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May 10 2016

TheMasterofBlubb added a comment to T83138: AI not uses Anti-Personnel Missiles [Repro Mission]..

Some addition AI should classify targets as group or not group. That would make some weapons usefull like rpg he or titan AP. So when the AI sees a group of infantry they use weapons that are for groups and if they see single infantry the use single infantry weapons.

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83128: [RESOLVED in 1.48] Must be closed.

Change the title to "Resolved please close" so the moderators will se it fast. ;)

May 10 2016, 11:27 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

They do but the problem is only when all other ammo gone. but this problem is already in other Tickets

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

The AI is using it its just really rare. The weapon is marked as anti personell in its values but AI will use it when all other ammo is left

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

https://youtu.be/eTZf4l2aWBE

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

Pls close the ticket

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

What you mean is FF(fire and forget)like the javelin where you lock fire and the missle finds its way

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

Yeah that means you dont know how wire guided works. You dont lock at all, the rockets fly where your crosshair is. They allways fly to the point the laucher system is giving them (over the wire). So you fire (best is in scope) and place the crosshair on target and wait.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

First learn how wire guided missles work then think about what happens when there is a tree or another obstacle and then you only have to train how to aim the missle. But all points that you mention are not bugs they are features of realism. So there is no need of an overwok or bug fixing.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

Give me a sec i will make a video of how to do that

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

Titan AP is wireguided so fire and aim where you want to hit it. There is no problem so close the ticket

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83127: [closed].

BTW the accuracy is extremly high my best hit was on 1.5 km right on the body

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83112: Add Virtual Garage into Zeus.

Maybe add the options in the properties of the vehicles?

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

1 of your first tickets got acknowledged if im right that means that the devs have it on their screens.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

We both dont know what exactly caused the tracer problem and what dev member working on it. For example it could be that the graphics team worked on it and it was a config error. What we demand depends to the weapon team that are maybe working on the expansion or something else idk. Thats why i mean that you just need to wait. Thats what most people dont have patience.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

I can read. We already discussed it in the ticket you just need to wait. Thats all. The developer will work on this ticket as soon as they have time. I know that the own ticket is always gamebreaking but really there are tickets that are worse. Look at other tickets some are waiting longer some got fixed after 1.5 years. Just update the gameversion where it occurs nothing more.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

It depends on what the exact team members are working my ticket in wrong localization got fixed like in a month. But look in the Dolved section there are many old tickets that get solved. To say it in Adams words :"No tickets are forgotten"

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Lex i would appreciate that you stop attaching Tags like "!!!" Or tickets that are not related. Yes i read this ticket and its about the firemodes not the accuracy. If you find a related ticket use the relationship section. Just wait no ticket will stay forever. For the time between try the Arma 3 Tools and try to make a weapon config tweak on the titan maybe you find some solution.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Its weaponsway not fatigue.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

XD i dont comment this...
but he said it right. The problem is that the titan is not build for front but for top attack

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

In standard wireguided missles dont have a laser guidance because of aiming problems when there are bushes etc and because you see the laserpoint with special optics. Wireguided work in a system where the rocket is tracked as a dot and the CLU gives commands to fly to the crosshair, no matter wehere it is in space. But you cannot simulate everything perfectly. And the correction that you have to do is in the current state of the titan launcher and the fly path of the rocket physically right. Where i would agree is rocket launchers today are recoilless it would make the correction much easier when you had less recoil. Maybe BI makes the start of the titan just the way a javelin starts (no matter top attack or not).

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Its technically not possible to fire straight because the CLU is in an angle to the tube. The other thing is that the titan is supposed to be a Top attack rocket.

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

http://youtu.be/LjB3ItAOdxU

May 10 2016, 11:26 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

Later I can try to make a video how possible and easy it is to use a titan AP/AT.BTW you dont shoot the titan on lower than 200m because of the raise at the beginning, there is a too high chance to miss

May 10 2016, 11:25 AM · Arma 3
TheMasterofBlubb added a comment to T83096: Not the accuracy of flight of the rocket on a laser beam. The problem of the latest versions of Arma3..

The correction comes from the aiming unit, because the guidance is not over a laser. Everything seems like the titan is wireguided and then you need the correction because the rocket is not coming straight to the target (when you shoot you have a knockback).The correction is needed because of the inertia that the rocket has when flying into the aimed path.

May 10 2016, 11:25 AM · Arma 3
TheMasterofBlubb added a comment to T83082: Bipod.

The most famous sentence:"It's a feature not a bug!"

May 10 2016, 11:25 AM · Arma 3
TheMasterofBlubb added a comment to T83060: Classic skin for the "ACP-C2" in memory of Colt Defense.

I dont know how it is with licensing. But a good Workaround is the CUP Weapons Pack. Just search the Steam workshop.

May 10 2016, 11:24 AM · Arma 3
TheMasterofBlubb added a comment to T83002: Standard Katiba deal more damage than his variants and MX series.

Agree

May 10 2016, 11:23 AM · Arma 3
TheMasterofBlubb added a comment to T83002: Standard Katiba deal more damage than his variants and MX series.

The reason could be a higher velocity because of the bullpup design of the katiba because since i dont know what update the velocity and the dmg also depends on the barrel length. I would say Carbi e Katiba should do the same dmg like a MX standart. The MX SW should have the same Dmg like the MX.

May 10 2016, 11:23 AM · Arma 3
TheMasterofBlubb added a comment to T82940: Deleting non-local object produces RPT spam.

I think they are trying to fix it completly without a workaround. For clients the -nolog should help. I think there is something bigger behind this rpt spam than just the spam.

May 10 2016, 11:21 AM · Arma 3
TheMasterofBlubb added a comment to T82922: Vehicles (specifically Air Vehicles) crosshairs CAN NOT be turned off..

JTG i mean the visor.
Some helmets have a attachment for AR so why not use it? In our time you dont really need a pilothelmet there are other ways to solve such a problem.

May 10 2016, 11:20 AM · Arma 3
TheMasterofBlubb added a comment to T82922: Vehicles (specifically Air Vehicles) crosshairs CAN NOT be turned off..

Its assigned lets see what they do. What i would like to see is the HUD with a build in crosshair like in reallife. But a functioning HUD of the Jet see the middle of the piture would to great for the beginning

May 10 2016, 11:20 AM · Arma 3
TheMasterofBlubb added a comment to T82922: Vehicles (specifically Air Vehicles) crosshairs CAN NOT be turned off..

I dont know how to say,but yes it should be fixed if it really is that easy.If not then maybe fix this with a headtracking hud like for example the one in the apache. So you can see targets as small squares in the hud (vehicles as square and planes as triangles ). Than you could use the hud crosshair propely.

May 10 2016, 11:20 AM · Arma 3
TheMasterofBlubb added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

1.when you have no mags left you are doing something terribly wrong in your job.

  1. When you only have your pistol left you better hide in the deepest hole you find and hope that the enemy is out ammo just like you.
  2. When using your pistol for defending try to use it on less then 10m to save ammo and not waste it like the other 300 rifle shots you are normally carrying.

4.If you cannot use 2. Then you must learn in a short time how to sprint in your full gear as far away as you can.

  1. Call for help!!!!

Thats what i learned in the army.
Officers use only pistols humm yeah sometimes but they have like 10 or more people with rifles for defense.

Just for info there is no case but one where a shortbarrelled MP or SMG cannot outstand any pistol.this one case is the worst case you can ever have: firing on an enemy from 2m to 5m.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

Making things wrong is human but somethings like for example carrying a communication device for calling help are essential for some for some not. There comes the question why you couldnt call help ? How you got surrounded? Why you lost your ammo? Why you fire your pistols? Because the enemy was near or because you wanted to fire back? This are questions where the mistake is to find. Its not that you in person have to make a mistake but you are in a situation that not should happen and i really mean that not should happen. Close range i still prefer a shortbarreled MP or SMG because of the fire rate and magsize. And what problems do you have when going into a building when the max distance is 10m when you have silencer without raised ironsights or other extra sights on the silencer?
Then i think you agree that you mostly fire at non armoured targets when fighting in buildings. So 1 shot is mostly enough atleast 2 are deadly when placed in the chest. Thats not what the ticketwriter wants when he says he wants a method to fire 30m against a armoured target to kill it with several shots.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

A solution for everyone i think : Add a couple if sights for silencers. I mean sights that you put on the weapon. The problem occurs when im right only on the pistols so just add a sight for them like the yorris but without batteries. No change on the silencer models just new sights. Everyone agreeing?

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

I know this funny guy hes good but he is a trickshooter not a soldier. He is firing a revolver on 50m on a standing target. I did the same with a P8! And never again in stressfull situations. You wont hit a shit. He has time to aim he has no one shooting at him. The aiming is not difficult because his weapon is zeroed on 50m. Now imagine there are bullets flying around enemies right in front of you about 15m you have a M4 or any other assault rifle or bigger MP and you have a 9mm pistol. What you gonna use a 12 shots for a lucky hit or 30 shots for a kill?

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

Im talking about silencers with ironsight on them for example the M9 beretta has such. What im telling you about your pistol use is you dont know the distance on that the iron sight is zeroed by default thats why you dont see your target in close range. You are aiming WAY to high and after 20 to 30 m, what the maximum of a pistol in combat is you use MP or rifles, the silencer would give you a bad view on your target.
And its not a constructive mistake when you use the weapon wrong the other way americas weapon producers wouldnt have enought money after everyone would be complaining that they shot themselves when cleaning because of a constructive mistake.

Additional: the makarov you give as an example has a special silencer not a standard one.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

Lex this is getting ridicoulus with you my russian friend but thats something else.
What might be a problem is you can add a special iron sight on the silencer BUT you need to change the aiming view. And really im hitting running people on 20m with a P07 with silencer 2-3 times with 10 shots. Whe i need to fire further i dont use a pistol thats nonsense to use them and a rifle is better in such distance especially at armored targets.
Just BTW Lex in your video i see that you have no idea how to aim with a pistol what makes me asking how you can judge about a functionality of a weapon without knowing how to use it?
And another thing to mention is that the effectiveness of a weapon is not given by the user its given by the manufactorer by his design. The user than can decide if he wants to use the weapon with its designed pros and cons or if he will use another weapon thats maybe better for the purpose?

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

Just for your information i dont know any dev team fixing periodacly bugs. Arma 3 is getting better every patch. There are just some ignorant people thinking that programming is somehow like ohh wait change this line and it works. It isnt that easy. I must say BI is doing more in arma 3 than EA did in the complete BF series.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

Ok when you dont like BIs way to fix problems its your opinion. This platform is made to support the devs to find problems in the engine. It means for example if the problem is not fixed upload the new rpt and write in the notes its not fixed. Change the version in the ticket as i assume you are using the newest version.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

Ok try to disable all mods all startparams just blank arma 3. Disable you AV. To answer your question when you dont know what causes the problem how can you know if there is a fix?

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

If it crashes upload the rpt

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

What i wanted to say is the 1. Rpt is without malloc but with epoch. 2. Rpt is mods and malloc so you have 2 times a different cause of the problem

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

Is it a yes or a no ? You are answering like my gf.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

There is a workaround disable all mallocs and disable max ram

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

You didnt answer my question.

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82795: constant crashes for the last 12 hours.

Do you have a malloc in your start params?

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82788: Grant to the AI the rights for management of equipment..

I think Lex wants a feature where the AI can use the Reverse-Gear of a car properly. For example the AI could get out of a bunch of buildings with out driving strange circles. Or maybe when they get stuck on rocks so they get out.Additionally he wants the same like the dozen of other AI driver tickets.
A solution for Lex's problem would be that the AI tries to go backward if they realise that they got stuck and try to avoid this place (e.g.a rock) and search for a new route. Lex be free to correct me. ;)

May 10 2016, 11:16 AM · Arma 3
TheMasterofBlubb added a comment to T82533: Grant to the AI the rights for management of equipment..

Pls close ticket http://feedback.arma3.com/view.php?id=24421
Its not allowed to duplicate tickets

May 10 2016, 11:06 AM · Arma 3
TheMasterofBlubb added a comment to T82533: Grant to the AI the rights for management of equipment..

I think Lex wants a feature where the AI can use the Reverse-Gear of a car properly. For example the AI could get out of a bunch of buildings with out driving strange circles. Or maybe when they get stuck on rocks so they get out.Additionally he wants the same like the dozen of other AI driver tickets.
A solution for Lex's problem would be that the AI tries to go backward if they realise that they got stuck and try to avoid this place (e.g.a rock) and search for a new route. Lex be free to correct me. ;)

May 10 2016, 11:06 AM · Arma 3
TheMasterofBlubb added a comment to T82519: Hacker on Official NR.5 End Game.

Can the ticket be closed? The ticket was created because it was a official Server after the BattleEye update. So a good opportunity for you to find out how the hacks work.I assume that the problems are solved mostly. Another question how long does the Official Server save their logs?

May 10 2016, 11:05 AM · Arma 3
TheMasterofBlubb added a comment to T82519: Hacker on Official NR.5 End Game.

Can i close the Ticket?

May 10 2016, 11:05 AM · Arma 3
TheMasterofBlubb added a comment to T82519: Hacker on Official NR.5 End Game.

I just added the date. Thank you for acknowledging.

May 10 2016, 11:05 AM · Arma 3
TheMasterofBlubb added a comment to T82519: Hacker on Official NR.5 End Game.

Adam i have a question? Can you please add a note to 0024172 that the save depends on the profile? I would have done it my self but i cant because its closed.

May 10 2016, 11:05 AM · Arma 3
TheMasterofBlubb edited Additional Information on T82519: Hacker on Official NR.5 End Game.
May 10 2016, 11:05 AM · Arma 3
TheMasterofBlubb added a comment to T82441: About Steam Comunity Updates.

XD Offtopic : Thats the reason why i love my 4TB HDD and PlayWithSix! ;)

May 10 2016, 11:03 AM · Arma 3
TheMasterofBlubb added a comment to T82405: Able to see and shoot through military cargo tower walls.

Same applies to the angled parts of the big tower roofs

May 10 2016, 11:02 AM · Arma 3
TheMasterofBlubb added a comment to T82381: Problems with new battleye service implementation.

The BreakingPoint Launcher is out of order. Download BP in Steam Workshop and start it in Arma Launcher. Man sieht sich in Kore mein Freund.

May 10 2016, 11:01 AM · Arma 3
TheMasterofBlubb added a comment to T82372: Give to the player the feeling of heavy equipment (the weight should some affect max-movement speed).

How would it be if they make it in 2 values.

  1. Speed : The more weight you carry the slower you are.
  2. Fatigue : the more you carry the faster you gain fatigue, but not as fast as now. But then they need to change the fatigue system because a light equipped soldier cannot run 200m.
May 10 2016, 11:00 AM · Arma 3
TheMasterofBlubb added a comment to T82372: Give to the player the feeling of heavy equipment (the weight should some affect max-movement speed).

Thats not related but yes they have that kind of function and BI is fixing the xray view step by step.

May 10 2016, 11:00 AM · Arma 3
TheMasterofBlubb added a comment to T82326: Cannot zoom in while holding ctrl.

ctrl + right mouse button is switching sights

May 10 2016, 10:59 AM · Arma 3
TheMasterofBlubb added a comment to T82259: Grant to the AI the rights for management of equipment. Correctly use the "backward movement"..

I think Lex wants a feature where the AI can use the Reverse-Gear of a car properly. For example the AI could get out of a bunch of buildings with out driving strange circles. Or maybe when they get stuck on rocks so they get out.Additionally he wants the same like the dozen of other AI driver tickets.
A solution for Lex's problem would be that the AI tries to go backward if they realise that they got stuck and try to avoid this place (e.g.a rock) and search for a new route. Lex be free to correct me. ;)

May 10 2016, 10:57 AM · Arma 3
TheMasterofBlubb added a comment to T82244: Firing modes ATGM "Titan" and the inertia of the pipe in the hands of anti-tank..

A solution would be for example combining a drone or laserdesignator with a menu to connect it to the titan so you could target the one laser of the drone you want. Thats used in RL because the javelin has 2 CLUs 1 at the launcher and 1 optional connected by wire. Its a kind of solution but still enough work to implement.

May 10 2016, 10:56 AM · Arma 3
TheMasterofBlubb added a comment to T82244: Firing modes ATGM "Titan" and the inertia of the pipe in the hands of anti-tank..

So the last youtube video shows the negative side of a javelin... the minimum range. The minimum range is about 300m there even the titan works fine XD.

May 10 2016, 10:56 AM · Arma 3
TheMasterofBlubb added a comment to T82244: Firing modes ATGM "Titan" and the inertia of the pipe in the hands of anti-tank..

1 thing to add: delete the part with the firing mode because its just a duplicate. Pls look for other tickets before reporting duplicates.

May 10 2016, 10:56 AM · Arma 3
TheMasterofBlubb added a comment to T82244: Firing modes ATGM "Titan" and the inertia of the pipe in the hands of anti-tank..

Wring thats a TV guided missle with a built in laser guidance to find targets. This missle is manually guided.But technically it is possible to lock a e.g Javelin on an unseen laser target BUT you mostly dont know on what laser the missle will fly when there are 2.

May 10 2016, 10:56 AM · Arma 3
TheMasterofBlubb added a comment to T82203: Virtual Arsenal AI's don't Copy Uniform stats..

Uniforms have if im right no armor at all. So there is no need for them and the VA is also there to see the damage seen by orange or red colors of the body parts.

May 10 2016, 10:55 AM · Arma 3
TheMasterofBlubb added a comment to T82203: Virtual Arsenal AI's don't Copy Uniform stats..

True. Then there is the question if the uniforms are maybe invisible?

May 10 2016, 10:55 AM · Arma 3
TheMasterofBlubb added a comment to T82068: Sonic cracks can be heard from too far away.

I cant see any problems the picture you made is exactly or better a really good comparison to the reallife weapons. What i miss is sound reflection but its something BI can do later. Because then a sniper in a town is untraceble even without a silencer.

May 10 2016, 10:51 AM · Arma 3
TheMasterofBlubb added a comment to T81806: ASP-1 KIR accuracy.

What did you just said you cannot localize a gunner with his shot? There is a small formula for the imperial system that every sniper knows.You CAN calculate the distance to the shooter by counting the time between shot and crack. Its usefull until 1000m. When the shooter is closer than 100m this time gets to small but than you should see dirt flying up etc. This formula even applies on time between hit and crack where you just say the velocity is 1000mps.

May 10 2016, 10:42 AM · Arma 3
TheMasterofBlubb added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

Cannot agree its the term of the idea of "effective range". Its the distance in what the bullet can kill or do a decent amount of damage with a amount of precision. A G36 has a scope until 800m the bullet goes 2800m. HK said effective range is 500 because its almost impossible to hit some one with that scope on 800m. Its more surpressive fire. AK 47 can zero on 1000m. The bullet should go i think 4km. So everything between 50 and 1000m is where the effective range is. BTW Standart pistols(9x19mm) have the effective range of 50m... try to hit someone with the iron sight in real life. Not impossible just difficult. Same for AK47 and G36 it only needs a decent amount of bullets to get a hit.

May 10 2016, 10:40 AM · Arma 3
TheMasterofBlubb added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

And never forget ASP KIR-1 is not what BF kiddies think of a sniper rifle. Every one wants a completly silent weapon for stealth missions and now they are complaining about a completly silenced rifle with subsonic ammunition. I used the KIR for a 2 man stealth squad. Fine PvP infiltrated base and killed 30% of the guards with out Alarm.

May 10 2016, 10:40 AM · Arma 3
TheMasterofBlubb added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

Enable bullet tracking and you will see why you cant use tke KIR at further distances and why it gets so in accurate.

May 10 2016, 10:40 AM · Arma 3
TheMasterofBlubb added a comment to T81673: "150Rnd_762x51_Box" (legacy class for "150Rnd_762x54_Box") can not be loaded into Zafir.

Only exception is : the defined class name is wrong...
Its programming style. If you say all classes are bulletcount_calibre_Casing and you say Zafir has 7.62x54 but the mags are 7.62x51 you need to change.

May 10 2016, 10:38 AM · Arma 3
TheMasterofBlubb added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

Motion Blur is a technic used to bring cgi closer to a film or reality because both are seen blurry because of the light time or the slowliness if the receptors in the eye. Cgi are sharp pitures and with motion blur you can smooth the movement or when used too much you can create Crysis 3.

May 10 2016, 10:36 AM · Arma 3
TheMasterofBlubb added a comment to T80913: Better/Additional Animations.

Aid Animation is ingame.

May 10 2016, 10:14 AM · Arma 3
TheMasterofBlubb added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

Actually we have glass doors so it should theoretically be possible to create destructable doors.

May 10 2016, 10:14 AM · Arma 3
TheMasterofBlubb added a comment to T80237: In the optical mode, no even slightest recoil at shooting from static weaponry..

http://www.discovery.com/tv-shows/other-shows/videos/future-weapons-xm307/
Just for research purpose.

May 10 2016, 9:47 AM · Arma 3
TheMasterofBlubb added a comment to T80237: In the optical mode, no even slightest recoil at shooting from static weaponry..

The real life counterpart of this MG/GMG (its transformable in reallife) has almost no recoil. They are overly complex but a test shiwed if you place a half full glass of water.. no water will flow out. Its a incredible peace of technology and that was 2012 not 2035.

May 10 2016, 9:47 AM · Arma 3
TheMasterofBlubb added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

Did you tried to use the ASP KIR 1? there should be no detection on 300 to 400m (you just wont hit anything XD). Because this is the only weapon witout a supersonic crack that is essentially for finding the shooter.

May 10 2016, 9:46 AM · Arma 3
TheMasterofBlubb added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

BTW out of Topic i need approx. 10 to 30 sec to find a shooter in MP depends on weapon silencer and distance. Thats not 60 to 120 sec.

May 10 2016, 9:46 AM · Arma 3
TheMasterofBlubb added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

Being rude wont help you. Look how many Devs Arma 3 has and look hiw much work they have to do. Some thing are not at high priority. Its a fact and i can understand it. They acknowledged your ticket so its at the devs now. Be patient and maybe bump the ticket 1x in a month.

May 10 2016, 9:46 AM · Arma 3
TheMasterofBlubb added a comment to T80093: Ability to turn off AI friendly fire in Difficulty settings.

I think he wants to change the attribute that says that you are a traitor. You get it if you kill friendlies.

May 10 2016, 9:42 AM · Arma 3
TheMasterofBlubb added a comment to T79840: EOD/Bomb Suits.

Rewoking this ticket. Now is a good time to make something like that. A Bomb suit with protection(thanks to the new Hitpoint system). The weight would limit the user to walking through the new stamina system. Half the things is done Just need a 3D model.

May 10 2016, 9:34 AM · Arma 3
TheMasterofBlubb added a comment to T79386: Add A Magazine Proxy.

oukej how about at least only a graphical different magazine? Internally you could handle it like a magazine-attachment. So modders could say if you reload that mag you will get that mag attached. That would be (hopefully) not that more difficult than adding a new modification slot and would not produce that much problems(for example some sniperrifles would just get no attached mag because you load only bullets). All in all that would allow mag Reskins for better immersion.

May 10 2016, 9:20 AM · Arma 3
TheMasterofBlubb added a comment to T78524: Collective neutral for advanced controls..

Goblinbutt the problem is not your Controller its not even this collective raise. The Problem is that this is the ADVANCED flight model, that was made to be realistic. When flying a helicopter there are many factors for what 50% collective raise will do: -height -speed -angle -etc. It is really difficult to fly a heli. So if you want your feature play Standart model else try to figure out how you need to use the Throttel.

May 10 2016, 8:54 AM · Arma 3
TheMasterofBlubb added a comment to T78059: Weapon sway is ridiculous after update..

The weapon sway tweak is still in dev branch and there are holidays right now.

May 10 2016, 8:41 AM · Arma 3
TheMasterofBlubb added a comment to T77748: Zeus cannot change unit sides.

Would be nice to see the solution?

May 10 2016, 8:34 AM · Arma 3
TheMasterofBlubb added a comment to T77748: Zeus cannot change unit sides.

A small hint for all zeuses. Use Ares it zas script execution.

May 10 2016, 8:34 AM · Arma 3
TheMasterofBlubb added a comment to T77716: Arma3's UPnP seems not to work.

Just saying if you have a IPv6 from your provider port forwarding is simply not possible (neither UPnP or manual). Contact your provider and ask for a IPv4 they normally do it for free.

May 10 2016, 8:33 AM · Arma 3
TheMasterofBlubb added a comment to T77248: A more advanced gear system.

i admit the idea is more bullshit than realy helpful. BUT that is kind of a nice for for example VA(Virtual Arsenal). Why not make the camo Patterns of weapons and gear like the ones on cars in the VG(Virtual Garage). That would clean up the Arsenal AND give modders a easier platform of creating reskins. How about that idea?

May 10 2016, 8:22 AM · Arma 3
TheMasterofBlubb added a comment to T77014: Zeus- speak through entity as alternative to posession.

TFAR has a bug where Zeus is rendered as a entity and you can hear him in direct

May 10 2016, 8:15 AM · Arma 3
TheMasterofBlubb added a comment to T75876: Team VOIP Channel & Teams in general (Feature Request).

The voip thing isnt really working as it should. I mean side and Global are lagging as hell on most servers. This kind of feature isnt high priority. Let the devs fix the lag and after that maybe such thing. Or a scriptbased solution like addind channel through the script.

May 10 2016, 7:46 AM · Arma 3
TheMasterofBlubb added a comment to T74812: Shooting through windows messes up shot..

Agree but write in the comments that the ticket is old and is closed due to inactivity.
There are already multiple tickets for the window problem
The main problem with glass is its a crystal structure. When firing at 90°there is no problem but light angles are making everything complicated.

May 10 2016, 7:20 AM · Arma 3
TheMasterofBlubb added a comment to T74812: Shooting through windows messes up shot..

If you ignore the effect that the (already know ) bug with the not breaking windows give. Its pretty realistic. The video shows a a slow 9mm SMG is firing through a normal window. I can tell you that snipers need to be aware when firing at frontshields of vehicles(even unarmoured) because its gambling where the bullet will go even with 7.62mm from a M40.
Its the question where the obstacle is:Is it closer to you you have a higher chance to miss, because the bullet spread in arma is pretty the same in 50m as in 0 m. after spreading the bullet dispers for example 1m for 2m travelling so if the obstacle is 0.5m before the target it spreads 0.25m. if the obstacle is 0.5m in front of you at 50m distance it dispers 25m(already had the discussion about AP rounds for tanks).
@Fireball :- related ticket 0018032 is not fixed in Stable!!!!

  • ticket 0017201 is not really related to the one mentioned before Its about a scrolldown menu for breaking glass.

It seems like you are new to the moderators coul it be?
BTW removing fully functional system to "fix" bugs is not really the intention of any programmer.

May 10 2016, 7:20 AM · Arma 3
TheMasterofBlubb added a comment to T73314: Set flight heigh above sea level.

@Spam that issue exist on almost all planes. I think they are aware of it.

May 10 2016, 6:38 AM · Arma 3
TheMasterofBlubb added a comment to T73261: Combat stance- Nobody stands like that!.

Do you think that when some .50cal hit next to you you will be relaxed.

May 10 2016, 6:33 AM · Arma 3
TheMasterofBlubb added a comment to T73261: Combat stance- Nobody stands like that!.

German Army same as @pleasereboot

May 10 2016, 6:33 AM · Arma 3
TheMasterofBlubb added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

1.54 should have fixed it.

May 10 2016, 6:08 AM · Arma 3