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May 10 2016

FightingPower added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

IF RPG round hit vehicle in bulletprof glass, it will create a "little tunnel" through it, and give the fire inside of vehicle, thats in short how heat rounds are working. It depends of many factors, but if the trajectory will meet fuel gas tank or ammo on its way - it will definetly blow it up

May 10 2016, 11:34 AM · Arma 3
FightingPower added a comment to T83314: NLAW not abble destroy Mrap/Truck, even after several hits! [2-video].

Im reading and staring to smile, beacuse nobody instead of mickeyman and TheMasterofBlubb know about what he is writing:

  • First of all RPG is HEAT round, not AP, which have totally diferent behavior AND ITS ABLE TO BLOW UP vehicle, its able to penetrate frontal armor of modern tanks (tandem warheads in RPG-7, RPG 29) and burn its interior or blow near ammo or fuel compartment
  • PCML is equivalent of DRAGON (?) and its firing HEAT rounds as well (as all giuded missles), so ticket topic its definetly a BUG.
May 10 2016, 11:34 AM · Arma 3
FightingPower added a comment to T83308: Infantry AI won't properly move in formation.

+1, upvoted. Allways without mods i have problem to travel with my team members. I need to tell them to change behavior to "safe", only then they are folowong me, not hiding in the bushes. For BIS developers - you can easly fix this by changing "aware" behavior just like you did in Arma 2 OA 1.62 - aware is default bahavior where team was allways next to you, and was accurate with detecting, searching and supressing the enemy - please change that to Arma 2 standard.

May 10 2016, 11:33 AM · Arma 3
FightingPower added a comment to T83308: Infantry AI won't properly move in formation.

It seems duplicating is the only way of reminding BIS to fix major issues

May 10 2016, 11:33 AM · Arma 3
FightingPower added a comment to T83304: AI freeze - please fix it after 2 years!.

Happen in situation as vlad described. +1

May 10 2016, 11:33 AM · Arma 3
FightingPower added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

He got too much spam on named profile, so he have fictional.

May 10 2016, 11:30 AM · Arma 3
FightingPower added a comment to T83210: No sound of turret move on vehicles.

+1, really no sound. Strange that mod content have those sounds, only vanilla havent. But before update there atually was sound....

May 10 2016, 11:29 AM · Arma 3
FightingPower updated subscribers of T83172: AI crews in modded tanks do not support 4 man crews..

For the @KillZone kid who closed my ticket thinking I am someone else :
I dont must explain, but t if you wish.... I just get back from the army this time - happy? vlad_8011 is my neightbour and we are meeting every evening. Is this enough? He stated he will not create any account for Sizif's job, and he is only record some movies as i ask him - i dont trust third party softwares like Raptr , and while i was recording this, my whole PC was almost freezed and game was runing 2-5 fps (so vlad is using this). Yes i bumped his tickets beacuse he showed me THIS BUGS. Instead of you i didnt ignored them.

As of resolving tickets - most are being resolved, BUT THEIR STATUS ARE NOT UPDATED, which creates big mess on feedback tracker.

EDIT (as its only way to comunicate here right now)
@Killzone_Kid - you were moderator as i remember...... and i'm not rude to you - please dont be rude to me. I got ban (obserwer status for nothing, you are simply rude and you get nothing) Something smell like "people are high and higher"...

May 10 2016, 11:28 AM · Arma 3
FightingPower added a comment to T83172: AI crews in modded tanks do not support 4 man crews..

Yeah +1, In all western tanks there is 4 tank crew members - Driver,Loader,Commander,Gunner and using main gun without Loader should be impossible. In Eastern Tanks Tank crew number is 3 - Loader is replaced by autoloader mechanism.

May 10 2016, 11:28 AM · Arma 3
FightingPower added a comment to T83168: Can't Turn Right and Left While use Aiming Deadzone !!.

Wow....... With such tutorial "How to" i'm sure they will finally reproduce it.... ;)

May 10 2016, 11:28 AM · Arma 3
FightingPower added a comment to T83168: Can't Turn Right and Left While use Aiming Deadzone !!.

Heh, typically. But wait, you have vehicle customisation! / i dont get it why they do things like that and doesnt fixing the major problems.

May 10 2016, 11:28 AM · Arma 3
FightingPower added a comment to T83168: Can't Turn Right and Left While use Aiming Deadzone !!.

Confirmed +1

May 10 2016, 11:28 AM · Arma 3
FightingPower added a comment to T83168: Can't Turn Right and Left While use Aiming Deadzone !!.

still present.... What info is needed more?

May 10 2016, 11:28 AM · Arma 3
FightingPower 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..

As the javelin for example (from real launchers) R I P Vlad_8011, Deepest Evil, Vladimir P (one person). Very interesting, why they deleted his account, i saw he was helping other people and wasnt rude... Actually, he even helped me via facebook (the only way to contact him - "Wcielone Zło")

May 10 2016, 11:26 AM · Arma 3
FightingPower 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..

Well i taken in account that this may be some serious problem for other people, and tested it more deeply - i was hoping this will be some dificulty problem (auti-aiming guided missles on/off), but it is not. I tested 3rd person view and 1st person, in 3rd person it seems to be more precise, but actually it happening randomly. So i guess its a problem for developers. I'll try now changing resolution and aspect ratio ( i remember similiar bug in some mod, and it helped) but i doubt it help beacuse vanilla content is like main core - if it is damaged, all moded content wil not work properly as well.

Edit - changing aspect ratio, resolution, display mode, vsyns doesnt change anything, i'm sorry, but its a bug.

May 10 2016, 11:26 AM · Arma 3
FightingPower added a comment to T83073: [1.48rc] different control/movement bugs and glitches.

With glitch about geting into the wayy it works with stones as well. As of the issue nr 3 its one of most rated issue to fix since two years, but as burkhar says its complicated. Walking in buildings should be fixed and it would be get rid of the stone problems as wel

May 10 2016, 11:25 AM · Arma 3
FightingPower added a comment to T83053: one target isn't exit in checkpoint 3 of orange 3 firing drills mission.

I think it can be closed....

May 10 2016, 11:24 AM · Arma 3
FightingPower added a comment to T82919: The AI action menu useful commands appear last, accessible only after browsing multiple pages of "take" commands.

I really would do it little diferent. I see it this way;

  • every command of action [6] should depent of aim point when command is given, for example you aim at the doors and there is ONLY ONE "open doors" command available, you aim at the body with M16, command "take m16", "gear" appear. Same with mines ant other actions, BUT Action like "rearm", "heal", etc. should be available all the time. You know what i mean, right? It's not so hard for you, and it would make interface more friendly for users. Right now i'm using WW_AImenu and it have some of this functions (rearm for example - unit is going to nearest rearm point)
May 10 2016, 11:20 AM · Arma 3
FightingPower added a comment to T82838: Music sometimes repeats from beginning when pausing game (More Info Provided).

Music and dialogs terrible quiet, music cuts off or repeat after using [esc] menu. I believe it depent of trigger settings - if music is setted to play once - it will be cutted after [esc], if its setted to loop until reaching checkpoint it will be played from begin.

May 10 2016, 11:18 AM · Arma 3
FightingPower added a comment to T82838: Music sometimes repeats from beginning when pausing game (More Info Provided).

I can confirm as well

May 10 2016, 11:18 AM · Arma 3
FightingPower added a comment to T82824: Lip files are randomly not working (video).

Confirmed, +1

May 10 2016, 11:17 AM · Arma 3
FightingPower added a comment to T82823: Sounds / music randomly lost or stopped with game saves (More info given).

i can bump the most important tickets but what for - they are just ignoring it.....

May 10 2016, 11:17 AM · Arma 3
FightingPower added a comment to T82823: Sounds / music randomly lost or stopped with game saves (More info given).

ahhh bohemia.....

May 10 2016, 11:17 AM · Arma 3
FightingPower added a comment to T82823: Sounds / music randomly lost or stopped with game saves (More info given).

Adam is the man!

May 10 2016, 11:17 AM · Arma 3
FightingPower added a comment to T82823: Sounds / music randomly lost or stopped with game saves (More info given).

Yes...

May 10 2016, 11:17 AM · Arma 3
FightingPower added a comment to T82823: Sounds / music randomly lost or stopped with game saves (More info given).

Upvoted

May 10 2016, 11:17 AM · Arma 3
FightingPower added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

@TheMasterofBlubb You really dont undertsand how things are complicating on battlefield. There is no game showing this. We was using ammo only for "sure shot", so we were saving ammo, but please, against 20 talibans every hour it was very hard. They were NOT saving ammo on us. Comunication device - all of them stopped working for unknown reason (it was looking as for some emp or something that talibans doesnt have!) It wasnt fault of any of us we got surrounded. We was on patrol, and talibans show up all around us. This situations you can call "dynamic situation" where everything fine turns into dust and you are up on your own and few buddies with pistols. Mortar destroyed our truck, and one of us lost his hand with rifle, he got only pistol you hate so much....

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

@TheMasterofBlubb Sometimes magazine of 30 rounds is empty and you need another one - ops, empty pockets! So this is the situation where you use pistol in the most cases. Also officers of some factions dont use SMG's or assault riffles, they use pistols. My advice as same as yours - add iron sights for supressors (easiest way) or another additional optics, this time only for pistols.

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

As an ex soldier i can tell you that pistol is best for close range like search buildings, and close quarters contact. We was never using Rifle in this case.
"1.when you have no mags left you are doing something terribly wrong in your job."
That the proof you havent been in the army, or on real battlefield - i lost all ammo being surrounded by 2 "squads" of talibans for almost one day! We havent any possibility to call reinforcments, we just had to wait. When the "cavalary" came for us we had almost empty even pistol magazines. I served there almost 4 years and you tell me what to do when my ammo is empty.....
Close range is third case for pistols, and in most cases they are supressed in this missions.

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

Everything is fine, but remember, its 2035 in game - ironsight on supressors, or essentric suppressors would be normal these days. Noone getting ridiculus here, we just want to polished (finished), enjoyable game, thats all

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

Upvoted, as i dont use pistols, i see only one fix good for developers and for players. Its optic for pistols. Anybody see diferent way?

More - there is supressors for gun which with you can aim easly so @Shields - i doubt you are working where you says.

https://www.machinegunsplus.com/sites/machinegunsplus/uploads/images/Silencerco-Osprey-01.jpg

https://maggiemcneill.files.wordpress.com/2010/07/silenced-pistol.jpg

http://files.harrispublications.com/wp-content/uploads/sites/8/2010/08/aac-nighthawk3.jpg

http://milpas.cc/rifles/ZFiles/Pistols/Semi-auto%20Pistols/Colt%20SOCOM/Colt%20SOCOM.jpg

http://stammesopfer.com/mpfam.jpg

And dont forget THIS IS 2035 IN GAME! More technique, better supressors!

May 10 2016, 11:16 AM · Arma 3
FightingPower added a comment to T82457: Heavy Armored Tracked Vehicles often upside down..

Their mass should be increased, so they wouldnt flip so easly, upvoted

May 10 2016, 11:03 AM · Arma 3
FightingPower added a comment to T82457: Heavy Armored Tracked Vehicles often upside down..

They are flipping now much more asly than in 1.48 (BTW), one again i'll write - major issue, highest priority.

May 10 2016, 11:03 AM · Arma 3
FightingPower added a comment to T82453: Unable to progress in Bootcamp mission Damage Control.

Well, one strange thing, is that officer is talking veeeeery quiet

May 10 2016, 11:03 AM · Arma 3
FightingPower added a comment to T82449: Aim distance of a shot of the modern tank..

T-90 have 125mm gun not 120 :}

Here is most simply source:
http://www.military-today.com/tanks/t90.htm

May 10 2016, 11:03 AM · Arma 3
FightingPower added a comment to T82289: Implement Direct X 12 support.

Well, does anybody tried to diferent "power magement plan" in windows? Try to set high performance.
Its a shame the game is so poorly optimizes, but DX 12 wont change this. Game just need optimize to get proper performance.

May 10 2016, 10:58 AM · Arma 3
FightingPower added a comment to T82289: Implement Direct X 12 support.

So why Microsoft developer putted it in windows? THINK! "High performance" is there for some reason. You can disable CPU parking feature to gain few FPS more if that not helps

May 10 2016, 10:58 AM · Arma 3
FightingPower added a comment to T82289: Implement Direct X 12 support.

Yeah, but hopefully optionally. I will be not able to play it. Just like half of users, beacuse of graphic card.

May 10 2016, 10:58 AM · Arma 3
FightingPower added a comment to T82289: Implement Direct X 12 support.

Changing to DX 12 will unlock new graphic options, but dont change any FPS, or change it in bad way. First, the base point, is to set game to 64 bit structure, beacuse all of us (mostly) use 64 bit systems, and game is using 40% power of our machines. Thats all, Dx 12 can be optionall, but seriosuly it will be useless. For all who want to better graphics i recomend :
http://sh8.videopilot.link/arma3/ (no prefrormance drops)
and
http://sh8.videopilot.link/arma3/real-light-v6/#download (for better rig's pc's)

And who have so strong machines as 8 cores?! 10% of gamers?

May 10 2016, 10:58 AM · Arma 3
FightingPower added a comment to T82289: Implement Direct X 12 support.

My new graphiccard doesnt support DX 12, Game is using 32 bit structure - lets just change game to use 64 bits and it will be ok, DX 12 wont change anything in FPS matter. Radeon R9 270C - i wasnt buyed it just to buy new one.

May 10 2016, 10:58 AM · Arma 3
FightingPower added a comment to T82258: Texture of the earth and horizon in a network game. .

Its just like cheat tool. Definetly should be fixed immidently.

May 10 2016, 10:57 AM · Arma 3
FightingPower added a comment to T81856: Sound too loud over long distance (Snipers will understand).

I see little problem with it. As i worked vith vlad_8011 on the same shooting range but little longer AFTER military experience (i never want to repeat it other than in games) i need to speak a little about subsonic and supersonic ammo.
Indeed chief lefted us with vlad and SVD and we have great fun for hour or longer, with unlimited options (as chief wasn't present).

Soniccracks IN GAME are hearable too loud over distance - if i'm 10 meters from sonic crack i should NOT hear it like it was 2 meters right? Same with 20 meters and more - soniccrack seems to have only one volume level and this is the problem.

The ammo is other factor, i have shooting from Ruger 77/22 (same as on this video https://www.youtube.com/watch?v=Q2Vtxd4EuYA) and subsonic ammo have lower speed from the barrel than supersonic = it more quiet. If you add factor named "supressor" it will drascticly kill at longer ranges, but will be almost no hearable - this is sniper rifle .22 so its not pistol from James Bond movie.

I think ticket topic is right and there will be many votes against, but detecting marksman from even 600 meters is damm hard, EVEN IF YOU HEARD SONIC CRACK. As i spent 13 years in army privates corps i know what i'm saying.

May 10 2016, 10:44 AM · Arma 3
FightingPower added a comment to T81804: The small fences often catches in the trap vehicles..

Stoned fences cannot be destroyed so easly.... But i agree in barriers case. Not so major thing, but still "a thing" :) . BTW i havent any problem with driving through obstacles.

May 10 2016, 10:42 AM · Arma 3
FightingPower added a comment to T81804: The small fences often catches in the trap vehicles..

My firent, i use mainly tanks, so stop bullsh*t. With slow speed there is problems, but if you move faster, problem will not appear. Also stoned fences cannot be crushed so easly. watch videos from syria for example then tell your "nonsenses"

May 10 2016, 10:42 AM · Arma 3
FightingPower added a comment to T81640: Problem with the save and load after I shot bulb in a street lamp..

Ignored????

May 10 2016, 10:37 AM · Arma 3
FightingPower added a comment to T81640: Problem with the save and load after I shot bulb in a street lamp..

Still no progress? Well its definetly strange, good that this is asigned, but bad, it isnt fixed since 1.40 (6 updates ago)

May 10 2016, 10:37 AM · Arma 3
FightingPower added a comment to T81604: Door gunners are helicopter pilots instead of helicopter crew.

OK, maybe some developer says something?

May 10 2016, 10:36 AM · Arma 3
FightingPower added a comment to T81604: Door gunners are helicopter pilots instead of helicopter crew.

Please mark this as resolved. (moderators off course)

May 10 2016, 10:36 AM · Arma 3
FightingPower added a comment to T81384: Bad wheels animation on APC.

"BUMPED" as there is no reaction from devs since months...

May 10 2016, 10:29 AM · Arma 3
FightingPower added a comment to T81384: Bad wheels animation on APC.

+1 Confirmed, happen also when player swith position to some other in APC while wheels are turned (they will stay turned untill player get back on driver seats and turn them in way they are actually turned). Animation bug. It look very ugly when APC drives straight with wheels turned in some direction - like on ice... Was this reviewed?

May 10 2016, 10:29 AM · Arma 3
FightingPower added a comment to T80869: Kart sticks to obstacles almost with every contact..

Yeah, its very famous arma engine limitation, known since operation flashpoint and all arma's. There would be tons of beer for them, if they could fix this, but i think they just cant :(

May 10 2016, 10:12 AM · Arma 3
FightingPower added a comment to T80869: Kart sticks to obstacles almost with every contact..

Link open my videos on youtube.

May 10 2016, 10:12 AM · Arma 3
FightingPower added a comment to T80693: Smugded / motion blurred clouds.

It isnt present for me

May 10 2016, 10:01 AM · Arma 3
FightingPower added a comment to T80503: Smoke on Thermal vision.

Dear vlad, it depend of smoke type. On tanks there are aerosol-smoke charges, that creating cover against thermal imaging as well. Normal smoke (like this one on smoke grenades) cannot give you cover as it doesnt contain aerosol. Aerosol is like hmm... how to say that.... mirror which reflect smoke particles and making them more intensive, same as aerosol particles. Dont know that i writed it understandable, but i hope you got the point. In this wekend, we are going to Kubinka, so i think owners of the museum can show us charges from "Tucha" and a flir scope, they got tons of it, as they removed it from all exhibits.

May 10 2016, 9:55 AM · Arma 3
FightingPower added a comment to T80487: "Rocket tanks".

After second update of RC tanks are jumping more often., please revert to previous state (first 1.52 RC, from yesterday)

May 10 2016, 9:55 AM · Arma 3
FightingPower added a comment to T80487: "Rocket tanks".

For all people having this issue - PLEASE TEST 1.52 RC ( Arma3Update152RC) Problem seem to be gone, but i was making speed test, today i'll make deeper research.

May 10 2016, 9:54 AM · Arma 3
FightingPower added a comment to T80487: "Rocket tanks".

still in 1.48. BIS, did you readed this?

May 10 2016, 9:54 AM · Arma 3
FightingPower added a comment to T80472: Jumping tanks.

Please Fix this Bohemia

May 10 2016, 9:54 AM · Arma 3
FightingPower updated subscribers of T80458: The problems of AI-infantry movement in "Danger" mode..

heh, still new since year???!!!!

I am damm sorry i'm writing it here BUT I HAVE NO CHOICE. I can only edit my own comments right now, beacuse some paranoic changed my account to "viever" only, without ANY REASON. I writed to Support, and after 3 messages (!) on nex day (!) i got reply the ban is valid.... BUT FOR WHAT I GET THE BAN!? Now support are dead or sleeping, ignoring me since weeks. I did not do anything wrong or rulebreaking, and I AM NOT VLAD_8011!! Are you so scary of one man in the internet so you are blocking everyone who is writing, even thinking similar like him!???? People you have serious problems, maybe you are too scary to finish your game too!? I was never using worse support in my entire life, never was so ignoranted, never treated like this. I got ban and all i can do is say "ok my bad" isnt it? BUT WHAT THE FUCK I HAVE DONE!?!!!!!!!!???! Nobody cant tell me the reaon, nobody responding, no contact at all! This is ridiculus! First support guy reply to me to contact administrators from here (HOW THE HELL I CAN DO THIS!!!!) , next day i got message "
I apologize but I have consulted your problem and you ban is valid and will
not
be lifted" .... and thats all of mysterious "Kretek" messages.

@mickeyman - Thanks for the support ;)

@TutSi - do not write like vlad_8011 and it will be OK :)

I am here since 10 AM and still no progress in this case.....

After whole day of quiet and pretending there is nothing wrong i will created new account. You are playing with me, i will play with you, thats the only way i can report a bugs and comment other tickets (HELPING OTHER PLAYERS, BEACUSE YOU "CANT")

May 10 2016, 9:54 AM · Arma 3
FightingPower added a comment to T80441: ASIO - WASAPI supported by the game (request).

+1, It will be very usefull option. Is there any other option in Windows 7 to force game to use WASAPI instead Direct Sound? Sound will not be so muffled and limited.

May 10 2016, 9:53 AM · Arma 3
FightingPower added a comment to T80373: Sound issue on tank and vehicles forward acceleration.

Its sound of gear change, downvoted.

May 10 2016, 9:51 AM · Arma 3
FightingPower added a comment to T80373: Sound issue on tank and vehicles forward acceleration.

ok, i'll upvote, but i've done this beacuse lot of more serious bugs. (just like "rocket" and flipping tanks - PhysX engine broke)

May 10 2016, 9:51 AM · Arma 3
FightingPower added a comment to T80373: Sound issue on tank and vehicles forward acceleration.

For me it sounds normal (for this game engine). Maybe you are using some specific setings, or audio driver? Remember they used standard arma engine which isnt finished (just like the whole game) and it may be buggy. I dont think they resolved issue now, as it is low priority - there are more serious things to fix - believe me.

May 10 2016, 9:51 AM · Arma 3
FightingPower added a comment to T80372: Inability to lie down with RPG/Missile launcher.

Yes, yes, yes! This is it. Is this enough Bohemia? Also crouch position should have regulation as with the rifle. It would help with such stupid situation, when you are crouched and cannot shoot beacuse of cover, or you need to stand up and fully show your position and discover for enemy fire.

May 10 2016, 9:51 AM · Arma 3
FightingPower added a comment to T80372: Inability to lie down with RPG/Missile launcher.

Best FIX option will be implement all animations with from rifle to launchers, changing only hands position. It will allow using Launcher same as rifle.

May 10 2016, 9:51 AM · Arma 3
FightingPower added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

Also there is one thing, that can make gameplay easier, and more realistic. Its gunshots sound. AI shooting 50-300 meters from you should be hearable more louder. Now i can hear soniccracks, but cant hear the shooter, so it coming to strange situation, where ai enemy is right next to me and firing whole mag into me, and i still dont know where he is - i hear only conic cracks, so i'm looking for him far away instead right next to myself - i should hear his weapon LOUD as well. This should be immidetly tweaked. Ai weapons cannot be heard almost at all. Til bigger range, till louder gunshots, that not right.

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

I need to add my 2 cents as an ex rifleman faced in combat with marksman 14 times.

  • If you dont expect enemy contact (safe mode in game) , enemy will suprise you, and before you will get your mind focused on search, lot of dead bodies will lie nex to you, and marksman will even escape (15-30 second for proper "scaning the horizon")*.
  • If you enetring the enemy zone, but there is no enemy nearby (but you are prepared for some contact - AWARE) and marksman start shoot to you, it will gain about 20 seconds to find the shooter, and chances to kill him is minimal *.
  • If you are strictly prepared for marksman attack (you know he is somewhere and got an eye on you - COMBAT)it will take minimally - i repeat minimally 10 seconds for trained and very good focused soldier (or psyho, who dont feel scare, and adrenaline bumbing)*, so in game i would set it to 10 seconds LAST 3 grades of the AI, rest should have 15-20.
  • Marksman is at ~ 300 - 500 Meters with good camouflage.
May 10 2016, 9:46 AM · Arma 3
FightingPower added a comment to T80218: AI too fast at detecting distant, barely visible/audible targets.

Yeah, same status since year is gently sayed "strange"

May 10 2016, 9:46 AM · Arma 3
FightingPower added a comment to T79838: Can't finish the Faction Showcase, but there are achievements for it?.

No offence, but there need to be real idiot ; All its written how to do, step by step.
http://images.akamai.steamusercontent.com/ugc/704037719774802339/95BDB488F5DD1CF6DA54B35D34D942AD11A3EA04/

http://images.akamai.steamusercontent.com/ugc/704037719774802597/3C08ED80FA9261ADBE11CED974A32D81133795A3/

http://images.akamai.steamusercontent.com/ugc/704037719774802862/DF1C5537A28CFFEBA7F2EB99AC70B493035E3329/

May 10 2016, 9:34 AM · Arma 3
FightingPower added a comment to T79838: Can't finish the Faction Showcase, but there are achievements for it?.

Then sory. But now its fully working, ticket can be closed.

May 10 2016, 9:34 AM · Arma 3
FightingPower added a comment to T79838: Can't finish the Faction Showcase, but there are achievements for it?.

On pedestrian crossing you've got green light and red light - no need to think there as well, but one road-pirate can change this. Same with game, it need to force player to think, but i wasnt thinking long how to discover this strategic map, all is written in desription. Simply as possible....

May 10 2016, 9:34 AM · Arma 3
FightingPower added a comment to T79838: Can't finish the Faction Showcase, but there are achievements for it?.

IF i'm not a genius, ans opened showcase for the first time, its not so hard, beacuse i easly found them. Mep [M] is for some reason, and using it was allways recomended for clearly understand mission since Operation Flahpoint, and easiest passing it, with usefull tips. Ticket indeed ready to close. Its not Battlefield - go-kill-back - it force you to think and its very good.

May 10 2016, 9:34 AM · Arma 3
FightingPower added a comment to T79838: Can't finish the Faction Showcase, but there are achievements for it?.

It can be finished, you havent readed description and this is how it finish. Walk to any map near any presentation - option will appear "open strategic map", click and find place named "exit" or "finish" and done. Ticket ready to close

May 10 2016, 9:34 AM · Arma 3
FightingPower added a comment to T79838: Can't finish the Faction Showcase, but there are achievements for it?.

So, maybe there is some way to pass it by walking to some officer? Look in game manual in game menu, today evening i'll try too "pass" it :)

May 10 2016, 9:34 AM · Arma 3
FightingPower added a comment to T78572: Building interior modul.

And this will eat 20%CPU more - be careful what you wish people, when they apply this, you will start cry that game is lagging, or you have low fps.

May 10 2016, 8:55 AM · Arma 3
FightingPower added a comment to T78572: Building interior modul.

Who is using zeus? Most of people play with bots or multiplayer with other players so;

  • Bots and their behavior are concentrated on you CPU, building objects count on your CPU - these are biggest FPS killers since OFP
  • In multiplayers, all players must be synchronized, so objects on the map too - can you imagine how server would work with furniture (look how they work now WITHOUT it)

Still want something what 3/4 players will blame for FPS lose?

May 10 2016, 8:55 AM · Arma 3
FightingPower added a comment to T78446: InGunnerMayFire = False blocks the turret horizontally and prevents raising or lowering the camera.

Only way to "fix" this is create your own script or contact with RHS - lets be honest - Bohemia will never fix this.

May 10 2016, 8:52 AM · Arma 3
FightingPower added a comment to T78446: InGunnerMayFire = False blocks the turret horizontally and prevents raising or lowering the camera.

No, youre not the only one - i'm using your LAV-25 and i'm impressed, i know you need this fixed for its m240 (as there is even more projects). This would be easy implemented but.... problem is, the most important things are reported and assigned since even 2 years (!). I dont think that so creative developers like BIS would fixing it so long, if they would be focused on this ONE PRODUCT. I think they started developing Arma 4.

May 10 2016, 8:52 AM · Arma 3
FightingPower added a comment to T78446: InGunnerMayFire = False blocks the turret horizontally and prevents raising or lowering the camera.

Chairborne, talk with RHS guys, they resolved issue by themselves on T-72 AA machinegun.

May 10 2016, 8:52 AM · Arma 3
FightingPower added a comment to T78269: TankX simulation vehicles unable to move in water.

Och, so it will be fixed with Tanoa ? I dont know that i understand well.... sun was too strong :) If so, we need to wait till 2016 ?! Jeez....... what a speed....

May 10 2016, 8:47 AM · Arma 3
FightingPower added a comment to T78269: TankX simulation vehicles unable to move in water.

Well its good, and its strange. Its good they are planing another DLC with 2 (?) unworthy vehicles but with tracked amphibious simulation ( finally modders and players will get what they want), and its strange that ticked it in this status for so long.

BTW - i dont have twitter, can you show the link to this article?

May 10 2016, 8:47 AM · Arma 3
FightingPower added a comment to T78269: TankX simulation vehicles unable to move in water.

So it really need to be fixed, many moders wait for your help BIS, dont let them down.

May 10 2016, 8:47 AM · Arma 3
FightingPower added a comment to T78269: TankX simulation vehicles unable to move in water.

People, dont you think its going to easy way by BIS? They didnt create tracked aphibious, so they think they dont need to amphibious physx. Problem is, it is part of simulation and cannot be missed in production. Lets be straight; Mods like VTN and RHS are making this game real simulation, not futurealistic science-fiction shooter, somehow named "simulation" , BIS really should care about those teams, and make their work easier, specially when they work for free. If this is not enough reason - for god sake they won MANW content, so they should get some more interest from you. Please make it work.
This is list of tracked amphibious used (or which may be used from modern warfare in mods):

  • BMP-1
  • BMP-2
  • BMP-3
  • M113
  • PTS-M
  • AAV-P7

And how you imagine situation, if thos basic water desant vehicles, will not be able to make their basic task?

May 10 2016, 8:47 AM · Arma 3
FightingPower added a comment to T78269: TankX simulation vehicles unable to move in water.

Oukey - if its readed it should have status "reviewed", dont you think? How we, reporters can know you have readed this? Can you tell us, is this physX worked on for tracked amphibious?

May 10 2016, 8:47 AM · Arma 3
FightingPower added a comment to T78269: TankX simulation vehicles unable to move in water.

It would be great, i hope BIS will fix/add this. But WTF, why this is still "new" since 2014-07-23?

May 10 2016, 8:47 AM · Arma 3
FightingPower added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

LJ bring us some great sound mod, and me here :)

May 10 2016, 8:43 AM · Arma 3
FightingPower added a comment to T78091: Lens flare from lights in the environment is not a configurable graphics option.

My 2 cents is:

  • upvoted
  • lights actually are too..... yellow, like in early 20's, it look very unrealistic. Lights should be more white and lense flares is just great option to be putted in game, specially, if there is easy way to do this (get it from ALPHA).

Problem is... this is still "NEW" since year....

May 10 2016, 8:43 AM · Arma 3
FightingPower added a comment to T77845: Glitching into everything because of the rotation point..

I dont remember this in arma 2, how it was solved there?

May 10 2016, 8:36 AM · Arma 3
FightingPower added a comment to T77797: More audiosettings..

And dialogs volume

May 10 2016, 8:35 AM · Arma 3
FightingPower added a comment to T77645: Include scripted ragdoll effects.

@Roach - Yes, it seems that way......

May 10 2016, 8:31 AM · Arma 3
FightingPower added a comment to T77594: Defense module error.

@PiepMGI - its beacuse they are not focused on basic, they are focused on new features (pretty useless) like car customization.... and off course Tanoa (before it will come out, i'll play 20 more maps from armahollic. Its pretty sad they work this way - they will never finish the game this way. So big potential, so much waste....

May 10 2016, 8:30 AM · Arma 3
FightingPower added a comment to T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.

Any update?

May 10 2016, 8:28 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

OK, but if plane (jets is ONE PERSON CREWED, then whole vehicle is enemy. If chopper, you are right, but what fix you want? Give them idea, if it will not be enemy, it will can still kill friendlies with no responsibilities, AND if you are in AA vehicle, seeing the black hawk gunner shooting to your people, you will not attack this chopper?????????? Man, you havent been in the army am i right? You dont know what this bad man is able for, so you need to FAST select "smaller evil" - 5 crewed chopper, or GOD knows how many casualities from the chopper.

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

aahhh no comment....

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

But in real life it can be easly aimed (just like IN game pushing the "next target" key) and shooted down. If it become still friendly you cannot lock it fast enough, even with pushing right mouse button it sometimes cannot aim the aircraft (game recognize it faaaaaar behind the jet or it detect aircraft when its escaping). Its game engine limitation.

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

???? I just writed what i saw on my eyes. Actually you act like troll here, not me.

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

Ahhh, you just dont understand what i have writed... IF YOU AND YOUR FELLOWS ARE STANDING IN THE TRENCH AND SOME OF YOUR BUDDIES USE YOUR GUNS AND KILL FEW OF YOUR PEOPLE YOU WILL NOT SHOOT HIM (JUST TO STOP HIM)? I'm not a troll, i think its realistic enough. OR BETTER, SIMPLIER SITUATION - YOU ARE IN TANK PLATON AND ONE OF YOUR TANK PLATOON START TO DESTROY FRIENDLY FORCES - WHAT YOU DO? JUST WATCH OR STOP HIM? I've seen enough of those "explosions" in peoples head - stress, determination, hope for escape from the battlefield. We were sitting in the barrack, normally day in Afghanistan, then we heared screaming, 6 men in circle surrounded one men (who screamed he want to escape, "stop this madness") and other didnt want to let him go, he shooted 3 men's - one in chest, 2 in leg, third on both with the pistol. Its normal on the battlefield, movies and telewision are not showing this (i dont know why, beacuse of shame?). People are people, they have feelings.

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

It depend in which army. I cant imagine a soldiers in a trench and some of them start shooting to his own people and not being killed by his own men. Thats what i was meaning by saying "same procedure".

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

Maybe not, but all around who saw accident, know you're the enemy, and real people can scream, so info is wenting fast (that you are not friendly) - then off course radio messages etc. This system should not be change, as game engine not allow to change this better

May 10 2016, 8:27 AM · Arma 3
FightingPower added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

Its just like its hsould, you kill your people, you become enemy - simple as can be. In real warfare there is the same procedure.

May 10 2016, 8:27 AM · Arma 3