see what happens. Hopefully we can get at least some of the vehicles mentioned with FFV positions. Thanks for providing a vote everyone. Share this post Link to post Share on other sites
Jona33 51 Posted October 30, 2014 Has anyone else encountered an issue where it appears firing while looking through sights in any FFV position will give a strange graphic glitch where it appears your head warps into the ground, firing without looking down the sights does not produce this. Share this post Link to post Share on other sites
petek 62 Posted October 30, 2014 Good to see speedy feedback from pettka (thanks) As already discussed as most scenarios would have few helis with this would be good to test it out (obviously I do trust what pettka has said) Would people prefer non animated opened doors with ffv? I think I would.... Cheers Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted October 30, 2014 Good to see speedy feedback from pettka (thanks) As already discussed as most scenarios would have few helis with this would be good to test it out (obviously I do trust what pettka has said) Would people prefer non animated opened doors with ffv? I think I would.... Cheers Hmmmm, maybe, but with the current helicopter models, I wouldn't quite like having one with doors closed, and one with doors permanently open. Share this post Link to post Share on other sites
Greenfist 1863 Posted October 31, 2014 (edited) 31-10-2014 ENGINE Added: Weapon Inertia [FFV] Yay! :D edit. nvm, for some reason I thought the vehicle movement would affect the inertia but it does not. Edited October 31, 2014 by Greenfist Share this post Link to post Share on other sites
-Coulum- 35 Posted October 31, 2014 Added: Weapon Inertia [FFV] I am happy to see this. Was worried it would be left "inertialess". good job devs. Share this post Link to post Share on other sites
Guest Posted November 3, 2014 (edited) My first proof of concept for tank commander FFV. mainly in order to use binoculars and the additional viewing height to allow observations from cover like real life Still a lot of bugs in there, the commanders head at times seems to follow the vehicle hull rather than the turret leaving him looking somewhat decapitated and i've only been able to get it work correctly by having the extra turret position devoid of gunneractions. When i use a set gunner animation *like sitting or standing etc) none of the other animations work (i.e you can still fire your weapon but you look like you are just folding your arms or whatever) Unfortunately not having a set action means the commander can crouch and even go prone lol which obviously looks awful... Still it's a lot of fun using it and actually gives a huge benefit to being turned out even with the risks attached to it. EDIT - yeah i don't know if i just have it set up wrong or if like usepip it doesn't support turrets but i cannot seem to get the players 'head' to stop following the orientation of the hull, meaning that if the turret turns your head floats off of your body. Is this something i've set up wrong or is it simply not supported? and if not will it be in future? Edited November 3, 2014 by Guest Share this post Link to post Share on other sites
Guest Posted November 4, 2014 oh yeah and also is there a specific character animation/action we need to use for PersonTurrets? Share this post Link to post Share on other sites
gossamersolid 155 Posted November 4, 2014 I wish we could use second weapons in FFV positions. Imagine 8 titans on that 8 man bench helicopter on opfor :-) Share this post Link to post Share on other sites
enex 11 Posted November 4, 2014 I wish we could use second weapons in FFV positions. Imagine 8 titans on that 8 man bench helicopter on opfor :-) Thank god we don't.I leave that for battlefield to come out with. Share this post Link to post Share on other sites
roberthammer 582 Posted November 4, 2014 I wish we could use second weapons in FFV positions. Imagine 8 titans on that 8 man bench helicopter on opfor :-) Well you know that you cant use a AT launcher on helicopter unless you want to toast your own helicopter/crew heh Share this post Link to post Share on other sites
enex 11 Posted November 4, 2014 Heh robert if backblast wouldn't waste him, he would at least fall or affect helicopter stability. Share this post Link to post Share on other sites
A.Cyprus 16 Posted November 4, 2014 Tbh, I wouldn't mind seeing those physics in action. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted November 4, 2014 Yeah, one of my squad mates wanted to use launchers and i immediately shut him down from the idea of killing everyone inside and downing the helicopter just to use rockets from the air... I told him it was safer to get an armed helicopter for that... Share this post Link to post Share on other sites