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May 10 2016

Egosa-U edited Steps To Reproduce on T72056: Misalignment in castle wall causes wall to dissappear in certain view-angle.
May 10 2016, 6:02 AM · Arma 3
Egosa-U edited Steps To Reproduce on T72037: Swamp-shore on Altis has the same shoreline like the ocean-shoreline.
May 10 2016, 6:02 AM · Arma 3
Egosa-U edited Steps To Reproduce on T72036: Chapel bell has the same sound as a metal sheet.
May 10 2016, 6:02 AM · Arma 3
Egosa-U added a comment to T71933: Diving mask and snorkel (feature request).

Just use a diving google. Holding breath under water is still very long..

May 10 2016, 5:59 AM · Arma 3
Egosa-U added a comment to T71842: you can pass right through the large high voltage tower power lines.

+1. confirmed.

May 10 2016, 5:57 AM · Arma 3
Egosa-U added a comment to T70612: Not geting frag.

THAT is a hell of a problem...no, seriously: The goal is to complete the mission, not to archieve "frags". "Getting kills" should not be the priority.

And when the enemy is down, i don't care if i get a "frag" or not - he won't harm me or my comrades anymore.

-1

May 10 2016, 5:19 AM · Arma 3
Egosa-U added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

upvoted. would like to vote more, if i could.

I don't want to have a "next sequel" of Flashpoint:Dragon Rising.

Focus should be on realism, not the stuff that everybody does (cod/bf/moh/cs/etc).

Don't let the fps-fanboys ruin our only hope into the one-and-only-all-including-simulator.

If you think about widening the target market, make a dlc with rediculous pricing and sell the "all weapons balanced" as "a feature" - I won't be buying that one for sure..

May 10 2016, 5:15 AM · Arma 3
Egosa-U added a comment to T70353: SDV controls preset under control options.

upvoted. We need mor sub-menues in the option-section.
Would like to see something like:
-On foot
-Land
-Air
-Sea
-Multiplayer/chat
-editor
-bulldozer

May 10 2016, 5:09 AM · Arma 3
Egosa-U added a comment to T70261: the magic watch, radio, compass and gps (vs. 2035-HUD for footsoldiers).

http://feedback.arma3.com/view.php?id=9427

That issue was closed :-( .

Please refer to the dev who closed it, I closed mine because its a dublicate.

May 10 2016, 5:05 AM · Arma 3
Egosa-U added a comment to T70261: the magic watch, radio, compass and gps (vs. 2035-HUD for footsoldiers).

Uh, found an issue identical to mine with far more votes and comments here:http://feedback.arma3.com/view.php?id=9427.
That topic should stay the main topic for the watch/etc.

Please only refer to the point described in the additional information-section.

May 10 2016, 5:05 AM · Arma 3
Egosa-U edited Steps To Reproduce on T70261: the magic watch, radio, compass and gps (vs. 2035-HUD for footsoldiers).
May 10 2016, 5:05 AM · Arma 3
Egosa-U edited Steps To Reproduce on T70260: The pressure-resistant diver, diving experience and diving gear..
May 10 2016, 5:05 AM · Arma 3
Egosa-U added a comment to T70059: Diving mask and snorkel (feature request).

Just use a diving google. Holding breath under water is still very long..

May 10 2016, 4:58 AM · Arma 3
Egosa-U added a comment to T70043: Civilian Vehicles.

Lets get the military stuff first, then lets toy with civ-stuff - e.g. downvoted.

And yes, i would also like a fire truck with functional ladder, or a police car, or a 15t-Truck, or , or .... :-D.

May 10 2016, 4:57 AM · Arma 3
Egosa-U edited Steps To Reproduce on T70005: Cannot leave Helicopter when emergency-landing on water.
May 10 2016, 4:56 AM · Arma 3
Egosa-U added a comment to T69793: Action menu options don't show for objects until the player "knows about" the object..

you can set the knowsabout-value for the objects in direct contact with the player until the engine sets all other knowsabout-values (which can take up some time). That way an item (e.g. ammocrate, door,etc.) is directly accessible at mission-start.

https://community.bistudio.com/wiki/knowsAbout

Downvoted.

May 10 2016, 4:48 AM · Arma 3
Egosa-U added a comment to T69760: Helicopter Movemet: "E" is hardbound.

yes, theres a way(around): Edit your profile-file and exchange/delete the keybind-setting for FF.

Upvoted it, because every keybind should be displayed in the settings.

May 10 2016, 4:47 AM · Arma 3
Egosa-U added a comment to T69753: Set building damage.

Since "bis_fnc_destroycity" is there, why a separate module?

Downvoted.

May 10 2016, 4:47 AM · Arma 3
Egosa-U edited Steps To Reproduce on T69557: Using Launchers limits the movement options too much.
May 10 2016, 4:40 AM · Arma 3
Egosa-U added a comment to T69500: Walking while weapon is lowered.

No, not for each weapon - link swag-styles with facetypes.
Weapon movements should be a character-spec.

May 10 2016, 4:37 AM · Arma 3
Egosa-U added a comment to T69445: Tobacco/cigarettes.

I would rather say:

Remove the smoking animation!

I'm a smoker myself, but this is something that shouldn't be proposed by a game.

Rather include an animation for drinking out of the waterbottle/camelpack or playing with a lighter/flashlight, if you want to have something to display secureness within a base at night..

May 10 2016, 4:35 AM · Arma 3
Egosa-U added a comment to T69287: (Realistic) Battlesuits... no, seriously..

Downvoting without commenting seems to be the new problem here in the issue tracker. (@devs: maybe include a list of voters which the reporter can expand to see, who voted).

I agree with you, that the 2035-era isn't well represented in the game as it is now - its more like a 2015-Version.

Maybe we will get some more future-stuff (like exosceleton, robot-mules, drones, intelligent ammunition), maybe we won't.

The big problem is:

"No dev can test those things nowadays to represent them right in the future-gamesetting.
Its just about assuming how it could be - and that is the hard part.
It all comes down to balancing in the end..."

May 10 2016, 4:29 AM · Arma 3
Egosa-U added a comment to T68994: miniguns have slow rate of fire.

Yes. Upvoted!

Hate it to make two Gun-runs with the AH9 to kill an Enemy.

May 10 2016, 4:15 AM · Arma 3
Egosa-U added a comment to T68735: Boats stop way too slow..

Upvoted.

Hopefully it will be adressed regarding the full-speed issue aswell: http://feedback.arma3.com/view.php?id=7781

May 10 2016, 4:06 AM · Arma 3
Egosa-U added a comment to T68549: New optic works with NVGs.

@NodUnit: Nor do the eyes - so whats the point?

Arma2: Monocular NVG
Arma3: Biocular NVG

So its as eays to aim though a scope with biocular NVGs as it is with the eyes only.
In Arma2 (and before) the NVG would get in the way with the butt of the gun itself.

Its fine now: let us use the NVGs with any scope we want.

May 10 2016, 3:58 AM · Arma 3
Egosa-U added a comment to T68315: Playground railing is a barrier for bullets (slide and stairs aswell).

Who placed a downvote and didnt comment on it? What is the reason for the downvote?

May 10 2016, 3:50 AM · Arma 3
Egosa-U edited Steps To Reproduce on T68315: Playground railing is a barrier for bullets (slide and stairs aswell).
May 10 2016, 3:50 AM · Arma 3
Egosa-U added a comment to T68300: Ultra High Settings Consistently crashes.

Have the same card and can't play on ultrahigh settings...

I think you are one of those "My-PC-can-run-any-game-on-the-highest-setting"-guy, are you?

Just for clarification: ArmA isn't like the other games. You can't turn up the viewdistance, set everything on high and expect it to run smooth. This isnt Battlefield, Cod, Crysis or any other Zone-restricted game with limited viewdistance.

Go for Autodetect, tweak A BIT here and there and you're done.

May 10 2016, 3:50 AM · Arma 3
Egosa-U added a comment to T68026: All singleplayer radio communication silent except for player!.

+1: Same issue last night with a friend in a scenario.

May 10 2016, 3:39 AM · Arma 3
Egosa-U added a comment to T67846: Air bed effect on choppers....

Its rather the other way around:
A Helicopter gets sucked to the ground rather than floating on an air-cussion under a certain height.

May 10 2016, 3:33 AM · Arma 3
Egosa-U added a comment to T67202: Ladder menu difficult to show up.

@devs: could maybe be solved with a different approach -> http://feedback.arma3.com/view.php?id=8303

May 10 2016, 3:10 AM · Arma 3
Egosa-U added a comment to T67140: On exit advised game is not working properly.

Get the same error...

FYI: I've added tags..

May 10 2016, 3:08 AM · Arma 3
Egosa-U added a comment to T66996: Game always crash on exiting back to Desktop.

Same error with me. Don't know if it occures since last dev-update. (+1)

@Reporter: Please insert Tags in your report to help ppl finding this issue.

May 10 2016, 3:03 AM · Arma 3
Egosa-U edited Steps To Reproduce on T66665: Handling Ladders in ArmA is not fluid..
May 10 2016, 2:51 AM · Arma 3
Egosa-U added a comment to T66486: Heli co-pilot is visible without legs and torso but with armor, helmet and face.

solved.

May 10 2016, 2:43 AM · Arma 3
Egosa-U edited Steps To Reproduce on T66486: Heli co-pilot is visible without legs and torso but with armor, helmet and face.
May 10 2016, 2:43 AM · Arma 3
Egosa-U added a comment to T66143: Boats seem unnaturally slow when driving full speed.

I did a quick google-search and found some wiki-links:

http://en.wikipedia.org/wiki/CB90-class_fast_assault_craft
In the right box it says: 40 knots / 74kph

Another type:
http://en.wikipedia.org/wiki/Jurmo_class_landing_craft

The small boat (tube) does about 30-70 knots (53-130 kph) Depending on type and loadout:
http://en.wikipedia.org/wiki/Rigid-hulled_inflatable_boat#Performance

I believe, there is a knots<->kph mistake like sarlac said...

May 10 2016, 2:29 AM · Arma 3
Egosa-U edited Steps To Reproduce on T66143: Boats seem unnaturally slow when driving full speed.
May 10 2016, 2:29 AM · Arma 3
Egosa-U added a comment to T66140: Soldier equipping remote charge with right click lets it vanish.

solved.

May 10 2016, 2:29 AM · Arma 3
Egosa-U added a comment to T66140: Soldier equipping remote charge with right click lets it vanish.

1.) It isnt reproductable for me now either BUT
2.) Right-clicking on the remote charge lets the charge disappear

I Edited the Issue to "disappearing charge"

May 10 2016, 2:29 AM · Arma 3
Egosa-U edited Steps To Reproduce on T66140: Soldier equipping remote charge with right click lets it vanish.
May 10 2016, 2:29 AM · Arma 3
Egosa-U added a comment to T66098: Add a Tactical Knife? (not a quick cod style knife).

No Knife. (-1)

1.) We don't have any other purpose than "silent kills" (Fences are not cuttable, you don't have to prepare your food, you don't have to cut up vegetation to conceal yourself or make an area passable).
2.) Stealth kills are scriptable (Script already in the forums) for special missions.
3.) Sneak around enemys and avoid detection. Use a gun with suppressor when detected and get the hell away - you failed. I would never ever get closer than 20m to an enemy (ArmA / RL). The probability that you step on something that makes noise or you focus too much on the one target and another one spots you would always keep me in safe distance and concealment.

---------------------

Sidenote: Rather i'd have a crossbow than a knife for silent kills. One use only, greater distances, attachments possible. Good chance that its (still) used in 2030+.

May 10 2016, 2:27 AM · Arma 3
Egosa-U added a comment to T66022: Night Vision Mark One Eyeball..

An Pirate-Eyepatch, yeah!

No, seriously: I believe, the reporter wants a slower night-view-enhancement over time (w/o NVG), and a much better viewing w/o NVG when not being blinded in the adjustment-time (10mins).

Right now, its about 1min until you reach your max-nonNVG-view-setting...

May 10 2016, 2:24 AM · Arma 3
Egosa-U added a comment to T65951: clear.

Maybe somehow related to my problem with the TV (maybe TV-problems in general?). I get an output-switch from progressive to interlaced with bad graphics and had to turn to windowed mode (what i don't like, because the taskbar kills the immersion a lot).

Anyway here's my ticket: http://feedback.arma3.com/view.php?id=3316

May 10 2016, 2:21 AM · Arma 3
Egosa-U added a comment to T65881: Tracers at the bottom of 30Rnd magazines are a liability.

As you say: [...]With the HUD displaying the ammo count and the inventory giving a visual estimate of how much ammo is left in each mag, [...]

Then do so - count or watch the rounds left - if reaching the last 4, RELOAD!

-1

May 10 2016, 2:17 AM · Arma 3
Egosa-U added a comment to T65834: Napam.

Since napalm is not allowed to be used on non-military targets since 1980, it shouldn't be ingame. Which pilot of a simulator will have ethic thoughts about bombing runs with napalm on forests, settlements, etc.?

Lets face it: War is cruel but weapon-development is heading towards less collateral damage. So lets assume, by 2030+ we rather have intelligent bombs than area-destructing ones.

I would rather like to see intelligent ammunition with impact-timer, self-guidance, auto-target-scopes and not a remake of BF:Vietnam..

So, no +1 for this issue/wish..

May 10 2016, 2:15 AM · Arma 3
Egosa-U added a comment to T65649: FEATURE REQUEST: Ability to choose the shape of unit placements & waypoints..

Workaround is:

  1. Place unit or group
  2. place empty marker
  3. sync unit or group to empty marker
  4. set the markerpos randomly within specific coordinates.

2nd Workaround is:

  1. Place unit or group
  2. place more than one empty marker
  3. sync unit or group to all empty markers
  4. unit or group will spawn randomly on one of the markers.

Waypoints can be set onto empty markers with setwppos-command aswell (even randomly).

May 10 2016, 2:07 AM · Arma 3
Egosa-U added a comment to T65485: Changing stance fluidly instead of by steps(Analog).

identical issue to mine: http://feedback.arma3.com/view.php?id=5682

May 10 2016, 2:00 AM · Arma 3
Egosa-U edited Steps To Reproduce on T65340: Clearing a mission designed in the editor leaves the mission-intel untouched.
May 10 2016, 1:56 AM · Arma 3
Egosa-U edited Steps To Reproduce on T65337: setWPpos overrides placement and completion radius values.
May 10 2016, 1:56 AM · Arma 3
Egosa-U added a comment to T65334: Font in editor causes hard to read codes and bracket-usage (square/parentheses).

And the "I" is hard to distinguish from the "!" aswell.

May 10 2016, 1:56 AM · Arma 3
Egosa-U edited Steps To Reproduce on T65334: Font in editor causes hard to read codes and bracket-usage (square/parentheses).
May 10 2016, 1:56 AM · Arma 3
Egosa-U edited Steps To Reproduce on T65323: Vehicle health set to zero always leads to an explosion effect with sound even when not armed/fueled.
May 10 2016, 1:55 AM · Arma 3
Egosa-U added a comment to T65322: medic/corpsman have unlimited medical supplies.

What about the medpacks in the backpack of the medic? do they deplete? Maybe it is still in development and the medpacks deplete when healing...

May 10 2016, 1:55 AM · Arma 3
Egosa-U edited Steps To Reproduce on T64763: Placing trigger: Descriptions missing.
May 10 2016, 1:36 AM · Arma 3
Egosa-U added a comment to T64551: Game crash in a firefight in big town..

Maybe the same error as mine: http://feedback.arma3.com/view.php?id=6135

Please attach the rpt-file and dxdiag-summary-file for the devs.

May 10 2016, 1:28 AM · Arma 3
Egosa-U added a comment to T64499: Crash with Version 0.53.103478.

Another patch had been applied yesterday - since then, i had nomore crashes with the same mission. Issue seems to be solved. If these files are still needed, i hand them in tonight.

May 10 2016, 1:26 AM · Arma 3
Egosa-U edited Steps To Reproduce on T64499: Crash with Version 0.53.103478.
May 10 2016, 1:26 AM · Arma 3
Egosa-U added a comment to T64410: lost blood from clothing after treatment.

I think the Reporter wants to say:
Not harmed = clean clothes
harmed = bloody clothes at the harmed spot (arm, leg, torso, shoulder, etc...) or as it is
treated = still bloody, but patched up with bandage(s) on the specific spot or on some spots in general.

Like that, +1.

May 10 2016, 1:23 AM · Arma 3
Egosa-U added a comment to T64048: Fluid Stances with WSAD while moving not possible.

Forum topic: http://forums.bistudio.com/showthread.php?152963-Changing-stance-fluidly-instead-of-by-steps

Same issue: http://feedback.arma3.com/view.php?id=7122

I think, the devs should just let us map the keys as we want and make the animation more fluid without robotic and fixed positions.

May 10 2016, 1:11 AM · Arma 3
Egosa-U edited Steps To Reproduce on T64048: Fluid Stances with WSAD while moving not possible.
May 10 2016, 1:11 AM · Arma 3
Egosa-U added a comment to T63857: Arma 3 - Distance Sound - J.S.R.S Jarhead's Sound Redeployment.

I actually did play OFP again after I got my new PC in 2010 just to turn up the viewdistance to full :-D . Liked it, but the graphics did loose some of its shine compared to ArmA I (or was it II already)..did play it for about 4 Weeks though.

If the physics behind the sound isn't enough for modders to setup a good soundmod(or the devs themselves), then its up to the devs to think about that.
I would vote that up aswell.

Nevertheless I tried quite some soundmods and I felt, that JSRS was fitting quite well to the war-videos I watched.

I understand your descision now thanks to your reply, The Perdator.

May 10 2016, 1:01 AM · Arma 3
Egosa-U added a comment to T63857: Arma 3 - Distance Sound - J.S.R.S Jarhead's Sound Redeployment.

@ThePredator: So youre still playing with pc-speakers and a 12" monitor with 640x480? Because good sound/graphic (in your opinion) is not needed for playing a sim with endless possibilities ;-)

Don't you agree, that a sim should display "the real thing"? So why cut short the immersion with poor sound/graphic? Thats a bit controverse, don't you think?

Of course other things are more important, and we all here don't say "This has to be resolved *first*", but it is an issue and the priority is set by a *team* of devs (which are not working on one issue at a time).

So if you don't want it to be changed, vote it down - noone will change your preferences.
But if you like/want a sim which displayes every part of modern combat in a superior way (and by that I mean: gameplay, possibilities, sound and graphics), you should thumb this up and see what the devs decide.

May 10 2016, 1:01 AM · Arma 3
Egosa-U added a comment to T63857: Arma 3 - Distance Sound - J.S.R.S Jarhead's Sound Redeployment.

I agree with the OP. JSRS did really improve my pleasure of playing. The A10s were horrible with vanilla, but with JSRS they sound like seen/heard in RL-videos.
Guns feel more powerful/real/frightning with the mod and the soundsource-aquisition is better by far(for those who play in vet-mode, this is despitely needed).

For the dev who needs more info: Maybe give the mod a try in Arma2 and compare with vanilla with the same setting/map/mission.

May 10 2016, 1:01 AM · Arma 3
Egosa-U added a comment to T63842: Ragdoll realistic but still wrong.

-1. A videogame-picture as reference? c'mon.
I like the system as it is because a relatively sharp bullet doesn't blow the victim backwards - it penetrates.

Lets see the ragdolls with some shotgun-hits, then we can talk again...

Trigger a gun he's holding? He'd rather drop the gun than squeeze the trigger..

May 10 2016, 1:00 AM · Arma 3
Egosa-U added a comment to T63771: [Feature request] "Safety" fire mode.

No need for another key and I don't want to cycle through safety in a firefight (Single->FA->Safe->Single).

May 10 2016, 12:56 AM · Arma 3
Egosa-U added a comment to T63726: Require player to enter vehicle at proper place.

@kidmosey: no running-animation to the side - it would be a pain in the... when selected by mistake.

Just the options when near the appropriate side should do it.

May 10 2016, 12:52 AM · Arma 3
Egosa-U added a comment to T63607: Jump/Jumping command.

Yould like to see that, but only if some things really are considered:
1.) high Stamina use correlating with equipment carrying
2.) jump-efficienty correlating with equipment carrying (Full-gear-LAW/SAW-Soldiers don't jump, they rather step-over).
3.) jumping without anything (i.e. civilian) could be about 5-10 times a minute with 1min.+ "cooldown" afterwards, with full gear max. twice a minute (cooldown = 1min.+)
4.) One of the things that should be definately inserted: Jumping should lower your weapon automatically - thus you'll have to raise it up again and your bearing/view-direction should change slightly (No focussing targets in the center while jumping, randomized change of bearing/view-direction).

May 10 2016, 12:46 AM · Arma 3
Egosa-U added a comment to T63511: Rabbit Runs Too Slowly.

+1 (and another +1 for the tags, made me smile).
How about some serious tags though? (I suggest: rabbit, run, slow, zig, zag, ambient)

May 10 2016, 12:43 AM · Arma 3
Egosa-U added a comment to T63249: Disembodied window?.

Issued often. Tried the search?

Also please set some tags in this issue to make searching possible.

May 10 2016, 12:34 AM · Arma 3
Egosa-U added a comment to T63162: Drop Pistol in Crouch position freezes player movement.

Since there isn't any info upon this issue being recognized or eliminated by any following patch(es) or changed in the category, I feel the need to bump this up again.

Maybe even someone can reproduce this error in a non-dev-Version and feedback here.

May 10 2016, 12:31 AM · Arma 3
Egosa-U added a comment to T63162: Drop Pistol in Crouch position freezes player movement.

10a and b are separate approaches, so try first reproducting step with 10a and a second one with 10b.

Other category would fit aswell: movement (better than inventory imho) - maybe a dev can change that - thanks in advance.

May 10 2016, 12:31 AM · Arma 3
Egosa-U edited Steps To Reproduce on T63162: Drop Pistol in Crouch position freezes player movement.
May 10 2016, 12:31 AM · Arma 3
Egosa-U added a comment to T62873: placeholder objects for mission creation.

Vote down.

Because ArmA3 is still in the alpha-stage. No need for complex missions. Imho invest the time rather into testing available content.
If you want to retreive a map, etc, place an equivalent object in an ammobox, etc...you can change it later on.

May 10 2016, 12:18 AM · Arma 3
Egosa-U added a comment to T62740: [Issue tracker] Feature request - Option to link identical issues.

The issue tracker needs this to reduce the numbers of multiple reports.

Or Tags should be a "must have" and the reporter has to do a tag-search before posting an issue.

(+1)

May 10 2016, 12:14 AM · Arma 3

May 9 2016

Egosa-U added a comment to T62110: How you walk in game..

careless walk is careless walk.
voting down (and would vote even more for the severity/priority-categorisation).

This is again a perfect example for voting this up: http://feedback.arma3.com/view.php?id=2811

May 9 2016, 11:46 PM · Arma 3
Egosa-U added a comment to T61896: Dropping side-arm causes player to freeze.

Sounds like a double one of my report:
http://feedback.arma3.com/view.php?id=4795

Or sidearms do have some more issues...

May 9 2016, 11:34 PM · Arma 3
Egosa-U added a comment to T61870: PROPOSAL: Seperate Keybind for Red Dot/ Scope.

You can already switch viewmode, lower the gun and upon raising you still have the selected viewmode set. No need for more keybinds.

-1

May 9 2016, 11:30 PM · Arma 3
Egosa-U added a comment to T61683: Resolution switching from 1080p to 1080i resulting in whashed out texts and graphics.

Fullscreen-mode doesn't produce washed out texts in steam overlay and ingame anymore.

May 9 2016, 11:17 PM · Arma 3
Egosa-U added a comment to T61683: Resolution switching from 1080p to 1080i resulting in whashed out texts and graphics.

What graphiccard have you got?
Under non-game condition do you have the overscale set to 0% or does the graphic output of your card fit your screen completely?

May 9 2016, 11:17 PM · Arma 3
Egosa-U added a comment to T61683: Resolution switching from 1080p to 1080i resulting in whashed out texts and graphics.

Restoring the picturesize back after quitting the game has vanished after regedit-changes to get the defaultoverscaling = 0%.

Another guess: If the graphics card and TV-Resolution isn't the same (e.g. Overscaling set to 0% to fill up the sceen), the game's resolution forces the TV to switch to 1080i resulting in the error stated.

But black-borders arent shown ingame - thats weird somehow.

Maybe someone with a TV as display and similar graphiccard can comment on this?

May 9 2016, 11:17 PM · Arma 3
Egosa-U edited Steps To Reproduce on T61683: Resolution switching from 1080p to 1080i resulting in whashed out texts and graphics.
May 9 2016, 11:17 PM · Arma 3
Egosa-U added a comment to T61559: Hear gunfire on radio.

Nice idea!

May 9 2016, 11:11 PM · Arma 3
Egosa-U added a comment to T61339: sound of weapons and own steps disappear after teamswitch.

True, sound is gone after you die and respawn as other playable unit.

May 9 2016, 10:59 PM · Arma 3
Egosa-U added a comment to T61178: Classification in Issue Tracker should not be done by reporter.

[QUOTE="Quedr"] Another way would be to remove the priority altogether, replacing it by the severity, and let the developers set the priority on their internal bug tracker when the issue is accepted. [/QUOTE]

I bet, the accepted issues are already placed into another priority-list for the dev-team only. Regarding crashes -> those are all quite often accepted/ongoing by a dev, whereas "whishes for changes" are mostly not even commented by a dev), even if they seem severe - maybe because the devs don't focus on that *yet*.

To your "shameless selfpromotion" (what I think, fits into this pretty well): I put under "Additional Information": Tags should be a "must have" to reduce (not eliminate) the "multiple reports problem".

So, anyone reading here please also vote on: http://feedback.arma3.com/view.php?id=4373

May 9 2016, 10:53 PM · Arma 3
Egosa-U added a comment to T61178: Classification in Issue Tracker should not be done by reporter.

And whats the use of the double-regs? An issue with 300 voters (and up-down-ratio of 200:100 for example) will still be higher ranked(and thus would be earlier read by a dev) than a 50-voter with Ratio 40:10, because there are more people interested in. Priority only says, if and when an issue will be considered/resolution set by a dev - either accepted for change or declined, etc. . High votes are not a guarantee that the issue will be solved in the eyes of the reporter.

May 9 2016, 10:53 PM · Arma 3
Egosa-U added a comment to T61178: Classification in Issue Tracker should not be done by reporter.

Forum posting to make ppl aware..
here:
http://forums.bistudio.com/showthread.php?148599-Classification-in-Issue-Tracker-should-not-be-done-by-reporter&p=2322969#post2322969

May 9 2016, 10:53 PM · Arma 3
Egosa-U edited Steps To Reproduce on T61178: Classification in Issue Tracker should not be done by reporter.
May 9 2016, 10:53 PM · Arma 3
Egosa-U added a comment to T61170: Spawn killing problem + no low ping servers to test.

Perfect example why the reporter shouldn't classify the report himself:
"Priority: Urgent" -> Not for the devs.
"Major severity" -> Not for them either.

And Additional Information is not related - in any way - to the problem of the "issue".

This "issue" should be closed.

May 9 2016, 10:53 PM · Arma 3
Egosa-U added a comment to T61061: "Touch off bombs" has priority over EVERYTHING..

...or add a detonation device to the inventory (grenade subset or implementation like the radio, GPS, watch or compass). That would make sense - nomore "magical initiated detonations".

You could even implement it that way that every pipebomb has its own button on the device and a "detonate all" button. detonation one by one would be awesome to use...

May 9 2016, 10:40 PM · Arma 3
Egosa-U added a comment to T60854: Lost balistic sounds after dying and team switching.

confirmed.

May 9 2016, 10:17 PM · Arma 3
Egosa-U added a comment to T60688: AI Vehicles dodges mines and other explosives.

Then it's even easier: Place 1 mine obvious on the road, place other mines on roadside in a vee-pattern in the direction of the convoy - voila:

. (mine)

. <-convoi en-route <-

  .
    .

Spread as much as there's space - the AI will get killed.

May 9 2016, 9:54 PM · Arma 3
Egosa-U added a comment to T60688: AI Vehicles dodges mines and other explosives.

Where else do you put it? Onto open fields, preferrable between two woods/ravines if that could be a strategic approach for the enemy. And usually you don't plant only one mine, you plant as many as theres open space for a vehicle to pass.

May 9 2016, 9:54 PM · Arma 3
Egosa-U added a comment to T60623: When looking down into the water at surface you can clearly see to the sea floor.

Maybe also adding fine bubbles when going below water surface - may enhance realism aswell..

May 9 2016, 9:51 PM · Arma 3
Egosa-U added a comment to T60510: Black printscreen.

Why don't you use the Steam-Screenshot-button?

May 9 2016, 9:47 PM · Arma 3
Egosa-U added a comment to T60420: Picking up enemy weapon.

Only voted up because of the suggestion by integ3r (Trading-Loadout-screen-layout).

May 9 2016, 9:44 PM · Arma 3
Egosa-U added a comment to T60290: M14 EBR overdriven sound/ sound distortion.

More System Specs:

Sample rate: 48K (could go up to 128K for testing, if you need the information)
Bit depth: 24 bit

VIA Audio chip
Overall version: 7.9.00.32
Codec-Version VT1708S
Driver-Version: 6.0.1.7900
DirectX: 11

ArmA3:
Sound sources: 32

Just tested it with the Speaker-system (speakers and Headphones share same exit with a Y-connector): No problems with the speakers, but with the headphones, theres a crackling noise when the shot breaks.

I recorded a demo with the mic turned into the earphones (see attached file).
The high-pitched noise throughout the soundfile comes from the feedback mic<->headphones. Just listen to the gunsound itself. The shot starts and there is a high pitch and crackling in the beginning.

Sidenote: It is just with *that* rifle in *this* game. In every other game the guns/snipers/etc do not produce any crackling noise. Even ArmA2 has not had this sound issue with the EBR...really weird.

May 9 2016, 9:38 PM · Arma 3
Egosa-U added a comment to T60290: M14 EBR overdriven sound/ sound distortion.

Please insert tags then - searched for M14 and searched EBR and found only one issue.

But somehow EBR seems to make trouble then..

BTW:
VIA Audio Chip

Test with Speakers will be done tomorrow.

May 9 2016, 9:38 PM · Arma 3
Egosa-U added a comment to T60290: M14 EBR overdriven sound/ sound distortion.

Thank you for the reply. I will post the sound chip-specs and driver version later and test it also with normal speakers.

Didn't have such an issue with any sound frequency (games/music) yet.

May 9 2016, 9:38 PM · Arma 3
Egosa-U edited Steps To Reproduce on T60290: M14 EBR overdriven sound/ sound distortion.
May 9 2016, 9:38 PM · Arma 3