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May 10 2016

ProGamer edited Steps To Reproduce on T73725: Upwards spray when waves hit rocks.
May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73723: Support for different weather depending on your location on the map..

It would nice to have storm clouds were you want and rain to be under clouds only unless moved by wind.

May 10 2016, 6:50 AM · Arma 3
ProGamer edited Steps To Reproduce on T73723: Support for different weather depending on your location on the map..
May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73721: Please increase stamina when weapons lowered..

Would those be the muscles be the same?

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73721: Please increase stamina when weapons lowered..

Isn't this already in the game?

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73721: Please increase stamina when weapons lowered..

Realistically speaking, would moving with a rifle make you tired faster holding it up or with it lowered? You hint at animation problems? Those would be a separate issue. And the issue of stamina has literally been discussed to death on the forums.

May 10 2016, 6:50 AM · Arma 3
ProGamer added a comment to T73679: Runways not suited for A-143.

I can take off and land from every airfield. I like the real terrain and aircraft physx aren't the best at the moment meaning you can take off way quicker than you should be able to. Seems more like an AI problem or that they are recognized as possible landing sites for AI.

Roads exist as well which can be used as longer paved airstrips I have found.

May 10 2016, 6:49 AM · Arma 3
ProGamer added a comment to T73650: 9x21mm (Gyurza) not accurately represented..

The 19x21mm rounds exist i nreal life: http://en.wikipedia.org/wiki/9%C3%9721mm

May 10 2016, 6:47 AM · Arma 3
ProGamer added a comment to T73601: PhysX (PhysX3_x86.dll) crash with Windows 7.

Are you still having the issue?

May 10 2016, 6:46 AM · Arma 3
ProGamer added a comment to T73573: Loadouts - Vehicles - CAS Options.

Scripts using addweapon and addmagazine can do this already.

May 10 2016, 6:45 AM · Arma 3
ProGamer added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

@SaMatra, you said earlier in this thread about lack of documentation on the setVelocityTransformation scripting command. It appears VBS uses the exact same command and has proper documentation and examples.
http://resources.bisimulations.com/wiki/setVelocityTransformation

May 10 2016, 6:45 AM · Arma 3
ProGamer added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

What about this: http://resources.bisimulations.com/wiki/velocityAng
http://resources.bisimulations.com/wiki/setVelocityAng
The usage and name is already figured out. It even has examples.

You might want to change the ticket to be requesting these scripting commands.

May 10 2016, 6:45 AM · Arma 3
ProGamer added a comment to T73570: Include VBS2 commands velocityAng & setVelocityAng into ARMA.

The ticket could be cleaned up with a link to the commands and a few reasons why we need a command. VBS commands provide a great starting point in the creation of Arma 3 scripting commands as well. The VBS commands are shorter and provide a much simpler way of achieving the functionality the ticket creator wants.

I also suspect these scripting commands could have at one point played a role in the ability of VBS to have walkable vehicles.

May 10 2016, 6:45 AM · Arma 3
ProGamer added a comment to T73567: sound bug in aircraft turret class (echo).

Are you sure this is not an issue with the addon?

May 10 2016, 6:45 AM · Arma 3
ProGamer added a comment to T73544: Explosions randomly very loud.

Are you sure it is nothing to do with your sound system?

And what is the problem exactly? How loud they are or loudness being random as opposed to distance.

I would think grenades would have a pretty high decibel level in real life.

May 10 2016, 6:44 AM · Arma 3
ProGamer added a comment to T73520: Remove the hardware-based graphics limiter.

These features should not be removed. They should be option settings though.

May 10 2016, 6:44 AM · Arma 3
ProGamer added a comment to T73456: Greyhawks max speed too high.

We would need to see more concrete facts regarding similar and other UAVs first.

May 10 2016, 6:42 AM · Arma 3
ProGamer added a comment to T73314: Set flight heigh above sea level.

Would aircraft in real life have indicators showing height above sea level and height above the ground?

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

Like this? http://resources.bisimulations.com/wiki/fn_vbs_towing

May 10 2016, 6:37 AM · Arma 3
ProGamer added a comment to T73291: OPFOR requires a new helicopter.

Why do you guys want each side to have the same vehicle classes? Variety is key. It is unlikely two major factions would have a counterpart for each vehicle they have.

May 10 2016, 6:37 AM · Arma 3
ProGamer added a comment to T73267: When I eject from a moving helo I die instantly..

There is a different ticket covering the issue that AI die when they deploy their parachutes.

May 10 2016, 6:33 AM · Arma 3
ProGamer added a comment to T73267: When I eject from a moving helo I die instantly..

If you hit the main rotor or tail rotor when ejecting you will be killed. Try coming to a complete stop while hovering and then eject.

May 10 2016, 6:33 AM · Arma 3
ProGamer edited Steps To Reproduce on T73200: The black error box for scripting errors is missing..
May 10 2016, 6:31 AM · Arma 3
ProGamer added a comment to T73098: AI outside the building far away can "hear" I kill the one of the other group of theirs?.

Supressors and silencers are two different things. They do not make any gun quite, in fact they are used to keep the sound of the gun firing from damaging your ears by bringing it down to a safe level.

May 10 2016, 6:29 AM · Arma 3
ProGamer added a comment to T73001: Single Flare Mode Needs Simple Fix.

Continue the discussion here please as this ticket is a duplicate for an assigned issue: http://feedback.arma3.com/view.php?id=12106

May 10 2016, 6:27 AM · Arma 3
ProGamer added a comment to T73001: Single Flare Mode Needs Simple Fix.

Game balance is never an issue in Arma games. Sometimes are just realistically overpowered or underpowered. No artificial balance.

The flare system exists the way ti does because BI has not had the time to work on it yet. And we cannot get Arma anywhere close to simulator levels? You play Arma 2 with ACE? Arma 3 adds in many things from ACE.

More to the point though you guys are arguing over a bugged key setting.

May 10 2016, 6:27 AM · Arma 3
ProGamer added a comment to T72919: Some buildings have misplaced/poorly positioned geometry.

Where are these buildings?

May 10 2016, 6:24 AM · Arma 3
ProGamer added a comment to T72837: Destroyed brown mud hut thrusts players into the sky.

Is it a specific "mud hut"?

May 10 2016, 6:22 AM · Arma 3
ProGamer added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

The development branch contains the auto rudder removed for player driven aircraft now. I'd say that's a nice improvement on fixed wing aircraft!

May 10 2016, 6:22 AM · Arma 3
ProGamer edited Steps To Reproduce on T72766: Gamespy Connections.
May 10 2016, 6:20 AM · Arma 3
ProGamer edited Steps To Reproduce on T72760: Working crane on the bobcat CRV.
May 10 2016, 6:20 AM · Arma 3
ProGamer added a comment to T72711: Blood transfusions and blood types.

I think it may be assigned for this: "blood plasma to temporarily counter the blood loss" but read this: http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA480272 This may be an actual practice. But BIS may want to have Saline put into the patients body to combat blood loss.

But then again since the know how of this feature is done by BIS why not have support for it as an option? I have no idea why it was assigned but I see no issue why it can have support as the know how is already in game. To have a blood system for medics would mean non realistic missions would suffer, to combat this a blood transfusion feature or support would keep the casuals happy while the realistic players enjoy a realistic medical system.

May 10 2016, 6:19 AM · Arma 3
ProGamer edited Steps To Reproduce on T72711: Blood transfusions and blood types.
May 10 2016, 6:19 AM · Arma 3
ProGamer added a comment to T72710: Openable medkits and First aid kits (FAKs).

What are the downvotes for? Are they Dayz related? Please explain. :)

May 10 2016, 6:19 AM · Arma 3
ProGamer edited Steps To Reproduce on T72710: Openable medkits and First aid kits (FAKs).
May 10 2016, 6:19 AM · Arma 3
ProGamer added a comment to T72709: No scripting commands for maxTide.

I am referring to the config parameter maxTide. And while affected heavily by the moon, storms cause the water flood areas around the Mediterranean and many other factors play into tide height.

May 10 2016, 6:19 AM · Arma 3
ProGamer edited Steps To Reproduce on T72709: No scripting commands for maxTide.
May 10 2016, 6:19 AM · Arma 3
ProGamer added a comment to T72700: Fixed-wing aircraft's gun underpowered.

This is because of an engine problem were rate of fire is affected by frame rate. Because of this we cannot have realistically firing mini guns at the moment. Hopefully this is resolved soon.

May 10 2016, 6:19 AM · Arma 3
ProGamer added a comment to T72673: Jets - Afterburners, orange glow around the engine and wing stress simulation .

Would be nice to have a better flight model in general: http://feedback.arma3.com/view.php?id=15928

Maybe using the current flight model as easy mode.

May 10 2016, 6:18 AM · Arma 3
ProGamer added a comment to T72665: Please add high beam to all vehicles ,take full advantage of the new feature “Dynamic Lights”.

Closed as this is a duplicate.

May 10 2016, 6:18 AM · Arma 3
ProGamer added a comment to T72655: Simul Weather commands are local.

@Xeno it should but, with all the weather related commands that exist, we need to be able to globally change the weather throughout the mission.

May 10 2016, 6:18 AM · Arma 3
ProGamer edited Steps To Reproduce on T72655: Simul Weather commands are local.
May 10 2016, 6:18 AM · Arma 3
ProGamer added a comment to T72648: 20mm Cannon, Gatling Guns, DAGRs, ATGM, and GBUs on aircraft.

And possibly provide information on the weapons types to back up the claims of what they should do?

May 10 2016, 6:18 AM · Arma 3
ProGamer added a comment to T72640: T-100 Is overpowered, absorbs to much damage.

Arma is balanced in terms of what assets there are, not what the assets do. Things are not artificially modified to be balanced, they are only modified to be more realistic.

May 10 2016, 6:18 AM · Arma 3
ProGamer added a comment to T72630: New cars are too fast....

Wait, the SUV goes 350?

May 10 2016, 6:17 AM · Arma 3
ProGamer added a comment to T72623: M2A1/ Merkava tank needs a comander gun.

It would need to be a 7.62mm gun as that is the one it would use in real life.

May 10 2016, 6:17 AM · Arma 3
ProGamer edited Steps To Reproduce on T72623: M2A1/ Merkava tank needs a comander gun.
May 10 2016, 6:17 AM · Arma 3
ProGamer added a comment to T72589: Miniguns are too weak. Very little damage..

What about going back to the Arma 2 fix: http://feedback.arma3.com/view.php?id=15519 until Arma 3 can have the engine limitation fixed?

May 10 2016, 6:17 AM · Arma 3
ProGamer added a comment to T72589: Miniguns are too weak. Very little damage..

Every unit I think has it when it's enabled though I usually play with it off so I am not exactly sure. Try testing without extended armor enabled though. Frame rate and rate of fire are definelty issues for these weapons.

May 10 2016, 6:17 AM · Arma 3
ProGamer added a comment to T72589: Miniguns are too weak. Very little damage..

Did you have extended armor on? Is on by default. Go to CONFIGURE -> GAME -> DIFFIULTY -> Extended Armor -> Disabled.

May 10 2016, 6:16 AM · Arma 3
ProGamer added a comment to T72566: Servers and missions need the option to force sound level slider.

I am talking about the ingame slider were you can increase VON to maximum and lower everything else. If you were standing beside a jet taking off you could here someone whisper to you.

May 10 2016, 6:16 AM · Arma 3
ProGamer added a comment to T72566: Servers and missions need the option to force sound level slider.

Yes, for example you could here someone whispering while beside a large artillery vehicle firing or beside a tank barrel as it fires.

May 10 2016, 6:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T72566: Servers and missions need the option to force sound level slider.
May 10 2016, 6:16 AM · Arma 3
ProGamer added a comment to T72565: Larger waves.

My thinking behind larger waves is to help with the atmosphere of a stormy mission wether that means a storm is causing these large waves to come near the island or the storm is on and around the island. Rogue waves are also now thought to be a more common occurrence even in the medeterainian. Waves can be very high in medeterainian though I understand there are various issues in game that need to be resolved first to make this a reality.

May 10 2016, 6:16 AM · Arma 3
ProGamer added a comment to T72564: Bugs are not affected by bullets.

This is an issue. It's very low priority but still an issue.

May 10 2016, 6:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T72565: Larger waves.
May 10 2016, 6:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T72564: Bugs are not affected by bullets.
May 10 2016, 6:16 AM · Arma 3
ProGamer added a comment to T72534: Please make salt flats of Altis behave like paved road (vehicle speed bonus).

They are different areas but similar terrain and the map is model off of I think July 4-5th or some time in August.

May 10 2016, 6:15 AM · Arma 3
ProGamer added a comment to T72534: Please make salt flats of Altis behave like paved road (vehicle speed bonus).

Considering the worlds fasted cars are tested on salt flats, this ticket makes sense to me.

http://en.wikipedia.org/wiki/Bonneville_Salt_Flats

The island is modeled for a specific summer day in the year.

May 10 2016, 6:15 AM · Arma 3
ProGamer added a comment to T72528: Artillery computer stuck at close range For MP maps..

Can you upload the mission with the issue?

May 10 2016, 6:15 AM · Arma 3
ProGamer edited Steps To Reproduce on T72527: The A-400M for one of Arma 3's large transport aircraft.
May 10 2016, 6:15 AM · Arma 3
ProGamer added a comment to T72521: Underpower of all 120mm cannons.

The rounds don't blow up a vehicle until many of them are shot. Tey penetrate through and damage the vehicle and can kill people inside. Problem right now is penetration has some issue not killing people inside.

May 10 2016, 6:15 AM · Arma 3
ProGamer added a comment to T72483: T-100, AMV-7 Marshall and M4A2 Slammer crews can be killed with rifles from below.

Can you provide all this information onto this already reviewed and assigned ticket for his issue?
http://feedback.arma3.com/view.php?id=12028

This issue affects most vehicles in the game.

May 10 2016, 6:14 AM · Arma 3
ProGamer added a comment to T72444: Flap angles do not correlate with real physics.

Is this realistic of the real life version of this aircraft?

May 10 2016, 6:13 AM · Arma 3
ProGamer added a comment to T72339: A-143 Takeoff Distance.

So this was never really an issue? I will close it if no one objects though I personally can land and take off from anywhere!

May 10 2016, 6:10 AM · Arma 3
ProGamer added a comment to T72330: Cannot view IFV Gorgon's inside interior for the gunner, commander and drivers seat.

Or maybe they did that interior because people want them?

May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72330: Cannot view IFV Gorgon's inside interior for the gunner, commander and drivers seat.
May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72329: The HEMTT truck could use a trailer..
May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72328: Trawler is invincible and can't sink..
May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72327: Trawler does not respond well to movement like forward driving.
May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72326: Trying to drive a boat up the back of the trawler may look and be stupid but it should be possible..
May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72325: Ability to change any weapons config by scripting..
May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72324: Fishing Trawler can't be walked on.
May 10 2016, 6:10 AM · Arma 3
ProGamer added a comment to T72323: Make the trawler drivable.

@Victim9I3 if you view the related tickets, this one here: http://feedback.arma3.com/view.php?id=13965 Is for the ability to walk on the trawler.

May 10 2016, 6:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T72323: Make the trawler drivable.
May 10 2016, 6:10 AM · Arma 3
ProGamer added a comment to T72278: M4/2S9 commander RCWS is overpowered..

I prefer not to have balancing in this game. I find they are heavily armed because they are usually a priority target when they are used and thus need to be able to defend themselves.

May 10 2016, 6:08 AM · Arma 3
ProGamer added a comment to T72261: Tigris commander camera fixed.

Does it appear like it should be able to move?

May 10 2016, 6:08 AM · Arma 3
ProGamer added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

They do seem like they need more ammunition. But they should only have enough ammunition that could actually fit inside the vehicle and not be bigger on the inside then outside.

May 10 2016, 6:07 AM · Arma 3
ProGamer added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

It doesn't seem like a weight capacity thing, it's more Ike a config value that someone entered incorrectly.

May 10 2016, 6:07 AM · Arma 3
ProGamer added a comment to T72221: Helicopters with retractable landing Gear No manual Option.

This has been closed because it is a duplicate.

May 10 2016, 6:07 AM · Arma 3
ProGamer added a comment to T72172: Falling helicopters when entering menu.

Doesn't the helicopter autorotate?

May 10 2016, 6:06 AM · Arma 3
ProGamer added a comment to T72161: Driver should be able to access inventory.

Can't the pilot fly while the Co-pilot gets something or vice versa? Or another crewman and the Pilot or Co-pilot something? Or while the vehicle is landed?

May 10 2016, 6:05 AM · Arma 3
ProGamer edited Steps To Reproduce on T72141: Ability to set cloud colour.
May 10 2016, 6:05 AM · Arma 3
ProGamer edited Steps To Reproduce on T72132: The script in the game files called "fn_sandstorm" does not work.
May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72130: Aircraft wheels are broken when using custom runways or paths..

It appears like aircraft wheels are static at the moment. This could be resolved by making aircraft wheels more like ground vehicle wheels as they should be.

May 10 2016, 6:04 AM · Arma 3
ProGamer edited Steps To Reproduce on T72130: Aircraft wheels are broken when using custom runways or paths..
May 10 2016, 6:04 AM · Arma 3
ProGamer edited Steps To Reproduce on T72125: test.
May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72117: Increase weapon damage.

@Killzone_Kid VBS 2 is 3000 dollars. And regarding damage, Arma 3's damage system still needs a lot of work along with a medical system.

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72117: Increase weapon damage.

I can take the G-17 and shoot one bullet and kill someone with a headshot.

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72117: Increase weapon damage.

Try on the main menu going into Configure -> GAME -> DiFFICULTY -> Extended Armor -> Disabled.

Extended armor is a crutch that is enabled by default.

Does this fix your problems?

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72117: Increase weapon damage.

How do you know it is disabled? And connection and other factors are at play including body armor.

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72099: the little Ponds on Altis have blue clear water with waves and white foam around shores.

Can you provide the gps or anything other way of identifying the location of these ponds?

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72096: Servers and missions should be able to force cloud settings.

A person using AA will disable clouds to spot players or AI that are hiding up in the clouds.

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72096: Servers and missions should be able to force cloud settings.

The slider is here: http://feedback.arma3.com/view.php?id=8492 But this isn't just a vanilla problem, mods will have this along with anything else that flys or falls from the sky.

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72096: Servers and missions should be able to force cloud settings.

The big problem with disabling clouds is aircraft and Anti aircraft are heavily affected. Any hope a player had of using clouds to conceal his or her aircraft or paradrop is lost when someone disables clouds to cheat.

May 10 2016, 6:04 AM · Arma 3
ProGamer edited Steps To Reproduce on T72096: Servers and missions should be able to force cloud settings.
May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72091: Custom textures don't load until you're in close range.

Can you test this on vehicles quick and report back?

May 10 2016, 6:04 AM · Arma 3
ProGamer added a comment to T72091: Custom textures don't load until you're in close range.

Does this apply to vehicles as well?

May 10 2016, 6:03 AM · Arma 3
ProGamer added a comment to T72088: Full use of TrueSky weather in Arma 3.

Latest version of TrueSky.

DirectX 11 support.
Fully dynamic true atmospheric fade effects, including height-dependent fog and anisotropic scattering.
Truly volumetric clouds, faster to render than conventional sprite-based clouds.
Sequencing – keyframe control of clouds, time of day and atmospheric effects.
High dynamic range – all outputs in 16 or 32-bit floating point HDR.
Weather planning with Sky Sequencer. A production-quality toolset for designing weather effects.
Advanced real-time weather planning with Simul Sky Sequencer, a production-quality toolset.
Sky colours from physical calculation or user-defined colour keyframes.
Extensive range of API and engine support, now including DirectX 11.
Fully dynamic true atmospheric fade effects, including height-dependent fog and anisotropic scattering.
Truly volumetric clouds, faster to render than conventional sprite-based clouds.
Super-low memory footprint.
Built for multi-core.
Super-fast cached clouds.

Another point of info:

Simul announces the Sky Sequencer – a new tool for technical artists, animators and programmers. The Sky Sequencer edits a track of cloud and sky keyframes, so artists can plan out a series of weather and time-of-day events. The sequence can be played back in real- or accelerated time, to show the interplay of sky, clouds, atmospherics and weather effects.

A complete sequence, either one-shot or as a loop, can be saved and imported into any program that incorporates Simul Weather. To try out this powerful new tool, contact Simul on enquiries@simul.co.uk.

May 10 2016, 6:03 AM · Arma 3
ProGamer edited Steps To Reproduce on T72088: Full use of TrueSky weather in Arma 3.
May 10 2016, 6:03 AM · Arma 3