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May 10 2016

Stuffedsheep added a comment to T81465: Foliage attachment option for guns?.

The side rail slot would, in my opinion, be the best way.

When you want to use a laser or a light, there is not really a point of having a camouflaged marksman/sniper rifle. You will stand out a lot more when using those, not to mention the foliage getting in front of the light/laser.

May 10 2016, 10:31 AM · Arma 3
Stuffedsheep added a comment to T81379: Arma 3 Multiplayer keeps crashing.

@Stalkel2, I would say that it depends on the reason why it crashes. It could be the mission or Arma3.

But the ticket title doesn't help to point this out though, as it makes it seem like it is the mission.

May 10 2016, 10:29 AM · Arma 3
Stuffedsheep edited Steps To Reproduce on T79870: Game crash when slingloaded object is deleted using zeus.
May 10 2016, 9:35 AM · Arma 3
Stuffedsheep added a comment to T79241: Game always stops responding at start up..

@Iceman,
I've done some searching, and it's not a game crash. When the game is loading it just takes a bit longer, and windows doesn't receive any information from the app(Arma3) in that loading time. That's when it displays the "stopped responding" message. Then when the game has finished loading (the Addons part, lots of files) windows receives information again and it removes the "Stopped working" box and continues on like normal.

so the best way to fix this for me is to tell windows that it should give ArmA3 more time before windows deems it unresponsive.

If you want I can make a new issue, but I have looked through the RPT files myself and showed them to a few of my friends and we couldn't find anything wrong with ArmA3.

May 10 2016, 9:14 AM · Arma 3
Stuffedsheep added a comment to T79241: Game always stops responding at start up..

I have this issue as well, and for me it shows the "stopped responding" message just after receiving a mission file in MP as well.

In both cases I just leave it for +/- 30 seconds and it will continue on it's own.

I don't think it will help you much, but I thought I'll share this.

May 10 2016, 9:14 AM · Arma 3
Stuffedsheep added a comment to T78719: Pistol Flashlights.

up voted. But don't forget the IR laser attachment as well, for those who use sidearms together with NVG.

May 10 2016, 8:59 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Its not really needed, I agree. But it would add a lot more value and diversity to vehicles.

And on top of that. It would create the opportunity for modders to make weapons or modules for vehicles, instead of an entire new vehicle.

Edit:
I also found this picture a while ago in the A3 helicopters pbo
http://imgur.com/a8FHbsM

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

They were pretty clear, but some illustrations could not hurt. ;p

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I think this would be a good addition as well. but I would like to see a modular solution.

Just having the base OH-9 and being able to add items to it, like you attach sights and rail attachments to weapons. Simply being able to pick benches, doors, weapons(DAR,DAGR,ASRAMM,M134,HMG,GMG), countermeasures, FLIR camera and add them to the base helicopter. This would also work with other helicopters and land vehicles.

And if you want to take it a step further, make them changeable in the field. This would make for a better sandbox experience by adding more value to a single vehicle. The vehicles will be able to use or switch specific loadouts in the field. Having one helicopter that can switch weapon systems can be a much more valuable than having three separate ones.

This is already shown in several mods(John_Spartan & Saul's F18,SU35) only with weapons.

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I just read all seven pages, and I really don't have anything to add. I'll be waiting for a forum topic link and a feature request. :D

Good thing you had an 11 hour train ride :P

May 10 2016, 8:56 AM · Arma 3
Stuffedsheep added a comment to T78539: Wrong display name for CTRG uniforms.

No longer present in 1.28. Can be marked as resolved.

http://imgur.com/f1r3isP,H9jA5CY,Un8c1ij

May 10 2016, 8:54 AM · Arma 3
Stuffedsheep edited Steps To Reproduce on T78539: Wrong display name for CTRG uniforms.
May 10 2016, 8:54 AM · Arma 3
Stuffedsheep added a comment to T78468: Add wind guts and turbulence to fixed wings.

Agreed, But has an acknowledged duplicate.

0020108

May 10 2016, 8:52 AM · Arma 3
Stuffedsheep added a comment to T78466: Bring select (new) helicopter features to Fixed Wings.

Wheel brakes are also very important when landing on slopes. Without them you just roll down the hill.

May 10 2016, 8:52 AM · Arma 3
Stuffedsheep added a comment to T78466: Bring select (new) helicopter features to Fixed Wings.

"For instance, wheel brakes, while perhaps useful occasionally on helicopters, are extremely useful for fixed wing aircraft"

you should place dawn a helicopter on stratis airbase and put wind to max. leave the engine off and disable wheel brakes. the wind will push you right of the island.

I agreed with this idea, +1.

May 10 2016, 8:52 AM · Arma 3
Stuffedsheep added a comment to T78463: Landing without Landinggear.

It's already a feature.

May 10 2016, 8:52 AM · Arma 3
Stuffedsheep added a comment to T78463: Landing without Landinggear.

Had the issue as well.
and it's not in water, it sinks trough the ground.

I also tried auto rotating down which works like a dream, landed softly without damage, then the heli tilted and the rotor hit the ground. instant explosion.... which makes auto rotation still more or less impossible....

May 10 2016, 8:52 AM · Arma 3
Stuffedsheep edited Steps To Reproduce on T78431: Player position driver and gunner misaligned in Gorgon IFV.
May 10 2016, 8:51 AM · Arma 3
Stuffedsheep added a comment to T78419: New Fatigue settings or how to make all the players happy..

Would it not be and option to have a Module to change it. And it being up to the mission dev to set the amount of fatigue suitable for the mission.

keep the current settings as maximum fatigue and use the fatigue system we had before as a minimum.

May 10 2016, 8:51 AM · Arma 3
Stuffedsheep added a comment to T78419: New Fatigue settings or how to make all the players happy..

True, though every soldier goes through basic training so there physical fitness should be about the same. Of course every individual is different so there could be a random factor with it, say 5-8%.

The Module could also include different settings for different groups, say you have basic infantry, recon teams, and sniper teams. They can all be set differently, this could also give the recon role a significant advantage over regular infantry depending on what the mission dev chooses.

Bots. They should by default have the same settings as players (I believe that is the case right now). Making a separate module for bots would work, this module will by default mimic the settings of the players but can be freely adjusted.

As your request is about the configuration of each individual unit, in my opinion that would be bad. With that option it would be possible to create super soldiers, and we all know that Captain America does not really exist. Plus, I would not want to configure all 60 playable slots individually.

May 10 2016, 8:51 AM · Arma 3
Stuffedsheep added a comment to T78308: Able to throw grenades while falling from a high alitude..

what exactly is the question here, do you want it removed or is there something else?

when I read this I see a statement not a question.

May 10 2016, 8:48 AM · Arma 3
Stuffedsheep added a comment to T77273: Civilian Van.

Agreed, was wondering myself why there is a wreckage of it, but no actual vehicle.

here are some screenshots for those who are wondering what the wreck looks like: http://imgur.com/LDscovR,ybgcVKF,2ltkKYf

May 10 2016, 8:23 AM · Arma 3
Stuffedsheep added a comment to T76631: Knee on the back [VIDEO].

haha, that is the best ArmA 3 video I've seen so far!

though, it still needs to be fixed, upvoted

May 10 2016, 8:04 AM · Arma 3
Stuffedsheep added a comment to T76605: Gear dialog while inside vehicles..

@LordHeart, Agreed, but the crew sits inside a separate compartment if I'm not mistaken. So they should be able to access there own inventory, but not the vehicles inventory.

May 10 2016, 8:04 AM · Arma 3
Stuffedsheep added a comment to T76605: Gear dialog while inside vehicles..

upvoted, though I would suggest that only the people in the passengers seats should be able to change gear. Driver, gunner and commander are are occupied with other things.

May 10 2016, 8:04 AM · Arma 3
Stuffedsheep added a comment to T74906: Unable to switch vehicle seats when a higher ranking seat is occupied.

So I updated the issue, the problem stays the same only the information was updated.

My friend and I we tested it a bit more thoroughly and I updated the info because I founded the information not clear enough.

May 10 2016, 7:22 AM · Arma 3
Stuffedsheep edited Steps To Reproduce on T74906: Unable to switch vehicle seats when a higher ranking seat is occupied.
May 10 2016, 7:22 AM · Arma 3
Stuffedsheep added a comment to T72259: Artillery: AT Mine Cluster = Mine Cluster.

Should be fixed now, look at the dev branch changelog, date 02-04-2014: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog/page26

May 10 2016, 6:08 AM · Arma 3
Stuffedsheep added a comment to T65588: Little Bird NEEDS Countermeasures.

In my opinion all of these options, flares, FLIR camera, doors, benches, etc, should be available. It's just up to the missions designer to decide which ones are being used.

To implement this you could just use the base mh-9 model in the editor, and then have ether tick-boxes/second drop-down menu so you can add what you want. or do it by means of scripting, which I personally do not prefer since it has to initialize and is not in engine.

May 10 2016, 2:05 AM · Arma 3
Stuffedsheep added a comment to T63771: [Feature request] "Safety" fire mode.

Why not make it so that you need to hold your fire selection key for two seconds? This method has multiple upsides:

  • There is no additional key combination required
  • It does not add another firemode to the cycle
  • You have to hold it down to switch it to safe, so there wont be a way to put it on safe by accident in the field.

And if you want to put in on fire, you press F once to switch it back. Or maybe to make it more safe, hold it again for two seconds.

May 10 2016, 12:56 AM · Arma 3

May 9 2016

Stuffedsheep added a comment to T60819: Firing from vehicles.

Soon, soon this will be reality....

May 9 2016, 10:16 PM · Arma 3
Stuffedsheep added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

@Goose, You can take down a building with the minigun. I've tried it when I crash landed a UH-80 once, the MROT was stuck on a house and I just leveled the house with the minigun so I could take of again.

As for the rate of fire, I'm not sure if what I'm saying is correct. But I believe that the Orka has a rpm of 4000 and the pawnee a rpm of 2000 per gun.

The Orka has only one minigun and the pawnee has two, so the amount of rounds being fired should be the same.

To get on topic here, I to find it hard to hit people with the miniguns, they really are accurate. I'm not saying it's a bad thing, especialy at close range (say 50-200m). they should be accurate at close range, but at long range (say 500-600m) I do have the feeling that they are to accurate.

May 9 2016, 9:27 PM · Arma 3
Stuffedsheep added a comment to T59492: [SUGGESTION] Functioning co-pilot seat.

If this feature has been implemented. Why is the status still on reviewed?

Just wondering.

May 9 2016, 6:58 PM · Arma 3