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Mon, Nov 11

Akibuua-FIN- added a comment to T186271: TrackIR issues November 2024.

After actually playing around with TrackIR on over the weekend I found out a couple even more urgent glitches with it.

Mon, Nov 11, 4:49 PM · Arma Reforger

Fri, Nov 8

Akibuua-FIN- created T186271: TrackIR issues November 2024.
Fri, Nov 8, 6:32 PM · Arma Reforger
Akibuua-FIN- added a comment to T175877: [Conflict Bug report] New vehicles have handbrake disengaged when spawning (and roll downhill)..

We are getting quite far from the original posts point, so if this goes on much further a new ticket might be in order, but I'll say this here for now.

Fri, Nov 8, 6:03 PM · Arma Reforger

Tue, Nov 5

Akibuua-FIN- added a comment to T175877: [Conflict Bug report] New vehicles have handbrake disengaged when spawning (and roll downhill)..

I have not found a vehicle that would spawn without the hand brake on. Or has anyone followed a car that rolled away and went in to driver seat to check and then found that hand brake was off.

Tue, Nov 5, 6:25 PM · Arma Reforger

Thu, Oct 24

Akibuua-FIN- added a comment to T185785: TrackIR not detected in Experimental Build .

I noticed the same thing, but the reason might be that for now TrackIR hasn't updated it's game list yet. Until now Reforger has been using Arma3 profile, but if there now is full support I would expect that it will require a specific Arma Reforger profile (so TrackIR will recognize Reforger as different game) which isn't there yet. You can of course use your Arma 3 profile once the game is recognized.

Thu, Oct 24, 6:59 PM · Arma Reforger

Aug 26 2024

Akibuua-FIN- created T184000: Character glitches into the terrain at a certain lighthouse in Everon.
Aug 26 2024, 2:06 PM · Arma Reforger

Aug 5 2024

Akibuua-FIN- added a comment to T179085: Switching between short/long-radios using dedicated keys is bugged.

Ok, let's try this, this is done using mouse/keyboard, well actually just keyboard

  1. before starting the test, make sure that the following controls have keys assigned (by default there are only controller controls) push to talk (PTT for short from now), select direct talk/radio talk (DT/RT), select short range radio/long range radio (SRR/LRR).
  2. start a new game master session locally
  3. spawn a US spotter (any unit with long range radio should do) and take control of the unit
  4. test comms by pushing PTT, shows transmit icon and 38 MHZ
  5. push DT/RT, shows megaphone icon and selected direct talk
  6. push PTT, shows megaphone icon
  7. push DT/RT, shows radio icon and selected AN/PRC-68 CH1 32 MHZ
  8. push G to open radio menu, notice that the radio is actually set to 38 MHZ, push G again to close radio menu
  9. push DT/RT at least twice in a row, now when the radio is selected the line shows radio icon and selected AN/PRC-68 radio CH1 38 MHZ (*) , make sure radio is selected before moving forward
  10. push SRR/LRR, no visual prompt
  11. hold PTT, shows radio icon and selected AN/PRC-77 CH1 48 MHZ + transmit icon and 48 MHZ PLATOON, release PTT, shows radio icon and selected AN/PRC-68 CH1 38 MHZ
  12. push DT/RT, shows selected direct talk
  13. push DT/RT, shows radio icon and selected AN/PRC-68 CH1 38 MHZ
  14. hold PTT, shows radio icon and selected AN/PRC-77 CH1 48 MHZ + transmit icon and 48 MHZ PLATOON, release PTT, shows radio icon and selected AN/PRC-68 CH1 38 MHZ
Aug 5 2024, 7:12 PM · Arma Reforger

Aug 1 2024

Akibuua-FIN- added a comment to T179085: Switching between short/long-radios using dedicated keys is bugged.

I haven't noticed that, but there are still problems with communication controls.

Aug 1 2024, 2:48 PM · Arma Reforger

Jul 27 2024

Akibuua-FIN- added a comment to T179108: Control "Select long/short-range radio" not working.

The control seems to sort of work even now, BUT you first need to use the push to talk button and have the short range radio already selected (which it is by default) and then change between short and long range radio, but that cannot be the intended function.

Jul 27 2024, 2:42 PM · Arma Reforger

Jul 22 2024

Akibuua-FIN- added a comment to T182953: Impossible to reload UH-1H Armed transport helicopter guns when their magazine is empty.

Double oops. Went back to do a more thorough testing, and the original post is correct and I was wrong. The magazines are counted correctly, just as I complained that they should be counted. There are 2 extra magazines in a freshly spawned UH-1H armed.

Jul 22 2024, 2:41 PM · Arma Reforger

Jul 20 2024

Akibuua-FIN- added a comment to T182953: Impossible to reload UH-1H Armed transport helicopter guns when their magazine is empty.

Oops, my mistake. In my example I forgot that this game does not count the magazine in the gun to be part of the magazine count number when it is your personal weapon, only the graphic box that shows how many bullets are left tells you about the condition of the gun itself. (And it should be the same system for all the mounted weapons too, and in the case of multiple guns in the same vehicle none of the magazines that any of the guns are currently using should be counted as available extra magazines)

Jul 20 2024, 6:28 PM · Arma Reforger

Jul 19 2024

Akibuua-FIN- added a comment to T182953: Impossible to reload UH-1H Armed transport helicopter guns when their magazine is empty.

There are bugs there but not being able to reload is not it. The Armed chopper only has two magazines to start with. Both are already loaded into a their respective guns. So when you try to reload after the magazine is empty the only other magazine on the chopper is already loaded to the other machine gun. If you would try reload before the magazine is empty, the reload animation, sounds and the graphic on the ammo counter will play, but afterwards you are back with the same magazine.

Jul 19 2024, 4:48 PM · Arma Reforger
Akibuua-FIN- added a comment to T182947: Vehicle HUD not showing.

Also, inside the vehicle, gear, light, handbrake and damage indicators are not visible.

Jul 19 2024, 12:21 AM · Arma Reforger

May 31 2024

Akibuua-FIN- added a comment to T181708: TrackIR.

Sorry for the double. i created this one without details.

May 31 2024, 4:56 PM · Arma Reforger
Akibuua-FIN- merged T181708: TrackIR into T181709: TrackIR.
May 31 2024, 4:56 PM · Arma Reforger
Akibuua-FIN- merged task T181708: TrackIR into T181709: TrackIR.
May 31 2024, 4:56 PM · Arma Reforger
Akibuua-FIN- created T181708: TrackIR.
May 31 2024, 4:49 PM · Arma Reforger
Akibuua-FIN- created T181709: TrackIR.
May 31 2024, 4:49 PM · Arma Reforger
Akibuua-FIN- created T181706: Moving between seats in a vehicle.
May 31 2024, 4:42 PM · Arma Reforger

May 17 2024

Akibuua-FIN- added a comment to T180076: HMMWV gunner position issues.

Ok, it sort of works on 1.2 experimental, but at least I still need to use freelook to turn my head enough to find the hotspots to activate the change, and not all of the seats are available (even when empty) depending on the gunner's orientation in relation to the vehicle.

May 17 2024, 9:16 AM · Arma Reforger
Akibuua-FIN- added a comment to T181213: PKM & M60 Machine Gun Nest sight misalignment.

Also happens on both tripod versions (without the emplacements). What happens is that when the rear sight is adjusted for range, the rear sight does not align with the front sight and that causes the gun bore line to be lowered when trying to aim, when it actually should be raised. I did not however have any trouble getting out of the tripod guns, granted I only tested it once on game master without anything else going on.

May 17 2024, 8:27 AM · Arma Reforger

Apr 26 2024

Akibuua-FIN- created T180757: Reloading issue - you lose your previous magazine when inventory full.
Apr 26 2024, 7:35 PM · Arma Reforger

Apr 7 2024

Akibuua-FIN- created T180391: Getting in/out of vehicles/things with hold button action instead of single press.
Apr 7 2024, 3:13 PM · Arma Reforger

Apr 2 2024

Akibuua-FIN- added a comment to T177757: [Feature Request] Check injury improvements.

Maybe an interim solution would be that when you perform the check injuries action it highlights all the body parts that you can perform actions on with an gray muted square that you aim toward to perform the next actions so it would be easier to find them.

Apr 2 2024, 4:42 PM · Arma Reforger

Mar 24 2024

Akibuua-FIN- created T180129: Stance indicator.
Mar 24 2024, 6:03 PM · Arma Reforger

Mar 21 2024

Akibuua-FIN- created T180076: HMMWV gunner position issues.
Mar 21 2024, 12:33 PM · Arma Reforger

Nov 14 2018

Akibuua-FIN- added a comment to T131455: Airport control tower too vulnerable to small explosions.

Problem still persists in 1.86 release candidate version. And after more checking the same thing happens with solar power plant towers. And after trying it again in editor you only need 8 hand grenades or rifle grenades to bring down either of these towers. And now I realize that there is nowadays different types of control towers, so to be clear, I mean concrete towers like in Altis international or Stratis airfield.

Nov 14 2018, 6:34 PM · Arma 3

Aug 25 2018

Akibuua-FIN- added a comment to T131597: collision "hopping" on USS Freedom.

Confirmed on vanilla game. Well, from the vanilla choppers only with Mohawk. And I only tested in plain editor, maybe Zeus adds something else. And in my case the jiggling only affected the suspension, the helicopter body stayed perfectly still and you could take off and land back to the deck and then the suspension/wheel movement continued. So for me it was only a visual annoyance.

Aug 25 2018, 9:45 PM · Arma 3

Aug 22 2018

Akibuua-FIN- created T131455: Airport control tower too vulnerable to small explosions.
Aug 22 2018, 12:22 PM · Arma 3
Akibuua-FIN- created T131416: Concrete buildings (i.e. airport control tower) get destroyed too easily.
Aug 22 2018, 12:09 PM · Arma 3

Jul 12 2018

Akibuua-FIN- renamed T128228: AI controlled miniguns will not engage cars that have closed cabins from Ghost Hawk gunner (AI) will not engage cars to AI controlled miniguns will not engage cars that have closed cabins .
Jul 12 2018, 3:04 PM · Arma 3

May 31 2018

Akibuua-FIN- added a comment to T128228: AI controlled miniguns will not engage cars that have closed cabins .

More checking done and ...

May 31 2018, 6:11 PM · Arma 3

Apr 21 2018

Akibuua-FIN- added a comment to T128228: AI controlled miniguns will not engage cars that have closed cabins .

Just did some extra checking. Left gunner shoots at a Quilin (open topped car, doesn't matter if it is armed), so in the case of ifrits and striders the problem might be that the gunner either doesn't see the driver/passengers or "knows" that he shoot at him effectively.

Apr 21 2018, 7:32 AM · Arma 3
Akibuua-FIN- created T128228: AI controlled miniguns will not engage cars that have closed cabins .
Apr 21 2018, 7:13 AM · Arma 3

May 10 2016

Akibuua-FIN- added a comment to T82803: Reeds eat bullets, tank shells and satchels.

It appears it's also true for driving vehicles over people

May 10 2016, 11:16 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T82804: No sound on reports in helicopter support missions.
May 10 2016, 11:16 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T78445: UH-80 door gunner too powerful against buildings compared to other objects.
May 10 2016, 8:52 AM · Arma 3
Akibuua-FIN- added a comment to T77702: UH-80 door gunner too powerful against buildings.

Ok, fine it's powerful, but not that powerful. You can not bring down a building with less 30 rounds of 6.5 mm rounds. Or more precisely you shouldn't be able to. Even if the rounds were explosive that would not happen. You can not pack that kind of explosive power into a casing 6.5 mm across.

And to compare. Ifrit blew up after about 200 - 300 rounds. Now when you combine the facts, that would mean that driving an Ifrit at 60 kph (40 mph) against air control tower would collapse the tower, not cripple the vehicle.

And more. I tried firing the 12.7 anti-material sniper rifle against air control tower. Same point of impact at the same distance, and after 55 rounds (more than twice what was needed to bring down the building before) not even shattered glass or the cracked wall which is the first sign that building has taken damage.

Last note. If an re-enforced concrete building (looks that way because of the rubble) would collapse from 30 about fist size holes in a wall, none of the buildings would survive even a small earthquake (there were a few earthquakes in campaign, remember).

May 10 2016, 8:32 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T77702: UH-80 door gunner too powerful against buildings.
May 10 2016, 8:32 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T75703: Ai can tell friend from enemy when they shouldn't.
May 10 2016, 7:42 AM · Arma 3
Akibuua-FIN- added a comment to T71985: Flying into a hovering quadcopter in midair crashes littlebirds.

Ok. It doesn't happen anymore in the release version. At least not so bad. I did do light damage to my instruments hitting a hovering quadcopter with a mh9 doing 25 kph and there is no reason for that to happen in real life. But for now I'm ok with this.

May 10 2016, 6:00 AM · Arma 3
Akibuua-FIN- added a comment to T71985: Flying into a hovering quadcopter in midair crashes littlebirds.

Yes it is light and it is r/c. The closest thing at the moment it represents is Parrot AR. Drone. You can run that on a tablet computer and that weighs less than 0.5 kg or 1 lb for non metric systems. Ok it's not the same thing, but check the dimensions, it can't be more than twice the size so maybe 4 times the weight. And hitting something weighing less than 4 kg at 40 kph should not drop any military chopper from the sky.

Considering it only takes one 5.6 mm bullet to drop the quadcopter (or whatever the caliber of the rifles is in the game)

May 10 2016, 6:00 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T71985: Flying into a hovering quadcopter in midair crashes littlebirds.
May 10 2016, 6:00 AM · Arma 3
Akibuua-FIN- edited Steps To Reproduce on T67722: Ai drives over a destroyed bridge in mid air.
May 10 2016, 3:30 AM · Arma 3