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mickeymen

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Everything posted by mickeymen

  1. Thank you, I will try
  2. Hi LordJarhead, Hi All! Today, I can't imagine Arma3 without this mod and I can't play in Arma3 without it. Thank you so much LJ! Only a few thoughts on the first test. We have a good upgrade, Today I play (only infantry battle), a new sound of movement, just perfect! Many new old weapons (not apex weapons) sounds began to sound much better. New sounds of explosions is fantastic.Especially the far sounds, It sounds much cooler! But it seemed to me not everything went smoothly. When I opened the Virtual Arsenal and tests weapons, I noticed that some weapons (especially Apex weapons) are not have enough loud sound in comparison with other weapons. Also there not big mistakes. My three cents here: We have a info about bug, when player start the game, which is already mentioned on the first page @jeza, can confirm this. ASP-1 Kir -has problems with shooting. (I have test in Virtual Arsenal) Sometimes this sounds lose its tails. AKM 7.62 mm - has the lack of volume, as seems to me. It should sound louder, at least for the reason of 7.62. SPAR-16 5.56 mm (all models!) - has a very quiet volume. Perhaps you have considered a smaller caliber, but it is very quiet compared to other weapons! Machinegun LIM-85 5.56 - has the lack of volume, as seems to me the previous version of JSRS it sounded better. New Shot from an RPG-42 is a masterpiece, yes, but compared with it a shot from an RPG-7, too flat and quiet . On the background of the RPG-42, shot from a RPG-7 is more boring (similar to vanilla) Type 115 (main weapon - 6.5mm) - also too quiet compared to the old weapons (not Apex weapons) A shot of the Titan launcher - has lost some volume.(versus JSRS 1.2) I think this requires additional volume, more power, more volume. JSRS always distinguished by a powerful sound (even if the player uses the supressor). Now Apex Weapons seems unnaturally quiet
  3. Yes, Yes, I was wrong! I dream to see the new occlusion and copulating flies is also! Because It's the best thing that can be added to Arma) Seriously, I don't make any mistakes. I'm just stating the facts. And I'm not talking about the work of the artists only, I'm talking about the overall project .If we are going to talk about the work of the only artists, then I will be able to introduce you to a dozen more important things on the background of the new occlusion. Probably you are asking me not to complain and just silently buy every update. I bought every DLC and I, like everyone else which support the game for almost 4 years, have the right to complain/ It's obvious.
  4. You are right, but the quality of this support and such updates, not always is at the proper level. Unfortunately every update adds bugs. In this case - constantly updatable game is not a compliment. Sometimes I am even afraid to update the game. Each update adds tons of unnecessary supplements with new bugs. Such as this - Ambient Occlusion Improvements - this is another useless a Supplement. I think, Arma3 now has enough beauty and this addition does not affect the gameplay. As seems to me, Arma3 has a much more important issues. Better would have improved the destructible objects in the game, new abilities of AI. Or at least, much more important is the absence of opportunities to get inside lot of buildings at Tanoa. Half of the Tanoa buildings is closed.
  5. mickeymen

    Tanks DLC Feedback

    ok, no problem
  6. mickeymen

    Tanks DLC Feedback

    Hi. In its turn, maybe you haven't realised, in order to correct the shameful things no need to wait 4 years and do not need to create next DLC, for two years! In the normal, this should be fixed as soon as users reported the problem using feedback. Creating the my post, I only hope, that this shit will be fixed before we get this Tank DLC, within two years/ Cheers! Maybe you have mentioned this before? I saw what you write in this thread. All the same blah, blah, blah- "give me new details"! In addition to verbal masturbation, there is no word about the main tank issue. These are your words: Etc
  7. mickeymen

    Tanks DLC Feedback

    I read the posts in this thread and I see the desires, desires, desires for the upcoming Tank DLC. New weapons, missiles, armor, protection, etc. Why do people forget, or do not see, that today (v1.66), the physics of tracked vehicles in Arma3 is in deplorable condition!?As seems to me, It looks like a real shame. As it seems to me, people should first want to have a normal physics in the game for all tracked vehicles. And then everything else. Ten minutes ago, I played in Arma3, using tanks and in one mission(20 min gameplay), two tanks turned upside down onto the flat place of terrain , One tank forever stuck on a small stone fence and several times the tanks accelerated suddenly, without any reason and jumped forward, flying as light cartons!!! My God, how many bugs for a one game!? @BIS and with this sh..t you want to do DLC!? Tickets with these problems already were created than not once times. At least about two years, these tickets are ignored! I myself have created these tickets, but these problems are no one is going to solve! I found some tickets: https://feedback.bistudio.com/T117728 https://feedback.bistudio.com/T82457 https://feedback.bistudio.com/T81804 https://feedback.bistudio.com/T82601 @BIS, why is this still not fixed? Instead of solving this problems, you AGAIN do the new DLC, which as usual adds to the game a new errors/ What, as a result, we will see in this Tanks DLC? Most likely it will be a new jumping /stuck/flips tanks. This is cool! but, a normal person will not have to buy this. You can add new tanks, weapons, sensors, missiles, armor, protection, etc, but if the engine problems of physics are not be solved - it will be porn
  8. mickeymen

    AI Driving - Feedback topic

    I'm also sorry that the developers are not improving the game, and destroy it yourself. A lot of questions that need to be fixed now and today, continue to be ignored! Arma3 has many shameful bugs. Instead of solving this bugs, the developers are doing all sorts of nonsenses, like a endless buged updates and DLC, ARMA mobile project, Incubator project and etc. etc. For example, today we were promised to make DLC Tanks, Yes! But while none of the BIS is not in a hurry to solve the problem why tanks suddenly with no reason accelerated and jumps. Many user have tried to use the feedback, but as always in most cases unsuccessfully. In the end we will get new Bouncing tanks, cool! As seems to me, unfortunately, BIS don't understand to attract a new users, don't need to add to the game new garbage or create the child projects. First, they they should stop adding new garbage to the game and need to start to polish the current game in every small details.
  9. mickeymen

    Possible fix for the "3 FPS Drop" Issue

    Are you sure about this? When exact was added 1.58 update?
  10. mickeymen

    Possible fix for the "3 FPS Drop" Issue

    Version 1.66, the bug of low FPS, continues to hinder the Arma3 player. This can happens as in multiplayer and in single player game also. After the fall of the FPS, the player sees something like that: Catastrophic low FPS and at the same time models are distorted, part disappeared. Only restarting the game helps to solve the problem, but it is only for a while. After 20-40 minutes, the problem can recurs. Unfortunately I can't understand why what exactly is causing this bug. Until the spring-early summer of 2016 I had not experienced such a problem ever. As seems to me, This bug has been added in the some updates in the indicated time of 2016 Bi, raise the priority of this issue and spare the player from this problem finally !
  11. mickeymen

    JSRS4 - APEX 1.2

    Nice video! Fully agree with @Megiddo, and as always looking forward to the update. This video has not been shown shots with the Sound suppressors. LJ, try make the sound of fire with supressors is less loud, than it did in the current JSRS4 1.2. As seems to me, today in JSRS4 1.2. the sound contrast between shots with a silencer and without it, should be more noticeable. I. e. in the majority cases, the sound of basic rifles (for example - MX, Katiba, TRG, MK-20) with a sound supressor, should be less loud and at the same time, with a lower frequency. Also, I noticed some Apex weapons has the same sound with a old weapons in the game. If each weapon will have its own personal sound (with the silencer and without it) then it will be cool. Thanks wor your awesome work!
  12. mickeymen

    JSRS4 - APEX 1.2

    Probably the server must support JSRS4 ? I don't remember these details. I remember exactly what I once played on another server and had no problems
  13. mickeymen

    JSRS4 - APEX 1.2

    Hi guys. Can someone play in multiplayer using JSRS4 Apex1.2? Before, I used this mod in MP, but now I can't join to any server. Always appears this message:
  14. mickeymen

    Apex Weapon Feedback

    Totally agree. unfortunatelly BIS is abusing the specularity effects in the game. This is also noticeable on the surface of civilian cars. It can be tolerated anywhere , but too much shine for weapons - it's all realy nonsense. The worst thing, that can be a hundred times to write - "Hey @BIS, please fix the problem", but man which wrote it will receive only hundred ignoring.
  15. mickeymen

    Apex Weapon Feedback

    Hi. Why are you asking me to show you the AK-12 which I did alone, not clear for me. Yes, if I will have the desire, then I can make this work and it will be much better quality, I am sure. But I'm not the seller of the this game! The seller is Bohemia Interactive Studio! @BIS - is great studio, which asks money for their work, for this reason, people have reason to express discontent. Personally, I bought the Apex, and I see is a not good work. Worst of all, there is no hurry to fix this. The AK-12 should have a black and matte surface. This is a must have reflectivity == 0! But what we see in Apex? - mirrored weapon, that looks as if the developers of these weapons, wanted do the AK-12 a noticeable to all enemies from afar. In addition to problem of surface, we have a more small problems of this weapon. It's the left hand that not correctly holds the weapon, the handle problem (provided above in the image) and poor modeling of the magazine (to compare the model in the game and in reality) I think it's too much troubles for one of the weapons in the game. If I'm wrong, then let me know... PS: For example, you can see HLC AK- Mod, so all the AK (especialy AK-12) look much better and realistic than in vanilla Arma3.
  16. mickeymen

    Apex Weapon Feedback

    also this detail! ak-12 in the A3 the game is the worst weapon. Unfortunately, these details give rise to my desire to refuse to use the AK-12 in ARMA, because this weapon is done very badly.
  17. mickeymen

    Apex Weapon Feedback

    Yes, In my opinion it looks ugly. 12 july 2016(a one day after apex release) I have created a report on the feedback about this issue. https://feedback.bistudio.com/T119297 But still it was not fixed! It seems to me that BIS doesn't care. Probably because it looks "Authentic", as they like to say. Also, the surface of the AK-12 looks like a mirror.
  18. mickeymen

    1.66 feedback

    Can confirm this. After update 1.66 I have this bug, also
  19. mickeymen

    AI Driving - Feedback topic

    Hi @klamacz, I don't see any changes in the patch 1.66, perhaps you forgot about the issue. The driver still moves too fast
  20. mickeymen

    AI Discussion (dev branch)

    Hi! AI in Arma3, has many deficiencies that can be solved without loss of game performance. For example, after command "Find Cover" the AI will never be hiding inside buildings. Unfortunatelly this command is useless and requires significant editing. In this case, at least a most units should take cover inside buildings (if the any building is nearby) But no one unit will not do this. Video: https://www.youtube.com/watch?v=VOcctYUZCe8&feature=youtu.be When I look at this video, then I do not see what they are looking for shelter in general! Most unit only ran up to the fence or left in place in the prone position. I think, for command "find shelter" you @BIS, need to create special osnap-positions to which AI will have to move. These points can be placed inside buildings, internal corners of buildings, or in dense bushes. This feature will not adversely affect the performance and can significantly improve the AI!
  21. mickeymen

    AI Driving - Feedback topic

    HI @BIS, In the latest update(v1.64), the speed of the AI drivers was increased.(I noticed this if I use a light wheeled vehicles) It is not clear what is needed. AI is still not able normally to drive the vehicles. And now (v1.64) this feature worsens AI-driving inside the cities (if a player is commander) and control turns into hell. Put in the any Altis city(with lots of houses) Hunter (player as commander) and command the driver to move between houses. The AI-driver will constantly collide with buildings, run into the houses, will constantly stuck between objects, because now the movement speed too higher. In most cases, the player-commander does not have time to give the stop command! Even when the commander would give the order to "Slow", the AI won't go slow. This behavior of the AI-drivers is not realistic. BIS, please return the old speed for the AI-drivers of light wheeled vehicles or make them slower inside cities! Inside cities a lot of objects and it becomes a problem for the AI drivers with high speed. The driver should drive fast, ONLY, if the commander uses the command "Fast" Command - "Forward", or "Slow", should not be fast. Before update to 1.64 these speeds were well balanced..
  22. mickeymen

    Tanks DLC Feedback

    I liked the post of @x3kj on the first page of this thread. He suggested that the implementation of destroyable optics. for you here's can be the reason. Then you will be forced to leave the optics and see the interior of the damaged tank and to monitor the situation through observation windows. At this moment of gameplay, add to the broken optics smoke in the interior of damaged tank, this can be a fantastic gameplay!
  23. mickeymen

    Tanks DLC Feedback

    Hi, of course I understand the difficulty of such a task. Creation of Interiors is a difficult task, but it does not imply full detail of the entire environment. The main objective is to create a feeling of presence within the vehicle. Unfortunately today ARMA does not have this effect. Also we already have a interiors for all transport crew in the all armored vehicles and on this background lack of interiors for the commander/gunner/driver, does not look good. I agree with you. it is definitely worth the all costs.
  24. mickeymen

    Tanks DLC Feedback

    Hi, BIS sitrep # 00179 you offer, shares his thoughts about the DLC Tanks. this is definitely good news, some thoughts about this: ============================================================================================================= Unfortunately, each new DLC adds a lot of bugs in the game. My experience shows it to me. As seems to me, BIS you should not accumulate errors, you need to reduce their number. As seems to me, only correcting old issues would be more logical to start the Tanks DLC. Old bugs, which should be fixed before Tanks DLC: 1. You must find the cause from which the tanks in the Arma3 suddenly jump up. This issue - https://feedback.bistudio.com/T117728 - is long time ignored . Please finally check out this ticket. The man who created the question asks you for the umpteenth time. But you ignore, ignore, ignore this man.This is not looks good, please respect your users greater. 2. You need to teach the AI-drivers to go around the union infantry and not crush them, at least when the vehicle-team located in not danger mode. (a link to this feedback is was not found, but I seen it approximately two years ago and this issue ignored all this time). 3. You need to teach the AI-Drivers to keep distance into current formation and did not collision with the allied tank/armored vehicle in the formation. This issue - https://feedback.bistudio.com/T82457 - is long time ignored. 4. You need to make the decrepit environment objects in way of a tank are destructible. The old barn or a low stone fence must not be able to stop or catch in a trap heavy armored vehicle. This issue - https://feedback.bistudio.com/T81804 and this https://feedback.bistudio.com/T82601 - also long time are ignored. As seems to me, all environment objects except of large houses and stones, in front of the oncoming tank, should be destroyed. So the player would be better to feel the weight of his heavy vehicle. 5. Tanks should not roll over. All the reasons that cause this nonsenses, must be neutralized. This issue - https://feedback.bistudio.com/T82457 - is long time ignored. ============================================================================================================= DLC priorities. I read a few pages. It is very difficult to add something new to what has been said. I fully agree with the desires to interriors, advanced damage models, advanced driving model, special defense abilities, better simulation inside, special AI behavour. This all is cool, but, as seems to me, I have a few points, which as seems to me not mentioned in the previous messages: > Interriors for armor. I will allow myself to repeat only this item. Because this addition could be the best improvement for ARMA of all times! I think, in the Tanks DLC, it should be hightest priority item. All types of vehicles in A3, for the player, as driver or as gunner, have interiors, only the heavy armor has no interior. Unfortunately it does not look fair. With regards to interiors, I can add, that for this task can be used a special LOD of tank model, which can be created only for work with the player. To improve the performance the vehicles without the player onboard will not have to use it. > Position changing gunner/commander/driver. I could not find mention of this before. Changing position in the armor vehicles, should take some time. When creating interiors, this item can be implemented more effectively. When player will change your position, as I see it: 1 First, short animations, player start movement from the current position. 2. Screen dimming and the player hear sound of movement and sees the status bar of change position. 3. After some time the Screen lights up and we see the short movement animation (end of changing position) of player to the new position. > Entering/disembarking. Entering or disembarking should be improved. This actions also needs to take some time. The boarding/disimbarking of the crew must have a queue and have the correct position. As seems to me, enter or exit positions should have a more exact positions (only near the exit hatch) The boarding or disimbarking from side of track, should not be permitted. For this actions shoud be special points with animations or even status bar. > Collision of main cannon. The main cannon should collide with the buildings or other obstacles, at the rotation of the tower. Such a feature would add more realism to tanks gameplay and complexity in the use of tanks inside the cities. > Advanced Repair model. I have not found anything about this in the above. Unfortunately, the repair of Arma3, is a real shame. It is simply absent. This can be great addition to Tanks DLC. Player tired to watch this shamefull repair: http://www.youtube.com/watch?v=uh1jiY0w0Lg&feature=youtu.be I think that creating a DLC Tanks, this item must have the also hight priority. As I see it. - Each module of vehicle (hull, engine, turret, left/right track, gun and etc) must have a private and personal time to repair and the personal marker to repair-animation. Certain modules, such as a turret or engine must be able to be repaired from the inside from armored vehicle. Each item, could have private time to repair (depending on the skill of the AI or player) and have a status bar of repair. > Support Crew and operations for all support vehicles. The game has many support vehicles,which can support armor, but any support vehicle in A3 is not has a service personel, no has special actions. Repair/refuel/reload ammunition of armor in A3 happens too arcade. Such actions in the game, which claims to be "simulator", unfortunately seem not good. The creation of the service crews (1-2 engineers) at all support transports and specific steps for their support (repair,refuel,reloading actions and animations), could significantly improve the gameplay and can be great addition to Tanks DLC. Thanks in advance
  25. I'm not going to argue with that. Maybe you're right. But if we have a choice only between the two animations, then I always choose the animation with fall to direction from point of shot. By and large, the both animations, which we can see in TPW, do not match the current task. The author of the mod, trying to use the not relevant animation and this fact doesn't look good. Animation (the fall in both directions), which we see in TPW was created by BI Studio for other purposes. For this reason, I above said that it would be better to significantly reduce the probability of such animations. If the majority of users and the author of a TPW do not understand this, then I'm not going to argue. Additional information for the author of the mod (last info about issues from me, because TPW in my opinion has many problems and I don't want to deal with it). In addition to the all above issues, I noticed the following problems: When I used the TPW, sometimes the AI drivers refused to obey the order - move backward. The AI simply ignores the commander's orders. But, as soon as I removed the TPW, problem disappeared! Also, when I used the TPW, then gave orders to his subordinates (via action menu), then sometimes there is a delay. In the action menu, or via buttons the order was already given, but the player-character was silent. Only after 10-12 seconds was the order and only after this the AI can be able execute this order. For example, the commander should order his subordinate to blow up the device and instead, the player hears the silence and AI not react. So, this can irritate player and had a negative impact on gameplay. As soon as I removed the TPW problem disappeared! I hope, that at least some of the all my issues provided by me, will be fixed. Good luck!
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