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NoPOW

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Everything posted by NoPOW

  1. NoPOW

    Visual Upgrade – Feedback

    Oh, come on! The only time you'd get a scenery lighted like that is midwinter, when there's at least 10" of snow...
  2. NoPOW

    Visual Upgrade – Feedback

    You don't like this either? http://sh8.videopilot.link/arma3/
  3. NoPOW

    Visual Upgrade – Feedback

    Are you referring to vanilla or custom maps? For if there is one thing that makes my eyes cry, it is the look of some custom maps - regardless the visual update... I'm with mustangdelta on this one: the spoiled child attitude is getting annoying; go bore your parents!
  4. NoPOW

    Visual Upgrade – Feedback

    I'm not sure I'm with you on this one; street lights are always fairly dim, they're not spot lights...
  5. I'm having frequent crashes related to this issue: https://communities.intel.com/thread/46821?start=75&tstart=0 But recently the crash is accompanied by an error message that points towards some memory fault. If it isn't part of my older problem (which I assumed), I'll keep an eye on it...
  6. Placing a beacon (Shift + LMB) on the map also works very erratically for me, as does zooming in/out on the map. Since it occurs randomly (or at least so it seems), it is very hard to reproduce.
  7. Hmmm... After today's update, A3 does not start. I keep encountering BattlEye log message: "Blocked loading of file 'C:\Windows\SysWOW64\igdusc32.dll'" EDIT: Validating files, and disabling BattlEye had no effect. EDIT2: When launching A3 directly from its folder, I get a message that my adapter does not support DirectX10 (which it does, though).
  8. No need to worry: the devil only endorses Candy Crush... ^_^
  9. DnA has left the building... Als de kat van huis is, dansen de muizen... 8)
  10. Could you upload some vid's of Helo's benchmarks? https://steamcommunity.com/profiles/76561197970869024/myworkshopfiles/?appid=107410
  11. NoPOW

    Tasks Overhaul

    I might have overlooked something, or misunderstood the actual implementation, but does this mean that the visibility of these tasks can be made dependent on the gear the player is wearing in-game? E.g. one needs to wear smart-glasses to be able to see the 3D markers, and a GPS to see those on the map?
  12. Well... If you're not using those markers, there's not really a big chance you're going to get confused by them, are you? :')
  13. My gripes with the current implementation of the Dynamic Groups Management: I'm quoting lev on this one: "Teammate markers - I think this needs to change from only group markers to two kinds: in group markers, and on team markers. Anyone in your group should get the current style of marker and anyone on your team but not in your group should get a secondary fainter marker. This would reduce the amount of friendly fire as well as increase team work since its easier to see where people on your team are." Problem is that not everybody is aware of the existence of a DGM (or that it is active/implemented on a specific server), and thus they do not choose to not be in a group/team (and be prone to friendly fire). Those who do know and chose not to be part of a group/team know that they appear unmarked to the remaining players (and can/will handle accordingly), but the remaining marked players don't know about their unmarked status and/or how many of them are roaming about unmarked - unless they constantly check the DGM menu; it's tedious ad unintuitive. So yes, I'm with lev: if the DGM-module is active on a server ALL side players should be marked, and groups should have an added distinctive layer (other marker, color, etc.) Much like ShackTac's mod, but to be effective you'd only need to make a distinction between the group you're in and the remaining side players (so there's no need for a plethora of colors):
  14. To quote myself: http://forums.bistudio.com/showthread.php?163285-A3-FreeAim-Fix&p=2568028&viewfull=1#post2568028 Having a smooth transition AND a uniform movement speed would be appreciated.
  15. Now the torso/shoulders are the pivot point of a rifle when aiming; maybe having it pivot around the point where it rests might be the needed indication...
  16. Altis/Stratis benchmarks show an avg. decrease of 10 FPS for the latest build (ceteris paribus). If this is indeed due to a new anti-piracy implementation, I'd say way to go to frustrate paying customers...
  17. "(...) [W]e will be updating to a newer RotorLib version ahead of release." http://dev.arma3.com/post/sitrep-00074
  18. Tried to do some auto-rotation landings, but upon starving the heli of fuel the RPM plummets to 0 almost instantly. It takes quite a height (>300m, Mohawk) to regain some decent RPM and lift... Shouldn't it take some time for the rotors to stop spinning? EDIT: Other vanilla choppers don't display this behavior, only the Mohawk does; turning the engine off while flying makes the heli react like some invisible hand pulls it back.
  19. You misunderstood... What I'm implying is that though the holosight follows the angle the rifle makes relative to your line-of-sight with the inertia-effect, the bullet does not. So while moving a rifle aiming with a holosight is useless. "The shots are slightly off target when your weapon is misaligned, but not nearly as much as you'd expect." So, if the bullets do not get fired parallel to the barrel of the rifle, using holosights while moving the rifle is useless.
  20. So, while we do have holosights, they do not represent the direction the bullet is flying? (When moving the rifle and the encountering the inertia-effect, that is...)
  21. Issue added to Feedback Tracker. http://feedback.arma3.com/view.php?id=20440
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