Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

stonestriker added a comment to T66749: Red, purple and orange smoke has weird border effect.

Seriously? :)

Where the orange smoke meets the sky, don´t you see a purple border area, that does not fit at all?

May 10 2016, 2:54 AM · Arma 3
stonestriker added a comment to T66749: Red, purple and orange smoke has weird border effect.

Hmm, thanks.

Monitor settings are fine, but the purple still stand out like a sore thumb to me. Must be my partial colour-blindness then :)

May 10 2016, 2:54 AM · Arma 3
stonestriker edited Steps To Reproduce on T66749: Red, purple and orange smoke has weird border effect.
May 10 2016, 2:54 AM · Arma 3
stonestriker added a comment to T66725: Add all round security formation or AI function/microbehaviour.

I think both options are nice:

  1. Currently we have a Scan Horizon option, which usually results in having the entire squad looking in the same direction while slowly turning 360 degrees. If the AI could assess the number of soldiers in a squad, and assign each a separate direction to watch, it would be a lot more useful. Ie. 3 AI would each have to cover a 120 degree angle, while 8 soldiers would only have 45 degree angle.
  1. I often find myself having to recon a bit ahead of my squad. It would be nice if there was a single command to tell them to stop, form a circle, and pull 360 security.
May 10 2016, 2:53 AM · Arma 3
stonestriker added a comment to T66602: Street lights dont break when shot ?.

Yes, it is possible to shoot out lights. However it takes quite a few bullets, and grenades have no effect. I downvoted this, as it needs further specification if it should be changed

May 10 2016, 2:49 AM · Arma 3
stonestriker added a comment to T66577: Stone House (small inhabited) v1 has artifacts in its destroyed state.

Still present as of todays Dev version

May 10 2016, 2:47 AM · Arma 3
stonestriker edited Steps To Reproduce on T66577: Stone House (small inhabited) v1 has artifacts in its destroyed state.
May 10 2016, 2:47 AM · Arma 3
stonestriker edited Steps To Reproduce on T66573: Foliage disappears when inside building.
May 10 2016, 2:47 AM · Arma 3
stonestriker edited Steps To Reproduce on T66210: First aid stuck in sound/status loop due to reloading.
May 10 2016, 2:32 AM · Arma 3
stonestriker added a comment to T66174: Arma 3 - Editor - Civilian Traffic Module.

Definitely need a module for this

May 10 2016, 2:30 AM · Arma 3
stonestriker added a comment to T66113: Shop 2 (Inhabited) v1. shows up wrong on FLIR.

Uploaded screenshots. The building also has wrong textures when destroyed

May 10 2016, 2:28 AM · Arma 3
stonestriker edited Steps To Reproduce on T66113: Shop 2 (Inhabited) v1. shows up wrong on FLIR.
May 10 2016, 2:28 AM · Arma 3
stonestriker added a comment to T66108: Walk faster when wounded.

@ceeeb: Well, I hope that means that it has been fixed in the Dev version at least. Is there an easy way to measure movement speed like you have done?

May 10 2016, 2:28 AM · Arma 3
stonestriker edited Steps To Reproduce on T66108: Walk faster when wounded.
May 10 2016, 2:28 AM · Arma 3
stonestriker added a comment to T66078: [request] a dynamic module for the whole island, civilians, blufor, opfor, independant..etc.

While the intent of this suggestion is ok, I would prefer to see it split into several separate modules. This seems to general in nature to be of much use.

May 10 2016, 2:26 AM · Arma 3
stonestriker added a comment to T64679: REQUEST 3D mission editor in the menu.

Would make placing units and objects so much easier. Especially considering that the outline of objects in the editor, does not match the size of the object once inside the game

May 10 2016, 1:33 AM · Arma 3

May 9 2016

stonestriker added a comment to T59613: Hunter GMG & Ifrit GMG 1500 m Zeroing Incorrect.

Sorry to sidetrack the discussion, but I just created a duplicate report of this bug by accident. If you do a search for "Hunter" or "GMG" this bug does not appear.

I can see at least one other person has created a duplicate as well. Perhaps this bug report is bugged somehow?

May 9 2016, 7:03 PM · Arma 3
stonestriker added a comment to T58955: MATV Survivability vs Explosives.

I am not sure which version this test was conducted, but in the current build 2 APERS will consistently give yellow wheels and engine, while 4 disable wheels.

1 Claymore will likewise give yellow wheels, while 2 will disable wheels.

I cannot agree to the top part of your suggestions. MRAPs are meant to protect the passengers from the mines, but not survive the explosion itself.

However the part about the short time from disabled vehicle->exploded vehicle if very valid. Vehicles should not be exploding all the time, and should most of the time just be replaced by a fire which consumes the vehicle within 5-60 minutes depending on the severity.

May 9 2016, 4:09 PM · Arma 3