Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

gutsnav edited Steps To Reproduce on T75049: Unarmed UGVs should have passenger capabilities.
May 10 2016, 7:26 AM · Arma 3
gutsnav added a comment to T75042: Attach IR-Strobes on vehicles and people.

Sometimes used for CAS runs too.

May 10 2016, 7:26 AM · Arma 3
gutsnav added a comment to T75030: Beeping is extraordinarily, non existent in real life..

Rogerx, actually it is quite annoying when you are trying to do a little combat engineering in a PVP mission. Say for example there's a crap load of enemy infantry in a bunker tower. Alpha One and Two keeps them suppressed and throws smoke and the like. Alpha Three flanks left through the trees and sneaks up on the tower. They plant a few satchels at the base, but because of the insanely loud beeping noise the enemy knows that they are going to get blown to kibbles if those satchels go off. So they just run out of their bunker, shoot the engineer and his fire team, and disable the explosives. This isn't the only scenario where this is annoying, but it's just an example.

May 10 2016, 7:26 AM · Arma 3
gutsnav added a comment to T75030: Beeping is extraordinarily, non existent in real life..

Only if they have no AT (guerilla fighters), but this is extremely rare. You usually won't be able to pull this off without blowing yourself up (unless you want to, which is really dumb). But still, the beeping should not be louder than a cell phone or watch alarm.

May 10 2016, 7:26 AM · Arma 3
gutsnav added a comment to T75023: WY-55 hellcat issue.

Duplicate.

May 10 2016, 7:26 AM · Arma 3
gutsnav edited Steps To Reproduce on T74967: Sounds are heard through UAV controls.
May 10 2016, 7:24 AM · Arma 3
gutsnav added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Watch this video. It looks so much better with that camo scheme.

http://www.youtube.com/watch?v=COkplR_5UQA

May 10 2016, 7:23 AM · Arma 3
gutsnav added a comment to T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.

Yes, but that is the only picture with a sensible camouflage scheme.

May 10 2016, 7:23 AM · Arma 3
gutsnav edited Steps To Reproduce on T74937: AAF Buzzard jet (AA Version) has wrong camo pattern.
May 10 2016, 7:23 AM · Arma 3
gutsnav added a comment to T74902: Sochor/Scorcher commander won't use HMG/GMG turret, only aims synchronous with gunner when doing artilleryFire.

^ ^ ^
This would be sweet. Pertaining to the ticket, it is pretty damn easy to kill a manned arty because the commander doesn't care :P I think switching the gunner and commander's roles might work.

May 10 2016, 7:22 AM · Arma 3
gutsnav added a comment to T74876: Add TUSK variant of Slammer.

It seems things like this are in the pipeline.

May 10 2016, 7:22 AM · Arma 3
gutsnav added a comment to T74837: Artillery direct fire optics not working for certain languages.

it works fine for me. try reinstalling Arma?

May 10 2016, 7:21 AM · Arma 3
gutsnav added a comment to T74800: Medium range scope reticles are blurry / out of place.

Anyone?

May 10 2016, 7:20 AM · Arma 3
gutsnav edited Steps To Reproduce on T74800: Medium range scope reticles are blurry / out of place.
May 10 2016, 7:20 AM · Arma 3
gutsnav added a comment to T74800: Medium range scope reticles are blurry / out of place.

Can anyone confirm this?

May 10 2016, 7:20 AM · Arma 3
gutsnav added a comment to T74799: GBU-12 tip is bent.

No, it's on there the right way. The laser detecting dome is in different positions or forms depending on the mission/mechanic/military. It does look weird, but positioning the guidance system at just the right angle allows for shorter distance / higher altitude drops. The GBU-12 kind of zigzags through the air (it intentionally overcompensates how much it needs to move its guidance fins), so the tilting of the dome will make the bomb more efficient and precise. :D

May 10 2016, 7:20 AM · Arma 3
gutsnav added a comment to T74790: Kuma tank underwater capabilty/more color schemes..

Unassigned?

May 10 2016, 7:19 AM · Arma 3
gutsnav added a comment to T74733: V-280 instead of V-22 Osprey.

Hm, and the ghosthawks are pretty damn speedy already. But V-22's will be as ancient as a willy's jeep :P

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74733: V-280 instead of V-22 Osprey.

We could have both?

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74733: V-280 instead of V-22 Osprey.

Hm yeah I guess the V-22 has more cargo capacity. The V-280 is pretty much a newer high speed, smaller, more advanced helicopter transport thingy. There were only 160 V-22's made (they cost over $71,000,000), and they are eventually going to go down in some operation or get decommissioned or something. Either they make new ones, make V-280's, come up with something new, or maybe the US government can't afford to flush their toilets and use civilian vehicles :P

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74733: V-280 instead of V-22 Osprey.

Fixed it.

May 10 2016, 7:18 AM · Arma 3
gutsnav edited Steps To Reproduce on T74733: V-280 instead of V-22 Osprey.
May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74731: MI-24 Super Hind MK III from Take on helicopter.

It is quite outdated, I think the CSAT forces would rather take the fictional but newer MI-48. If you would like TKOH content able to be ported, if not already possible, that is a completely different issue.

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74726: MBT-52 Kuma Smoke Only Fires in Front of Tank.

Did you try cycling the flares/smoke firing mode? (Ctrl.-G)

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74715: Desperate need of more MGs (machine guns) added to the stock.

I think that the guerilla forces should be underpowered and unbalanced, because the same thing on each side is no fun. It forces you to use tactics to outsmart your enemy & stuff.

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74714: We need an F-22 or better.

Have a look in the "used by" section for the Mk82. If there isn't an F-35 on the way why would there be fully functional weapons designed for an F-35?

http://community.bistudio.com/wiki/Arma_3_CfgMagazines#2Rnd_Mk82

May 10 2016, 7:18 AM · Arma 3
gutsnav edited Steps To Reproduce on T74714: We need an F-22 or better.
May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74708: AFV-4 Gorgon is left heavy in water.

Check that there are no waves.

May 10 2016, 7:18 AM · Arma 3
gutsnav added a comment to T74702: T-100 coax mg smoke comes out of the commander MG.

Well that was fast. Super devs!

May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74701: Black MX variants appear tan on ground.

Can anyone confirm this? Isn't marked as assigned.

May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74701: Black MX variants appear tan on ground.

Yes, but it's also in the latest dev branch along with a new tank, IFV, 2 new helicopters, black MX rifles, IR grenades, a new scope, armor piercing sniper rounds, a new backpack, and tons of fixes and other stuff.

May 10 2016, 7:17 AM · Arma 3
gutsnav edited Steps To Reproduce on T74701: Black MX variants appear tan on ground.
May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74700: MBT-52 Kuma no destroyed texture.

This is true, also I don't think the barrel has any collision, does it.

May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74699: Big problems with UAVs, broken weaponry.

Just give the turret operator control of the designator & ATGMs, and leave the flares & flying to the pilot. Exactly the same as an attack helicopter with an AI pilot. If the pilot (for whatever reason) wants to use the missiles, just have manual fire, exactly like in the attack helicopters.

May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74698: FV-720 Mora main gun ammo casing eject point.

Confirmed 11/27/13

May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74695: Bullets pass through billboard.

Bullets should pass through billboards. It's a piece of plastic.

May 10 2016, 7:17 AM · Arma 3
gutsnav added a comment to T74642: add a black TRG skin.

Related to 0016739

May 10 2016, 7:16 AM · Arma 3
gutsnav added a comment to T74621: [Physics] - Armoured Vehicles - Quirky and Unmanly.

In my opinion this guy has it pretty right, aside from the manliness thing (this is a feedback tracker, not ifunny). The heavy vehicles need their weight increased by a few tons. Also they should be able to drive straight over vehicles like the hatchback.

May 10 2016, 7:16 AM · Arma 3
gutsnav added a comment to T74377: MISSING DOORS AND FLIR FROM DEV BUILD AH-9 AND MH-9.

The MH/AH 9 helicopters with FLIR would be useful for scouting, & the MH9 with doors could be for the civilians / police.

May 10 2016, 7:10 AM · Arma 3
gutsnav added a comment to T74216: (A)RCO - Medium range scope reticles are blurry / out of place.

How could you down vote this??? This is a game breaking bug for me, it's been there for months. Extremely annoying and it looks bad.

May 10 2016, 7:07 AM · Arma 3
gutsnav added a comment to T74201: HUD element for Walk & Combat states + Interaction Crosshair.

This is a much needed feature.

May 10 2016, 7:06 AM · Arma 3
gutsnav added a comment to T74189: Emotionless, fearless & almost immortal AI....

Fuckin terminators... I think the AI should use the stance adjustments to their advantage too, but also shit their pants if a tank rolls up on their position (by shit their pants I mean sprint in the opposite direction)

May 10 2016, 7:06 AM · Arma 3
gutsnav added a comment to T74185: Add Large naval ships with walkable interior.

There is already a script for this, you can sit on top of moving destroyers, HEMTTs, inside flying helicopters, land on moving aircraft carriers / destroyers, etc.. The only real problem is that BIS doesn't want to add that.

Here:

http://m.youtube.com/watch?feature=plpp&list=PL_cGo1Wks95IGoX3lIv2dFKzEzHYAeNQL&v=FNFNantD8bQ

http://m.youtube.com/watch?feature=c4-feed-u&v=2tC9M4-vP3w

May 10 2016, 7:06 AM · Arma 3
gutsnav edited Steps To Reproduce on T74166: NEMO Mortar system.
May 10 2016, 7:05 AM · Arma 3
gutsnav added a comment to T74106: Female soldiers models should be available in the game.

Female civilians would be fine, maybe NATO / AAF servicewomen, but children? Having children would put BIS out of business for sure (people shooting kids... Wtf). Other games had women in uniform & stuff. Pretty sure Battlefield 4 had it, it'd probably be fine. I'm sure if they added women it wouldn't be like cosplay crap or whatever anyway.

May 10 2016, 7:00 AM · Arma 3
gutsnav added a comment to T74029: Collection of all current problems with weapon, magazine and vehicle icons in the game.

I like the different tracer boxes. Adds some versatility to missions ( BLUFOR, OPFOR, & INDFOR can use it if the mission maker wants). Just my 2 cents

May 10 2016, 6:57 AM · Arma 3
gutsnav edited Steps To Reproduce on T73744: Cannot place explosives on / in vehicles.
May 10 2016, 6:50 AM · Arma 3
gutsnav added a comment to T73734: Boat Wakes.

I like the idea, but I'm not sure that this is possible. This kind of technology may explode Arma 3 :P maybe arma 5?

May 10 2016, 6:50 AM · Arma 3
gutsnav added a comment to T73417: Cannot find all multiplayer servers.

My buddy in Ireland barely shows up when I try to connect to his server, and I'm on the East Coast of the US. He's not even that far away, and I still can't find him.

May 10 2016, 6:41 AM · Arma 3
gutsnav added a comment to T73330: Claymore and C4 should detonate when hit bullets.

Shooting C4 (also inside claymores) is like shooting at a lump of clay. The only way you can disable it with bullets/explosives is by completely wrecking the electronics or vaporizing it. And most military grade explosives don't get destroyed too easily.

May 10 2016, 6:38 AM · Arma 3
gutsnav added a comment to T73326: Weapons with suppressors. Blinked with shooting.

Suppressors do not hide light. This game is not Colladooty. If you are firing at AI from medium range (at least 400m) and they instantly spot you, that is an AI issue.

May 10 2016, 6:38 AM · Arma 3
gutsnav added a comment to T73310: Support for dynamic AttachTo (For semi-trailers, flatbeds...).

No towing in arma 3 :(

May 10 2016, 6:37 AM · Arma 3
gutsnav added a comment to T73258: Jet auto-rudder needs to be optional/removed.

The main issue I have with the rudder is that when lining up for a CAS gun run, I adjust slightly , and the rudder swings the nose back the opposite direction. This causes rounds to fly everywhere but the target. I think that what is happening is that after I press a rudder key, the rudder engages in the opposite direction for about 1/4 a second. No idea why it's doing this, but please fix it.

May 10 2016, 6:33 AM · Arma 3
gutsnav added a comment to T73189: sileneced weapons have flame and light!.

Suppressed weapons do produce flame and light, just not that much light.

May 10 2016, 6:31 AM · Arma 3
gutsnav added a comment to T73164: 9mm Rounds Far too Weak.

9mm rounds seem to be fine for me. In arma, as in real life, armor, backpacks, RPGs, rifles, and anything you can stick between you and a bullet will slow down the rounds. Try shooting them where they aren't wearing body armor (Face, arms, legs. unless they are civilians they're going to wear as much armor as try can carry). The current round penetration system seems good to me :D

May 10 2016, 6:30 AM · Arma 3
gutsnav added a comment to T73154: Mission Commander.

Why not either place them in beforehand or deal with it? Real life CO's have to make decisions and adapt to the circumstances. Anyway, it's always fun to be hunted by a tank platoon, or defend the objective from waves of enemy reinforcements with JDAMs flying over your heads (not in real life, but whatever), or other fun stuff. Try it out, it could be more fun than just spawning in an artillery emplacement or CAS jet on demand. I do see your point on how the mission editor might have "misplaced" a helicopter, etc., however I do not think they need to add this as it is already a feature (it requires some programming knowledge though).

May 10 2016, 6:30 AM · Arma 3
gutsnav added a comment to T73002: Aircrafts with two seats.

The Yak-130 is very likely going to be the OPFOR jet, & it is a 2 seater :D and also a cheaper jet aircraft, perfect for Iran (CSAT, whatever)

May 10 2016, 6:27 AM · Arma 3
gutsnav added a comment to T72769: Unrealistic air to air weapons of the A-143 Buzzard jet..

I can't even get a lock on an aircraft < 500 m away... And I'm completely stationary. Wtf

May 10 2016, 6:20 AM · Arma 3
gutsnav added a comment to T72623: M2A1/ Merkava tank needs a comander gun.

WTF??? Apparently they had reactive armor and a RCWS commander gun... but they took it off.

http://www.arma3.com/images/screenshots/large/arma3_screenshot_07.jpg

May 10 2016, 6:17 AM · Arma 3
gutsnav added a comment to T72565: Larger waves.

I think it would help with the collision issue if the waves' height was linked to their spacing. For example, larger waves would have large spacing. So you could have little, bumpy waves and large, rolling waves. The type you would think of in an epic amphibious assault with AAVs and LCACS cresting the waves.

May 10 2016, 6:16 AM · Arma 3
gutsnav added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

In the "patrol" missions of the Adapt campaign, if you edit the mission file, you can find some CSAT - friendly FIA units. Not sure how they did this, but I hope this helped. There are many features not apparent to many people in the campaign / etc. files.

May 10 2016, 6:13 AM · Arma 3
gutsnav added a comment to T72419: Jet Pilot Helmet must have integral NVG.

This would be sweet. The NVGs are way out of place on those helmets.

EDIT: Holy crap, these helmets are amazing! It's too bad they're just eye candy in A3.
http://gizmodo.com/5248464/how-the-f-35-demon-helmet-looks-inside

I think the ACE 3 devs have it in for them simulating the DAS capabilities.

May 10 2016, 6:12 AM · Arma 3
gutsnav added a comment to T72406: Thermal/ IR/ NV sights have switch view mode bound to 'F'..

Yeah this is really weird. Noticed this when they added them :P still isn't fixed

May 10 2016, 6:12 AM · Arma 3
gutsnav added a comment to T72324: Fishing Trawler can't be walked on.

This has already been accomplished by modders / scripters. Why not BIS? This script is also possible for large moving ships -

http://www.youtube.com/watch?v=2tC9M4-vP3w

May 10 2016, 6:10 AM · Arma 3
gutsnav added a comment to T72323: Make the trawler drivable.

Take a look at this -

http://www.youtube.com/watch?v=2tC9M4-vP3w

This is also possible for large moving ships.

May 10 2016, 6:10 AM · Arma 3
gutsnav added a comment to T72088: Full use of TrueSky weather in Arma 3.

I'd really like the clouds to make shadows... An incoming thunderstorm blotting out the sun would look so cool.

May 10 2016, 6:03 AM · Arma 3
gutsnav added a comment to T72010: Parachute should not disappear after landing.

The ACE parachutes (At least the T-10s) turn into a sort of 2D object when you land. They could have a 3D model for Arma 3 though (ruffles in the cloth from landing). I'm pretty sure you can repack the chute into your ruck, but I'm not sure why you would want to unless you don't want to leave suspicious parachutes laying around. Anyway repacking a chute takes a while and you really don't want to be caught "with your pants down" repacking a chute. They could disappear after like 30 min so you don't have chutes all over the lawn (though it would look pretty cool).

May 10 2016, 6:01 AM · Arma 3
gutsnav added a comment to T71826: Turning your head makes the clouds move and change. And odd rotational effect at the edge of screen..

Hmm... Truesky has this by itself... Is BIS allowed to tinker with the software?

May 10 2016, 5:56 AM · Arma 3
gutsnav added a comment to T71754: Ejector seats for when we get jets.

Also some warning lights flashing and beeping sounds so we know when the plane is hit :D

BeepbeepbeepbeepbeeepchunkPSHHHHHHH

WHEEEEEE!

May 10 2016, 5:54 AM · Arma 3
gutsnav edited Steps To Reproduce on T71677: Implement JSRS 2 sound mod.
May 10 2016, 5:52 AM · Arma 3
gutsnav added a comment to T71654: Need batteries for the Darter.

You should be able to use the Laser Designator Batteries for the man packable UAS platforms.

May 10 2016, 5:51 AM · Arma 3
gutsnav added a comment to T71647: no missile warning for helicopters.

Fixed in Dev build? I have lock warnings, along with a "You're screwed" alarm.

May 10 2016, 5:51 AM · Arma 3
gutsnav added a comment to T71633: Add rivers inlets and a lake on Stratis.

You just can't wait for Altis on Monday, can you? :P only 2 days.

May 10 2016, 5:51 AM · Arma 3
gutsnav added a comment to T71618: [Still] AH99 Blackfoot, Horizontal attitude indicator.

Still not fixed. Apparently NATO isn't able to program helicopter interfaces... In 2035.

May 10 2016, 5:50 AM · Arma 3
gutsnav edited Steps To Reproduce on T71571: Rain does not effect windshields / player.
May 10 2016, 5:49 AM · Arma 3
gutsnav edited Steps To Reproduce on T71418: Suggestions to improve binoculars.
May 10 2016, 5:45 AM · Arma 3
gutsnav added a comment to T71409: ARMA 3 sound is still extremely basic (no acoustic simulation) very important audio features from ARMA 2 are missing.

DEVS- Take a look at the JSRS 2.0 mod for Arma 3. Makes every firefight sound like the shit hit the fan instead of cap guns!

May 10 2016, 5:44 AM · Arma 3
gutsnav added a comment to T71404: Panther can´t pop smoke - the model suggests it can.

Have you tried going into the commander's seat?

May 10 2016, 5:44 AM · Arma 3
gutsnav added a comment to T71345: Sound filters bugged in Stomper UAV passenger seat..

Also we cannot manually drive it.

May 10 2016, 5:43 AM · Arma 3
gutsnav edited Steps To Reproduce on T71344: Soldiers will not fire on dangerous civilians.
May 10 2016, 5:43 AM · Arma 3
gutsnav edited Steps To Reproduce on T71345: Sound filters bugged in Stomper UAV passenger seat..
May 10 2016, 5:43 AM · Arma 3
gutsnav added a comment to T71283: The greyhawk won't take off.

Fixed in current version , for me at least. Keep up the good work

May 10 2016, 5:41 AM · Arma 3
gutsnav added a comment to T71283: The greyhawk won't take off.

Sometimes when a Greyhawk is placed down on dirt, roads, etc, it won't move until I fire the flares.

May 10 2016, 5:41 AM · Arma 3
gutsnav added a comment to T71278: Unarmed stomper should have take "direct controls" option when sitting in the seat.

In the field manual it said the stomper "also has options to take direct control". Wonder why this isn't implemented already :P

May 10 2016, 5:41 AM · Arma 3
gutsnav added a comment to T71250: Greyhawk missiles don't produce explosion sound on impact.

The only sound is the explosion of the vehicle :/

May 10 2016, 5:40 AM · Arma 3
gutsnav added a comment to T71230: Character Ragdoll has become very unrealistic....

I think the character models are actually full of rubber bands. They kind of flip out and tense all their muscles when they die.

May 10 2016, 5:39 AM · Arma 3
gutsnav added a comment to T71128: Smoke grenade -> huge perfomance hit -> very shallow smoke screen.

Try Blastcore A3. Same amount of particles I think, they're just huge.

May 10 2016, 5:36 AM · Arma 3
gutsnav added a comment to T71074: [FEATURE REQUEST] Vehicles on "rails".

To edit my note before, a much simpler way than what I previously said is this:

  1. The train has an AI computer that is driving the train and is taking orders from the "Commander" (Really the driver) as in an armored vehicle.
  1. The train can only find a path on the rails. (Actually 3m wide roads to the AI, but look like rails.). I am guessing that the rails would have to be a different type of path, so you don't have cars driving down railways and the trains don't drive on roads (Though very amusing).

3.When piloting/copiloting (After taking controls) the driver can order the train AI to drive forward (Fast/slow), back, or stop.

  1. If the mod creator would like rail junctions, though taking significantly more scripting/work, he could have a UAV Terminal interface only accessible when driving. The driver could then mark a waypoint on the map, and the train would then find the fastest route on the railways. The only options the waypoint would have would be the speed. Unfortunately, there may be issues with being able to take control remotely, unless they are future-RC train-robot thingies.
  1. Also, if there is ever a towing feature in Arma, this would be amazing with train cars attached to the engines.
May 10 2016, 5:34 AM · Arma 3
gutsnav added a comment to T71074: [FEATURE REQUEST] Vehicles on "rails".

Most militaries mainly used trains in WW1-2, and there are no train tracks on Lemnos, so the modder/map creator should then create a special road (rails) that is only 3m wide, then have the train operate like an AI driver and the "Driver" would be like a commander but only be able to "order" the train backwards or forwards and only drive down the center of the "road". Boom. I don't think this is a valuable feature for VANILLA Arma, but it is possible to do with the platform. It's all up to the community.

May 10 2016, 5:34 AM · Arma 3
gutsnav added a comment to T71064: AI Flinch after being shot.

How the "flinch" works is that the player / AI rag dolls for a split second. It's a terrible system, because with the Arma 3 rag doll physics the hips tend to suddenly tighten up causing the bodies to sort of 'jump' when they are shot... It's really freaky. If I knew exactly why, I would make a ticket but I don't.

May 10 2016, 5:34 AM · Arma 3
gutsnav added a comment to T71005: Add Option to Tow / Airlift Vehicles.

Atomic explosion?

May 10 2016, 5:32 AM · Arma 3
gutsnav added a comment to T71005: Add Option to Tow / Airlift Vehicles.

The new sling loading feature is amazing. Now if we can get the ability to tow...

May 10 2016, 5:32 AM · Arma 3
gutsnav edited Steps To Reproduce on T71005: Add Option to Tow / Airlift Vehicles.
May 10 2016, 5:32 AM · Arma 3
gutsnav edited Steps To Reproduce on T70934: Add shotguns / XM-25.
May 10 2016, 5:29 AM · Arma 3
gutsnav added a comment to T70918: Sway of binoculars/rangefinders/designators is way to crass and nauseating.

Are you sure you aren't fatigued? That really adds to weapon/binocular sway. I do agree that binocular sway is too much, but weapon movement is what it looks like for me in real life.

May 10 2016, 5:29 AM · Arma 3
gutsnav added a comment to T70915: Ability to bury chemlights..

Have you ever broken a chemlight? Glowing fluorescent shit gets everywhere. :P Upvoted

May 10 2016, 5:29 AM · Arma 3
gutsnav added a comment to T70910: Stratis misc objects (barrels, bags etc.) do not support PhysX.

That would be nice. It could probably be finished in a week, but I'm guessing not till after release.

May 10 2016, 5:29 AM · Arma 3
gutsnav added a comment to T70902: "Look Out of Window" for common vehicles.

Press alt to look around. Get Track IR for realism.

May 10 2016, 5:28 AM · Arma 3
gutsnav edited Steps To Reproduce on T70873: Knee through chest bug.
May 10 2016, 5:28 AM · Arma 3
gutsnav added a comment to T70870: Ifrit on the helipad at Mike-26 in the helicopter showcase makes landing harder..

Good for pilot training. Practice makes perfect :P

May 10 2016, 5:27 AM · Arma 3