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nimrod123

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Posts posted by nimrod123


  1. just found out: you can´t taxi with the huron. seems like the breaks are on all the time.

    the slingload monitor: if you make the slingload-thing bigger in the config/layout its no more

    useable. the grafic´s of the hight and the distance rings dont get bigger.

    also you can switch the engine on / off , but if you get out it the engine stops automaticly. it

    should stay on, like it was in takeon helicopter.

    if you eject the engine stays on, otherwise it follows SOP for exiting a helicopter (engine off before you exit)


  2. I've seen a gear and uniform entry in the action menu once, but now I can find it any more.

    What am I missing? Mod is working, hotkeys Win1-4 are working. But action menu is not there.

    it no longer seems to appear by itself at the start, so you either need to do a supply drop, which allows the menu by the dropped create. or use a vehicle drop which does the same around the vehice


  3. no its not. there are also other headsets with the same issue, as other players stated ! i have the drivers , 8.40.83 since forever on the system, and never had this problem.

    this audio-bug showed up sind 1.22 / 1.24. all game versions before all was fine.

    so i am pretty shure its not logitech.

    sorry its the wrong issue, i thought you meant the one where the sound dies off all of a sudden, as if the fake 7.1 died and your only getting sound from one of the fake speakers


  4. yepp, the new 6dof is pretty cool. the leaning sidewards and looking back feel a bit "slugish/unnatural" but i think it will be tweaked more.

    what i even like much more is the WHEELBRAKES! :D seen in the below video.

    what is really strange is the engine sound. it doesn´t feel you are in the chopper

    but sitting infront, and if you move the head, it feel you are moving outside of

    the cockpit. if you get in a stall/spin, the enginesound moves around you. and

    that shouldn´t be. http://feedback.arma3.com/view.php?id=19755

    the new trimm settings are not working on an "analog wheel" on the saitek x52-pro

    thrustcontrol. it would be cool if you can adjust the trims "analog".

    and this audio bug is still ingame: http://feedback.arma3.com/view.php?id=19678

    hurts in the ears pretty much. other pll have also that problem.

    I had some Logitecg G35's, and i hate to tell you its a logitech driver issue. go find the legacy drivers from logitech and it fixes the problem (they completely screwed up the profile when they did the wireless one)


  5. This is pretty much the only other reason I can see other than "tossed in the trash can and deleted permanently", and A3's dev team tends to play their upcoming content/features cards real close to their chest until official announcement, insofar as why we haven't heard anything about these assets.

    For perspective, the last time we had official word on the RotorLib FDM from Take On Helicopters in A3 was a week before the A3 alpha release... until the Helicopters DLC announcement over a year later.

    they talked about rotorlib a couple of times, just no big announcements. they talked about the fairly massive performance hits it created, and how it went on the block to prevent feature creep issues


  6. Lol

    I personally will try to restrain from overthinking things until BIS actually releases the dlc on dev branch, which is a ways away. No use worrying about issues/features that don't, and may not ever exist. Lets see what they got before we get too, too, excited eh?

    that type of thinking is required if you want to prevent yourself making "WTF have they added.....!!!!!!" posts.


  7. Government bureaucracy. Someone ordered a stop sign, we place a stop sign. It's like real life. In front of our house they tore up the perfectly new, shiny sidewalk (paid for by the owners of the house) and put down yet another one (paid for by the guvnment) in the same place, not because it made sense but "because we were told, so we do it."

    I can completely imagine some guy with a truck driving out there, looking around, shrugging and then placing the sign. Send the invoice to the mayor, and back to the shop for a pint and fried ham.

    thats actually how it works.

    A freind was part of a crew that was told to paint a road in the morning, they knew it was being resealed that afternoon, but where told to do it anyway since the schedule said to


  8. ... well, yeah, that's exactly what the IRL USAF has been trying to retire the A-10 fleet for. Heck, consider that right up to the Gulf War they were trying to phase out the A-10 in favor of... modified F-16s. Seriously.Considering what IstaGoat and I have said... yeah, that lack of "a dedicated CAS fixed wing aircraft" (with multirole aircraft filling the gap) is basically by design IRL, but it may be guessed that the Arma USAF was mandated to get a replacement -- after all, the A-10 survived all the way to 2030.

    Interestingly enough, the A-164 design is stated by the To-199's description to actually be the more heavily armed; the Neophron "cannot carry as much payload as NATO's A-164 and has to rearm more often, but it can take-off even from the rough terrain, not being as dependent on air bases or aircraft carriers."

    has the A10 just been cut in the latest budget entirely. its portion of the feed is going to try and finsh the F35


  9. Why thanks, I'll be sure to tell the rounds I and 40 others fire tomorrow that they are doing the wrong thing. I'll just ignore the change because it shouldn't happen.

    then you are using a bullet interruption suppressor (the wipes firewalker describes). most suppressors reduce the muzzle gasses to subsonic speeds, but do nothing to the bullet, they also allow the nitrogen gases in the powder time to suppress the ignition of the gasses, suppressing the muzzle flash. they do next to nothing to the bullet itself, and sometimes even stablise the flight due to normalizing the gasses and extending the barrel.

    if you are still getting the supersonic "crack" then you are using a standard suppresor thats normally only allowed into civilian hands (at least in my country) with a E class licence, so the low caliber weapons can be used in urban areas with limited disruption

    the wipes method is sub-optimal since it is a decaying solution that is normally only good for 200 rounds in small calibers before significant leakage starts to occur, or as few as 40 in large rounds (12.7mm +).


  10. This isn't actually true, they do reduce the muzzle velocity noticably due to the way they work and thus change the ballistics of the round slightly, you get slightly more bullet drop with a suppressor on than without.

    most don't, unless they actually touch the bullet, and even then the sound of it going super sonic comes out the breach, along with the comparteively larger powder load of a supersonic round.

    a standard suppressor dosn't affect the bullet at all, and basically acts like a glorified muzzle brake.


  11. Seems to have been a glitch; restarted Arma3 and now it is gone.

    It wasn't the RAM but pagefile that was growing /w 50MB/s until it reaches the max. amount of physical RAM.

    Will investigate further if it happens again.

    EDIT: Did some further testing as I did keep encountering this 'glitch':

    First of all: It is not related to the new campaign, just starting A3 will flood the pagefile.

    Only in full screen mode (NOT windowed mode) the amount of 'Committed Bytes' keeps growing. If a pagefile has been set to a specific amount, exceeding this amount will trigger an 'almost out of memory'-message by Windows (8.1).

    Had my pagefile fixed, variable, on an SSD and on a HDD, all making no difference; except for having A3 in a window, which does not seem to suffer from this behavior.

    your using win8.1?

    i have heard the exact same thing from a mate.

    he saw this in:

    endless space

    L4D2

    Portal

    Civ 5

    X3 terran conflict

    about 5 different indies running in full screen

    hate to say it but i think its a WIN 8.1 issue, much like the mouse input **** up (lets just divide the input by 8)


  12. I just remember: please delete static tank rotating (its really irritant and unreallistic), so player must hold W + A (FA + LA) to turn left (only right track will be moving rotating it left), W + D (FA + RA) to turn right (only left track will be moving rotating it right) and only W (Forward arrow) (both tracks are moving) to go forward [or S (Back arrow) to go back)]. Perhaps my soultion is not good solution, but you can make it better. Just fix the damn tank turning and it will be good. :P

    EDIT: Or just make it when player press (on example) 'A' ​(W + A no needed) only right track moving rotating your tank left. Thats it. :)

    its entirely possible these tanks have neutral steering, making your suggestion unrealistic


  13. Wonder how works?

    apparently its not a given that it will.

    its meant to create a ion screen around the leading edge of the plane that interferes with return signals of radar and infrared detection systems, the generation method is, according to public stuff i have read, not 100% effective. but that could be misdirection, or just a lack of understanding.

    the key point of that fighter is that it is either nearly as good, or as good as, a f22, but it should cost far less. therefore its likely to see more production. maintenance cost will likely be lower as well.


  14. What needs to happen is fixing the framerate affecting firerate issue or using Arma 2 style. You have to first understand the type of ammunition being used and the weapon that is firing them and the objects they are being fired at. Rather than arguing over artificially modifying the weapon, we should focus on making it more realistic. You also have to Remeber the damage model for buildings is unchanged from Arma 2. Which should not have an affect on what a weapon can do to other targets.

    well that fix only requires a new engine, so, yeah nah


  15. I didn't mention that on purpose, because I'm not quite sure how it works in Arma 2. Does the bullets fly glued together, or is there a small distance between each bullets? If there's distance between projectiles then that is a valid method as well.

    they have a dispersion from intial spawn point (so they start in the same place but spread like a shotgun)


  16. Although OFP DR may be inferior compared to the ARMA 2 and doesn't live up to the OFP name, you got to admit the way their first aid kit (field dressing) system is much more superior than ARMA 3 first aid kits which take about 3 seconds to change your setDamage from x > 0.25 to x = 0.25 damage (75% health) while Dragon Rising field dressing takes quite a while to use to which it only stops the bleeding and then you'll need an actual medic to heal you.

    Basically, Dragon Rising medical system > ARMA 3 medical system.

    Why swap a better medical system for a more inferior one is my question. If you don't like the old one, don't use the First Aid Module, it was optional anyways. I rather see it around when it was once there and it works. Of course not everyone is forced to use it since it was a module and modules are optional.

    except they didn't make that system so they can't "go back to it"

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