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May 10 2016

runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

oh, well I'm not a bullet expert. But do you get it now? the .45 ACP is a small round made for pistols and SMGs. But as it is in the lastest DEV build, they do much much more damage than any other much higher caliber ingame. They should probably only do a little more damage than a 9mm.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

@ProGamer Wait a minute!? Do you think I WANT a .45 round to do have insane damage compared to any other much higher caliber weapon?

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

OOOHHH, now I know what you're talking about. You think a .45 is a huge ass bullet :P This my friend is a .45 ACP bullet (I think the left one is 9mm) http://upload.wikimedia.org/wikipedia/commons/0/01/45caliberACP.jpg

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Also, I don't wanna change a weapon. I'm reporting a bug, it's clearly not supposed to behave like this.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

@ProGamer waow.... You clearly have no idea of what I'm talking about. Let me summarize it for you. What you're saying is that every shot to arms or legs is instant kill. I totally agree that it shouldn't be that way. BUT, thats not what this ticket is about, plus it neither is that way.
This ticket is about a issue which lies with the .45 bullet, which is used with the Vermin SMG and ACP pistol. So the issue is that any shot to any part of the body with either the vermin or ACP on a person kills him. Note that this ONLY happends with the Vermin and ACP, not with the MX, not with the MBR, not with any other weapon.

Hope you understand it now.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

@ProGamer No, theres nothing wrong with character health. Have you even tested it yourself? It only happends with .45 rounds.
And the title "health is glitched when being shot in the arm or leg" would indicate that the glitch was related to arms and legs. Which is incorrect. Arms and legs are just points on the body which shouldn't result in lethal hits, which I used as easy examples.

The issue clearly lies with the configuration of .45 rounds.

May 10 2016, 4:29 AM · Arma 3
runekn edited Steps To Reproduce on T69257: .45 rounds are instantkill (ACP and Vermin).
May 10 2016, 4:28 AM · Arma 3
runekn added a comment to T69171: Bug's that i have found in arma 3 * will update when possible*.

Hi, please make seperate tickets for different issues. Also, don't report Wasteland issues here, since it's a custom mod and the developers can't do anything about it. Contact the wasteland creators for that.
Have a nice day

May 10 2016, 4:25 AM · Arma 3
runekn added a comment to T69084: Bridges act as they are still there when they are destroyed..

Duplicate of #0008427

May 10 2016, 4:19 AM · Arma 3
runekn added a comment to T69060: Vermin sbr(green)in full auto the recoil is much less than in burst or single shot.

Already fixed in DEV build.

May 10 2016, 4:18 AM · Arma 3
runekn added a comment to T69017: Walking against buildings on startis airfield kills you..

Unable to reproduce

May 10 2016, 4:16 AM · Arma 3
runekn added a comment to T68903: SMG's fixed zeroing too high with holo sights.

Have you checked the zeroing?

May 10 2016, 4:12 AM · Arma 3
runekn added a comment to T68867: Optics mi-48 is too dirty.

@Byku - They removed the dirt on the Zamak. So probably not long now :)

May 10 2016, 4:11 AM · Arma 3
runekn added a comment to T68867: Optics mi-48 is too dirty.

@woore you forgot that mi-48's gun can look much further downwards.

May 10 2016, 4:11 AM · Arma 3
runekn added a comment to T68861: What happened to flash suppressors?.

Very likely worked on or just planned to be added later. We neither have some confirmed rifle optics, so no need to panic.

May 10 2016, 4:11 AM · Arma 3
runekn added a comment to T68789: 6.5 Suppressor wont support full auto.

Duplicate of #0010058

May 10 2016, 4:08 AM · Arma 3
runekn added a comment to T68742: scorpion/vermin have no recoil.

Duplicate of #0009907

May 10 2016, 4:06 AM · Arma 3
runekn added a comment to T68739: Railgun / coilgun tank availability.

You sure it has been cut? Yeah, we've seen the t-100 without railgun, but couldn't it just be becuase there is different versions of the t-100?

May 10 2016, 4:06 AM · Arma 3
runekn added a comment to T68735: Boats stop way too slow..

@pops Defiently not a duplicate, but related it is.

May 10 2016, 4:06 AM · Arma 3
runekn edited Steps To Reproduce on T68735: Boats stop way too slow..
May 10 2016, 4:06 AM · Arma 3
runekn added a comment to T68706: Unable to get into disabled vehicle.

I agree, It's pretty annoying to not even be able to operate a mounted gun on a vehicle just because all the wheels are shot off or the engine is broken. As the report says, there should be no limitations on entering any seat in a vehicle unless the vehicle has blown up.

May 10 2016, 4:05 AM · Arma 3
runekn added a comment to T68688: In the inventory menu, the P07's icon shows up as a Glock.

Glock new confirmed weapon? :)

May 10 2016, 4:04 AM · Arma 3
runekn added a comment to T68643: Helicopters drop when AA hits them.

Just tried something.
Try to shoot down a flying helicopter with the Titan AT Compact. You get a MUCH better effect.

May 10 2016, 4:02 AM · Arma 3
runekn added a comment to T68643: Helicopters drop when AA hits them.

I believe the helicopter just stops because the rotors get destroyed. If only engine gets damaged, we get a crash like you see in the video.

Try to open the editor, spawn a helicopter in the air.
Place down yourself with a 50 cal. weapon. (HMG or snipers)
Take out the engine of the helicopter and watch as it slowly to down.
Restart and take out the big rotors this time, you should see the rotors just stopping and the helicopter falling down like you're saying.

So what we need is that AA are less likely to damage the rotors. (unless they are directly hit ofcourse)

May 10 2016, 4:02 AM · Arma 3
runekn added a comment to T68525: [Feature Request] Wirecutter.

Yeah, I also personally believe that instead of the existing holes in fences, we should be able to make out own holes.

A specialist should have a wirecutter.

All fences should be "healthy".

When the specialist or any other unit with a wirecutter approach the fence, they should be given the option to cut a hole in it.

Ones this process is done, the fence model will be replaced with a damaged fence model (or a brand new model which looks more like it has been cut and not blown up)

This will be just like the existing damage system on buildings.

May 10 2016, 3:57 AM · Arma 3
runekn added a comment to T68516: AI is FAR TOO ACCURATE.

Wouldn't say that they are too accurate. They are as accurate as any normal player is, and that's how it should be in a military simulation game.

However, I believe that they are too accurate in a very short period of time. I've experienced that sometimes they can zero in on your nearly instantly.

May 10 2016, 3:57 AM · Arma 3
runekn added a comment to T68420: Amphibious vehicles have higher reverse than forward max speeds in water.

Confirmed

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

According to this: http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2446896&viewfull=1#post2446896

This issue should be fixed, will probably make it to next dev build I guess.

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

Fixed in latest dev build. Admin may set this as resolved or something.

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

Finally some word on this: http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2443244&viewfull=1#post2443244

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

Can neither find anything on google that silencers can do that.
Can we get word from a veteran or gun maniac please?

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

play with the gas system? Maybe. But I fail to see how it can change full auto to burst perfectly.

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

Still not fixed.

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

May be related to #0008685

May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..

Not fixed in latest dev build

May 10 2016, 3:53 AM · Arma 3
runekn edited Steps To Reproduce on T68419: [BETA] NATO 6.5 mm suppressor replaces mx rifle's auto mode with burst mode..
May 10 2016, 3:53 AM · Arma 3
runekn added a comment to T68360: Add AP and AT missiles for the Titan non compact variant..

According to the ingame guide. The Titan non-compact version is actually supposed to be able to fire AT missiles

May 10 2016, 3:51 AM · Arma 3
runekn added a comment to T68143: unreal physics destruction when driving through fences or wooden fences.

I would really like more attention to this issue. It can be really annoying to loose your vehicle far from base just because you drove through a chicken fence.

May 10 2016, 3:43 AM · Arma 3
runekn added a comment to T68135: Patria AMV does not have a commander position.

No wait. There's a total of 3 hatches on the current AMV variant (driver and 2 on the turret). I guess there SHOULD be a commander there :/
Upvoted

EDIT: you can also see on this picture of another (older I guess) 40mm turret. There's 2 crew members on the turret: http://www.military-today.com/apc/patria_amv_l4.jpg

May 10 2016, 3:43 AM · Arma 3
runekn added a comment to T68135: Patria AMV does not have a commander position.

That's because the real world Patria AMV doesn't have any commander seat.

EDIT: Well, at least not that version of it. Other versions of it, like the none armed one have space for 3 crew members: http://upload.wikimedia.org/wikipedia/commons/c/c1/Croatian_Patria_AMV_Karlovac_2009.jpg

After some research, it doesn't seem like there's a commander hatch on any of the other comfirmed variants of the AMV http://www.abload.de/img/arma3_screeenshot_egchx2t7.jpg
http://armedassault.info/ftp/pics/news/pics1/Arma3_screenshots_forums_001.jpg

May 10 2016, 3:43 AM · Arma 3
runekn added a comment to T66789: Bug floating on destroyed bridge.

Old report with no results. It shouldn't be that hard to fix this.

May 10 2016, 2:55 AM · Arma 3
runekn added a comment to T62718: Animating vehicle doors.

@Chortles - Yes, BI would return to it post-release.

May 10 2016, 12:13 AM · Arma 3

May 9 2016

runekn added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

your ability to move the mouse down while firing to prevent the gun from pointing up, is part of gun stabilisation. The game shouldn't do everything for you.

May 9 2016, 10:00 PM · Arma 3