-
Content Count
817 -
Joined
-
Last visited
-
Medals
Everything posted by lex__1
-
Arma Cold War Assault/Resistance 2.00 problem.
lex__1 replied to ARussianCat's topic in TROUBLESHOOTING
Check this information for compatibility before installing patch http://www.flashpoint.ru/threads/arma-resistance-patch-2-00-от-клана-4rtech.55317/ -
A shot from a weapon with a silencer should complicate your detection.
- 5179 replies
-
- 1
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I'll try to supplement the author in the matter of supporting and encouraging the creators of Mods. In Arma, as before, there are a lot of questions and wishes of players, to have some kind of game functions or objects. But the decision of their own projects BIS and the scope of the wishes can not be met at the current time. Some Mods manufacturers realize the wishes of the players in their projects. There are projects of which part, their functionality or chips you want to see as part of Arma. I'm not very much and often look at what's new in the workshops. Perhaps there is a lack of contests in different categories of Mods, where voting could be awarded to the winners.
-
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
lex__1 replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I have not read this discussion before. I made this ticket https://feedback.bistudio.com/T126339 This is a very strange combination - Active radar + IR rockets. Strange combination - Active radar 16km + IR rockets ~ -4km + Anti-aircraft machine gun at 2km. wikipedia Characterizes the cheetah as - range of 5,500 m. https://en.wikipedia.org/wiki/Flakpanzer_Gepard Systems with active radar are equipped with AA\AT missiles of classes: - earth / air - earth / earth. The problem is not active radar on board and missiles. The influence on this factor, the overall distance of visibility in the game, is depressing. In the game, the cheetah is often the target for an air strike. It is planned to create air defense systems, with active radar and missiles, guidance along the radar beam?- 957 replies
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
https://feedback.bistudio.com/search/query/dBKDreUy4A.1/#R There are many tickets for waypoints. This is a drawback for the game and building a path for the AI, directly in the game. I would like to build a group of short waypoints, instead of one long way. This works well for UAV building drone waypoints. Why is this not available for AI determination of waypoints ? There is no possibility of setting in the waypoints for AI behavior (the nature of the battle, stay at the 0-60 minute point, climb to the altitude and so on).
-
https://feedback.bistudio.com/T126339 Fog (mist, haze, smoke, brume) interfere with blocking air targets on the active radar. Active radar is a good indicator of the presence of air targets in any area of poor visibility. Active radar allows you to give a command for the AI arrow - switch to the target on the radar (the next active target). But the AA missiles are not blocked by radar targets when the target is not visually present. Changing the range of general visibility corrects the problem of blocking AA missiles for aerial purposes. Such a blockage of targets for AA missiles works well for systems without radar, for systems blocking thermal radiation. On systems with a radar there must be missiles blocking the target on the radar, without visual contact with the target. https://youtu.be/9nf1SF18zQw I could not find a similar ticket, but I remember that there was a ticket where they reported about the problem of blocking air targets. Are there any plans to change this AA missile problem on radar systems?
-
Please, regret eyes of players. It is heavy to read messages of a chat. Make control in a game where everyone could choose color of the text in a chat. https://feedback.bistudio.com/T82651 The optical sight is jammed at maximum resolution. Occurs with some optical sights on turrets and cars, where there is a smooth zoom. https://feedback.bistudio.com/T64247 Collisions of cars with obstacles often cause not characteristic behavior - Cars take off, turn over. https://feedback.bistudio.com/T124274 https://feedback.bistudio.com/T123725 https://feedback.bistudio.com/T117728
-
How many sound devices in the dispatcher of a sound? What sound device uses OS by default (it is noted by a green label)? You will choose by default the sound device for OS which you want to use in a game.
-
On the video in this ticket everything looks interesting. But I think this issue could be partially solved without changing the animation. Add an icon to the center of the grenade throw view, with the loading forces division in a circle, similar to this
-
I am surprised. This was to be decided on May 8, 2013. https://feedback.bistudio.com/T66441
-
Are there any plans to change the way artillery is fired? Interested in the option of shooting without a ballistic calculator. There is no automatic correction of the barrel when shooting in the visible area of the optical sight. There is no manual correction of the barrel, when firing beyond the visible scope of the optical sight. On the optical sight of artillery there are the following quantities: SOLUTION - RNG - TRV ELEV CTRL - ELV - REL Some of them are determined automatically, but must have manual control. Some have manual control but there is no automatic adjustment.
-
BALLISTIC COMPUTER - ARTILLERY
lex__1 replied to sketchh's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the calculator. In line 13 - RANGE(m), the cell formula B13 = 10 * SQRT ((K29 ^ 2) + (K30 ^ 2)) is changed to = 100 * SQRT ((K29 ^ 2) + (K30 ^ 2)). This will show the result in meters. -
After the last update, 1.74 noticed the bad behavior of AI. When I am killed and after the revival AI withdraw from their assigned positions, they can get out of the cars or vice versa, get into the cars, throw control of stationary guns. This leads to chaos in the fighting position of the AI, which I built up to death. It is very distracting, takes a lot of time for AI assignments to the previous positions. This stupid independence in behavior AI annoying. Previously, this happened, only in one case, when I accidentally killed friendly troops and temporarily lost control over AI. Who else gets it?
-
When the bipod is installed, pressing the body to the ground depresses. I should be able to move the body (left and right) around the bipod axis. The keys are left and right, fold the bipod and the body moves parallel to its position. https://feedback.bistudio.com/T123368
-
https://feedback.bistudio.com/T125357 BIS, place it on HOT https://feedback.bistudio.com/T120511 Similar tickets. Have a common - bad interaction of weapons with the environment. This still has no priority. https://feedback.bistudio.com/T85691 https://feedback.bistudio.com/T81982 https://feedback.bistudio.com/T82167 https://feedback.bistudio.com/T71574
-
Menu of actions short. But when there is an environment near you in the menu many actions appear. When you in the movement and on the earth are objects, an environment is near. In the menu there is a disorder and there is a high probability to make incorrect action. It doesn't disturb me. I am disturbed by offers - to make backpack objects inaccessible in the menu of actions.
-
Yes. The action "backpack" in the action menu, which opens the menu of actions with items of the backpack: - treat - for first-aid kit - install explosives - for explosives ...... and other actions for items from the backpack. This menu format would help a lot to change for the action menu. Shorten the main action list and organize the available actions in the action submenu.
-
It's better to create a "backpack" action in the action menu, which opens a menu of actions with backpack items.
-
Please, make this a priority, it is really hurting alot of servers https://feedback.bistudio.com/T125357
-
Since version 1.68, all shots at a distance of 50 -.... and more, sound the same, do not depend on caliber, weapons, such as armored vehicles, or anything else. Everything sounds like at one distance. The spread of the sound of a shot is limited - the lack of direct visibility of the source of sound. Start the NATO demonstration mission, and see how everything sounds and works. Throw a smoke grenade, and lose 90% of the sound level of the shot. In this video, I demonstrate how the sound of the machine gun and sniper rifle varies. In the first position - I'm in direct line of sight from the sound source. In the second position - I'm not in direct line of sight. As you can see, the sound of the machine gun is greatly lost, and the sound of the rifle has not changed much. In the game, now, this effect works at any distance for all types of machine guns.
-
The problem is not in the level of sound. The problem is the complete absence of the sounds of shots, in certain situations and environments. Sounds of shots sound the same for all weapons, and do not have characteristic complementary sounds. It sounds like a quartet without guitars and solos)))
-
There are many signed tickets, which many times celebrate their birthdays))) This problem appeared on 1.68. This is reproduced on DEV 1.73, and it was promised to fix it for 1.70. This frustrates the game already in the period of two updates. At a distance of 50-2000 meters from the sound source, a lot of characteristic sounds are lost, I can not determine: - type of sound source - approximate distance of sound source - approximate direction of sound source The sound of flying bullets disappeared, only bullet strokes can be heard in the textures (when the texture is in direct line of sight from me or my view). Only a supersonic mono flick of a shot is heard, which sounds the same at any distance. Such obvious errors should not last long in releases. The atmosphere of the battle has been lost and many tactical errors in the assessment of the situation.
-
Please correct the problem for issue 1.72, from this ticket. https://feedback.bistudio.com/T124559 In the game it's disorienting. In the combat situation, the orientation of the distance and the direction of the sound of the shots disappeared. This happened on release 1.68, and there is no change in this as before. Obstacles of visual contact to the source of sound and smoke, change the distribution, type and level of sound, in a non-characteristic form. The problem concerns shots from any weapon or machine. All footage of the video from the NATO demonstration mission.
-
These problems will soon turn out to be four years old. And two years turned to these tickets. https://feedback.bistudio.com/T82501 https://feedback.bistudio.com/T82533
- 5179 replies
-
- 1
-
- branch
- development
-
(and 1 more)
Tagged with:
-
Yes. Thanks I got it. I read, in this action compensation is necessary ailerons. https://en.wikipedia.org/wiki/Rudder