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May 10 2016

Fireball added a comment to T68174: Uncontrollable Recoil with Vermin (Vector) whilst suppressor is attached.

The question is only, which is the desired result? Vermin without suppressor (no muzzle-climb, almost no recoil), or Vermin with suppressor?

May 10 2016, 3:44 AM · Arma 3
Fireball added a comment to T68164: ACP-C2 should be chambered in .45 ACP..

Known issue.

May 10 2016, 3:44 AM · Arma 3
Fireball added a comment to T68150: Mode - Defense[beta] causes game to crash/hang..

Mass closing resolved tickets from last month.

May 10 2016, 3:44 AM · Arma 3
Fireball added a comment to T68148: Beta helicopter physics.

Closing.

May 10 2016, 3:44 AM · Arma 3
Fireball added a comment to T68142: Comanche is unable to fly sideways at 180km/h.

I heard this was improved?

May 10 2016, 3:43 AM · Arma 3
Fireball added a comment to T68137: Cant shoot over Supply Crate.

Mass closing resolved tickets from last month.

May 10 2016, 3:43 AM · Arma 3
Fireball added a comment to T68134: [MP] Unable to access personal inventory as passenger of vehicle remote to the player.

Don't downvote tickets which you cannot reproduce, it's a multiplayer bug.

Updating repro steps and attaching repro mission.

May 10 2016, 3:42 AM · Arma 3
Fireball added a comment to T68120: Split gunner and pilot weapons in gunships.

Original poster (p00d73), could you please improve your ticket according to the discussion (see my above comment)?

One thing to be made clear is certainly the fact that the pilot should still be able to order a certain weapon to be used. In your ticket you say "remove" other items from his selection - this probably would be a bad idea.

Only the CONTROL of unguided rockets pass on from the gunner to the pilot.

May 10 2016, 3:42 AM · Arma 3
Fireball added a comment to T68120: Split gunner and pilot weapons in gunships.

I would like to see how you resolve the "fighting over weapon selection" problem that potentially arises in MP.

What I think would be a useful compromise is:

  • Pilot still only orders which weapon to be selected
  • Gunner still is the only one who selects the weapon
  • As soon an unguided weapon is selected, trigger control is transferred exclusively to pilot
  • When a gunner-controlled weapon is selected again, trigger control is transferred exclusively back to gunner
May 10 2016, 3:42 AM · Arma 3
Fireball added a comment to T68112: SDV driver/gunner don't wear rebreathers.

Sorry, spotted it too late, gonna dupe it and then resolve #10212.

May 10 2016, 3:42 AM · Arma 3
Fireball added a comment to T68109: Cannot switch from gunner's seat to driver's seat in the SDV.

Mass close.

May 10 2016, 3:42 AM · Arma 3
Fireball added a comment to T68107: Mirrors on new beta vehicles (HEMTT / AMV-7 / Zamak) display generic environment map.

Mass closing resolved issues not updated since November.

May 10 2016, 3:42 AM · Arma 3
Fireball added a comment to T68093: OPFOR Infantry helmets are not ergonomic, need cosmetic redesigns to "match" animations and models..

Mass closing resolved tickets from last month.

May 10 2016, 3:41 AM · Arma 3
Fireball added a comment to T68058: Random Crashes while played MP..

Mass close.

May 10 2016, 3:40 AM · Arma 3
Fireball added a comment to T68023: Closure Sounds Gone.

Thanks.

May 10 2016, 3:39 AM · Arma 3
Fireball added a comment to T67987: Dramatic changes in gunfire pitch / bad doppler effect implementation.

Mass close.

May 10 2016, 3:38 AM · Arma 3
Fireball added a comment to T67983: Bodies and weapons (WeaponHolderSimulated) fall through non-local objects instead of colliding with them.

Dupe of #9532.

May 10 2016, 3:38 AM · Arma 3
Fireball added a comment to T67944: Lighting of scene changes when Sun out of viewport.

I believe the sun and its flare were changed recently, is it better now?

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67944: Lighting of scene changes when Sun out of viewport.

Mass closing resolved issues not updated since November.

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67944: Lighting of scene changes when Sun out of viewport.

As I stated, it's not a bug per se, but it might be a mis-feature, specially connected to different graphical settings or twilight.

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67944: Lighting of scene changes when Sun out of viewport.

It's an overlay effect, the *lighting* doesn't actually change.

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67944: Lighting of scene changes when Sun out of viewport.

I just checked again, and it's not the lighting of the entire scene that changes, but it's the blending effect of the sun.

It's a kind of a diffuse lens flare, which should simulate how you are blended by the sun in your view.

Not a bug IMO.

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67944: Lighting of scene changes when Sun out of viewport.

I believe this is related to HDR (high dynamic range).

It's similar as if you look towards the sun by naked eye and and then turn away from it, the pupils in your eyes extend/contract and the visual experience changes...sorta.

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67931: Rolling with collimator focused.

Mass close.

May 10 2016, 3:36 AM · Arma 3
Fireball added a comment to T67894: Players ragdoll have no collision with non local building (causing issue with corpse respawn).

Good repro also in #9621.

May 10 2016, 3:35 AM · Arma 3
Fireball added a comment to T67872: [FIXED] Texture rendering glitch.

Mass closing resolved tickets from last month.

May 10 2016, 3:34 AM · Arma 3
Fireball added a comment to T67869: Some broken windows still emit glass particles when shot.

Mass close.

May 10 2016, 3:34 AM · Arma 3
Fireball added a comment to T67867: The M320 LRR is listed as Semi-Auto.

Mass closing resolved tickets from last month.

May 10 2016, 3:34 AM · Arma 3
Fireball added a comment to T67839: Wind direction effects are applied to helicopters backwards in comparison to everything else..

Mass closing resolved tickets from last month.

May 10 2016, 3:33 AM · Arma 3
Fireball added a comment to T67839: Wind direction effects are applied to helicopters backwards in comparison to everything else..

Could someone confirm the fix?

May 10 2016, 3:33 AM · Arma 3
Fireball added a comment to T67811: Game Crash.

Mass close.

May 10 2016, 3:32 AM · Arma 3
Fireball added a comment to T67810: flag owner does not have a visible flag attached to his body.

Closing as dupe of #11119.

May 10 2016, 3:32 AM · Arma 3
Fireball added a comment to T67805: (Sun-)Light produces multiple shadows on weapons model.

Can you please re-write the ticket (Coding) to fit the explanations of FeralCircus and I can mark it reviewed.

May 10 2016, 3:32 AM · Arma 3
Fireball added a comment to T67718: B_sniper_F - MP: impossible load mission.

Mass close.

May 10 2016, 3:30 AM · Arma 3
Fireball added a comment to T67702: AI gets stuck in prone after crawling under object whilst in SAFE and CARELESS behaviour..

Mass close.

May 10 2016, 3:29 AM · Arma 3
Fireball added a comment to T67679: Warning Message: Cannot load texture a3\ui_f\data\map\markers\military\mission_ca.paa..

Still an issue? Repro mission doesn't work anymore (it's got A2OA desert_e as requirement??).

May 10 2016, 3:28 AM · Arma 3
Fireball added a comment to T67633: [Steam Alpha] Mouse wheel scrolling in the Controls options moves the entire menu.

Mass close.

May 10 2016, 3:27 AM · Arma 3
Fireball added a comment to T67632: Locked command gives an error.

Mass close.

May 10 2016, 3:27 AM · Arma 3
Fireball added a comment to T67583: Sub-folders for MPMissions and Campaigns and new Mission selection method in-game.

Terox, both should be the case; you should be able to sort them into subfolders, so the admin can e.g. better enable/disable missions as he sees fit (i.e. remove/add a single folder for missions e.g. requiring ACE or a certain map), plus in the game it should be sortable as you say.

May 10 2016, 3:25 AM · Arma 3
Fireball added a comment to T67524: Radio antennas are no longer rendered beyond object draw distance.

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 3:23 AM · Arma 3
Fireball added a comment to T67488: AI Won't run/flee away in groups..

Cheers! Let me know once you got the other ticket filed, so I can relate and escalate it.

May 10 2016, 3:22 AM · Arma 3
Fireball added a comment to T67488: AI Won't run/flee away in groups..

Can you please attach a repro mission?

May 10 2016, 3:22 AM · Arma 3
Fireball added a comment to T67478: Opacity Mask texture in Rangefinder (while in ranging mode) clipped on the sides of the ocular lenses!.

Which mask are you talking about? Does this apply to any unit or only specifc ones?

May 10 2016, 3:21 AM · Arma 3
Fireball added a comment to T67469: Can't shoot through KA-60 glass to kill the pilots..

Not a bug; every modern chopper has armored glass and it was definitely a bug in A2/OA to have the AH-64, KA-52, MI-24, etc. unarmored as they were. I remember bug tickets in the A2 CIT where those facts were well laid out.

Not sure about the M/AH-9, I don't think you can really make such elaborate swung glass (which is open on the sides anyway) bulletproof. If you find evidence that is shall be bulletproof, feel free to create a ticket.

May 10 2016, 3:21 AM · Arma 3
Fireball added a comment to T67468: Headless Client cannot connect to a password protected server.

Mass closing resolved tickets from last month.

May 10 2016, 3:21 AM · Arma 3
Fireball added a comment to T67468: Headless Client cannot connect to a password protected server.

Fixed in 0.77.108906 according to feedback from DS Skype channel.

May 10 2016, 3:21 AM · Arma 3
Fireball added a comment to T67465: Have the engine create a location or marker at the center of the map [feature request].

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 3:21 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

First of all I've tried both Ghosthawk AND Mohawk (just to make sure I'm not missing anything) and second, the AH9/MH9 ticket is open again since they seem to be a case on their own.

Long story short, you write:

"I just tested the latest stable patched version, and the Effects sounds sound more dubbed down concerning the chopper rotor noise. Both pilot seat and passenger seats (of the Mohawk and Ghosthawk) appear to be equal in sound levels. As to whether this fixes people being able to use VON effectively, likely a step in the right direction."

It's exactly what I observed and what I want to know from you and if possible even more people, hence "feedback". Could you PLEASE first test and then exclaim?

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Ok, I just played around in the editor with a "flying" Mohawk/Ghosthawk, once me as player in control (pilot) and then as a rifleman using moveInCargo in the back.

I can't help it, but for me it's both the muffled the same way and very acceptable. Please confirm.

I might even make a video showing that the sound is the same volume wherever you sit in the chopper for me, but I can't make any sense out of this ticket anymore. If you still think it's too loud, please make a video cutting both a cargo position and pilot position together - I'm really curious.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

If you insist on keeping it the same as the players originally voted for, then I will mark it resolved, because since creation of the ticket, the sound levels have been adjusted for the helicopter interiors, spoken as whole.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Rogerx, we just need the ticket to be more specific now and narrow it down on the pilot/copilot seat of the affected choppers (all?); can you please modify the ticket as to make it precise?

There is much more chance to get a 'tweak' done on those positions as to ask for global changes such as "headphones for all pilots" (aka feature), even though it might have the same effect.

If you want to insist on the headphones idea, be my guest, but it might take longer to be picked up (or not at all).

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Rogerx, it's good testing what you did and you boiled it down to the very core of the issue you're experiencing, namely that the pilot and copilot seat apparently are too loud compared to the passenger compartment.

First of all, it's not "closed", else you couldn't comment, and second, instead of just "giving up", just make the ticket fit to the narrowed down topic of your detailed findings.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Update; I just played Invade & Annex today and there was lot of talking in in-game VON and I was passenger in a helicopter (Mohawk and Ghosthawk) frequently and when I was in first person, it was whisper-silent, absolutely no problem for everybody to talk.

Sound effect settings at 90%.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

What are you talking about "they"? I'm not Bohemia Interactive. It seems like that there are roughly 50% who agree with me, that it isn't a big deal.

But okay, I also see you (and the people you play with) have got a point there. Let's leave this as it is currently.

EDIT: Make sure your passengers and yourself switch to 1st person view while in a helicopter, this will help voice communication a big deal.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Would you please read my post entirely before replying I said it was EITHER...OR.

I have an high-end gaming headset (not audiophile stuff, but very good still), 5.1 with subwoofer module. I agree the choppers are loud, but it works very well with TS.

So please read again what I wrote, PAST the first half sentence.

EDIT:

Elaborating what I'm coming after; I think the ticket is just fixed on the fact that choppers are loud, but they're not TOO loud in my or many others opinions, so I suggest that we modify the ticket to focus on VON being too bleak, or - because there are already many downvotes - close this one and generate a new ticket which focuses specifically on VON (instead of choppers).

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

rogerx, I believe to suspect that either your stereo/surround/whatever configuration is not correct or it's rather actually an in-game VON issue.

Using TS I have no problems with game sound effects at 90%.

Maybe the ticket needs to be rephrased or even re-done, on the subject of in-game VON. I must confess, I never tested in-game VON vs helicopters.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

rogerx, VON should not be used as reference, since it roughly depends on the other player's microphone input volume. OTOH, our clan uses TS all the time and yes, if they're really next to a chopper (<10m), some can't hear other's talking, but as soon you get in, it's fine.

I think current levels are perfect and can be refined with individual minor sound adjustments. I'll close the bug in 2 weeks roughly (you can only add comments while it's not in closed state).

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

Thanks, marking resolved.

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

I think in current beta they're in more reasonable volume, when you're inside the helicopter. Can you confirm?

May 10 2016, 3:20 AM · Arma 3
Fireball added a comment to T67443: Request: ToH helicopter flight characteristics.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 3:19 AM · Arma 3
Fireball added a comment to T67439: duration of reloading is shortened when reloading empty weapon while prone.

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 3:19 AM · Arma 3
Fireball added a comment to T67439: duration of reloading is shortened when reloading empty weapon while prone.

I'm calling this fixed. I think the others are on purpose and not feasible for an exploit.

May 10 2016, 3:19 AM · Arma 3
Fireball added a comment to T67433: Switching from sidearm to main weapon while prone, will make you stand up, go prone and only then switch.

Mass closing resolved tickets from last month.

May 10 2016, 3:19 AM · Arma 3
Fireball added a comment to T67415: Unability to simply zero the SOS scope in steps of 100 meters above 1000 meters setting..

Mass closing resolved tickets from last month.

May 10 2016, 3:18 AM · Arma 3
Fireball added a comment to T67414: Stance changing is not interruptable.

Mass closing resolved tickets from last month.

May 10 2016, 3:18 AM · Arma 3
Fireball added a comment to T67371: Tactical Vest not using different textures.

Mass close.

May 10 2016, 3:17 AM · Arma 3
Fireball added a comment to T67363: attachTo called on mission start attaches object to [0,0,0] for everyone except attachTo caller.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 3:16 AM · Arma 3
Fireball added a comment to T67343: [AiA] If unit dies with a weapon in hand that lacks a geod LOD (ie A2/OA SVD), the game crashes instantly..

Removed spam. AiA bugs are getting looked at, but they do have a lower priority, so no need to vote them down.

After all, and specifically in this case, a crash is a crash is an engine issue.

May 10 2016, 3:16 AM · Arma 3
Fireball added a comment to T67343: [AiA] If unit dies with a weapon in hand that lacks a geod LOD (ie A2/OA SVD), the game crashes instantly..

AiA is a mod which enables forward porting of legacy content developed by Bohemia Interactive (and of course also existing correctly built user made addons).

It's not like the content in AiA is custom made - it merely uses *official* content from legacy games such as A2/OA, so it is indeed something we all want fixed and not a simple "user error".

May 10 2016, 3:16 AM · Arma 3
Fireball added a comment to T67335: Game crashes instantly since 0.58 when loading certain A1/A2/OA terrains..

Pomigit, these kind of reports are made to ensure backwards compatibility to existing content such as BI's own content, as used in AiA.

Low prio, but still a good idea.

May 10 2016, 3:16 AM · Arma 3
Fireball added a comment to T67332: Improved Action Menu .

Marking dupe of #10726, since it's got the most votes - but you certainly come up with one possible idea; it's not lost due to relationship with the other ticket.

May 10 2016, 3:15 AM · Arma 3
Fireball added a comment to T67327: BIS_fnc_MP not executing functions on Headless Client.

Mass close.

May 10 2016, 3:15 AM · Arma 3
Fireball added a comment to T67320: "Disconnect" is selected in lobby by default when joining server.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 3:15 AM · Arma 3
Fireball added a comment to T67310: The new stance indicator is outside the screen, so you can't see it..

Mass close.

May 10 2016, 3:15 AM · Arma 3
Fireball added a comment to T67301: Add ability to either remove color circle markers from friendly (green), Red (enemy) Neutral (white) or change marker type.

You can turn off "Peripheral vision" in the difficulty properties already, so you don't need to crank up the settings as whole.

May 10 2016, 3:14 AM · Arma 3
Fireball added a comment to T67299: Duping\Disappearing\Unaccessible items in inventory (5 reproducible bugs in 1 ticket).

Mass closing resolved issues not updated since November.

May 10 2016, 3:14 AM · Arma 3
Fireball added a comment to T67299: Duping\Disappearing\Unaccessible items in inventory (5 reproducible bugs in 1 ticket).

Resolved according to reporter.

May 10 2016, 3:14 AM · Arma 3
Fireball added a comment to T67297: Loadout issues.

I believe this has been resolved.

May 10 2016, 3:14 AM · Arma 3
Fireball added a comment to T67278: Container Sticking through wall.

Mass close.

May 10 2016, 3:14 AM · Arma 3
Fireball added a comment to T67273: A lot of problems with the multiplayer.

Thanks.

May 10 2016, 3:13 AM · Arma 3
Fireball added a comment to T67272: Underline doesn't show in wrapping hint text when INTERFACE SIZE: LARGE.

Then we need more info on how to reproduce it reliably. Looks like the majority including BI devs can't repro it.

Could it be dependent on the graphics card (driver)? I've got an AMD graphics card for example.

May 10 2016, 3:13 AM · Arma 3
Fireball added a comment to T67272: Underline doesn't show in wrapping hint text when INTERFACE SIZE: LARGE.

Works fine for me.

May 10 2016, 3:13 AM · Arma 3
Fireball added a comment to T67260: Laying prone on top of a grenade prevents death.

Mass close.

May 10 2016, 3:12 AM · Arma 3
Fireball added a comment to T67243: BIS_fnc_showNotification no longer displays text.

Mass close.

May 10 2016, 3:12 AM · Arma 3
Fireball added a comment to T67236: Server Logs are Spammed with "Error in expression <_minDist), File A3\functions_f\misc\fn_findSafePos.sqf, line 100".

Thanks.

May 10 2016, 3:11 AM · Arma 3
Fireball added a comment to T67234: AH9 & MH9 far too loud.

So I heard they're still too noisy?

May 10 2016, 3:11 AM · Arma 3
Fireball added a comment to T67208: Cannot reassemble Mk 6 Mortar after disassembling it.

Ok, could repro it; the bags contents are of no relevance, but indeed the action to assemble the Mk6 again doesn't come up.

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67208: Cannot reassemble Mk 6 Mortar after disassembling it.

Improved ticket description and repro.

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67208: Cannot reassemble Mk 6 Mortar after disassembling it.

The bag is the assembly, but it's empty by design.

You put a tripod/mortar assembly on the floor and keep the other part on the back (in your inventory), then aim at the bag at the floor and then you get an "assemble" action.

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67203: Falling through walls.

Ok, adding your observation with other buildings to the other ticket and closing this as a dupe to #5477.

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67203: Falling through walls.

Any new info on this? Is it still happening?

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67196: Function Viewer should respect "scope" in cfgFunctions.

Mass closing resolved tickets from last month.

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67195: [Suggestion] Add new audio option to toggle or control volume of breathing.

Dupe of #6917.

May 10 2016, 3:10 AM · Arma 3
Fireball added a comment to T67177: Rangefinder in field manual shows identifier name, not actual name..

Mass close.

May 10 2016, 3:09 AM · Arma 3
Fireball added a comment to T67174: will not load.

Outdated. Open a new ticket if new issues arise.

May 10 2016, 3:09 AM · Arma 3
Fireball added a comment to T67166: Massive Physical Memory Leak.

Unable to repro with current versions and 64bit Windows.

Can you still repro?

May 10 2016, 3:09 AM · Arma 3
Fireball added a comment to T67161: No consequence to being shot.

I noticed that in the recent patch 1.14 (not sure if it's related to this one, could have been done already earlier), they stop shooting and run to cover, if they're under fire/being hit.

Can anyone confirm?

May 10 2016, 3:09 AM · Arma 3
Fireball added a comment to T67161: No consequence to being shot.

Please refrain from iterating the same arguments over and over again, I think everything has been said now.

Also refer to my note above, where I explained how everyone is right to some extent, but there is no way, that there can be a physiological correct implementation in the game, that applies to every person - hence random events are needed.

May 10 2016, 3:08 AM · Arma 3
Fireball added a comment to T67161: No consequence to being shot.

First of all: If I see more people attacking eachother, I'll close down the ticket for one week at least to let everyone cool down.

That said, here is some interesting reading for you all; excerpts from a police manual about caliber and documented reactions of victims getting shot:

EDIT: I just realized that they're in German and scanned too, so you can't use translators on them, that limits their meaningfulness for most of you - apologies to that.
http://www.zerouptime.ch/files/Image0008.PDF
http://www.zerouptime.ch/files/Image0009.PDF
http://www.zerouptime.ch/files/Image0010.PDF

So there is definitely not one correct reaction to be modeled in-game; everyone is right. The reaction could be dependent of AI skill and probably some randomized value, also influenced by the spot of the body getting hit.

But correct implementation of my idea would also mean that some AI could shoot on for a moment until their adrenaline/blood pressure drops and they pass out or become otherwise incapacitated, even though the overall accumulated damage would mean death in-game, as by today's damage model.

May 10 2016, 3:08 AM · Arma 3
Fireball added a comment to T67153: Firmode display hard to see in sky.

Mass close.

May 10 2016, 3:08 AM · Arma 3