***ArmA 3 Thread***

40 minutes or so Sari, no worries, plus Melbo will be awfully upset if we start without him ;)

I don't need to be whitelisted or anything do I?

EDIT: Also can you post server info (probably yet again), it's not in the first post.
 
whilst we're waiting marker, do you have refuel/repair/rearm facilities in there on the odd chance some of us survive long enough to make it back to base?
 
I can't even remember it mate, just rented it yesterday. DEV patch is till downloading/installing...

Sure it is something like OCUK and MBS member testing server...
 
Quick go on the tanks.

The textures have had a lot of sharpening done and has ruined them imo on the sides, if u use the camera in editor to look on them from above there not as bad but when ur a inf on the ground there really bad.

Collisions and AI. Ive noticed that ai drive into each other and they seem to cause tanks to flip up and over on there sides or what not. Funny but buggy to me and hope its fixed, tho it is a test so hopefully ppl report these issues.

Weapons. The weapons on the slammer mainly the machine gun doesnt show the tracers for each shot. Also they seem to miss the crosshair center. They seem to hit inf ok but cant even mow down a fence. The main weapon cant even hit the fence or blow a building up.

The cheetahs weapons are cool but cause a lot of smoke when fighing a nearby tank, i think my mate said its AA so thats ok then i guess lol. These weapons can mow down a fence and destroy a building. But cant mow down simply tall bushes or trees? Meh..

Tried killing a tank with this one but no go even tho on the hud the friendly tank showed red. it still moved with all 4 rockets in it and the aa gun fire in it. Oh about the rockets, they seem really large and slow to launch so when shooting close things with it it seems funny to me. Obviously meant for long range but short range looks funny. :p

Anyhow thats me testing for 10 mins in the editor a few tanks.
 
Quick go on the tanks.

The textures have had a lot of sharpening done and has ruined them imo on the sides, if u use the camera in editor to look on them from above there not as bad but when ur a inf on the ground there really bad.

Collisions and AI. Ive noticed that ai drive into each other and they seem to cause tanks to flip up and over on there sides or what not. Funny but buggy to me and hope its fixed, tho it is a test so hopefully ppl report these issues.

Weapons. The weapons on the slammer mainly the machine gun doesnt show the tracers for each shot. Also they seem to miss the crosshair center. They seem to hit inf ok but cant even mow down a fence. The main weapon cant even hit the fence or blow a building up.

The cheetahs weapons are cool but cause a lot of smoke when fighing a nearby tank, i think my mate said its AA so thats ok then i guess lol. These weapons can mow down a fence and destroy a building. But cant mow down simply tall bushes or trees? Meh..

Tried killing a tank with this one but no go even tho on the hud the friendly tank showed red. it still moved with all 4 rockets in it and the aa gun fire in it. Oh about the rockets, they seem really large and slow to launch so when shooting close things with it it seems funny to me. Obviously meant for long range but short range looks funny. :p

Anyhow thats me testing for 10 mins in the editor a few tanks.

Reading on the forum about the fps bug, it seems BIS has lowered something, which unintentionally has caused the AI to go skizo and do all sorts of insane actions. Yes even more insane than before..
 
Duno about a fps bug, my fps were quite high like 50-60 or somit im guessing atm but then it was just me and a few tanks in the editor.

But im sure things will improve and all sorts theres only what 8 days left till release hehe. :) Tho semi serious, i hope internal builds are better than the builds released to public at the mo. But we know the risk the dev branch gives as they dont really test the dev builds at all and they had told us this so its to be expected big bugs in the dev branch now and then.
 
im not entirely sold on the tanks yet either.

used a T100 verses an empty slammer. 2 Ap into the side and 2 AP in the rear. Hopped in the slammer and the only damage was an orange track. Back in the T100 and a 3rd AP round into the side, the slammer explodes instantly?

Having said that the IFVs were a bit pants when they first came in and they are much better now so I'm sure it will get looked into at some point...
 
either the jets are built like tanks or the titan AA statics are pathetic. Took 9 (2 may have missed) missiles to bring me down...

also the AA statics only have 4 missiles and about a 45 degree LOS arc

edit: soldierboy, jets are under independent > air (blufor and opfor don't have jets yet)

edit edit: Marker, full flap will slow you down, only used for landing (its mostly drag, minimal extra lift). Try using only one stage of flap for takeoff.
 
Last edited:
Tried everything mate, only used full flaps because I needed extra lift...
Trust me, the drag effect of full flap faaar outweighs the little extra lift they make. Even in something like Arma.

One stage of flaps, line up on the edge of the runway. Full power, try not to touch any controls until rotation (pulling up prematurely can slow you down further, or at least in A2 anyway). When you get to 150kph, don't yank the stick back, and only pull about halfway back, otherwise you'll probably stall it. It seems like 160kph is a reasonable takeoff speed for this jet but there isn't enough runway for that. Don't know how much difference it makes but try pulling the gear up the second you leave the ground. Don't retract the flaps until you're around 170-180kph

That seemed to do the trick for me, although admittedly barely clearing the fence
 
Back
Top Bottom