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May 10 2016

GrumpyOldMan edited Steps To Reproduce on T76421: AI Pilots are horrible at keeping formations.
May 10 2016, 7:59 AM · Arma 3
GrumpyOldMan added a comment to T76381: AI pilots cannot maneuver fixed wing planes on taxi way..

From what I know jet pilots in arma will always head straight to the nearest taxi strip, head to the runway and take off before going through any waypoints, it has always been like that in the arma series.

May 10 2016, 7:59 AM · Arma 3
GrumpyOldMan added a comment to T76379: Landing Autopilot doesn't work on Buzzard.

check this ticket:
http://feedback.arma3.com/view.php?id=17661

May 10 2016, 7:59 AM · Arma 3
GrumpyOldMan added a comment to T76363: A-164 Cannon sound persists after done firing.

Looks like it's the new sound loop command they introduced.
While it's good that you can loop a sound by giving a loop start and duration the command is missing a dynamic way to exit the loop (if you stop pushing the fire button the loop will still play the entire predefined duration instead of stopping at the very moment you stop pushing the button)

May 10 2016, 7:58 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76335: CfgGroups for independent wrong/doesn't follow naming conventions.
May 10 2016, 7:57 AM · Arma 3
GrumpyOldMan added a comment to T76333: Landing with a parachute, Soldier don't know what to do.

It's kinda confusing why you're forced to stand upright with your rifle lowered.
Why not stop the process earlier when you're prone on the ground?

May 10 2016, 7:57 AM · Arma 3
GrumpyOldMan added a comment to T76317: Rank of General and a playable Character as General.

Oh well that clears things up a bit.
Cheers

May 10 2016, 7:57 AM · Arma 3
GrumpyOldMan added a comment to T76317: Rank of General and a playable Character as General.

None of Arma AI can drive a wheeled vehicle through a city without popping the tires, yet it's still possible to let them drive. Why not make the (already existing) general rank assignable? ;)

May 10 2016, 7:57 AM · Arma 3
GrumpyOldMan added a comment to T76317: Rank of General and a playable Character as General.

There's already a General rank in the config, under CfgRanks, ID 7. For some weird reason you can't assign this rank to any unit.

May 10 2016, 7:57 AM · Arma 3
GrumpyOldMan added a comment to T76214: Please make it possible to load entire ammo crates into vehicles using the carrying handles..

I'm curious AD2001, if you were to buy a crate full of beer, would you put it in your backpack to get it to your car, or would you carry it using both arms?

May 10 2016, 7:55 AM · Arma 3
GrumpyOldMan added a comment to T76214: Please make it possible to load entire ammo crates into vehicles using the carrying handles..

I don't think the crate will have to become a weapon, it would be possible to create memorypoints at the handles, just like steeringwheels are using them, if the crates are physx enabled they should move with ease

physx is way too underused right now anyway

May 10 2016, 7:55 AM · Arma 3
GrumpyOldMan added a comment to T76214: Please make it possible to load entire ammo crates into vehicles using the carrying handles..

Well it wouldn't be too difficult to accomplish in my opinion.

You can't put a Lynx or Titan Launcher in most backpacks. The same could apply for those ammo crates.
Then add some animations for lifting/carrying/storing crates and it's done.

Logistics have always been a stepchild in the arma series, this could be a step into the right direction.

May 10 2016, 7:55 AM · Arma 3
GrumpyOldMan added a comment to T76186: Physics A-164 aircraft is unrealistic.

That looks like it's the fixed wing flight model causing it.

May 10 2016, 7:54 AM · Arma 3
GrumpyOldMan added a comment to T76183: A-164 Wipeout keeps pitching down.

This only happens when flying slower than 380-390km/h.
Don't know if it's intended, on a sidenote the A-164 has a mass of 19k+ (from the getmass command, no idea to what weight that really translates) and way heavier than the buzzard with 6k mass and the neophron with 7k mass so this could aswell be an issue.

May 10 2016, 7:54 AM · Arma 3
GrumpyOldMan added a comment to T76176: Not possible use MK30A .50 & MK32 GMG.

These are autonomous, hence the "A".

Working as intended.

May 10 2016, 7:53 AM · Arma 3
GrumpyOldMan added a comment to T76139: Guided artillery ammo not hitting targets.

I tested this a few weeks earlier and came to the conclusion that the rounds have been swapped somehow. The guided round seems to be the laser guided round and vice versa.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76135: The acceleration of jets is to slow!.

Just tested again on the devbranch with improved measurement and the new jets.

Added a few more pictures and a Repro mission (devbranch), just swap the jets to your liking, the triggers are fully automated and will display the takeoff speed, duration between beginning of acceleration and takeoff, acceleration from 0-200 and the vehicle mass.

Notice how the buzzard has a nearly similar acceleration as the wipeout? the a164 is nearly 4x as heavy... Can't find any info on the in game engine power off all jets, anyone knows where to find that?

Edit: The acceleration values are in m/s², forgot to add that to the hints.
Can a moderator possibly rename this ticket to a more fitting title?

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76135: The acceleration of jets is to slow!.

Would be great if the summary of this ticket could get a more appropriate wording, like "Runway takeoff taking too long" or similar.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76135: The acceleration of jets is to slow!.

Airborne acceleration will be rough to do from 0 - 200 without having the free fall do its magic. Took me only a few seconds to go to 200 during free fall.

The acceleration on ground feels like a crawl, especially when you look at the acceleration on the runway from 100-200.

Uploaded a few pictures.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76135: The acceleration of jets is to slow!.

I'm pretty sure this also affects the new NATO/CSAT jets, taking off from the runway feels like it's made out of glue.

Definitely gonna test it on the devbranch when the new jets are available there.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76135: The acceleration of jets is to slow!.

Made a few acceleration tests and even the civilian truck (2400kg/170hp according to in game data) has a slightly slower acceleration than the jet.

Don't know about the L159 (Buzzard RL counterpart) but a jet should be faster even from 0-100 than a freaking transport truck.

More pictures added.

There has to be an issue with the jet, because you can't even hit 200km/h on the ground, the runway on the altis main airfield is just too short to do so.

Edit: Added another picture with airborne acceleration from 200-300, now the value increased 5x.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76135: The acceleration of jets is to slow!.

The airborne acceleration of the current jet (Buzzard) is fine.

The issue seems to be the runway surface having a ridiculous amount of friction making the jet accelerate very slowly, or there's something wrong with the wheels/ground interaction.
It feels like you're on the brake all the time until the jet gets airborne and starts to accelerate in a more appropriate manner.

I used a trigger to measure the time until the jet reached 200km/h, beginning 15 seconds into the mission with engines on.

My times:
Stratis airfield: 44 seconds

Altis:
Almyra salt flats (not on the runway): 42 seconds
Main Airport: 47 seconds

I've been flying for quite some time now in A3 and never took notice of this issue, thanks for pointing it out.

Upvoted.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76122: Static MANPAD & ATGM assembly is unrealistic.

This would be a great addition.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76116: The sound of the ordnance effect (mortar , howitzer) is not synced.

Could it be that you're not next to the explosion?
Sound needs time to travel.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76116: The sound of the ordnance effect (mortar , howitzer) is not synced.

Can you be a bit more specific?

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76109: Offroad is missing the right wiper blade.

Really? Brand new? Did you even take a closer look?
Uploaded a few pictures.
If this was my car and I bought it as "brand new" the missing windshield wiper would be the least thing to worry about.

If you think this is brand new I've got a few "brand new" cars to sell to you. :P

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76109: Offroad is missing the right wiper blade.

To me it looks like it's intended, to add a feeling of a country that was/is going through a rough economic crisis.
Just look at all the other civilian vehicles, bumpers are cracked, side mirrors missing etc.

It would be nice if there would be non damaged "mint" versions of all vehicles though.

May 10 2016, 7:52 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

Buzzards are still crashing in 1.46 stable branch.
No issues for Neophron and Wipeout and every other user made plane.

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

This is still the case in the Win episode release.
Placed around 20 flying buzzards all with the "this landat 0" command, they all hit the ground ~700m SW of the runway. The other jets are fine.
This has been an issue since 1.12

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

This is still the case in the current stable build (1.22)

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

Can I get at least an acknowledged on this one?
From the looks it's apparently not known by the devs.
Is there any workaround for this or do I have do halt the progress of the project I'm working on?

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

Thanks for that video Tankbuster.

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

This is a Major Issue, any chance of getting this fixed?

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

According to Tankbuster the C130 can land just fine, so it has to be an issue of the buzzard itself.

Thread linked for reference:
http://forums.bistudio.com/showthread.php?174468-cancel-a-landAt-command&p=2643022&viewfull=1#post2643022

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.

Tested it on the devbranch (1.15.116103) and it still happens to both AAF jets, the blufor and opfor jets are somehow landing just fine.

Please fix this because immersion authenticity blahblah you now the drill. ;)

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76020: Buzzard AI pilots or landing autopilot trying to land on any airport on Altis will land too early and crash.
May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T76015: AI Paratroops kill each other when ejecting a flying chopper.

Just did some further testing, the unit ejecting can also collide with another units parachute and die because of that.

May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T76015: AI Paratroops kill each other when ejecting a flying chopper.
May 10 2016, 7:50 AM · Arma 3
GrumpyOldMan added a comment to T75983: MRAP TOW Variants.

Made a similar ticket some time ago:
http://feedback.arma3.com/view.php?id=16729

May 10 2016, 7:49 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T75834: Add a deployable mannable Static Minigun (M134) and an autonomous version of it.
May 10 2016, 7:45 AM · Arma 3
GrumpyOldMan added a comment to T75820: the problem in the company.

oh wow, so company is campaign?
Reading your "translation" really helped.
Russian english, a foe to be reckoned with!

May 10 2016, 7:45 AM · Arma 3
GrumpyOldMan added a comment to T75820: the problem in the company.

Huh?

May 10 2016, 7:45 AM · Arma 3
GrumpyOldMan added a comment to T75801: Explosive Blasts From Rocket/Satchel Unusually Large.

The visual impact from a 230mm HE rocket used by the MLRS looks way bigger than the 82mm Mortar HE shell impact.

Can't reproduce.

May 10 2016, 7:45 AM · Arma 3
GrumpyOldMan added a comment to T75747: AI Still Super-Capable And Relies On "Cheating" To Beat Lack Of Situational Awareness.

I agree with you, something like what's happening in your video shouldn't be.
That's why I created the mission so the devs can have a quick look at it, being instantly spotted and fired upon (under those conditions) has never happened to me before so I thought it might be worth investigating.

May 10 2016, 7:43 AM · Arma 3
GrumpyOldMan added a comment to T75747: AI Still Super-Capable And Relies On "Cheating" To Beat Lack Of Situational Awareness.

@EmperorJon
I know, I tested it before my last post here and I didn't get the same results as you, so I'm uploading the mission for everyone to try out.

You're playing as OPFOR sniper with a .50cal Lynx, just as shown in the video.
Exact same location, with a BLUFOR rifle squad on the approximate location, distance to the player is around 455m (that's really damn close for a .50cal and probably well within audible range).

I fired 2 shots in short succession, the squad was searching but didn't open fire nor did they spot me or run towards me. Even 3 shots in short succession didn't reveal me to them.
Then I fired 3 shots, waited 3-5 seconds and fired another 2 shots and they finally got me.

May 10 2016, 7:43 AM · Arma 3
GrumpyOldMan added a comment to T75747: AI Still Super-Capable And Relies On "Cheating" To Beat Lack Of Situational Awareness.

Would like to see a repro mission of that, since I never get detected, especially when firing with at least 30 seconds between single shots.
Could it be that you're firing multiple shots within short succession of each other?

May 10 2016, 7:43 AM · Arma 3
GrumpyOldMan added a comment to T75747: AI Still Super-Capable And Relies On "Cheating" To Beat Lack Of Situational Awareness.

Can't reproduce.
Placed myself at 800m and 500m distance as a blufor sniper, using the LRR.
After killing one of the squad (or firing one shot to the ground next to them) they are probably able to tell the approximate direction the shot was coming from, but they didn't open fire.
If you're firing more than one shot it's very likely that they will spot you, same goes for players.

May 10 2016, 7:43 AM · Arma 3
GrumpyOldMan added a comment to T75747: AI Still Super-Capable And Relies On "Cheating" To Beat Lack Of Situational Awareness.

I usually shoot the guys standing last in line first, can you try that and tell me your results?

May 10 2016, 7:43 AM · Arma 3
GrumpyOldMan added a comment to T75701: FPS drops with smoke ( Grenade / vehicle ).

Can't reproduce.
Might be an issue to older/weaker GPUs, don't notice any fps drops with a gtx 770.

May 10 2016, 7:42 AM · Arma 3
GrumpyOldMan added a comment to T75692: Night vision not work with DMS & SOS aim weapon..

Like AD2001 said, use a scope with built in NV or Thermal for night missions, there are plenty of them in the vanilla game.
Not every scope is compatible to work with NVGs (the headpiece), you can't just push NVGs against a scope and hope it will work.

May 10 2016, 7:42 AM · Arma 3
GrumpyOldMan added a comment to T75692: Night vision not work with DMS & SOS aim weapon..

I'll take a wild guess and say that this is working as intended.

May 10 2016, 7:42 AM · Arma 3
GrumpyOldMan added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

How is that even possible?
Wow.

May 10 2016, 7:42 AM · Arma 3
GrumpyOldMan added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

Ouch, it's like the distance command is doing a rough estimate instead of an exact calculation.
This hurts my brain.

May 10 2016, 7:42 AM · Arma 3
GrumpyOldMan added a comment to T75682: Dedicated command "distance" is less efficient than doing it by hand!!.

I'm not really sure if I want that, but hit me!

May 10 2016, 7:42 AM · Arma 3
GrumpyOldMan added a comment to T75681: Please bring back the old civilian vehicles to suit the derelict state of all the towns and buildings..

I really invite you to place some of the current civilian vehicles in the editor and take a closer look at them. They fit to a country that's been going through an economic crisis for some years just fine.

There's dirt all over them, cracked bumpers, missing sideview mirrors etc.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75681: Please bring back the old civilian vehicles to suit the derelict state of all the towns and buildings..

No idea what you're on about, FeralCircus.
It sounds like you assume that every citizen on altis is the proud owner of a SUV or sports hatchback while living in one of those abandoned houses.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75681: Please bring back the old civilian vehicles to suit the derelict state of all the towns and buildings..

I agree that there are plenty of modern houses (concerning toilets) in major cities or tourist zones, still most of them offer the usual luxuries while still having only squat toilets or the likes.

Unfortunately there aren't many 'modern Greek homes' at the countryside/on islands that aren't frequently visited by tourists in greece. Most of them don't even have a flushable toilet.
Altis/Lemnos is one of those islands.

It has been like that since I've been in greece for the first time (10 years ago) and probably won't change in the next 15 years.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75681: Please bring back the old civilian vehicles to suit the derelict state of all the towns and buildings..

I still don't get your point. There's plenty of houses with intact windows/doors.
Added a picture, That's how an average house looks like in greece and how they most likely will look like in 15 years.
Considering the toilets, I take it you've never been to greece?

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75681: Please bring back the old civilian vehicles to suit the derelict state of all the towns and buildings..

What apart from the missing furniture makes you think all these buildings are uninhabitable?
And what exactly do you mean with "Space Age Technology" from the vehicles?

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75676: Feature Request: Civilian Zones.

ArmA2 had the ALICE module, spawning civilians in/near towns as long as a player is near.
These civilians would even start conversations with each other and walk around/use unlocked cars.

This module should really be in the game since it adds a ton of immersion and would improve performance.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

@TTc30
it looks like jet and chopper pilots are using the same procedures to engage ground targets, like you said these flybys are too predictable, hovering on the other hand would make them too vulnerable to AA/.50cal fire, this definitely needs to be improved.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

Like GiorgyGR suggested I placed myself within the ground squad and like he said, the gunship somehow just flew past the squad, ignoring it and coming to a halt at the waypoint 500m away.
View/Object distance was set to 4k.

It's weird that having a player inside the chopper (even only in cargo seat) has an influence on spotting ground units. Very weird.

Interesting find, upvoted.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

Uploaded picture with player in rifle squad.

While there's no overcast, bright day and the squad is all out in the open holding fire, the gunship still doesn't spot the squad even when only flying at an altitude of 30m almost exactly over the squad.

As soon as the player is in the gunship cargo they spot the squad just fine.

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

Can't really reproduce, are you using any mods by chance?
Placed a Blufor rifle squad at almyra with hold fire, then I placed an Orca with a waypoint flying right above the blufor squad.
The crew from the orca spotted the squad, turned around and engaged, same goes for a kajman.
Added a picture.

Maybe you could add a reproduction mission?

May 10 2016, 7:41 AM · Arma 3
GrumpyOldMan added a comment to T75487: Access and edit Ai soldier gear.

Open Map - Team - Pick Soldier - Inventory
There could be a more convenient way though

May 10 2016, 7:37 AM · Arma 3
GrumpyOldMan added a comment to T75406: Stupid AI ignores Friendlies when driving a vehicle or engaging the enemy.

Observing AI behavior (especially driving) sometimes makes me think they're blindfolded.

May 10 2016, 7:35 AM · Arma 3
GrumpyOldMan added a comment to T75393: The Framerate Indicated In the options Are Not Real In-Game..

"High End PC" doesn't mean anything, posting the specs would help more.
You can also use the -noPause launch parameter which will prevent single player missions from going into pause mode when entering the menu.

This is not a bug and doesn't show "FAKE" fps, since the game goes into pause mode when entering the menu in singleplayer and therefor stopping every simulation and gaining FPS as a result.

Nothing wrong here.

May 10 2016, 7:35 AM · Arma 3
GrumpyOldMan added a comment to T75361: AI drives very bad.

The only thing that absolutely confuses me is the collision detection of AIs driving vehicles. It's like they can't see the rock they're constantly ramming for the last 30 minutes.
The pathfinding in general isn't that bad, as long as they stay on the road and there are no sharp turns or bends to be taken.

May 10 2016, 7:34 AM · Arma 3
GrumpyOldMan added a comment to T75356: "Siri" style voice commands for controlling ai?.

http://forums.bistudio.com/showthread.php?150814-Voice-Activation-for-Arma-3-via-VAC-Builder-Profile-and-other-software

May 10 2016, 7:34 AM · Arma 3
GrumpyOldMan added a comment to T75318: Its long ago but once you could open all the doors even from the IFRIT,why got that patched out?.

I apologize if you took my comment as a personal attack, that was not my intention. I for one would really like to see usable vehicle doors (and/or windshield wipers for the new rain).

Unfortunately this ticket lacks of a proper summary and description and the reproduction steps are really vague. Why are you unable to reproduce not being able to open vehicle doors?

May 10 2016, 7:33 AM · Arma 3
GrumpyOldMan added a comment to T75318: Its long ago but once you could open all the doors even from the IFRIT,why got that patched out?.

I'm confused. Why is this a ticket? There are Forums for questions like that.

May 10 2016, 7:33 AM · Arma 3
GrumpyOldMan added a comment to T75235: ..

Even if you can't store items in certain static objects it should be easily possible to add a weaponholder to said box and save the content to an individual player.

May 10 2016, 7:31 AM · Arma 3
GrumpyOldMan added a comment to T75220: AI use line Formation evry time.

Just tried the attached mission file on the current devbranch, as long as the behavior is set to "Careless" or "Safe" they are using a "FILE" formation, not a line.
Interesting find, upvoted.

May 10 2016, 7:30 AM · Arma 3
GrumpyOldMan added a comment to T75109: [FEATURE REQUEST] SecOps Manager Module for editor.

This would be a great addition to the game.
It could be enhanced to offer customization/addition of user made missions.
From all modules I'm missing from Arma2 the secops module comes right after the first aid modules and the ALICE one.

May 10 2016, 7:28 AM · Arma 3
GrumpyOldMan added a comment to T75092: Sochor missing entry in availableForSupportTypes.

This is still the case in the current stable branch 1.22
Come on guys, it's just a simple config entry...

May 10 2016, 7:27 AM · Arma 3
GrumpyOldMan added a comment to T75092: Sochor missing entry in availableForSupportTypes.

This is still the case in the current stable branch 1.12

May 10 2016, 7:27 AM · Arma 3
GrumpyOldMan added a comment to T75092: Sochor missing entry in availableForSupportTypes.

This is still the case in the current stable branch (1.10)

May 10 2016, 7:27 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T75092: Sochor missing entry in availableForSupportTypes.
May 10 2016, 7:27 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T75088: Add AT/AA turrets for vehicles similar to TOW HMMWV or BRDM ATGM from arma2.
May 10 2016, 7:27 AM · Arma 3
GrumpyOldMan added a comment to T75068: Enemy AI Do not fire for some reason.

Did you try setting up a new mission to see if the issue is still there?

May 10 2016, 7:27 AM · Arma 3
GrumpyOldMan added a comment to T74994: Illumination flares - Mortar flare not bright enough, sochor/scorcher lacking flares.

Still the case in the latest stable branch (1.46)

May 10 2016, 7:25 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74994: Illumination flares - Mortar flare not bright enough, sochor/scorcher lacking flares.
May 10 2016, 7:25 AM · Arma 3
GrumpyOldMan added a comment to T74994: Illumination flares - Mortar flare not bright enough, sochor/scorcher lacking flares.

Still the case, any chance of having this fixed?

Added 2 screenshots.

May 10 2016, 7:25 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74958: Add a way to access speech and radiosounds from .pbo files.
May 10 2016, 7:24 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74931: AI reacting unrealistically fast (turn off vehicle lights as soon as the first bullet hits their vehicles hull etc.).
May 10 2016, 7:23 AM · Arma 3
GrumpyOldMan added a comment to T74902: Sochor/Scorcher commander won't use HMG/GMG turret, only aims synchronous with gunner when doing artilleryFire.

This has been fixed, no idea in which update though.
On a sidenote I noticed some weird warping of the commander turrets from the artillery vehicles, i.e.: the turret was firing at a target but was facing an entirely different direction. Can anyone confirm this?

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74902: Sochor/Scorcher commander won't use HMG/GMG turret, only aims synchronous with gunner when doing artilleryFire.

This is still the case in the current stable branch (1.10)

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74902: Sochor/Scorcher commander won't use HMG/GMG turret, only aims synchronous with gunner when doing artilleryFire.

This is still the case in the current stable branch.
Added picture to showcase what happens when a scorcher meets an ifrit.

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74902: Sochor/Scorcher commander won't use HMG/GMG turret, only aims synchronous with gunner when doing artilleryFire.
May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74898: Choppers no longer land.

I ran into this once,
what I think is that every Airport is assigned to a side.
I ran a chopper transport test for the mohawk and he plain refused to land at the main terminal while every other chopper landed just fine.
It didn't matter if the behaviour was set to Careless or anything else, commands like land "land" didn't work aswell.

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74880: add script command to return if vehicle lights are on/off.
May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74879: Static AT/AA Launcher - wrong dissasemble entry and missing sidespecific backpacks.

Has been fixed on the current devbranch.

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74879: Static AT/AA Launcher - wrong dissasemble entry and missing sidespecific backpacks.
May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74878: Static AT/AA Launchers fall over too easily after assembling them.

This is still the case in the current stable branch.

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74878: Static AT/AA Launchers fall over too easily after assembling them.

Tested some more.
In nearly all cases the "Set up the Tripod" action won't help, instead of using it it's better to disassemble the weapon and run to a flatter spot and assemble it there.
Never had any of the other static weapons fall over after assembling.

May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan edited Steps To Reproduce on T74878: Static AT/AA Launchers fall over too easily after assembling them.
May 10 2016, 7:22 AM · Arma 3
GrumpyOldMan added a comment to T74837: Artillery direct fire optics not working for certain languages.

Glad you got it sorted

May 10 2016, 7:21 AM · Arma 3
GrumpyOldMan added a comment to T74837: Artillery direct fire optics not working for certain languages.

Did you try to switch the game language around and see if it's still the case?

May 10 2016, 7:21 AM · Arma 3
GrumpyOldMan added a comment to T74782: East/West side relations stop artillery from working.

Interesting find,
might be related to these two:
http://feedback.arma3.com/view.php?id=19661
http://feedback.arma3.com/view.php?id=19662

May 10 2016, 7:19 AM · Arma 3
GrumpyOldMan added a comment to T74376: Introduce BIS_DO_NOT_RANDOMIZE variable to disable unit/vehicle randomisation.

These issues really are a mission makers worst nightmare.
It's nearly impossible to customize the looks of civilians because of this.
Upvoted.

May 10 2016, 7:10 AM · Arma 3