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Arma 3: Tactical Realism Feedback Thread - Closed

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Rob.Y

Colonel
Active Duty
2-7 HQ
S3 HQ
Local time
8:58 PM
2,748
2,997
Quick addition,
I see the night vision seems to be a bit of an issue that a lot of people were mentioning. Liber and Sypolt and maz and raeder and I try and monitor this thread the best we can to look for updates, if you feel its something super broken do please pass it up the CoC cause if it gets tharen and company staff they can also look into it and help inform us of the issues. This feedback is great and we do use it and take suggestions here and there especially for smaller QoL stuff, but in the case of a bit of a game breaking bug, like not being able to play at night, CoC is also a good choice.

Just want to be able to help nail things as fast as possible
Thanks!
 

Rosefield.M

Lieutenant Colonel
Retired
Local time
8:58 PM
503
523
How long is the respawn timer for the aircraft on the carrier, liberation?
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
8:58 PM
1,098
1,582
How long is the respawn timer for the aircraft on the carrier, liberation?
I don't believe it respawns at all except on server restart -- if it does have a timer, it's several hours. EDIT: For the FW aircraft. The helicopters (the MH-6 and Chinook) do respawn on destruction).
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
1:58 AM
1,654
1,404
It will go in my COC but here also can we please have these splint settings correct "splints heal but can no splint" Mazinski.H can provide correct settings
 

Ewing.R

Specialist
Discharged
Local time
5:58 PM
160
165
Along with fixing the splint settings can we get the surgical locations to be set to “anywhere”? It would be nice to be able to debride limbs 🤩 thank you!
 

Holiday.T

Sergeant
Active Duty
1/B/1-7 SL/ASL
Local time
8:58 PM
1,172
325
Multiple AOs today are turning yellow instead of green even after being fully cleared of AI.
 

Liber.N

CW3
Retired
Local time
3:58 AM
212
225
The zones in HNM are not mean't to be "captured" per say, the color coding is just a helper marker to identify active zones.
The main objective still remains caches and hideouts.
 

Sam.T

1st Lieutenant
Retired
Local time
8:58 PM
1,412
1,414
As of last night, (4/21/22, 0200 Zulu) medical perms on TacR limit surgical actions (reductions and debridement) to medical facilities and medical vehicles.

Last night a medic attempted to perform an open reduction in the field, and was unable to access the surgical actions. The patient could be sedated, however no reduction could be performed.
 

Ewing.R

Specialist
Discharged
Local time
5:58 PM
160
165
Liberation Altis as of 4/25/2022; ACE Medical the fracture settings are back on "Splints Fully Heal Fractures"
sorry thank you 🥺
 

Raeder.U

Corporal
Retired
Local time
7:58 PM
471
672
Liberation Altis as of 4/25/2022; ACE Medical the fracture settings are back on "Splints Fully Heal Fractures"
sorry thank you 🥺

We fixed this in cScripts but might have forgot to do the same for the H&M and Liberation files; I'll look at it later this week if not tonight or tomorrow when I am home.
 

Rosefield.M

Lieutenant Colonel
Retired
Local time
8:58 PM
503
523
The abrupt change to a completely different map , thus starting from square one is not as helpful as well, toss the map/game mode change at the end of a map file complete.
 

Sam.T

1st Lieutenant
Retired
Local time
8:58 PM
1,412
1,414
Could we update the mission files to incorporate more medical slots? With the medical sections now approaching 20 members, it's difficult for us to get together effectively on TacR.
We also have a number of members from other sections and public players who regularly run as medics in the field. Even using the platoon medic slots we rarely have enough slots to handle the volume of personnel we would like during peak hours.

Also, with the volume of MCC's and SP's being hosted on TacR due to the recruiting drive, being able to run two medical teams without changing the mission file would be a massive benefit. The last MCC we ran involved splitting 4 medics across nearly 3 squads in an AO. Had we encountered significant casualties this would have led to a sticky situation...
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
8:58 PM
1,098
1,582
Could we update the mission files to incorporate more medical slots? With the medical sections now approaching 20 members, it's difficult for us to get together effectively on TacR.
We also have a number of members from other sections and public players who regularly run as medics in the field. Even using the platoon medic slots we rarely have enough slots to handle the volume of personnel we would like during peak hours.

Also, with the volume of MCC's and SP's being hosted on TacR due to the recruiting drive, being able to run two medical teams without changing the mission file would be a massive benefit. The last MCC we ran involved splitting 4 medics across nearly 3 squads in an AO. Had we encountered significant casualties this would have led to a sticky situation...
Agreed, I think this would be a good idea. We'll need to continue enforcing the "play your role" rule so people don't use the slots just to avoid having to find a medic, but with the more complex medical system we have now our medics are needed more often and are tied up a lot longer for each casualty
 

Boyd.M

Reservist
Reserve
Local time
5:58 PM
619
881
Can we get Hatchet H-60 airframes on the liberation files please. they get spawned on H&M by default but you can't even build them on liberation, has to be zues spawned.

thanks...
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
1:58 AM
1,654
1,404
Can you go over the Thermal settings too so we use A3TI instead of a mix of RHS, Vanilla and A3TI on the same vehicle?


Will 2nd this for the tanks the RHS thermals are just horrible if we can rid of them would be great
 
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