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DancZer

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Everything posted by DancZer

  1. Fun is that the deployed weapon has less accuracy without hold breath than the not deployed with hold breath. The recoil is less, but the aiming is worst. Just finished the Marksmand Showcase and the bullet randomly miss the target with +-30cm at 300m in deployed mode. Definitely it has to be fixed before the release! http://feedback.arma3.com/view.php?id=23357
  2. http://feedback.arma3.com/view.php?id=23357
  3. I think the hold breath is broken in the deployed mode. It has no effect at all to the weapon movement. I tested it in the VA. Can somebody confirm it?
  4. You are right, but i think it is too much effort that they have until the marksman release. So it's not gonna happen soon. :(
  5. Could you increase the target locking sound inside the vehicles? If the vehicle is moving it's almost impossible to hear that.
  6. DancZer

    DirecxtX 12 for ArmA 3?

    Sorry, but it's not my mother tongue. That tweet is very promising.
  7. DancZer

    DirecxtX 12 for ArmA 3?

    I have never did a deep profiling so i don't know whats are the limitations(and i'm not a game engine designer either), but i think it's kind a black box method without the source, isn't it? How do you know: -that the rendr process time is not limited by the engine to save ticks for the sim? -that there aren't some pre/post parations for the rendr process to fit in that limit?(overhead) The engine is built up to use single threaded DX(Arma 1, 2). Now its for multithreaded but single core, but maybe they didn't changed anything in the game engine design. Who knows? I think if they change a game engine design they can profit from DX12. Simply replacing the DX would make a minimal increase, because of the previous.
  8. DancZer

    DirecxtX 12 for ArmA 3?

    Are you an Ex BI developer or what? :D
  9. Game Updater as you. Btw verify integrity is a welcome feature for the Game Updater. :) ---------- Post added at 08:17 PM ---------- Previous post was at 08:15 PM ---------- There is lot of issue because of the missing weapon collision feature. I reported an exploit which is almost same as your, but you can do it with shorten weapons too. :( :(
  10. PSCollimator shader compile error CTD in 1.43.129768: http://feedback.arma3.com/view.php?id=23210
  11. I think there are misunderstandings. Sprint(Shift+W): fatigue increase fast Jogging, running(W): normal fatigue increase Walking(switch with W+S): slow fatigue increase When you sprint, you use all your power to run as fast as you can. You can't sprint 1 km with 25-30 kg gear and not get exhausted. Sprinting != not fast running. It's not same!
  12. DancZer

    Firing from Vehicles feedback

    You mean with lowered window in Hunter right? I don't want to see this:
  13. DancZer

    Weapon Resting & Deployment Feedback

    Excellent work! The 2nd and the 3rd pic is the bug that i reported.
  14. DancZer

    Weapon Resting & Deployment Feedback

    Deployment issue: http://feedback.arma3.com/view.php?id=23186
  15. DancZer

    Feedback tracker administration

    Multiple Game Crashes: http://feedback.arma3.com/view.php?id=23029
  16. DancZer

    Marksmen DLC wanted changes

    Does anybody know that are they planning to add option in the VA to change weapon textures? Same as for the vehicles will.
  17. Hey man, you give me an idea. It would be epic to have "Ghillie Gun Wrap" attachment for weapons. So we could make this via attachment:
  18. DancZer

    PhysX Discussion (dev branch)

    That's good, stable game is always welcome! :)
  19. DancZer

    PhysX Discussion (dev branch)

    Physx 3.3.3 is now open source: techreport.com/news/27910/nvidia-physx-joins-the-open-source-party What we can expect? More stable game? Proper vehicle track simulation? Tank DLC? :D:D :-)
  20. I think it is normal physics behavior. As the bullet slows down the sonic crack frequency goes down(Doppler effect), until it completely disappear when the bullet goes under sonic barrier. Check this out: http://www.acs.psu.edu/drussell/Demos/doppler/doppler.html Sure that the bullet fly by is very short period of time, and you can't compare it to moving jet. But the doppler effect is there. Btw. i'm not sure that the engine support it. Because when there was a bug with 9mm projectile, i heard sound of the bullet, when it was bouncing on the ground(slow). Summary: If the bullet speed is above sonic barrier, then the bullet sound crack pitch should depend on the speed(Doppler effect). It it is under that it would enough to lower the speed of the bullet until it is completely stop. Edit: Maybe that's why in some videos high pitch sonic cracks(they are close to enemy).
  21. The sonic crack pitch should go down depending on the speed. Here is a good example(try to ignore the forest echo): P.s. Maybe i'm wrond, but does the sonic crack in this video do an echo? :O
  22. DancZer

    Marksmen DLC wanted changes

    I think in long term it would be better to have as much realistic ballistics as possible.
  23. Measure the speed of that click. Maybe it has the same speed as the bullet. :)
  24. I agree, but jets should fade out later after fly by. It should not be symmetrical. It should depend on the vehicle direction, because most of the sound moving backward. At helicopters and other vehicles it isn't matter. The first fly by: https://www.youtube.com/watch?v=JXQf4R5ErZo
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