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May 10 2016

DaveZember edited Steps To Reproduce on T68805: Delete.
May 10 2016, 4:09 AM · Arma 3
DaveZember added a comment to T68596: Controllable spotlight/searchlight on Heli.

How would it be controlled? I'd imagine that another monitor would need to be implemented.

May 10 2016, 4:00 AM · Arma 3
DaveZember added a comment to T68596: Controllable spotlight/searchlight on Heli.

Is this actually realistic? Because I have no idea if it is.

May 10 2016, 4:00 AM · Arma 3
DaveZember edited Steps To Reproduce on T68558: Screens in speedboats are off when in Splendid Camera.
May 10 2016, 3:58 AM · Arma 3
DaveZember added a comment to T68535: People in Zamak looks like immortal.

Confirmed.

May 10 2016, 3:58 AM · Arma 3
DaveZember edited Steps To Reproduce on T68512: Customization of Splendid Camera controls.
May 10 2016, 3:57 AM · Arma 3
DaveZember edited Steps To Reproduce on T68510: Players rotate if they were firing when Splendid Camera is launched, regardless of acctime.
May 10 2016, 3:57 AM · Arma 3
DaveZember added a comment to T68288: Make the zoom controls act universally as the only way to zoom.

Yes, these issues are similar, but with the exception that the zoom functionality is inconsistent, as described above.

May 10 2016, 3:49 AM · Arma 3
DaveZember edited Steps To Reproduce on T68290: Add animation when changing fire modes.
May 10 2016, 3:49 AM · Arma 3
DaveZember edited Steps To Reproduce on T68288: Make the zoom controls act universally as the only way to zoom.
May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68287: Allow customization of all controls.

Exactly, bez.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68287: Allow customization of all controls.

I don't expect them to. The issue isn't labelled as being a high priority.

May 10 2016, 3:49 AM · Arma 3
DaveZember edited Steps To Reproduce on T68287: Allow customization of all controls.
May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68287: Allow customization of all controls.

The point is that we should be able to choose... And no, that isn't the only thing.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68286: Make the ability to turn lights off and on INSIDE vehicles..

Please include steps to reproduce.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68286: Make the ability to turn lights off and on INSIDE vehicles..

I like the idea. There should also be an option available when scrolling to turn on/off the interior and exterior lights separately.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68283: ArmA 3 BETA: Can't hear semi auto fire..

Please include the steps required to reproduce the glitch. I haven't had this issue occur before.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68282: Damageable rotors on vehicles.

To whoever disagreed, can you please state why?

May 10 2016, 3:49 AM · Arma 3
DaveZember edited Steps To Reproduce on T68282: Damageable rotors on vehicles.
May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68280: Fix the glare in the 3D optics so that the character body and head will block light sources.

I don't think it should be completely removed, it should be adjusted to resemble whatever is most realistic.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68279: Improve animations when entering and exiting vehicles.

No, the AH-99 Blackfoot is the attack helicopter. The Ghosthawk is the transport helicopter with the two miniguns. I agree that it's great, along with the windows I'd like to see the fade effect eliminated as well though (as I stated in the description).

May 10 2016, 3:49 AM · Arma 3
DaveZember edited Steps To Reproduce on T68279: Improve animations when entering and exiting vehicles.
May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68274: No animation when switching between optics.

Yes, it's a big immersion breaker.

May 10 2016, 3:49 AM · Arma 3
DaveZember edited Steps To Reproduce on T68274: No animation when switching between optics.
May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68272: HEMTT Truck slows down too much with one flat tire.

That still doesn't prove that it's realistic.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68272: HEMTT Truck slows down too much with one flat tire.

Exactly, Raahk.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68272: HEMTT Truck slows down too much with one flat tire.

Dr Death, please try it out before downvoting. It's stupidly unrealistic at the moment.

May 10 2016, 3:49 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

Yes, but can you do it without taking the helmet off? Remember that you can't see where the rail is while wearing the helmet.

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

Can they be attached easily while wearing them? If they can it'd be nice if there was an animation for it.

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

Chairborne (or anyone for that matter), how would they be attached/detached quickly? Does it require screws or is there some sort of mechanism that allows for quick removal?

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

That might not be very realistic because it seems that in real life they're screwed in.

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

Please bring it back.

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

Impractical to spend 5 seconds to equip the goggles from your inventory? Are people really that lazy? XD

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

I think that they shouldn't be equipped by default through x and y times, and at any other time you'll automatically spawn with them equipped. Also if they're in your ammobox loadout and you choose to equip it, they should spawn in your inventory rather than being equipped.

This might be a little off topic but I'd also really like to see an animation for flipping them on/off as well.

May 10 2016, 3:48 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

That sounds like it might work well.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

It's almost definitely a glitch, AD.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68241: Invisible night vision goggles, again.

+1, please fix this ASAP.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

I'd love to be able to, say, press left ALT to look around the vehicle to see who's inside, etc. It'd be really nice to see the gunner/commander view for all applicable vehicles as a screen being mounted inside the cabin rather than being a full screen window as it currently is.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

But it's not affected by where you fire the rounds, is it? I don't want it to just blow up the vehicle, but actually have the ability to kill one crew member and not the others, etc. in a realistic way.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

+1 to vehicle armor being penetrable.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68233: 3D scope reticules are "painted on", which makes them misalign.

This is a fairly severe issue, hopefully it'll be fixed really soon.

May 10 2016, 3:47 AM · Arma 3
DaveZember added a comment to T68202: Muzzle flashes disappear in Splendid Camera.

Thanks a lot for looking in to it, I'll be sure to get some nice photos after the fix.

May 10 2016, 3:46 AM · Arma 3
DaveZember edited Steps To Reproduce on T68202: Muzzle flashes disappear in Splendid Camera.
May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68199: Ambidextrous Players.

Not all guns are symmetrical... Text would be inverted, too. It's not that easy.

May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68199: Ambidextrous Players.

Not all. Many are able to have their ejection ports reversed. Plenty of weapons with ejection ports on the right side can still be fired by left handed people, it's just that some of them eject casings less conveniently than others.

Keep in mind that many of the weapons in the game so far are caseless anyway. The ones that aren't, as far as I know, can still be fired easily by left handed players anyway such as the pistols and the KRISS Vector.

May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68199: Ambidextrous Players.

It sounded like you were making the implication that left handed support wasn't needed since you can lean left/right.

May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68199: Ambidextrous Players.

There's still a desire to have left handed support though for those of us that are in real life. How would you like it if you were right handed but were forced to play the game left handed?

May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68199: Ambidextrous Players.

The OP is referring to left handed support.

May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68199: Ambidextrous Players.

The developers have already confirmed that this won't be feasible, unfortunately. Hopefully they will change their mind.

May 10 2016, 3:46 AM · Arma 3
DaveZember added a comment to T68194: If "Next Weapon" and "Change gunner weapon" are set to the same key, the AH-9 will not switch weapons.

I think other helicopters will do the same.

May 10 2016, 3:45 AM · Arma 3
DaveZember added a comment to T68190: AH-9 and KA--60 gun fire rate is directly proportional to the framerate.

This glitch is detrimental. Please fix it as soon as possible.

May 10 2016, 3:45 AM · Arma 3
DaveZember added a comment to T67727: Gear Dying/Camo swapping.

That'd be great, you may want to modify the description though since it may be a bit misleading.

May 10 2016, 3:30 AM · Arma 3
DaveZember added a comment to T67727: Gear Dying/Camo swapping.

There is a blank variant already in the game of the Mk20.

May 10 2016, 3:30 AM · Arma 3
DaveZember added a comment to T67727: Gear Dying/Camo swapping.

I support this as long as it isn't done "on the fly" in vanilla Arma (magically changing the camo of a weapon rather than choosing the weapon with the camo from a container).

May 10 2016, 3:30 AM · Arma 3
DaveZember added a comment to T67588: DRIVER CRASH / D3D ERROR .

Reset them to default and then reduce the core clock by 25-50MHz.

May 10 2016, 3:25 AM · Arma 3
DaveZember added a comment to T67588: DRIVER CRASH / D3D ERROR .

Simply lower the Core clock by 25-50MHz.

May 10 2016, 3:25 AM · Arma 3
DaveZember added a comment to T67588: DRIVER CRASH / D3D ERROR .

Sometimes factory overclocked cards aren't actually stable at their stock speeds, so underclocking them will solve the issue if this is the case.

May 10 2016, 3:25 AM · Arma 3
DaveZember added a comment to T67588: DRIVER CRASH / D3D ERROR .

I have a GTX 680 and there haven't been any issues like this for me. Is your card overclocked? And if so, did you stress test it?

May 10 2016, 3:25 AM · Arma 3
DaveZember added a comment to T67584: [Feature Request] Introduce new side - sideFFA: Side Free For All.

Please stop trolling at the feedback tracker, AD2001.

SaMatra, this is a great idea.

May 10 2016, 3:25 AM · Arma 3
DaveZember edited Steps To Reproduce on T67557: Release larger batches of features.
May 10 2016, 3:25 AM · Arma 3
DaveZember added a comment to T67544: . 408 closing chamber animation missing.

I think this is already known by the developers, but it's worth reporting in case it isn't.

May 10 2016, 3:24 AM · Arma 3
DaveZember edited Steps To Reproduce on T67466: Toggleable HUD.
May 10 2016, 3:21 AM · Arma 3
DaveZember added a comment to T67417: Delete.

Please delete this issue.

May 10 2016, 3:18 AM · Arma 3
DaveZember edited Steps To Reproduce on T67417: Delete.
May 10 2016, 3:18 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

Sure, that might work, but having crosshairs disabled by default on the two hardest difficulties would encourage more servers to not use them. Currently, as I stated earlier, there was only one server I've been in that had actually disabled them, it's not as easy as saying "pick another server" since there are only a handful of them that are actually populated to begin with, nevermind whether or not it has crosshairs.

I made a revised new feature request since this thread doesn't seem to be going anywhere, it's having the option of enabling or disabling them in your settings if they are allowed in the server (and disabled completely if they are disallowed).

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

How do you KNOW they will turn it back on? ArmA is meant to simulate the military, and that means disabling the crosshairs for a start. Eventually we will likely be able to control virtually every muscle in the body, but we simply don't have the technology yet.

Also, you do realize that we'll probably see PiP scopes, screens, etc. in the future, right? We're only in the Alpha right now.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

Should you even be firing a sniper from the hip? Is it that hard to just aim? Even with a fully automatic weapon many shots can easily be missed when you're not aiming, and with a sniper you're probably dead if you miss one shot in a close quarters fight.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

"This is your opinion"

Our opinions shape the game.

"If you don't like it, don't use it"

As I said earlier, it isn't that easy. I don't have the privileges to change these settings, that's up to the server administrators to decide... please read the posts above before commenting.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

But ArmA tries to get as close as possible to it. If you're going to give up at crosshairs, you might as well just play CoD or Battlefield.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

Yes you can, actually. If it's pointed in front of you, it's likely going to land somewhere in the center of your screen, where the crosshair is almost all of the time.

The problem is that it isn't as easy as telling someone to turn it off. I don't have the power to do that in any of the servers, the admins do. If this they were disabled by default in at least the two hardest difficulties, new servers would adopt the idea of servers not having crosshairs. That's what this topic is about.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

"is it so hard to go to the game options and change the cross hair to turn it off?"

Tell that to the server admins.

"Crosshairs do not help at all."

If they don't, why do we have them? And if they do, shouldn't they be disabled in at least the harder difficulties for reasons related to authenticity?

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

To be honest I'd prefer if those were all disabled as well.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

How can't you estimate where it's pointing? And why would you need crosshairs if you "don't hipfire unless they're half a meter" in front of you?

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

Cychou, that's exactly it.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

AD2001 implied that he does. And if you don't hipfire, which I don't, then I don't see why it's such a bad thing to disable them. They're almost always pointed at the dead center of the screen anyway, so how is it really helping you?

I thought that the whole point of ArmA was to simulate the military, but instead its players rely on crosshairs that you wouldn't see in real life.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

But server's don't. I've been on dozens and only one has actually disabled them. New players are only being penalized by relying on crosshairs that shouldn't be there if one of the game's purposes is to simulate reality.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

You can estimate by actually looking at where the weapon is pointed. Or you can use your sight/scope to have a more accurate shot. There is no need for the crosshair, especially when it constantly flickers in and out of existence when you're sprinting.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

You can estimate by looking at where it's approximately pointed. And if I shouldn't be sprinting, shouldn't you not be firing from the hip?

May 10 2016, 3:13 AM · Arma 3
DaveZember edited Steps To Reproduce on T67270: Crosshairs should be disabled by default.
May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T67270: Crosshairs should be disabled by default.

If you disagree, please state why.

May 10 2016, 3:13 AM · Arma 3
DaveZember added a comment to T66933: Pants in different visual clothes slot.

This would expand the possibilities for mods as well.

May 10 2016, 3:00 AM · Arma 3
DaveZember added a comment to T66290: Make Tracers A Light Source.

I completely agree, Nord. Tracers travel so quickly anyway, and how often are you going to be close enough to see it illuminating other objects?

May 10 2016, 2:35 AM · Arma 3
DaveZember added a comment to T66290: Make Tracers A Light Source.

I agree that they won't affect performance much, Dr Death. Even with the amount of streetlights at the air base, I still have a frame rate constantly above 60 frames/second.

May 10 2016, 2:35 AM · Arma 3
DaveZember added a comment to T65153: Buildings do not feel right.

Even in the Dev Build Beta release, you can still clip through walls. This happened to me when I stood in a lookout tower.

May 10 2016, 1:49 AM · Arma 3
DaveZember added a comment to T63820: Helicopter Movement Orders.

ABSOLUTELY, harold. I get so annoyed when they take off after letting you disembark, it's almost as if they're trolling.

May 10 2016, 1:00 AM · Arma 3
DaveZember added a comment to T62864: Let us bind weapons to keys.

I like the idea of being able to bind weapons to keys, but the fire rate key mechanism should remain the same (where you wield the weapon and switch the fire rate with a separate key).

May 10 2016, 12:18 AM · Arma 3

May 9 2016

DaveZember added a comment to T60915: Left handed weapons.

I'm a lefty myself and I would really like to see this feature implemented. Unfortunately, making it happen will NOT be as simple as mirroring the character's animations since you would have to assume that everything being used, such as the guns, are symmetrical (which they aren't, for the most part). If BIS were to mirror the animations, we should expect some strange consequences such as inverted guns and reversed text.

May 9 2016, 10:34 PM · Arma 3