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May 10 2016

oukej added a comment to T73268: AI won't attack anything beyond 400 meters..

I this still valid? (please consider the optics the AI is using - e.g. standard rifleman won't really try much to engage beyond few hundred meters while a sniper will try to get a shot even on 1km)

May 10 2016, 6:33 AM · Arma 3
oukej added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.

More improvements

Closing as resolved.

If you think some issues mentioned here still persist, please create a separated ticket for individual issue, ideally with a simple repro mission.

Thank you for helping us improve the game!

May 10 2016, 6:33 AM · Arma 3
oukej added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.

Oh, yes, I see I completely forgot to mention any progress in here. I'm sorry.

It has begun here http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2598737&viewfull=1#post2598737 and the one mentioned by you is another further improvement.

More info can be found here: http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2684958&viewfull=1#post2684958

Let us know what you think about it!

May 10 2016, 6:33 AM · Arma 3
oukej added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.

Be not afraid. This hasn't gone into the oblivion.
Please understand, that any change introduced needs internal tuning, testing and evaluation first, even before it's subject to public evaluation.

This issue has received quite a priority, but because of the size of our team, any work literally goes down to individuals usually occupied with various parts of the game. Saying "they" can mean just one or two persons ;)

May 10 2016, 6:33 AM · Arma 3
oukej added a comment to T73239: Being able to separate Helicopter and plane control settings..

Hey! Thank you for the report!

Using the same setup I was now able to separately set up the inputs without any red conflicts shown.

Could you please check, if this request is still valid?

Thanks a lot!

May 10 2016, 6:32 AM · Arma 3
oukej added a comment to T73218: AI cannot reliably move to positions within Inn garden and other buildings.

Ok. Thank you!

May 10 2016, 6:32 AM · Arma 3
oukej added a comment to T73218: AI cannot reliably move to positions within Inn garden and other buildings.

Thank you for the report!

Could you please check if this is still valid?

May 10 2016, 6:32 AM · Arma 3
oukej added a comment to T73019: Sprint key exits optics view..

Thanks for the report!
Sprinting will override the optics.
Should be partly fixed in today's dev branch (with one visual glitch).

May 10 2016, 6:27 AM · Arma 3
oukej added a comment to T72940: Clouds glitching since latest dev build.

Is this still valid?

May 10 2016, 6:25 AM · Arma 3
oukej added a comment to T72908: Ctrl as down collective creates head movement in helicopters.

keyFreeHeadMove should be unmapped by default.
You may have it mapped to LCTRL in your profile - {29} - from the past.
Try renaming keyFreeHeadMove[]={29}; to keyFreeHeadMove[]={}; in your Arma3Profile file or rebuilding your preset from one of default ones.

Let us please know if it helped. Thank you for the feedback!

May 10 2016, 6:24 AM · Arma 3
oukej added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

Thank you for all the feedback. You may also check a dedicated thread on our forums http://forums.bistudio.com/showthread.php?167067-Fixed-Wing-Flight-Model-%28dev-branch%29

We are aware that the flight simulation isn't perfect and is simplified. Honestly it has never been in the main focus in our game. However, despite the fact there's absolutely no chance to get it anywhere near the special dedicated products (DCS, X-Plane, MSFS, FG, Falcon 4.0, AeroflyFS...) neither are there plans to implement any 3rd party sim. solution, we'd still like to make flying an enjoyable and satisfying experience (not necessarily top-accurate, we simply don't have the manpower :/ ).

This goes mainly for the general flight physics impression and each aircraft's configuration. There are some limitations in the engine to the effect of flight control surfaces and the response has simplified simulation, but I believe something still can be done ;)

Could you please list what you find as the most painful issues?

(Please, try to somehow consider the impossibility of any drastic changes or the limitations we have in this (I am sorry about it). Also let's leave the IFR, HUD and electronic warfare (radar, homing, guidance, CM) out of focus for now.)

Thank you! (Hope I didn't disappoint you too much :/)

May 10 2016, 6:22 AM · Arma 3
oukej added a comment to T72452: AI heli not following waypoint.

Hey! Thanks for the report. I was able to reproduce the issue.

The helicopter correctly reaches the first waypoint but refuses to proceed to another. Note - the waypoints need to be far enough from each other and the behavior varies by the type of helicopter

May 10 2016, 6:13 AM · Arma 3
oukej added a comment to T72448: AI is unable to climb on solar tower.

This has been already fixed. Thank you for helping us make the game better!

May 10 2016, 6:13 AM · Arma 3
oukej added a comment to T72448: AI is unable to climb on solar tower.

Is this still valid? I was able to make the AI climb up and take the position on the top of the tower.

May 10 2016, 6:13 AM · Arma 3
oukej added a comment to T72370: A-143 CAS HUD misaligned.

Oh, I see, I am sorry for I mixed up two issues a bit. Sorry about that.

Buzzard's HUD target squares - the HUD afaik is going to be reworked a bit.

$ New CAS planes' HUDs have the issue I mentioned in http://feedback.arma3.com/view.php?id=14011#c67041

May 10 2016, 6:11 AM · Arma 3
oukej added a comment to T72370: A-143 CAS HUD misaligned.

Hey, thanks for the report!

The HUDs not being collimated is a known issue and it's being investigated. However weird it may sound - it is related to the character on pilot's position (because of paralax for that char.).

Try piloting the one of the new CAS planes as e.g. a Rifleman and it should work just fine.

May 10 2016, 6:11 AM · Arma 3
oukej added a comment to T72311: An AI unit refuses to engage a target or runs far away.

It is connected to the HOLD FIRE command. Otherwise an AI subordinate is happy to engage a target close to me, even if I am kilometers away.

May 10 2016, 6:09 AM · Arma 3
oukej added a comment to T72281: When AI is knocked over (and not killed) by a vehicle, they refuse to resume patrol.

Is this still valid, can you still reproduce the issue?

May 10 2016, 6:09 AM · Arma 3
oukej added a comment to T72232: Revealing works only for local units.

Fixed in
https://forums.bistudio.com/topic/140837-development-branch-changelog/page-36#entry2970630

Thank you for helping us improve the game!

May 10 2016, 6:07 AM · Arma 3
oukej added a comment to T71994: AI not following waypoints after exiting vehicle while in Safe Mode.

Thanks for the confirmation!

May 10 2016, 6:01 AM · Arma 3
oukej added a comment to T71994: AI not following waypoints after exiting vehicle while in Safe Mode.

Can you still reproduce the issue?

May 10 2016, 6:01 AM · Arma 3
oukej added a comment to T71961: AI falls from Military Cargo Tower when trying to exit.

Fixed by https://forums.bistudio.com/topic/150500-development-branch-captains-ai-log/page-2#entry2698358

Thank you for the report!

May 10 2016, 6:00 AM · Arma 3
oukej added a comment to T71852: AI is alerted immediately when a unit it knowsabout is killed.

↑ and should now be fixed and significantly improved. :)

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page39&p=2793634#post2793634

The units' checks are performed with a periodicity because of performance - please bear that in mind. (scenarios with 1 meter / 1 second detail in stealth riddles won't work - you still need to maintain some scale to suit the lod of the detection)

Please keep us informed if you encounter any emergent side-effects.

May 10 2016, 5:57 AM · Arma 3
oukej added a comment to T71825: Cannot set joystick controls for helicopter.

Thank you for the repro steps provided, but even those don't allow me to reliably reproduce the issue (I've experienced it happening randomly)

Closing as dupl. here. Please, if you have any further information about this bugger, let me know in the linked thread.

May 10 2016, 5:56 AM · Arma 3
oukej added a comment to T71791: Can use nightvision without NVG's.

Should be fixed in the upcoming dev build.

Thank you for helping us improve... or fix ;) the game!

May 10 2016, 5:55 AM · Arma 3
oukej added a comment to T71767: Make AI use ladders.

Hey and thanks for the report.

The AI should be able to use a ladder (except the ones from water) as long as it is on a path to desired location.

You can check it e.g. on the Stratis Radar dome or Solar Towers on Altis.

If you find a place where this would not apply, please let us know its coordinates.

May 10 2016, 5:55 AM · Arma 3
oukej added a comment to T71378: AI crew sometimes gets in passenger seat instead of the vital/main seats.

Hey, thanks for the report!

Have you by any chance come across any situation, specific conditions under which it would happen reliably?

May 10 2016, 5:43 AM · Arma 3
oukej added a comment to T71289: No fixed wing aircraft controls in keybind configuration.

Fixed-wing controls were added long time ago.

May 10 2016, 5:41 AM · Arma 3
oukej added a comment to T71198: Difficulty option "HUD show group" does not work.

Done in https://forums.bistudio.com/topic/140837-development-branch-changelog/page-35#entry2950892

Thank you for helping us improve the game!

May 10 2016, 5:38 AM · Arma 3
oukej added a comment to T71195: Some helicopters have breakable rotor blades, others do not and clip into geometrys (video included).

Thank you for the report. As far as I remember this was addressed during the Beta stage of the development.

May 10 2016, 5:38 AM · Arma 3
oukej added a comment to T71054: createUnit (array) creates AI with skill 1 by default.

createUnit function now spawns unit with default 0.5 skill (used in BIS_fnc_spawnGroup)

http://forums.bistudio.com/showthread.php?159710-AI-Discussion-%28dev-branch%29&p=2566936&viewfull=1#post2566936 [^]

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2566910&viewfull=1#post2566910 [^]

May 10 2016, 5:34 AM · Arma 3
oukej added a comment to T71028: BIS_fnc_spawnGroup creates AI with skill 1 by default.

createUnit function now spawns unit with default 0.5 skill (used in BIS_fnc_spawnGroup)

http://forums.bistudio.com/showthread.php?159710-AI-Discussion-%28dev-branch%29&p=2566936&viewfull=1#post2566936

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2566910&viewfull=1#post2566910

May 10 2016, 5:33 AM · Arma 3
oukej added a comment to T70816: housepositions.

Hey, thank you for the report.
I believe this has got fixed some time ago with the global improvements in AI pathfinding in buildings.

May 10 2016, 5:26 AM · Arma 3
oukej added a comment to T70461: :ountermeasure in latest DEV update.

Thank you for the feedback, the "C" got cut off. Should be fixed in the next dev build

May 10 2016, 5:13 AM · Arma 3
oukej added a comment to T70457: Showcase Helicopters is totally bugged with the beta.

And it should be fixed now on Development Branch.

Thank you for helping us improve the game!

May 10 2016, 5:13 AM · Arma 3
oukej added a comment to T70457: Showcase Helicopters is totally bugged with the beta.

I was able to. Thank you for the feedback. Following the repro you provided (don't destroy the vehicles) I am able to reproduce it 100%.

May 10 2016, 5:13 AM · Arma 3
oukej added a comment to T70309: Lowered weapon while in iron sight.

Try changing the aiming dead-zone in the options for that purpose.

Btw, moving while in sights uses combat pace (unless you walk).

May 10 2016, 5:07 AM · Arma 3
oukej added a comment to T70248: Grenades become unusable after respawning using new Templates.

Should be fixed in the next dev build.

( also here: http://feedback.arma3.com/view.php?id=7794 )

Thank you for the bug report!

May 10 2016, 5:05 AM · Arma 3
oukej added a comment to T70225: [DEV] Marid commander hatch open animations is linked to driver's turn out.

The hatches were unlinked quite some time ago.

May 10 2016, 5:04 AM · Arma 3
oukej added a comment to T70225: [DEV] Marid commander hatch open animations is linked to driver's turn out.

@the turn out behavior - AI driver and gunner are copying commander's position. Otherwise it may get too complicated and clutter the possible orders and actions even more.

---

Good catch!

This bug already awaits obediently in the configs queue to be exterminated.

Will keep you informed once it gets fixed.
Thank your for your feedback!

May 10 2016, 5:04 AM · Arma 3
oukej added a comment to T70193: Armoured vehicles can destroy character model.cfg and skeleton.

This should be fixed already in the latest DEV build

May 10 2016, 5:03 AM · Arma 3
oukej added a comment to T70193: Armoured vehicles can destroy character model.cfg and skeleton.

Thank you very much for the purrfect report and reproduction steps! (one of the best and most helpful I've seen so far!)

May 10 2016, 5:03 AM · Arma 3
oukej added a comment to T70118: Vortex ring state for helicopters.

And the winner is... http://feedback.arma3.com/view.php?id=11759#c43526

May 10 2016, 5:00 AM · Arma 3
oukej added a comment to T70118: Vortex ring state for helicopters.

Thank you for your feedback but sadly I'll have to disappoint you.

We won't be implementing the VRS in ARMA3. As mentioned, this ticket would be more related to our dedicated simulator game, Take On Helicopters.

Quick-spamming some links to our forum for more information:
http://forums.bistudio.com/showthread.php?141892-RTD%28-RotorLib-FDM-%29-Question
http://forums.bistudio.com/showthread.php?146949-TOH-flight-model-if-when-how
http://forums.bistudio.com/showthread.php?147740-Helicopter-physics-impressions-simplified

May 10 2016, 5:00 AM · Arma 3
oukej added a comment to T70005: Cannot leave Helicopter when emergency-landing on water.

Thank you for the feedback!

In current DEV version it should already be possible to eject once the helicopter touches the water ;)

May 10 2016, 4:56 AM · Arma 3
oukej added a comment to T69972: Mi - 48 - physics debate.

Better simulation was achieved with the Advanced Flight Model implementation. http://dev.arma3.com/post/oprep-helicopter-flight

May 10 2016, 4:55 AM · Arma 3
oukej added a comment to T69943: Track IR turns body instead of head.

It is true, thanks for confirming the fix even before I was able to announce it ;)

And thanks a lot for helping us improve the game!

May 10 2016, 4:54 AM · Arma 3
oukej added a comment to T69941: Player direction changes when releasing the LOOK key.

This should be fixed now, please take a look.

Thank you!

May 10 2016, 4:54 AM · Arma 3
oukej added a comment to T69855: Helicopters jitter and slide on slight inclines in most recent dev build..

It got fixed at some point in the process ;)

Thank you for your feedback anyway!

May 10 2016, 4:50 AM · Arma 3
oukej added a comment to T69836: Chopper physics.

a link:
http://forums.bistudio.com/showthread.php?174916-Helicopter-Feedback-(Dev-branch)

May 10 2016, 4:50 AM · Arma 3
oukej added a comment to T69836: Chopper physics.

Today increased speed of the helicopters should appear on the Dev. build.
Please, take a look. You should be able to reach speeds similar to what you'd expect from real-life counterparts or aircrafts similar to the assets we use in the game.

Yaw speed was tweaked as well.

Sadly no Blackfoot turning and flying sideways in high speeds, no Mi-48 with Ka-52 capabilities ;) Probably never, that would require way too much love dedicated to just one asset.

Wind affecting the aircrafts even more would also require AI to cope with that even more, otherwise a huge pile of reports about AI crashing into everything, not keeping altitude, not firing on target, etc..., would fall on our heads ;)

May 10 2016, 4:49 AM · Arma 3
oukej added a comment to T69836: Chopper physics.

Yup, the Blackfoot still may need a little bit of boost.
Flying sideways... http://youtu.be/krFTGNAra1w
(Lacks only the fancy turn-in-speed maneuver ;)

May 10 2016, 4:49 AM · Arma 3
oukej added a comment to T69836: Chopper physics.

It is assigned anyway ;)

May 10 2016, 4:49 AM · Arma 3
oukej added a comment to T69836: Chopper physics.

@DennisModem
It's implemented in a very simplified way

http://feedback.arma3.com/view.php?id=9477

(wind is decreasing friction, when it has the same direction as helicopter)

May 10 2016, 4:49 AM · Arma 3
oukej added a comment to T69836: Chopper physics.

Thank you for your feedback, xH-9 family has seen some improvements. Please, take a look in the current dev build.

The manual gear - http://feedback.arma3.com/view.php?id=10006
Mi-48 - http://feedback.arma3.com/view.php?id=11613

May 10 2016, 4:49 AM · Arma 3
oukej added a comment to T69494: Surface mapping Incorrect.

I believe this has been fixed long time ago. Thanks for the report

May 10 2016, 4:37 AM · Arma 3
oukej added a comment to T69472: Footsteps are too quiet.

It has been improved. Could you please check the dev. branch and tell us if you find it better?
Thanks!

May 10 2016, 4:36 AM · Arma 3
oukej added a comment to T69472: Footsteps are too quiet.

Thank you for the report!

May 10 2016, 4:36 AM · Arma 3
oukej added a comment to T69148: Get in waypoint not working properly for helicopters.

Should be fixed now.
(AI will now more likely fight for the front seat by the window than taking a seat in the back right away ;)

Thank you helping us improve the game!

May 10 2016, 4:25 AM · Arma 3
oukej added a comment to T69148: Get in waypoint not working properly for helicopters.

Some of the AIs truly are lazy or feel to VIP and just sit in the back. We will try to teach them some proper discipline.

Thank you for your feedback!

May 10 2016, 4:25 AM · Arma 3
oukej added a comment to T69056: FLIR WH will pick up muzzle flash from autocannon.

Faster again ;)

Thank you!

May 10 2016, 4:18 AM · Arma 3
oukej added a comment to T68867: Optics mi-48 is too dirty.

Redstone had to supervise some maintenance the CSAT guys completely forgot about.

Lenses should be cleaned in the next dev. build ;)

Thank you for the feedback!

May 10 2016, 4:11 AM · Arma 3
oukej added a comment to T68856: Animals running into player cause injury.

Should be fixed, thanks for the report!

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2695731&viewfull=1#post2695731

May 10 2016, 4:10 AM · Arma 3
oukej added a comment to T68836: Diver units keep pulling their pistols even when engaging long range targets.

Thanks for the report! You're right, currently they prefer pistols due to reasons you've mentioned. So far AI is unable to autonomously switch to STANAG outside the water.

May 10 2016, 4:10 AM · Arma 3
oukej added a comment to T68811: Rolling head left or right whilst in driver and co-drivers seat of an HEMTT has different effects, both unrealistic..

I believe this was was fixed long time ago. Can you pls confirm?

Thanks a lot!

May 10 2016, 4:09 AM · Arma 3
oukej added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

gunner in the front seat

It's unusual, but it's the case in e.g. Comanche or Eurocopter Tiger. The WSO has also the flight controls.

May 10 2016, 4:04 AM · Arma 3
oukej added a comment to T68606: UH-80 Ghosthawk door gunner freelook.

The 1st person look should be back in the tomorrows dev build.

May 10 2016, 4:00 AM · Arma 3
oukej added a comment to T68606: UH-80 Ghosthawk door gunner freelook.

Please, try to maintain 1 bug/feature = 1 ticket ratio ;) Could you please put the request of variable RPM fire modes into a separate ticket?

May 10 2016, 4:00 AM · Arma 3
oukej added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

This should now be fixed on the Development Branch.

The AI should no longer enter the combat mode prior to finding about a squad member KIA.

(Won't probably appear in the upcoming Stable update and will stay only in Dev for some time to allow for catching of any emergent issues)

May 10 2016, 3:56 AM · Arma 3
oukej added a comment to T68476: Flare jitters around after hitting ground.

Thank you for your feedback!

May 10 2016, 3:55 AM · Arma 3
oukej added a comment to T68367: Blackfoot / Ghosthawk / Mohawk / Future Helicopters manual gear control.

fyi this should happen as a part of Helicopter DLC.

May 10 2016, 3:52 AM · Arma 3
oukej added a comment to T68367: Blackfoot / Ghosthawk / Mohawk / Future Helicopters manual gear control.

Thank you for your feedback.

Sadly, this isn't a design decision to have the gear operated automatically and there are several issues that would lurk behind such change. (Wondering why manually controlled gear worked in airplanes in previous games is completely valid)

It would definitely be more of a new feature. Sadly we can't promise anything atm.

May 10 2016, 3:52 AM · Arma 3
oukej added a comment to T68178: Disable TrackIR in optics.

Workaround:
You can assign a key in your trackir software to pause the tracking. I think its F9 by default.

I'd recommend using this. Pausing TIR recenters your view and works fine for this purpose.

---

  • TIR is already disabled in "full screen" optics (vehicle turrets, special and sniper optics)
  • TIR head motions is desired in non-magnifying 3D optics (collimators, ironsights,...), but not in magnifying ones (ACOG). However the technology is the same. With the current optics implementation it would mean either disable the TIR in optics completely or not at all (as it is now)

Given only the choice of lesser evil - don't you think the latter is better, even though it causes some issues with the magnifying optics (exploitation, sensitivity)?

May 10 2016, 3:45 AM · Arma 3
oukej added a comment to T68148: Beta helicopter physics.

Thank you very much for all your feedback!

I'll quickly try to - hopefully - answer some of the points raised.

Generally, (in my opinion;) the point here is not to simulate "all the things" but rather to keep the model as enjoyable as possible while retaining the major elements which provide the feeling of realism while flying the helicopters. The main question I have therefore is, is it fun for you to fly helicopters in ARMA 3? :)

Features unique to a single helicopter - that would require dedicated engine support - won't make into the game. Again, it's not about what we have no clue about or we wouldn't like. It's more about what's possible given the time and resources we have and it's also about priorities. "Tweaking this" can sadly also mean "not fixing that" :(

The configurations (speed, agility, weight) of individual helicopters might be a different story though. Please, create separate feedback tickets about individual helicopter (or family) and the behavior of it you think is or feels wrong.

That also somewhat includes collective responsiveness and speeds, but I hope we'll be able to do something about these soon.)

And then the "vertical auto-rotation" - I'm afraid it is a little trade-off, it is in a state similar to A2:OA, where it was less possible only because the helicopters got higher damage from impacts. Will see if anything can be done about that, but I'm afraid it's a part of the simplification of the flight model.

Unless you oppose I will close this issue as fixed (global game heli physics/flight model). And thank you again for the valuable feedback provided and for helping us improve the game!

May 10 2016, 3:43 AM · Arma 3
oukej added a comment to T68148: Beta helicopter physics.

The revision with the tweaks is now in DEV build. Please, take a look. Thanks!

May 10 2016, 3:43 AM · Arma 3
oukej added a comment to T68148: Beta helicopter physics.

I'm familiar with MSFS and it's helicopter-dedicated modifications, X-Plane and DCS family. Please understand, that we won't be implementing a full simulator-grade modeling into ARMA3 (like we did in a dedicated "Take On Helicopters" simulator game). This is not a purely design decision, whether we want it there or not. You can find more about this topic and rotorLib implementation on our forums.

(Regarding WSAD+mouse flying like masters - that is more of an issue of optimization of various input devices.)

Meanwhile, several other improvements have been made by our programmers to the flight model in Arma 3 (also with auto-rotation tweaks/repairs). Stay tuned, will keep you informed. And I will be looking for your feedback! ;) Thanks!

May 10 2016, 3:43 AM · Arma 3
oukej added a comment to T68148: Beta helicopter physics.

To be honest, implementation of PhysX is why some of you may perceive the behavior of helicopters in A3 as worse than in Operation Arrowhead. It's been a lot of readjustments and it is still in process. Your feedback is the most valuable.

A major change was introduced in the second Alpha update of the default branch and it was partly caused by me not liking how you could easily do aerobatic maneuvers with the helicopters and even fly upside down at least somehow. (But that was possible in A2:OA as well).

We are trying to find the best possible solution. Please understand, that it will always be a kind of a trade-off. Sadly, we can't simulate "all the things" ;) and we shouldn't probably even try to.

A new version with some adjustments in the flight model is about to land in the DEV branch. Please, let us know what you you think about it. Which behavior you think is better, which you find more enjoyable.

Thank you!

May 10 2016, 3:43 AM · Arma 3
oukej added a comment to T68148: Beta helicopter physics.

This general issue spreads across vehicle configurations (e.g. the xH-9 family low agility) and the flight model how it is simulated by the engine (what affects all helicopters in the same way - e.g. auto-rotations). It may be become pretty complicated and chaotic. I'd prefer to dedicate this ticket to the engine/physics-only impression.

Please, create separate bug reports for single issues (water crash, heli's configs (behaviors unique to the specific heli), damage...)

A little update:
Configurations of xH-9 family were adjusted. They should appear soon in the DEV build (hopefully tomorrow). Please, let us know what you think about the change, preferably in an separate thread about the xH-9 family.
Please note, that the behavior may change again and will need reconfiguration once any engine change to the flight model is introduced. We will always be happy for any feedback after such change is made.

---

Rotor blades are disappearing only on few helicopters (temporal/test) and the engine does not simulate the loss of rotor blades.

Taxiing is a nice to have, but the suspension will probably stay in the same state as it is now. Low importance compared to other issues. Some issues were already solved here: http://feedback.arma3.com/view.php?id=882

Thank you very much for your feedback.

May 10 2016, 3:43 AM · Arma 3
oukej added a comment to T68148: Beta helicopter physics.

Thank you for your feedback.

The helicopters are still somewhat WIP.
Will try to keep you informed about any changes.

May 10 2016, 3:43 AM · Arma 3
oukej added a comment to T68109: Cannot switch from gunner's seat to driver's seat in the SDV.

Thank you for your feedback.

This issue might be connected to the hierarchy inside vehicles and is not SDV specific.

Note your subordinate AI now occupies your previous seat and is now in command (of the vehicle, which is in conflict with your squad leadership), therefore you cannot switch back to his seat unless you make him disembark first.

A possible solution is to make the gunner a proper vehicle commander.

Will keep you informed.

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

The vehicle commander was not set if the vehicle was placed with crew inside the editor. (When an empty vehicle was manned the bug did not appear)

Is now fixed in the dev. build.

The commander of the vehicle retains the possibility to switch back even after exchanging seats with the rest of the crew.

May 10 2016, 3:42 AM · Arma 3
oukej added a comment to T67945: Sniper using pistol at long range.

Could you please take a look if this is still happening for you? Afaict the sniper units usually use the pistol only at ranges < 50m and are pretty skilled at sniping from a distance.

Thank you!

May 10 2016, 3:36 AM · Arma 3
oukej added a comment to T67702: AI gets stuck in prone after crawling under object whilst in SAFE and CARELESS behaviour..

Successfully reproduced the wrong behavior.

Thank you for your feedback.

May 10 2016, 3:29 AM · Arma 3
oukej added a comment to T67702: AI gets stuck in prone after crawling under object whilst in SAFE and CARELESS behaviour..

Should be fixed now.
Thank you helping us improve the game!

May 10 2016, 3:29 AM · Arma 3
oukej added a comment to T67701: AI do not use smoke grenades!.

http://forums.bistudio.com/showthread.php?159711-Development-Branch-Captain-s-AI-Log&p=2945778&viewfull=1#post2945778 ;)

Thanks for the feedback!

May 10 2016, 3:29 AM · Arma 3
oukej added a comment to T67685: No local AI Firing anims and visuals not seen after AI reload having used their 1st magazine.

No longer reproducible

May 10 2016, 3:29 AM · Arma 3
oukej added a comment to T67683: Flare round jittering when you shooting it directly into the ground or buildings (with video)..

Thank you for your feedback!

May 10 2016, 3:29 AM · Arma 3
oukej added a comment to T67535: Inconsistent zoom/FOV between naked eye and vehicles/weapons without optics.

Speedboat and Mi-290 should now be fixed too.

A HEMMT full of kudos to ceeeb for superb description, continuous testing and updates! Big thanks! (not for the first time nor last - you're really doing a tremendous job here helping us improve Arma, ceeeb)

May 10 2016, 3:24 AM · Arma 3
oukej added a comment to T67191: Force/Tweak AI to use appropriate weapons.

An update - are there any other "inappropriate weapon choice" issues?

We have the divers and inability to switch ammo types http://feedback.arma3.com/view.php?id=10477

AI sometimes having a bad day with an AT - http://feedback.arma3.com/view.php?id=6418

And I wasn't rly able to reproduce the issue with snipers, they've usually used pistol only in <100m distance and to an advantage - they were more capable of killing me than with low fire rate AMRs. Could you please check if it is still happening or provide more info/repro mission?

Thank you!

May 10 2016, 3:10 AM · Arma 3
oukej added a comment to T67002: under advanced controller settings - UNABLE TO DETERMINE IF JOYSTICK IS ENABLED OR DISABLED.

Hey, thanks for the report.

On the bottom of the screen there is a Disable/Enable button which indicates the available action with that controller (conversely indicates what the current state of the controller is).

May 10 2016, 3:03 AM · Arma 3
oukej added a comment to T66830: Helicopters not interacting realistically with water.

The behavior was changed quite a long time ago that you can eject when you land the helicopter on water but only before it gets submerged.

It isn't something one could label as "realistic", it still has to be a simple and one-for-all solution (can't e.g. solve it differently for different helicopters)

Let us know what you think, focus on the game-play in such situation.

Thank you!

May 10 2016, 2:57 AM · Arma 3
oukej added a comment to T66812: Unable to determine Helicopter Collective setting, and axises have missing values.

As far as I remember this had been resolved by the game's release.
Thanks for the report!

May 10 2016, 2:56 AM · Arma 3
oukej added a comment to T66513: Unable to Autorotate in Helicopters With Engine Failure.

Thank you for your feedback.

The helicopters are still somewhat WIP.
Will try to keep you informed about any changes.

May 10 2016, 2:44 AM · Arma 3
oukej added a comment to T66513: Unable to Autorotate in Helicopters With Engine Failure.

Thanks for the reminder! No more feedback, seems like everyone likes it ;)
Resolved it is then.

May 10 2016, 2:44 AM · Arma 3
oukej added a comment to T66513: Unable to Autorotate in Helicopters With Engine Failure.

Should be now fixed in DEV build.

The autorotation can't match Take On simulation ;), but it's there in a state at least as it was in Arma 2 OA. But I'd dare to say better!

What you think?

May 10 2016, 2:44 AM · Arma 3
oukej added a comment to T66380: AI always watching through binoculars.

This has expired. The AI does not use binoculars anymore.

May 10 2016, 2:39 AM · Arma 3
oukej added a comment to T66364: Roll inputs between keyboard and Joystic are halfed (VIDEO).

Assign does not always mean fix ;), but in this case - be not afraid - Dr. Hladik's remedy is already on its way to Steam and you should hopefully see it there tomorrow.

May 10 2016, 2:39 AM · Arma 3
oukej added a comment to T66364: Roll inputs between keyboard and Joystic are halfed (VIDEO).

http://feedback.arma3.com/view.php?id=8002#c44818

<official acknowledgement - successfully reproduced, assigned, fingers crossed ;)>

It truly is a bugging bugger, we are sorry about it taking so long :/

May 10 2016, 2:38 AM · Arma 3
oukej added a comment to T66156: Grenades are not selectable on respawn.

Afaik it was fixed some time ago. I can't reproduce the issue anymore. Please, can you confirm?

May 10 2016, 2:30 AM · Arma 3
oukej added a comment to T66156: Grenades are not selectable on respawn.

Right. I am sorry about the misinformation. I will try to investigate where in the process the maverick got lost ;)

May 10 2016, 2:30 AM · Arma 3