Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

kamaradski

Member
  • Content Count

    132
  • Joined

  • Last visited

  • Medals

Everything posted by kamaradski

  1. With the streaming technology ARMA uses, you could make maps almost as big as you want without any impact on FPS, as your computer is not aware about any terain or objects outside your range. (as far as i know) And for the seafloor in between, this could all be created with a randomizer and a hightmap, only the seabed close to shore need high details. So again i dont see this factor stopping the DEVs.
  2. Lots of people just dont bother atm, next week (and over the weekend) will be better i guess.
  3. I would love this and it should also be possible without problem with the current technology. Actually I'm 90% sure it will be released as 1 map...
  4. kamaradski

    Is this game playable?

    Most servers are password protected untill the hack has been solved. Log on to website or teamspeak of the servers you would like to join and you should be able to obtain the needed passwords. Or you can use this multi-player pause to practice your controls in singleplayer/editor scenarios....
  5. kamaradski

    Player Interaction Radius

    someone has the A3 ticket number for this ?
  6. Stratis is and will remain a perfect location for training, and i will be happy to continue using it for this purpose.
  7. kamaradski

    Vehicle Handling

    As a dedicated driver in arma3 i cannot wait untill driving gets fully optimized, and i do agree some tweaks are needed. I also am fully convident it will be awsome and BI will have some great fixes in store for us :)
  8. kamaradski

    Client side "Gamma" hack needs to go

    What about people that actually need to be able to adjust Gamma ?? As far as i know there is NO software way to insure everyone sees the same gamma-depth, TRUE noone will be playing this on CRT, however there is also difference in LCD/TFT panels, and other enviourment factors that needs to be taken in account here.
  9. kamaradski

    Beta isn't actually that far away

    How did this thread got hijacked so badly ?
  10. kamaradski

    Cant Use Feedback Tracker

    You need to be logged-in. http://feedback.arma3.com/login_page.php
  11. kamaradski

    Movement speed tweaking

    Me personally i am happy with foot-mobile speed as it is now. It feels very natural and correct. Only possible change i can see usefull, is to have a 10second faster sprint(20kmh) that gradually reduces to 15kmh and settles here as a constant. When i was in the service i often timed my movement while marching. This averaged out around 8kmh. Taking this as a base to compare current speeds in game, i am VERY happy with the current situation (stable branch)
  12. kamaradski

    Question on update 0.54 Arma 3 Alfa

    Even though i noticed that for vehicles in motion the mounted weapon interpolation got a lot smoother, the overall performance was worse and more lag was experienced. Funny thing to notice it was not client side lag as usual, but all players to notice the lag simultaniously (so assumingly serverside)
  13. There is many ways the edit will be helpfull in learing the game: - Practice shooting with different weapons - Practice Vehicle operation - Testing Strategic ideas against AI - Discover the terrain Basically this is the sandbox everyone is talking about :)
  14. I found the ticket, it is here: http://feedback.arma3.com/view.php?id=2291
  15. Here is a great collection of video tutorials from MacScottie you can watch: http://forums.bistudio.com/showthread.php?148594-ArmA-3-Editor-Tutorials-Building-Simple-Missions Have fun !
  16. kamaradski

    Repacking Belt Cases?

    Hi Outlawled, It depends, UK and USA modern ammo uses the quick-clip variant of the belt chain. Here the first bullet of the chain has a opening and the last bullet had a extra bit that then clicks on the next one. Here it's just a matter of clicking as the chain is always ready to be extended or shortened. Removing the bullets from the clip can be done by sliding the case downwards. ( http://www.youtube.com/watch?v=GVWVu3_DVmc or ) Older German (WW2) ammo can use a different belt, here every bullet gets his own clip that has some sort of wire binding on both sides. This type takes slightly longer to extend\shorten. Removing the clip is done by sliding the caseing down for about 0.5cm and then flip it out. The older russian ammo like the PKM is kinda simular: And older USA ammo can also be from fabric: http://www.youtube.com/watch?v=qh-BlCTK3lo , and cannot be linked only shortened or induvidually newly seated in a fresh belt.
  17. kamaradski

    Suppression Effect missing in ARMA3

    Thanks DMarkwick, you have made my point exactly !
  18. kamaradski

    Picking multiplayer (coop) games

    I'm kind of with you there, as i'm too am a casual gamer. Sometimes i manage to play twice a week, however most of the time if i manage to get 1 good extended session in for the week, it's been a good week. Sometimes i dont play for a month. Real life still takes priority :) There are however a lot of clans around that are ok with this. I used to play with the UK-based clan .:IGI:. Very casual and no pressure on how often or how long i would be able to play. Also no ultra realism or whatever, just a bunch of people playing semi serious, and having lots of mature fun along the way. This somehow sounds what you are looking for, and i'm very sure you will find something that suits you. It is already out there waiting for you to discover it. However you need to want to want it..... and must be willing to put some effort to find the right group of people, slash, clan to play with. Accept some of the invites on this board, play with them a couple of times and stick around if you like it, if not,... just move on, that's the way it works, no hard feelings. The reward that this game has to offer when the situation is set correctly: good server with ok ping, good group of people that play in a way to match your own, and a good mission, are much higher then what you can expect of any other game out there. PS, as the game is normally a lot slower then for instance battlefield3 or any comparable fast action shooters, your ping is a lot less important. In ARMA anything till 150ms is still very much acceptable. where in the other shooters you want to stay below 80ms.
  19. kamaradski

    Stratis 360°

    Stratis is my home now.
  20. kamaradski

    Picking multiplayer (coop) games

    Hi WCG, I have read your post a few times now, and even though i'm in Europe (and so are my favorite servers and clans) and thus am not much of a real help to you from here. I do however am quite sure that with ARMA you have found the right community to attempt online multiplayer. Please do not yet give up, and you will soon find the right group of people to play with. Good luck, kama
  21. kamaradski

    the dark light ... cars and others

    I noticed that too, and yes: that is a problem that would need a little attention.
  22. I suggest you open a ticket here: http://feedback.arma3.com
  23. kamaradski

    the dark light ... cars and others

    Your tactical light on your weapon is more about seeing where your walk then to blind the enemy. Don't expect to blind anyone in a range over 25meters.... Best used in urban environment. Car lights: I agree from 20:00 till approx 22:00 the light appear to be not very effective, after 22:00 however it is again sufficient. I don't think we need more strength or brightness, only some tweaking in the evening would do it for me.
  24. kamaradski

    What is Alpha and What should I Expect

    Short answer to your question: Expect nothing! Longer answer: ALPHA: Game features: are still being set. MAYOR changes might still happen. (Eg if Bohemia decide they don't like Stratis island anymore, it might be gone tomorrow, heck if they like it they might change it into a racing simulator instead, even the name might not be ARMA anymore, in Alpha anything can happen) Content: Very little, and ONLY there to allow testing. Will change frequently. Functions are to be added AND removed frequently. Stability: NONE, it might or might not work on your computer at all. turnaround time on bug fixing: Expect nothing too much, as the DEV's will still have BIG projects going on in the background and are not 100% dedicated on bugfixing. Release: Normaly inhouse only. Purpose: DEV sandbox, testing basic operation BETA: Game features: Most stuff is set and will not change anymore Content: 90% or more of all content should be available and working Stability: Should be working properly, however bug are still guaranteed to be present turnaround time on bug fixing: DEV's are 80% focused on bug fixing instead of other projects, so reported bug should be fixed fairly quick Release: Inhouse with a select group of outsiders\specialists\ tech-savvy users. Purpose: Stress testing, tweaking and bug fixing on a wider scope of hardware\configuration Final Release: Final product first public release. Everything should work as intended and stability should be 99% guaranteed. So this is what you can expect until final release. In my (and many others) opinion the Alpha release is extremely stable already, and Bohemia is doing a great job so far. The software is running far above expectations for Alpha. I'd say you need to decide what you expect: are you happy to deal with the bugs and frustrations, than please stick around and help filing all bugs in the bug tracker. Can you not be arsed, then no hard feelings, put it aside and check every now and again how it is progressing or wait for the final release :) Cheers, Kama
  25. Hi all, Nice we all have access to this great ALPHA software now :) However what i'm missing is a structured test procedure. For the moment most stuff i read on the forums and issue tracker are people venting their personal opinions on how certain game features should act in their own personal option\experience. Myexperience is that the added value for such feedback is however limited. What i think would be way more efficient and productive is that the dev's should open a forum-post for all things thay want to see tested or need any feedback on, and track testing results in the issue tracker and or poll. This forum post should more or less include the following: 1 - type of test 2 - Item to test 3 - test method 4 - expected result 5 - software version number (very simple) Example: Test#: 00001 (also to be mentioned in the issue tracker if ticket was to be opened) Type of test: try to break game function Item to test: waypoint activation trigger proximity Test Method: Try anyway possible to break the waypoint activation trigger Expected result: Waypoint should be triggered when passed within 10meter Software version DEV 0.53.xxxx This way we all can be focusing our knowhow, experience, creativity, time and different hardware/software setups and actually be helpfull in the Alpha testing. And in the meantime i'm sure most of us will have a lot of fun doing these tests :) To start, it might be a good idea to attach definitive testing procedures to the updates currently released in the DEV version of the software, so we can provide constructive feedback on newly released updates and content. KR Kamaradski
×