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May 10 2016

StormhawkV added a comment to T84605: Rail covers aren't removed on Rahim when mounting bipods or side accessories.

Duplicate of #0023132.

May 10 2016, 12:11 PM · Arma 3
StormhawkV added a comment to T81999: Accessing Virtual Arsenal removes backpack.

Still an issue in v1.52 and extremely annoying.

May 10 2016, 10:49 AM · Arma 3
StormhawkV added a comment to T81992: Zafir's bipod doesn't touch the ground when deployed.

Still an issue in v1.46 stable branch.

May 10 2016, 10:48 AM · Arma 3
StormhawkV added a comment to T81992: Zafir's bipod doesn't touch the ground when deployed.

Still not fixed in v1.52 stable.

May 10 2016, 10:48 AM · Arma 3
StormhawkV set Category to category:weaponstabilization on T81992: Zafir's bipod doesn't touch the ground when deployed.
May 10 2016, 10:48 AM · Arma 3
StormhawkV added a comment to T81992: Zafir's bipod doesn't touch the ground when deployed.

Still an issue in v1.44 stable branch.

May 10 2016, 10:48 AM · Arma 3
StormhawkV added a comment to T81990: Mk200 from AAF weapon caches is missing an attachable bipod.

Still not fixed in v1.52 stable.

May 10 2016, 10:48 AM · Arma 3
StormhawkV added a comment to T81990: Mk200 from AAF weapon caches is missing an attachable bipod.

Still an issue in v1.44 stable branch.

May 10 2016, 10:48 AM · Arma 3
StormhawkV set Category to category:inventory on T81990: Mk200 from AAF weapon caches is missing an attachable bipod.
May 10 2016, 10:48 AM · Arma 3
StormhawkV added a comment to T81990: Mk200 from AAF weapon caches is missing an attachable bipod.

Still an issue in v1.46 stable branch.

May 10 2016, 10:48 AM · Arma 3
StormhawkV added a comment to T81776: Zafir ammunition discrepancy.

Even if the stamp says 7,62x54R, you can clearly see that the cartridges in the belt are 7,62x51 because they are missing the rim. It was way more authentic when the Zafir used the NATO round, because it's obviously missing the system that is needed to fire rim ammunition from a belt-fed machinegun. This should really be reversed.

May 10 2016, 10:41 AM · Arma 3
StormhawkV added a comment to T81684: MK-I EMR's weight (and possibly other stats) is off.

While you're changing the EMRs weight you should check its initspeed, too. It might be too high for a 7,62mm rifle.

May 10 2016, 10:38 AM · Arma 3
StormhawkV added a comment to T81477: SPMG memory point for the laser and flashlight is wrong.

This issue was solved some time ago and can be closed just like #0023062.

May 10 2016, 10:32 AM · Arma 3
StormhawkV added a comment to T80132: LaserDesignator batteries do not save using Arsenal.

I checked dev-branch yesterday and noticed that this bug has been partially fixed. Batteries don't disappear any more, but if they are stored in the vest or backpack, one of them gets moved to the uniform upon respawning, being revived, or entering Virtual Arsenal. As long as one battery is in the uniform all other batteries stay where they are.

May 10 2016, 9:43 AM · Arma 3
StormhawkV added a comment to T80132: LaserDesignator batteries do not save using Arsenal.

This has not been fixed in v1.52 stable branch. Please take care of it with the next patch.

May 10 2016, 9:43 AM · Arma 3
StormhawkV added a comment to T80132: LaserDesignator batteries do not save using Arsenal.

This is a serious issue in many gamemodes. Designator batteries disappear from the inventory and from the laser designator itself one at a time starting with batteries stored in the inventory upon respawning or being revived.

Like the ticket author wrote, it is also not possible to save a loadout with a working laser designator in Virtual Arsenal because the battery is not saved.

May 10 2016, 9:43 AM · Arma 3
StormhawkV added a comment to T79757: Vermin has the wrong color tracers..

Most likely they aren't included in their Virtual Arsenal.

Oh, and btw: What I described in note #0092120 is still an issue in stable v1.46.

May 10 2016, 9:32 AM · Arma 3
StormhawkV added a comment to T79757: Vermin has the wrong color tracers..

The last 4 rounds of the standard Vermin magazine are also green.

May 10 2016, 9:32 AM · Arma 3
StormhawkV added a comment to T79757: Vermin has the wrong color tracers..

One last thing and this is done. When I load a mag with only green tracers (the original tracer mag) the word "Tracer" is shown in the upper right corner next to the bullet count. The red and yellow tracer mags don't have this little hint. Can you change this, please? Thanks for your effort!

May 10 2016, 9:32 AM · Arma 3
StormhawkV added a comment to T79757: Vermin has the wrong color tracers..

This issue is nearly solved on dev-branch. The only thing that is missing now is a description for the tracer only mags so we can see the color before we start shooting.

May 10 2016, 9:32 AM · Arma 3
StormhawkV added a comment to T78305: "Basic Ammo [NATO]" has tracers instead of standard rounds.

Both weapon crates now have the correct ammunition type on dev-branch. This ticket can be marked as resolved. Thanks for fixing!

May 10 2016, 8:48 AM · Arma 3
StormhawkV edited Steps To Reproduce on T78305: "Basic Ammo [NATO]" has tracers instead of standard rounds.
May 10 2016, 8:48 AM · Arma 3
StormhawkV added a comment to T78305: "Basic Ammo [NATO]" has tracers instead of standard rounds.

"Basic Weapons [NATO]" has 100rnd belt case tracer ammunition, too.

May 10 2016, 8:48 AM · Arma 3
StormhawkV added a comment to T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile.

Yes, in Arsenal and Zeus the guns are loaded but not when you copy the loadout into the init field of the editor. The launcher is always empty and if you don't have a backpack with another missile it's useless. The launchers of the default AT riflemen and missile specialists are loaded but they're always missing a rocket from their backpacks.

May 10 2016, 8:46 AM · Arma 3
StormhawkV edited Steps To Reproduce on T78228: Loadouts created with Virtual Arsenal are always missing one magazine/40mm grenade/missile.
May 10 2016, 8:46 AM · Arma 3
StormhawkV added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

I just played a Zeus scenario with a working custom medic loadout. There must be a solution to this issue but I can't get my medic to heal others with the medkit (the large black one).

May 10 2016, 8:46 AM · Arma 3
StormhawkV added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

Ok, I just tested several loadouts in a Zeus scenario with a friend and after reinstalling Arma 3 it worked but not as expected. In fact all soldiers created with Virtual Arsenal are medics AND engineers. All they need to heal/repair/defuse is a medkit/toolkit in their backpack.

May 10 2016, 8:46 AM · Arma 3
StormhawkV added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

That would really be a pity. :(

May 10 2016, 8:46 AM · Arma 3
StormhawkV edited Steps To Reproduce on T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.
May 10 2016, 8:46 AM · Arma 3
StormhawkV edited Steps To Reproduce on T78140: Adding items to a crate consumes all available space..
May 10 2016, 8:44 AM · Arma 3
StormhawkV added a comment to T73345: Helicopters are way too resistant to AT launchers.

When destroying a landed helicopter is a mission objective the task won't be completed until it blows up. Having to launch 2 or 3 missiles makes it feel unrealistic and eats up all of your AT firepower.

May 10 2016, 6:38 AM · Arma 3
StormhawkV edited Steps To Reproduce on T73345: Helicopters are way too resistant to AT launchers.
May 10 2016, 6:38 AM · Arma 3