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May 10 2016

ProGamer edited Steps To Reproduce on T74361: Merge all Take On Helicopters scripting commands into Arma 3.
May 10 2016, 7:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T74354: Mirages.
May 10 2016, 7:10 AM · Arma 3
ProGamer added a comment to T74319: Aircraft / Helicopter speed reference.

Is this still an issue?

May 10 2016, 7:09 AM · Arma 3
ProGamer edited Steps To Reproduce on T74318: setObjectMaterial needs a global variant.
May 10 2016, 7:09 AM · Arma 3
ProGamer added a comment to T74314: Varsuk side armor is too weak..

There's no artificial balance on weapon damage.

May 10 2016, 7:09 AM · Arma 3
ProGamer added a comment to T74314: Varsuk side armor is too weak..

There are many factors at play. Tank Armor is heavily WIP.

Location on the Armor also matters, along with the caliber of the weapon.

May 10 2016, 7:09 AM · Arma 3
ProGamer added a comment to T74302: Use VBS2's weapon sway instead of the weapon sway we have now.

@wok I believe you are misinterpreting what I am asking. What the ticket is for, is making Arma 3's weapons sway like VBS2. Not copying VBS2's weapon sway to Arma 3 directly.

May 10 2016, 7:09 AM · Arma 3
ProGamer edited Steps To Reproduce on T74302: Use VBS2's weapon sway instead of the weapon sway we have now.
May 10 2016, 7:09 AM · Arma 3
ProGamer added a comment to T74300: Dayz's Chernarus plus "shared" with Arma 3 if you own Dayz Standalone.

Because I think it would be a lot more likely for Dayz to be linked to Arma 3 via something like Take On Helicopter Rearmed.

And also, why the down votes? Because I mentioned Dayz?

May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74300: Dayz's Chernarus plus "shared" with Arma 3 if you own Dayz Standalone.
May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74291: More options for waves.
May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74289: The new modern and standard vehicles of modern armies would fit Arma 3 better.
May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74290: Factions are unrealistic in terms of assets..
May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74288: Use real names for vehicles and weapons..

EA's solution may not work in other countries. I was under the impression that your ticket is for using EA's solution though.

May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74288: Use real names for vehicles and weapons..
May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74287: Add Support for JSBSim for all flight models..

JSBsim is a less difficult flight model to add and can provide a realistic flight model that would be a million times better than the current ones.

@Dr_Death Can you provide examples to back up your claims?

May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74287: Add Support for JSBSim for all flight models..
May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74283: Vehicles are not affected by firing weapons..

Yea, that what I ment.

May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74283: Vehicles are not affected by firing weapons..

My bad. I updated to ticket to the opposite of the issue which deals with for every reaction there will be an equal and opposite reaction.

May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74283: Vehicles are not affected by firing weapons..
May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74282: Bullet speed and penetration not affected by gravity.

I understand this but at the moment it seems a bit extreme.

May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74282: Bullet speed and penetration not affected by gravity.

Shooting the main gun in a jet while in a nose dive towards the ground, you can see the bullets loose their lethality before they hit the ground. Use a bullet flight script to see this for yourself.

The jet is an extreme example of this problem.

May 10 2016, 7:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T74282: Bullet speed and penetration not affected by gravity.
May 10 2016, 7:08 AM · Arma 3
ProGamer added a comment to T74169: AA missiles deal too little hull damage to helicopters..

Things don't need to burst into flames like Hollywood. I find, more then one AA missile kills the occupants of the helicopter pretty easily.

May 10 2016, 7:05 AM · Arma 3
ProGamer added a comment to T74153: Tipping Point: Mortars are too accurate, magical.

It appears mortars were adjusted in the campaign via script. Could this be your problem?

May 10 2016, 7:05 AM · Arma 3
ProGamer edited Steps To Reproduce on T74097: simulSetHumidity should effect bullets.
May 10 2016, 6:58 AM · Arma 3
ProGamer added a comment to T74082: In shotBullet high drag ammunition incorrectly calculates velocity decay at high initial speeds..

Can you provide something for us to test this problem?

May 10 2016, 6:58 AM · Arma 3
ProGamer edited Steps To Reproduce on T74081: Missing Physx ship simulation..
May 10 2016, 6:58 AM · Arma 3
ProGamer edited Steps To Reproduce on T74080: Increase limits on vertex count per model.
May 10 2016, 6:58 AM · Arma 3
ProGamer edited Steps To Reproduce on T74079: TKOH tech for large objects in A3.
May 10 2016, 6:58 AM · Arma 3
ProGamer added a comment to T74069: Tank AIM weapon out alignment!.

I believe this is because the camera or view point is not inside the barrel but rather beside it. Meaning they do not line up. I could be wrong though.

May 10 2016, 6:58 AM · Arma 3
ProGamer added a comment to T74056: Custom faces do not work properly..

Sure it isn't caused by other files which create a texture?

May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74054: Merkava/ M2A1 Slammer is missing main gun stabalization.
May 10 2016, 6:57 AM · Arma 3
ProGamer added a comment to T74048: Floating Car object @ Cap Zyfiris.

Can you provide a picture?

May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74030: The hunter is too small.
May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74026: The Ifrit is missing small arms ricochets off the sloped front of the vehicle..
May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74025: M2A1 Slammer missing ricochet off it's sloped armor..
May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74024: Need a simple way to unsubscribe to missions.
May 10 2016, 6:57 AM · Arma 3
ProGamer added a comment to T74023: M2A1 Slammer/ Merkava coaxial is wrong caliber it should be 7.62mm along with a 12.7mm second coaxial gun..

The developers have fixed things like this before. If they didn't want to than they would say so. It is the Merkava MK 4. Just look at it. Things like this are due to lack of time and resources, not because they want it like this.

May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74023: M2A1 Slammer/ Merkava coaxial is wrong caliber it should be 7.62mm along with a 12.7mm second coaxial gun..
May 10 2016, 6:57 AM · Arma 3
ProGamer edited Steps To Reproduce on T74017: Physx based rope object.
May 10 2016, 6:56 AM · Arma 3
ProGamer added a comment to T74001: The loader is missing from the Merkava/ M2A1 Slammer..

The Merkava has a loader in real life.

May 10 2016, 6:56 AM · Arma 3
ProGamer added a comment to T74001: The loader is missing from the Merkava/ M2A1 Slammer..

The lack of a loader seems more to be a lack of time/ resources thing. Russian tanks feature auto loaders but all version of the Merkava including the Mark 4 version we have in game do not feature an auto loader.

May 10 2016, 6:56 AM · Arma 3
ProGamer edited Steps To Reproduce on T74001: The loader is missing from the Merkava/ M2A1 Slammer..
May 10 2016, 6:56 AM · Arma 3
ProGamer edited Steps To Reproduce on T74000: The Merkava tank is missing a 60mm mortar..
May 10 2016, 6:56 AM · Arma 3
ProGamer added a comment to T74000: The Merkava tank is missing a 60mm mortar..

@AD2001 kinda a different issue but it would not be a .50 caliber. The Merkava uses a 12.7mm Coaxial machine gun and then a smaller 7.62mm machine gun on top operated by an additional weapons station or the commander.

May 10 2016, 6:56 AM · Arma 3
ProGamer added a comment to T73977: Randomize.sqf is not synchronized between clients.

It may have been fixed and not noted but when playing on multiplayer missions with the Offroad, players who join later on and players who join at the same time would see different coloured vehicles. I assumed this was because of the local nature of the setObjectTexture scripting command.

Edit: I tested it again and it seems to be fixed. But in the script, wouldn't setObjectTextureGlobal be more simple than having a isServer part of the script?

May 10 2016, 6:55 AM · Arma 3
ProGamer added a comment to T73977: Randomize.sqf is not synchronized between clients.

Thanks for the fix!

May 10 2016, 6:55 AM · Arma 3
ProGamer edited Steps To Reproduce on T73977: Randomize.sqf is not synchronized between clients.
May 10 2016, 6:55 AM · Arma 3
ProGamer added a comment to T73949: currentWeapon function is broken..

Is this an issue? Or is it intended?

May 10 2016, 6:55 AM · Arma 3
ProGamer added a comment to T73943: Disable extended Armor by default.

Without extended armor, a 9mm through the head kills for me.

May 10 2016, 6:55 AM · Arma 3
ProGamer edited Steps To Reproduce on T73943: Disable extended Armor by default.
May 10 2016, 6:55 AM · Arma 3
ProGamer added a comment to T73942: Plane has physics bug.

Why put more resources and time into this flight model instead of putting that time and the resources towards a more realistic flight model?

It also seems removing auto rudder has exposed this AircraftX simulation bug. Could you please just have the ticket for the bug in the aircraft physics that removing the auto rudder caused?

May 10 2016, 6:55 AM · Arma 3
ProGamer added a comment to T73942: Plane has physics bug.

You said you have your config modified before. Are you sure modifying them did not cause this? Or any mods running?

May 10 2016, 6:55 AM · Arma 3
ProGamer added a comment to T73938: Glitch with pond object (aka "Podagorsk problem" or "Beketov problem").

I think it's been there since the alpha.

May 10 2016, 6:54 AM · Arma 3
ProGamer added a comment to T73938: Glitch with pond object (aka "Podagorsk problem" or "Beketov problem").

We have a modding section on the tracker here. If its not something the modder can solve or a problem that affects modding, the feedback tracer exist for that as well. Kju has reported many issues with backwards compatibility already.

May 10 2016, 6:54 AM · Arma 3
ProGamer added a comment to T73935: Under water/above water Ambiant sound.

You mean, you want a command to disable the ambient water sounds for a unit?

May 10 2016, 6:54 AM · Arma 3
ProGamer added a comment to T73928: New 4-five handgun has wrong magazine size..

Can you provide any information sources which support this magazine size?

May 10 2016, 6:54 AM · Arma 3
ProGamer edited Steps To Reproduce on T73927: Wave size based on which side of the island and direction should be affected by wind..
May 10 2016, 6:54 AM · Arma 3
ProGamer edited Steps To Reproduce on T73899: Fixed Wing Aircraft have difficulties on large moving ships.
May 10 2016, 6:54 AM · Arma 3
ProGamer added a comment to T73898: loosing AA rockets.

You should speak to the mission creator, the developers cannot fix this.

May 10 2016, 6:54 AM · Arma 3
ProGamer added a comment to T73896: Tweaking Apparel On Vehicles.

Can you please separate each issue into its own ticket?

May 10 2016, 6:54 AM · Arma 3
ProGamer edited Steps To Reproduce on T73886: Braking lights do not turn off when engine is off.
May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73884: Stop trying to make a balanced game.
May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73882: Vehicle operators should wear country of origin's flag.
May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73878: Implement Arma 2's solution for Fire rate until it can be fixed for Arma 3..
May 10 2016, 6:53 AM · Arma 3
ProGamer added a comment to T73877: Separation of assets inside a faction like Arma 2 had.

The story line right now is a US group from NATO and CSAT made up of Russia, China and a few other countries that are not big fans of the US. The full name of CSAT indicates the agreement was signed in China.

I may be slightly wrong with some of the info, but it is generally true.

May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73877: Separation of assets inside a faction like Arma 2 had.
May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73869: Enhanced Weather for Arma 3.
May 10 2016, 6:53 AM · Arma 3
ProGamer added a comment to T73861: No rain under nods.

What are "nods"?

May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73856: Lightning Types.
May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73855: Need proper storm clouds.
May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73854: Driving around on large moving ships have issues..
May 10 2016, 6:53 AM · Arma 3
ProGamer added a comment to T73854: Driving around on large moving ships have issues..

Please also note that helicopters are the best off currently but need work.

Smaller boats also have issues on board larger ships.

Any improvements made to vehicles and soldiers on ships should be applied to the submarine class as well.

May 10 2016, 6:53 AM · Arma 3
ProGamer edited Steps To Reproduce on T73842: Commands to mess up compass or make north become any direction you want.
May 10 2016, 6:52 AM · Arma 3
ProGamer edited Steps To Reproduce on T73841: Scripting commands to disable GPS from working correctly.
May 10 2016, 6:52 AM · Arma 3
ProGamer added a comment to T73825: Add a "getCenterOfMass" command.

@Sniperwolf572, you should add this here: http://resources.bisimulations.com/wiki/getCenterOfMass
You are basically requesting the getCenterOfMass command from VBS2.

May 10 2016, 6:52 AM · Arma 3
ProGamer added a comment to T73824: Zubr's recoil is wrong..

Looking closer, it does appear that the lower barrel affects the weapons recoil.

May 10 2016, 6:52 AM · Arma 3
ProGamer edited Steps To Reproduce on T73824: Zubr's recoil is wrong..
May 10 2016, 6:52 AM · Arma 3
ProGamer edited Steps To Reproduce on T73823: There is no light different between below the clouds and above the clouds.
May 10 2016, 6:52 AM · Arma 3
ProGamer added a comment to T73821: Zubr wrong caliber.

I have corrected the ticket to better reflect the possible correct calibers.

May 10 2016, 6:52 AM · Arma 3
ProGamer added a comment to T73821: Zubr wrong caliber.

Similar to the problem with the Vermin and that other weapon, hopefully we can see the correct caliber for this one.

May 10 2016, 6:52 AM · Arma 3
ProGamer added a comment to T73793: Rain follows player at high speed.

Thanks for the fix! Though rain still follows the player when free falling.

May 10 2016, 6:51 AM · Arma 3
ProGamer added a comment to T73793: Rain follows player at high speed.

Yea, but when I'm flying a jet at full speed or a helicopter full speed, rain still falls like I'm walking on the ground.

May 10 2016, 6:51 AM · Arma 3
ProGamer edited Steps To Reproduce on T73793: Rain follows player at high speed.
May 10 2016, 6:51 AM · Arma 3
ProGamer added a comment to T73793: Rain follows player at high speed.

It falls downwards and the direction you are going when travel at high speed, unless your driving with the wind, that should not happen.

May 10 2016, 6:51 AM · Arma 3
ProGamer added a comment to T73776: Bomb falling 1 meter will explode ....

Wouldn't the bomb have to be armed and have systems to prevent accidental detonation?

May 10 2016, 6:51 AM · Arma 3
ProGamer edited Steps To Reproduce on T73758: AI tanks shoot down jets like they are using anti aircraft rounds.
May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73756: Aircraft should have suspension.
May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73746: [EXPLOIT] Feedback Tracker Voting Exploit.

Confirmed.

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73743: Man class has difficulties moving around on large shipx class vehicles.

I am very glad to see this issue has been assigned!

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73743: Man class has difficulties moving around on large shipx class vehicles.

We need the experts on this to share there knowledge here. I will replace the description from information given by people in the notes below. Hopefully we can get drivable vehicles which you can walk, drive, land and take off from working for modders.

A thread for discussion on this issue exists here: http://forums.bistudio.com/showthread.php?166815-Discussion-of-problems-that-affect-walking-and-driving-on-drivable-ships-and-vehicles

May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73743: Man class has difficulties moving around on large shipx class vehicles.
May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73741: When wearing enemy uniforms, your charter appears naked to other players.
May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73737: cant throw a 2nd or 3rd grenade until the first has exploded.

My bad.

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73737: cant throw a 2nd or 3rd grenade until the first has exploded.

This is not that, this is past the delay if the first hasn't exploded.

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73736: Stars should reflect on calm water.

Lol, not pip, but possibly similar to the way the moon reflects off the water?

May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73736: Stars should reflect on calm water.
May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73735: Upgrade the night sky textures to a higher quality and more detailed texture.
May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73734: Boat Wakes.
May 10 2016, 6:50 AM · Arma 3