Page MenuHomeFeedback Tracker
Feed Advanced Search

May 11 2016

TasmanskyCert set Category to category:featurerequest on T103946: Door lock.
May 11 2016, 1:24 AM · DayZ

May 10 2016

TasmanskyCert edited Steps To Reproduce on T79655: Emergency landing - the rope prevents a car to move - unable to detach the rope manually.
May 10 2016, 9:29 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T79225: Group leader cursor while in FFV position.
May 10 2016, 9:13 AM · Arma 3
TasmanskyCert added a comment to T79123: [No bug, please close].

Please close, this was a mistake

May 10 2016, 9:10 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T79123: [No bug, please close].
May 10 2016, 9:10 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T77738: RAH-99 Pilot / Gunner.
May 10 2016, 8:33 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T77739: Helicopter pilot HUD.
May 10 2016, 8:33 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T74110: Inventory (and probably Weapon Pool) inconsistence while going from one mission to the next one.
May 10 2016, 7:04 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T73548: Blufor infantry helmet flashlight.
May 10 2016, 6:44 AM · Arma 3
TasmanskyCert added a comment to T73548: Blufor infantry helmet flashlight.

0006094

May 10 2016, 6:44 AM · Arma 3
TasmanskyCert added a comment to T73185: UAV wrong view when taking control..

This problem also causes that after returning to your character view you are in several cases switched to optics and after RMB clicking you go from optics to 3rd person view.

May 10 2016, 6:31 AM · Arma 3
TasmanskyCert added a comment to T72927: OpFor campaign - will there be an DLC with an option to be the "bad guy"?.

Still no plans for slaughtering civilians and so on?

May 10 2016, 6:24 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T72927: OpFor campaign - will there be an DLC with an option to be the "bad guy"?.
May 10 2016, 6:24 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T72720: Turret locking for vehicles (switchable).
May 10 2016, 6:19 AM · Arma 3
TasmanskyCert added a comment to T72720: Turret locking for vehicles (switchable).

I'm not sure if firing guided missiles on infantry is any kind of realistic but yeah, for example RAH-66 (Blackfoot chopper in game) has the laser designator in EOTAS module.

"The EOTAS consists of a day TV, second-generation forward-looking infrared (FLIR) and laser rangefinder/ designator. The FLIR provides at least a 40 percent range increase in target detection and more than a 1.00 percent increase in target identification when compared to the first-generation FLIR on the AH-64 Apache and OH-58D Kiowa Warrior. EOTAS increases the crew's stand-off range from threat weapons, enhances the precision of target locations for target hand-overs and improves situational awareness."

Full topic: http://www.fas.org/man/dod-101/sys/ac/docs/tart3prnt.html

Also a similar feature to lock on and auto adjust weapon barrel elevation according to target distance and position should be available for tanks. Fire control systems are kinda common feature of 21st century tank equipment. Given that small infantry mortar in ARMA 3 has an artillery computer, it feels a bit silly to manually aim on targets in high-tech Merkava tank.

Anyway, share this ticket to get the feature I suppose..

May 10 2016, 6:19 AM · Arma 3
TasmanskyCert added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

From my side, yes, in case CSAT units CANNOT WEAR BLUEFOR UNIFORM due to Geneva conventions - according to the games field manual - it is necessary for them to follow the Geneva conventions in all other cases too.

But from my point of view the Geneva conventions are mentioned in the game just as a silly excuse for the uniforms. Guess what - you can still kill civilians, you know..?

May 10 2016, 5:48 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T70500: Suggest: Multiplayer server list screen version and expansion fields.
May 10 2016, 5:15 AM · Arma 3
TasmanskyCert added a comment to T68614: Trophy system for applicable vehicles.

So as I see Merkava does have this system graphically modeled, even with proper sensors but it does not work? It is just a graphic? Are DEVs kidding us or what? Seems like aircraft that has wings but cannot fly.

May 10 2016, 4:01 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T66440: Suggest: mission designers "library" of frequentely used trigers and commands.
May 10 2016, 2:41 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T66439: Suggest: Editor tool "Group assambler".
May 10 2016, 2:41 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.
May 10 2016, 2:33 AM · Arma 3
TasmanskyCert edited Steps To Reproduce on T66043: Suggest: "Take available weapons" command for unarmed AI.
May 10 2016, 2:25 AM · Arma 3
TasmanskyCert added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

I'm feeling a bit curious as the TROPHY system clearly will be in the game (it is visible at all screenshots with Merkava, and not only the launching system but also you clearly see the flat antenas)

May 10 2016, 2:21 AM · Arma 3
TasmanskyCert added a comment to T65836: AI - Ability to surrender.

This is part of the game that is really missing in OFP and ARMA series. Since this one of the two options every solider have to consider under attack so AIs and players should have this option.

But what is important as well is that when they are surrendering they have to drop weapons on the ground (so they could be picked up).

May 10 2016, 2:15 AM · Arma 3
TasmanskyCert added a comment to T64818: The ability to dig. Very simple If we can dig we can make bunkers or what not.

This idea is nice but think about it - why are no tunnels ever in flashpoint/arma series? The engine is not made to do this and it will be hard to implement now. May be in some DLC or ARMA 4

On the other hand - building some sort of on-surface cover like 20cm height sand wall could be made and is relatively simple.

May 10 2016, 1:38 AM · Arma 3
TasmanskyCert added a comment to T63138: Add switch modes for a Laser and the flashlight.

I don't see a point in using laser and flashlight together but one thing is realy dissaponting and thats for example MX rifle with 4 RIS rails and only two of them are usable and some kinds of attachments like bipods that clearly are made to look like RIS attachments are just the part of weapon model.

May 10 2016, 12:31 AM · Arma 3

May 9 2016

TasmanskyCert added a comment to T61565: Magazines of 30 bullets are the same size (visual model) as those of 100 bullets.

In general the problem probably is that weapon magazine is still a part of weapon model instead of being separate entity.

May 9 2016, 11:12 PM · Arma 3
TasmanskyCert added a comment to T59955: Unable to put on enemy uniform.

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

May 9 2016, 7:21 PM · Arma 3