Arma 3
M119A3
Gameplay issues
I absolutely ♥♥♥♥♥♥♥ adore this mod (and your others), we've just started using them in our PvE missions and have run into a couple issues that are somewhat annoying during actual missions (not that it stops us from using them).

Assembled rounds seem to take too much damage if dropped from a small height and despawn in the typical puff of smoke, is this intended or can the health of the assembled rounds be increased?

Shell casings are very nice to see but;
  • Sometimes end up bouncing into the gun and physx can make the gun bounce all over the place. Would it be possible to stop the shell casings from colliding with the gun, possibly with
    disableCollisionWith
    ? Alternatively, other mods spawn artillery shells with collision but after 5 or so seconds completely remove collision
  • After a long mission there are far far too many shell casings, currently we just have Zeus delete them but would it be possible to have them disappear after a period of time, say 5 minutes? Or maybe turn them into simple objects etc?
  • The ace interactions and walking to dispose of or move the shell casings out of the way is quite tedious, this one is probably actually quite difficult to achieve but would it be possible to add a way to "throw" the objects away or at least drop them further away than is currently possible with ace carry?

Another thing we've noticed, not related to shell casings, though I'll admit this is extremely nit-picky on my part. When doing fire missions on relatively close targets (charge 1-4), the rotation speed when using the keybind is incredibly quick and its very easy to overshoot the intended azimuth. Could you please add an additional keybind (shift modifier) to slowly rotate the gun? Similar to how ace works when changing gun elevation?

I would love to help you with development but I couldn't seem to find a public repo anywhere, I understand if you want to keep it private but I hate asking for all changes with no ability to contribute. Either way thank you for this mod, it's beautiful
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ilbinek  [kehittäjä] 26.7.2024 klo 7.51 
Hey, thanks for the feedback!
I'll try to answer all of your points.

Shells getting "killed" with fall damage - we haven't experienced this during our testing, and there was tons during development. But I'll look into it. Most probably just making them invisible or giving them a lot of health.

The casings are a bit complicated. Luckily during our games we haven't had an issue like that. IIRC I looked into the collision disabling but it wouldn't work in this case. I am not fond of deleting them outright. The most probable way to deal with this issue would be implementing a custom ace action on them that would "throw them" in direction you're looking/behind you/somewhere else. I think getting the vectors correctly should be reasonably doable.

Rotation - a rework for that is planned. Adding two rotation speeds, and making it more "gradual". It's a bit snappy rn. Once we finish current project we got ongoing I plan to implement these changes.

Repo - the repo was kept private. Given it's on my GitHub that I also share with possible employers, and it's arma development and the commit messages are... Let's say "not as desirable" to have on there :lunar2019grinningpig: due to the frustration that comes with making all the things work. TBD Mortars however are open sourced. For example the casings throwing will have to be implemented in there. All ammo-related stuff is in TBD Mortars.
Thanks! Yeah the fall damage thing was a bit weird, it seemed to only start occuring when there were a super large number of casings on the ground.
A throw action would be super useful, I had no clue the 105 shells etc were under TBD Mortars, I'll see if I can find some time to help, shame that disabling collision won't work, I understand not wanting to delete them outright either so maybe the simple object solution would be the best.
If I do make a PR I'll make sure to keep my commits safe for work haha!

There was actually one other thing that we talked about before I made this post, is it feasible to have the inventory interacts work in bulk? Say I'm carrying 3x rounds and want to change the charge of all of them, would adding an additional button for "change all" work? Even if it keeps the time requirement the same it would at least save the multiple clicks in the inventory
Viimeisin muokkaaja on Godlike Hobbit; 27.7.2024 klo 0.21
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