blackjacktom
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Posts posted by blackjacktom
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Have you noticed that the AH-9 also has some weird echo when shooting in 1st person view?Yes, seems that all sounds have ~1 second delay on them in the AH-9. Same in the MH-9.
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Its a small thing, but it would be nice to see belt links ejected.
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I asked this before, but I'm asking again. Are the tracers in the kamysh really supposed to be red?I think so. In arma 2 most of the vehicle weapons had red tracers.
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Has the zeroing for smoke grenades with the UGL always been off?
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The new collision works well, couldn't get stuck in doorways no matter how hard I tried. Longer weapons like the MXM do still clip and so do suppressors (I assume they haven't received collision yet).
Rotating on stairs moves you up and down but I actually like the way it feels, like you are actually using your feet to turn around.
Not sure if this is new or I just found it because I was looking, but if you move backwards into a wall while aiming up and freelook behind you you can see through the wall.
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I seem to enjoy the night. I seem to have a hard time seeing at long distances without NV(night vision).This is called darkness. It happens at night.
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Is anyone finding as the commander of any of the IFV's you cannot make the gunner engage a designated target? I've tried all 4 and seem to only fire with the guided AT rockets when commanded.If you play as a gunner with an AI commander they will only assign targets when you switch to rockets.
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From the changelog: Remotely controlled turrets on new APCs have no hatches (so crew cannot turn out from them)
Does this mean that none of the crew can turn out from the APCs or that just the gunners can't?
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I believe limiting full auto has something to do with the silencers ability to withstand prolonged fire, not balancing.Except that you can get the same fire rate as full auto by using the burst. Why not model the breaking of suppressors if that were the case.
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The regular collective mapping isn't analogue for me... I can change the position of my throttle control a little without any change in lift of chopper in the game.I haven't tried it with a joystick throttle but it works with my controller fine.
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An analog collective should not function like a binary switch! The whole point using analog axes is to get a linear responce from 0-100% with the resolution of 8-16 bits (depending on joystick hardware).That said the analog collective have always been wierd in A1/A2 and behaves more like a binary switch than a smooth linear curve from 0-100% and requires some "curve tweaking" to be usefull but I'm sure BIS learned a lot when making ToH and hope they will get it right in A3.
/KC
Both the collective controls are analogue, the one that is labeled analogue just seems to not be centered on 0 movement up or down with 0 input resulting in a value close to the minimum.
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Hold breath last 6 seconds. This is long enough for me to get 4-5 shots on a simple target at 300m while standing and using an RCO. You only have to wait 6 more seconds to recover. This means that you can spend 1/2 of your time with a relatively stable aim.
I don't see how this is a problem, if anything it is too easy.
EDIT: Have you tried rebinding your hold breath key? I have it as left shift.
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What if I want to test the newest build but also play with mates on non dev servers? Got a smart ass solution for that?The dev build replaces files so every time you switch you have to either re-download the dev files or the standard release files.
I guess you could copy the files in your arma folder and then when you switch move the files back into it and click 'verify integrity of game files' in steam but that sounds like more effort.
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Turn off collision lights also.No difference, it looks like one of the floodlights never turns off.
Lighting Tweaking (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Not sure if this belongs here but can we get some sort of interior lighting in vehicles passenger areas when they have their lights off? Makes being a passenger a bit more interesting and would fit with the no nvgs.