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Everything posted by mickeymen
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accuracy Please make adequate accuracy for Tank AI-gunners, against air targets
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Oh my God! If so, then why do troops need anti-air vehicles? PS: Even if the 120 mm cannon is effective against Helicopters, why other tanks (AI) not using their 120 mm canons vs helicopters? They will never use it.. What I showed in the my video seems to be a ravings of a madman, this should not be in real life. Perhaps a 120 mm cannon can destroy a helicopter, yes! but it should not be so efficient. Otherwise the troops would not need anti-air vehicles.- 29 replies
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fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Aliluya, I was able to prove it! Thank you very much, please correct this because it is very annoying to the player -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Hey dear! Answer me please. I found a 100% method of reproducing this bug! I am can reproduce it 10 times out of 10 attempts in a row! You do not need to run anywhere! No special stances needed! All you need is to simply - 1) switch your Titan Launcher to Top fire mode (F-button, must be ONLY TOP fire mode ) 2) shot at target 3) go to prone (Z-key) You will see that the player character will rise automatically and again take your Titan launcher in your hands. Please remove this bug from the game! BIS I ask you to cure the game for more than a year. I do not know that I am more tired - to beg you to cure the game or to see how they kill me in the game for reason of this bug here my rpt - https://drive.google.com/open?id=10YVis_UziFYsPF-HfONVQQS8relkJP_H -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
mickeymen replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still error( http://images.vfl.ru/ii/1554580379/cf3b30b2/26086072.jpg PS: seems to me, I found the location of the problem. This is a FALL module. When I turn it off tpw_fall_active = 0; then there is no error message- 5767 replies
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- single player
- realism
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what exact can be done? The commander can not give orders to his subordinate? There is a good feature in the vanilla game - Medic heals a wounded man more effectively than a wounded man can heal himself. And only the commander decides when the subordinate medic should leave the fight and can apply his skills. Also, the player could report a wound and then the medic could come to him during the battle. This interaction gives a sense of team play, and makes medics unique, even if you play singleplayer, but you don't have it Still, try not to remove this feature from your mod, of course if possible/ Thank you
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0Y0 hello! I was very impressed with your mod, it seems that I waited so long in Arma3, thanks! However, I was embarrassed by the fact that you removed a special order (to heal) for the doctors. Thus, the commander cannot choose a member of the squad and give the order to the medic I would like to ask you - Is it possible in the furure to do so that a medic takes an order? It seems to me that you have in vain removed this vanilla feature of the game, since it gave the medics in any team (man or AI) a special meaning.
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fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I tried to set the default control of the infantryman and I tried to disable all mods - there is no effect. Rpt file - I will provide later Did you manage to reproduce the problem? -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
It's fantastic, but I noticed a one feature! This seems to have absolutely no relationship, but the facts speak for themselves. In order to reproduce this bug Fire Mode from Titan Launcher must be TOP I tried to reproduce this problem ten times in Direct mode but I never succeeded. As soon as I switch my launcher from Direct mode to Top, I reproduced it the first time! Direct mode is used by default! Probably for this reason, many cannot reproduce this problem Note! Direct / Top modes were added to Tanks DLC As I said, the problem initially appeared in the release of Tanks DLC Devs! I made a fresh video in the vanilla game- In this video I use Top fire-mode and after shot the diagonal sprint (W+D+Shift) and press only one button Z (Go Prone) After that, the character will lie down and automatically rise and take up his Launcher again in his hands. I hope this information helps you. -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I can reproduce it's more common - if I use a sprint in the not full length, but in the Crouch position and if I use a diagonal sprint! Thus, the algorithm is: 1. Shoot from Titan Launcher (Top Fire Mode) 2. Use diagonal sprint (W+D+Shift) 3. Press Z (lie down) during this sprint Please try, maybe you can reproduce the problem? -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I am also worried about this fact. I can not imagine a situation in which the problem affected only me and it was after DLC Tanks/ Hey users! please check it out -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I try to put these default settings (Go Prone/Stand Up & Swim Down), but they do not change! As if by default it (Z-Key) was assigned the same way on both actions. -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Oh my God! It can not be! Now I check it/ I have only Swim Down: Do you think this could be a problem? This settings I had a long time, but I have never received this problem until I received Tanks DLC -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Yes, I am sure! Now checked it out! I completely disabled all mods! Here is the repro mission - https://drive.google.com/open?id=1poEo6rVXt5uip7kQPOcXslMOLH1Qy1bN What should be done: 1) Shoot the Ifrit MRAP Vehicle from Launcher 2) Immediately use the sprint (Click the Sprint button W+Shift) 3) During the Sprint, press the button to lie on the ground (I have button "Z") - The player's character will fall to the ground, and then he will rise again (sometimes takes his Launcher) If you can't reproduce it the first time, then Try 3-4 times as much This does not always happen, but I reproduced it from the second time. Devs please cure the game!!! -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
I use only ACE3 mod and JSRS Sound mod but I remember that once upon a time I turned off all the mods and got this error again. I guess I need to check it again. -
Reloading-Actions for Static weapons?
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Yes! Ability to recharge via R-button (as at reloading any weapon in the game) any static machine-gun or other static\mounted weapon. For example, you see what you have small rounds left in your magz and you need to recharge! Or when you shoot an SPG-9 (AT-Offroad) you will must to reload it manually, by means R-button When game automatically recharge it, this doesn't look realistic. Good news! -
Reloading-Actions for Static weapons?
mickeymen replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
Thank you for your reminder. But what I said can be added in any official patch or may be offered to a third party as a useful task. If Arma3 will have further development - it is beneficial for absolutely everyone - both developers and users -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey users, does anyone hear the sound bullet hit into a player’s character (first-person view)? At me, when the bullets fall into the player, there are no any sounds. It's just zero I remember very well the old versionns of vanilla game or the old versions of JSRS, there was the sound of hitting the body or body armor in first-person view (when a player character is injured or killed). it was very cool LJ, please add these hit-sounds for better immersion in the gameplay! Or is it impossible in new versions JSRS? -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
mickeymen replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi @TPW! I use BLEEDOUT with the tpw_bleedout_selfheal setting = 1; I carefully watched the AI behavior. The AI-soldiers will automatically heal itself, but the problem is that the AI will try heals itself instantly after receiving the wound, during the battle, even under enemy fire! For this reason, part of the AI-soldiers will be killed before self-healing ends. When AI-soldiers after receiving a wound instantly/immediately lay down their arms on the ground and try to heal themselves, under enemy fire, this makes them incapable durring battle and this looks not natural. @TPW If you have the such opportunity, then make a random delay for self-treatment to activate self-healing! Or make it possible to self-healing only when there is no enemy nearby. Any solution (convenient for you and your users) would be very desirable. If it is difficult to add special scripting prerequisites, then a simple random delay could significantly improve the situation. For example, If if after getting injured the AI will use the self-medication randomly, in the range of 10-20 seconds, then that would be great! Thank you for your mod)- 5767 replies
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello LJ! I enjoy your mod. but still I want to ask you to pay more attention to the pistols. It seems to me that today (v. 6.19.0130) all pistols (except Zubr 45 Revolver) sound too weak and to too dry. It seems to me that there is a shortage of low frequencies, that most rifles already have (your last updates of rifles) The bass of carbines sound great, but now pistols also need low sounds. For example, Makarov pistol is not at all like the original shot, I know this because I shot a real Makarov pistol several times. In real It should sound much more powerful. In general, my thought - if the hand guns will sound more louder and powerful (without supressors), it will be much better and more realistic. IMHO PS: Tanks and vehicles sound like masterpieces! Even Each sound of an entrance (the door or the hatch opens / closes) is a masterpiece. Thank you for being with us. -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The new sound system (interiors -fire from vehicles) sounds great! I noticed that even the sound of entering the vehicle (hatch) when subordinates enter the tank, after the update 6.19.0127 sounds much better. Thank you for the same part. Playing with tanks is a pleasure for me. @LordJarhead thank you so much, again! PS: I can not imagine Arma games without your mod in the all times, I hope you will never leave this community -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Good day LJ and thanks for your work. Please take your time to the shots inside quarters Today I have version 6.19.0114 and indoor shooting sounds worse (IMHO), than older versions of your mod. It's quiet and unnatural now while in older versions of JSRS it sounded great -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
mickeymen replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
version 6.19.0109.2 The sound for an jet pilot is a masterpiece. Resetting and increasing the speed inside Neoprone sounds awesome! LJ Thank you so much, that you exist in this world ) -
Inside vehicle status "Damaged" missed, Devs please try add this support
mickeymen posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Hi Devs, Happy holidays and good achievements in 2019! The life cycle of Arma3 is in its later stages, but it seems to me that improving the game will be relevant for a long time. I have a small request (I hope some users will support me) - Please add the status "Damaged" near with the status "Injured" in the player's command menu. This status is missed, and this fact looks at least strange. When player inside vehicle and this vehicle damaged, as seems to me, you can force work this the same way as with the medic, if within a player squad exist engineer or repair specialist. Such a feature could make a singleplayer gameplay in vehicles more interesting and natural within a Arma games, since it already exists with medics support. More accurately: When player press the key 5, the player sees only: 1.Call support 2.Fuel low 3.Ammo low 4.Injured 5.Where are you? 6.I am under fire 7.One less 8..isdown Thus a player can not call a repair specialist from his own squad and can not report about self damages. In the action menu, there is "call Support" status, but it is a useless item, because support-waypoints with repair is not works. If there is an additional and working item "Damaged" then it will naturally, 1.Call support 2.Fuel low 3.Ammo low 4.Injured 5.Damaged 6.Where are you? 7.I am under fire 8.One less 9..isdown because this must work for the AI and for the player, just as it does for medicine support. As seems to me, the player must be able to call a repair support. With Damaged status: а) the subordinates (repair specialist/engineer) of player should start repair immidiately b) the AI-Commander of any squad, should order the subordinate repair specialist/engineer (if they exist in the this squad), to repair the damaged vehicle -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
mickeymen replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If I follow your advice (DISABLE from BASIC or ADVANCED medical model), then I still can not call the medic for treat-commands (via button 6). That is how it should be ? PS: This was the main reason, why I did not use ACE medicine.- 5767 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
mickeymen replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes it will give me these effects and at the same time partically will kill my AI in a single player (no command to medic, endless medicine packs etc) for this reason, I do not use medicine and some other modules from ACE3. I would like something similar ACE simulation to be implemented in TPW- 5767 replies
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- realism
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