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May 10 2016

Gliptal added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

Did you miss a zero there?

May 10 2016, 3:49 AM · Arma 3
Gliptal added a comment to T66611: Pistol animation 3rd person.

Duplicate here: http://feedback.arma3.com/view.php?id=369

May 10 2016, 2:49 AM · Arma 3
Gliptal added a comment to T65948: More complex inventory system for vests.

Definitely a good idea! It would be great if the gear positioning in the inventory would reflect in the actual ingame vest models...

May 10 2016, 2:21 AM · Arma 3
Gliptal added a comment to T65237: discarded magazines.

It would be more realistic seeing the soldier letting the mag hit the floor only if it's totally empty: if it is not, the arma engines puts it back in the inventory with the amount of ammo remaining...

May 10 2016, 1:52 AM · Arma 3
Gliptal added a comment to T65001: When prone the ground beneath glitches and seems to transform slightly with movement..

True, totally true!

May 10 2016, 1:44 AM · Arma 3
Gliptal added a comment to T64785: Can't start game..

Just go in the game properties, reach the "Beta" tab and opt in via the drop down menu...

May 10 2016, 1:36 AM · Arma 3
Gliptal added a comment to T64785: Can't start game..

Try the Dev Build thing first...

May 10 2016, 1:36 AM · Arma 3
Gliptal added a comment to T64785: Can't start game..

Then try uninstalling and reinstalling, I'm sorry but I have no more advice for you...

May 10 2016, 1:36 AM · Arma 3
Gliptal added a comment to T64785: Can't start game..

Are you using any Mods? Try opting in (or out) the Dev Build, and see if the game launches when the update is finished...

May 10 2016, 1:36 AM · Arma 3
Gliptal added a comment to T64785: Can't start game..

Check that the Steam ArmA III launcher options is a blank field, wrong values could prevent the game from starting...

Does the loading transparent GUI appear in the middle of the screen? Also check if the process actually starts...

May 10 2016, 1:36 AM · Arma 3
Gliptal added a comment to T64785: Can't start game..

Have you tried restarting Steam? Also check the game cache...

May 10 2016, 1:36 AM · Arma 3
Gliptal added a comment to T64710: Field names not appearing in the editor (Dev build only).

Confirmed (Dev Build), also happens with the keybinding GUI:

http://cloud.steampowered.com/ugc/541830247796773265/19EC34948EC8896C5DEF1E5010E5F25A268A4B7F/

May 10 2016, 1:34 AM · Arma 3
Gliptal added a comment to T64058: Auto reload of launcher weapons (dangerous in a fire fight).

Signed!

May 10 2016, 1:12 AM · Arma 3
Gliptal added a comment to T62877: Supressor Oddities.

I can confirm the single shot issue...

May 10 2016, 12:18 AM · Arma 3
Gliptal added a comment to T62860: Compass not visible on map screen.

You can use this until the issue gets fixed: http://www.armaholic.com/page.php?id=18962

May 10 2016, 12:18 AM · Arma 3
Gliptal added a comment to T62791: Unable to play heli showcase since update..

Confirmed, the issue has already be adressed by developers as shown in this thread: http://forums.bistudio.com/showthread.php?149639-Helicopter-SHowcase-completely-broken-since-new-DevBuild-Update&p=2333073#post2333073

May 10 2016, 12:15 AM · Arma 3
Gliptal added a comment to T62718: Animating vehicle doors.

Upvoted, great idea, would make ambushes more realistic at least!

May 10 2016, 12:13 AM · Arma 3
Gliptal added a comment to T62651: AI suffers from sudden Amnesia.

Well, that escaleted quickly...

That said, what ExploitedYouth is saying is quite spot on...

May 10 2016, 12:10 AM · Arma 3
Gliptal added a comment to T62648: Impossible to sneak by an AI.

I did manage to grab the rocket launcher from the jeep in the SCUBA showcase without alerting the three IA soldiers standing behind it, so it looks like this issue is sometimes present, and other times not...

May 10 2016, 12:10 AM · Arma 3
Gliptal added a comment to T62627: Infrared view in vehicles.

It's a bug that comes directly froma ArmA 2, apparently the mouse doesn't work properly in vehicles...

May 10 2016, 12:09 AM · Arma 3
Gliptal added a comment to T62491: 'Tap' a friend on the back.

Signed, another example situation would be the "no need for covering fire anymore" you see in (sorry for the example, it's just to make myself clear) CoD 4 when you get extracted from Chernobyl...

May 10 2016, 12:02 AM · Arma 3

May 9 2016

Gliptal added a comment to T61399: "Z" to lower helicopter has not enough effect, "X,C" for cycling has the same problem..

It seems the problem is especially connected to the keyboard, since I find myself quite a lot more in control of the chopper with my X52 HOTAS...

May 9 2016, 11:05 PM · Arma 3
Gliptal added a comment to T60915: Left handed weapons.

Thanks both pops and scrim! What does the "approved" tag mean then?

May 9 2016, 10:34 PM · Arma 3
Gliptal added a comment to T60915: Left handed weapons.

scrim, do you have the link of the dev post? I would be really interested in reading it!

May 9 2016, 10:34 PM · Arma 3
Gliptal added a comment to T60915: Left handed weapons.

If I'm not wrong this would be a lot of animations have to be done again for lefties, I don't think it would be efficient to do so...

One awesome thing though would be the ability to change from left to right hand in CQB, like in IRL is often done...

May 9 2016, 10:34 PM · Arma 3
Gliptal added a comment to T60705: blue lining around grass trees and all nature elements.

Confirmed, it's the ATOC...

May 9 2016, 9:55 PM · Arma 3
Gliptal added a comment to T60349: ability to change kilometers per hour to Miles per hour.

Lenymo, do remember that NATO aviation does not use the metrical system though...

May 9 2016, 9:41 PM · Arma 3
Gliptal added a comment to T60349: ability to change kilometers per hour to Miles per hour.

Partially a good idea: the perfect solution would be to have a correctly hybrid use: aircrafts and helicopters systems (HUD and the like) as well as radio calls for anything airborne shoul use like IRL knots and nautical miles; land warfare though should keep the metric system, as it is the system of choiche for NATO...

May 9 2016, 9:41 PM · Arma 3
Gliptal added a comment to T60347: AI command reticle does not follow when ADS.

Good one, signed!

May 9 2016, 9:41 PM · Arma 3
Gliptal added a comment to T60049: [Feature request] Seperate post-processing settings for motion blur, bloom, ambient occlusion etc..

Absolutely signed...

May 9 2016, 9:23 PM · Arma 3
Gliptal added a comment to T59883: Helicopter controls are way too arcade.

My wild guess is that the physics for pretty much every aspect of the game are way not final...

May 9 2016, 7:17 PM · Arma 3
Gliptal added a comment to T59859: Adjust Key & Head Look Key Redundant.

If this is the case, I think keeping the keys separated is the best idea: everyone gets the possibility of playing as preferred, without forcing any solutions...

May 9 2016, 7:16 PM · Arma 3
Gliptal added a comment to T59859: Adjust Key & Head Look Key Redundant.

I can't understand what you're meaning: could you explain your point better please?

May 9 2016, 7:16 PM · Arma 3
Gliptal added a comment to T59769: Input delay.

What do yuo mean exactly with input lag?

May 9 2016, 7:12 PM · Arma 3
Gliptal added a comment to T59637: Dedicated buttons for adjusting the stance up/down instead of a modifier button (CTRL).

Using the mouse wheel is a great idea!

May 9 2016, 7:06 PM · Arma 3
Gliptal added a comment to T59494: Selecting from the scroll wheel menu options with the left mouse button.

Middle mouse button is perfect, using the left mouse button would interfere with the shooting mechanics...

May 9 2016, 6:59 PM · Arma 3
Gliptal added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

@bez:

From what I understood from the forums and dev posts here on the tracker, the problem with animations in ArmA engine is that one single animation is to be used for 1st person player, 3rd person player, and AI...

If I'm not wrong, normally different animations exist for the same action with other engines, while with this one a compromise between "works in all possible situations" and "looks good enough in all these situations"...

May 9 2016, 6:56 PM · Arma 3
Gliptal added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

Signed!

May 9 2016, 6:56 PM · Arma 3
Gliptal added a comment to T59405: Crosshair & deathmessages on Expert/Veteran.

In expert and veteran difficulties crosshairs are on by default, but can be deactivated via the game options...

May 9 2016, 6:54 PM · Arma 3
Gliptal added a comment to T59405: Crosshair & deathmessages on Expert/Veteran.

I don't think so: as someone already stated, in IRL you have some sort of feeling of where your gun is pointed at, that cannot be reproduced in the game without the use of crosshairs...

May 9 2016, 6:54 PM · Arma 3
Gliptal added a comment to T59389: Looking from inside the AH-9 at the minigun firing - they go around in circles.

What do you mean exactly? Be advised that the mingun's barrels do revolve whilst firing...

May 9 2016, 6:53 PM · Arma 3
Gliptal added a comment to T59389: Looking from inside the AH-9 at the minigun firing - they go around in circles.

Vote up then!

May 9 2016, 6:53 PM · Arma 3
Gliptal added a comment to T59372: Active Reloads.

True, it would be quite a big hiy on realism if this issue wasn't addressed...

May 9 2016, 6:53 PM · Arma 3
Gliptal added a comment to T59274: Performance the same regardless of AA and FXAA/SMAA use..

FXAA and SMAA are pretty efficient ways of simulating the use of AA, so on a powerful rig I think it's normal to not notice any change in FPS... The fact that AA does the same thing though is strange...

May 9 2016, 6:47 PM · Arma 3
Gliptal added a comment to T59249: Helicopters stick to surfaces whilst landing at speed.

Good call on the wheel brakes, but the issue should definitely be fixed for skid helicopters...

May 9 2016, 6:45 PM · Arma 3
Gliptal added a comment to T59249: Helicopters stick to surfaces whilst landing at speed.

Agreed, it will look way more realistic...

May 9 2016, 6:45 PM · Arma 3
Gliptal added a comment to T59122: Explosives dont kill Infantry at point Blank range.

Could it be that explosion damage has a maximum AND minimum radius, and for some reason the latter is set too high then?

May 9 2016, 6:40 PM · Arma 3
Gliptal added a comment to T59122: Explosives dont kill Infantry at point Blank range.

Most Gls and Rocket launchers have a safety trigger that activates the warhead only after the projectile has traveled a set distance: it MAY be that this feature is damage implemented, but the visual explosion triggers anyways because it wasn't correctly deactivated (yet)...

May 9 2016, 6:40 PM · Arma 3
Gliptal added a comment to T58853: GPS appears in middle of the screen.

It was moveable in ArmA, so I guess it will eventually be in ArmA III too...

May 9 2016, 4:04 PM · Arma 3
Gliptal added a comment to T58851: Mission Briefing - Cannot review gear.

True, but I guess it's a design choiche because of how showcases work...

May 9 2016, 4:04 PM · Arma 3
Gliptal added a comment to T58746: PiP FPS Drop.

That's totally normal: PIP means a second scene has to be rendered, thus reducing overall performance...

May 9 2016, 3:28 PM · Arma 3