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Posts posted by Bee8190
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Adjusted: Environmental map on various vehiclesAm I right in that this is for thermal signatures or can somebody shed some light as to what this is good for or what it supposed to do?
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Well, obviously it's strange driving a car with 4 buttons. There's nothing you can do about it.I am also avid fan of racing-simulators and one simply doesn't get far driving with a keyboard while changing gears at the same time. Once again I don't think anyone expects sim like driving in arma but there is no reason to pretend that the current driving model is some solid foundation for authentic driving model, at least and definitely not yet
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Hello,have the following problem:
If I Arma 3 (online) about a half hour games disappear forever so a few textures and it lags extremely. Before that, I have no problems running everything on high settings with 40-50 FPS.
I have a PowerColor Readeon R9 280X TurboDuo and a i5-4570 3:20 Ghz processor. I have no idea what it is
I think you will need to be more specific and comprehensive about your issue with the game
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why cant we vote on evry thing com on man there is so much to be fixthe rocks a buggy
the cars are strange to drive
The rocks can be buggy at times, but most of them are fine.No, they're not.
Not, it's not.
I am also doubtful you actually play the game...try to go prone on some rocks and tell us they aren't glitchy and as for vehicle NOT being strange to drive - well, they are and saying they are not only makes me assume you either don't have a driving licence or never driven a car before
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Actually would be nice to have a thread where people describe what addons they like and why. Alot of gems are simply buried by time on these forums and allowing people's choice mod userlist would bring some of them to surface.ACE for MP in which I can get many functions and theres a good chance many servers are also using it.
Mainly I was trying to avoid mod vs mod or unwanted feedback discussion but I agree some here already mentioned mods that I wasn't familiar with or somehow slipped under
Anyhow, can't wait for ACE also
Who plays this without mods? (except if you really want to play on a particular server where they aren´t allowed)I play with mods whenever possible but as said some servers don't allow any ( not even a sound mod :( ) which is a shame
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This sound mod is all about weapons, not vehicles. As far as I know.Vehicles are part of the environment just as weapons are. It would be very disappointing to leave some parts out
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Ace Mod - Arma 3. I loved the mechanics and attention to detail, sounds included in previous arma 2.
I would love to see better damage & hit points models and realistic ( or at least reasonable ) vehicle physx & driving model. Of no less importance I'd say is weapon resting and especially
walking in cargo space in moving vehicle class. At least some and more believable environment destruction and interaction ( ability to step on and climb on obstacles ) with the world. ( it can be sometimes dull as fuck )
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I would be inclined to say that the vast majority of arma players play with one or more addons on top of the vanilla Arma 3 to enhance their experience. Nonetheless, it would be interesting to see how many play vanilla arma without any mod enabled.
Without going into specifics of any addons or a mod ( feedback should be left in the correct thread for each mod )
If you play without addons ( vanilla Arma ) - can you tell us more about the choice of not using mods in general, eg; not knowing how to install mods or whether you experience performance issues?
If you play with add ons - can you tell us more about what it is you're looking for in an add on ( eg; better helicopter simulation or simply more content )
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Good feedback Alwarren
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Its hard to pick one when the whole lot needs to be looked at but I've picked the vehicle physx / simulation as I'm a vehicle whore like that and this is probably my biggest immersion breaker, followed by sounds and modding tools.
As for modding tools, I think that should be also high on the list as I'm very doubtful the game is as popular or is even played for its vanilla features and-or content.
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I've suspected the lack of physical gears for some while and while we may have physx, vehicle handling and terrain interaction seem to pre-date this millenium and although the recent addition of traction parameter were welcome step forward, the overall advances in physx appear to be stand still.
I just hope that just as it may be the case with medical mechanics, physx are yet to be taken seriously
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Yea I think I'd rather let them work on new successor to chernarus than endlessly port something over
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This sounds great, looking forward to that
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Vehicle diagnosis tool access for modders - Hasn't gotten many votes but that's probably because only few know how to program physx
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If you want to buy the DLC in order to finance Bohemia's continued work on free featuresI want to pay for features that are requested of BI by community, not for what we're given
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we can only hope for some audio improvement in that expansion ...BI will be shooting themselves in foot if they plan to fix the sounds until after expansion. If I were new to the series and heard the sounds in vanilla, getting an expansion as a first thing would probably not be on my mind.
Unfortunately I feel this may as well be the case
---------- Post added at 11:16 AM ---------- Previous post was at 11:14 AM ----------
we can only hope for some audio improvement in that expansion ...BI will be shooting themselves in foot if they plan to fix the sounds until after expansion. If I were new to the series and heard the sounds in vanilla, getting an expansion as a first thing would probably not be on my mind.
Unfortunately I feel this may as well be the case
LOL what? :j:This forum requires that you wait 45 seconds between posts. Please try again in 27 seconds. -
Not sure how I've missed this but this sounds pretty immersive and I like what I see. Are there any plans to share all that love between vehicles as well? If so could we have a sneak peak when there's something to show?
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I still haven't figured out how to use the artillery in ACE lol but have not had bothered much anyways. Still, the joy of when you figure out in time how to use an important asset well IMO greatly outweighs learning a simple shortcut / or a key.
That is / was what set sims apart of casual games.
I don't even think its the complexity and the use of these assets that BI would have to worry about, as not to alienate any newcomers, as long as it is intuitive and makes sense. And yes, even complex things can be made intuitive and make sense. Unfortunately I wouldn't consider the ingame menu UI as one of them though
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I am not sure TBH, haven't had a proper read thru the DLC distribution decision yet but saying that, I'd rather pay for the DLC knowing the weapon resting is there, neatly implemented rather than just nod to a free DLC. Not to sound ungrateful or anything but I am happy to pay where its due kind of thing
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Summary: Although the 'Place' option will come up in shallow water, the items will just float unrealistically on the surface.I was able to touch the explosives off, but I can't think of any tactical situation where we'd want to place stuff on the surface anyway
That's little lame but alright I guess the opportunities as to when we might use it are somewhat slim.
Also nice smoke concealment test Spike, keep up the good work
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Ace medi system worked just fine and I would be happy to see something similar or even better in complexity in the vanilla.
Simple Assumptions, but I feel that BI is hoping to get their hands on medi system brought in by modders participating in the announced contest and pick one that will fit the most. Could be the same case with bipods too but I guess we'll see
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Yea karts are quite fun but sigh still at the physx and collisions :P
As for functional weapon resting, that will hopefully come with the Marksmen DLC which I plan on buying only after its release and some users feedback of it
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and
It's not perfectly realistic but at least the damage affects the handling.
The damage looks wonderful enough and handling while on the arcade side is pretty acceptable as well. Also the car crashes at high speed and the rollovers are quite well done
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Programming lead Dr. HladÃk has deemed the current state of surface friction for vehicles not satisfactory, and thus added a new parameter for surface types that solves many issuesNow this is where it gets interesting! Looking forward to testing this and actually provide some constructive feedback for once ;)
Any ideas when will we able to test this on dev branch?
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12-05-2014No new EXE
Size: ~199 MB
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Armor torque curves extrapolated to avoid switching to lower gears when driving fast
Great update and seem to work much better now and I'd like to see this applied to all wheeled vehicles too.
However, when loads of peak torque is required at the lowest gear, vehicles can struggle still and there are few other odd issues that you might already be aware of -
As per the video, notice how the tracks are spinning under full engine power but sadly with no sound at all; 0:00 to 0:03 ( jsrs sound mod used but its the same in vanilla )
( which is good as the tracks should spin at such steep incline and not allow the vehicle to climb, however the ground contact with tracks remains too strong )
Another issue is turning the wheeled vehicles. On flat surface when the vehicle is fully stopped in works well but as soon as the vehicle is moving just slightly it has issues turning smoothly and is
most noticeable on inclines while holding the turn ( A or D ) keys, which results in cutting the engine input and very odd turning behaviour; starting at 0:19 to 0:38
I also think that driving without the shift key pressed doesn't make sense anymore since IMO all vehicles from tracked to wheeled feel more natural with shift key constantly pressed down. Instead perhaps shift could be used to hold engines RPM at maximum but without the gears in interfering?
15-05-2014EXE rev. 124318
Size: ~38 MB
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Gravel roads provide less grip for wheels and cause lower speed
By my observation I have not noticed any significant changes and are very minor in handling and speeds appear to be the same when I've tested on side roads but while there's no reason to noticeably slow vehicles on gravel roads IMO, the wheels still appear to have too much grip on every surface and the telling tail is that it takes nearly no effort to flip the civilian offroad on it roof. ( reach speeds of about 100Km hr and suddenly change direction by holding the turn left or right key ) The vehicle doesn't display any skidding around and goes to flip directly on its roof.

What would you like to see worked on next in ArmA 3?
in ARMA 3 - GENERAL
Posted
Its bit confusing and non intuitive to setup and I am aware indeed. Vehicles are perfectly driveable with keyboard only and driving with steering wheel or gemapad works just as good but my complaints are not the input, whether ist a keyboard or a steering wheel but the fact that driving feels unresponsive ( not insensitive ), gears & clutch is poorly simulated and there is little to no simulation of an traction on different surface ( a parameter surface traction has been added recently though so eager to see what comes out of it )