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May 25 2022

Loophole added a comment to T164915: Default Conflicting HOTAS Axis Binds for Vehicles.

No luck getting this to work so far. Initial attempt: forward & reverse keys did nothing, and vehicle was still attempting to reverse in response to some random axis's input. After trying to rebind W & S via the game UI, I managed to get the vehicle moving, but the handbrake was stuck on and could not be released, so movement is limited to a series of short jerks.

May 25 2022, 7:30 AM · Arma Reforger
Loophole added a comment to T164915: Default Conflicting HOTAS Axis Binds for Vehicles.

It looks like the answer is "Create New", and just accept the default path, because you can just ignore the 'project' after than and work on the Profile settings.

May 25 2022, 2:41 AM · Arma Reforger
Loophole added a comment to T164915: Default Conflicting HOTAS Axis Binds for Vehicles.

Hmm. When I open ArmA Reforger Tools I am presented with the Enfusion Workbench Launcher, and a blank list of projects, with options to "Create New" or "Add Existing". Which do I need to do in this case, and what path should I enter?

May 25 2022, 2:33 AM · Arma Reforger
Loophole added a comment to T164915: Default Conflicting HOTAS Axis Binds for Vehicles.

Thank you -dead-! I hadn't explored the Reforger tools and did not realise it had the ability to modify these things! I will try your excellent workaround!

May 25 2022, 1:46 AM · Arma Reforger

May 22 2022

Loophole added a comment to T164915: Default Conflicting HOTAS Axis Binds for Vehicles.

Same problem here. Unplugging all my 4 x HOTAS devices just to play Reforger isn't really a viable option - it can easily screw up the configuration of other games that use them!

May 22 2022, 10:16 AM · Arma Reforger

Aug 16 2017

Loophole added a comment to T124274: Collisions of cars with obstacles often cause not characteristic behavior..

Indeed, there are still occasional oddities: http://i.imgur.com/4n1LodS.mp4

Aug 16 2017, 2:14 AM · Arma 3

May 11 2016

Loophole edited Steps To Reproduce on T116217: Left and Right Arrow Keys incorrectly described in Bindings screen.
May 11 2016, 2:21 PM · Take On Mars
Loophole edited Steps To Reproduce on T116216: Satellite Shadows Cast onto Mars are too large.
May 11 2016, 2:21 PM · Take On Mars
Loophole edited Steps To Reproduce on T116139: Engine Error Crash Starting New Game.
May 11 2016, 2:19 PM · Take On Mars
Loophole added a comment to T116139: Engine Error Crash Starting New Game.

Well spotted! I have Saitek joystick, throttle and rudder pedals, and leave the rudder pedals plugged in even when not in use, as they are inconvenient to unplug. Unplugging them as you suggested does indeed fix the problem - I can get into the Mission Control screen and interact with it normally.

My preference would be for the program to ignore joystick inputs unless I specifically configure it to use them, or otherwise to have settings in the Options that allow such control. I have had similar problems in the past with programs that automatically use the inputs from the rudder pedals, and have no way to disable them.

It is curious that the main menu and options menu don't suffer from any problem - only the Mission Control screen (so far). Perhaps whatever logic they use could be applied to Mission Control?

In any case; thanks again for identifying the problem so readily! I'm looking forward to seeing how Take On Mars develops!

May 11 2016, 2:19 PM · Take On Mars
Loophole added a comment to T116120: Landing randomly failing is not fun.

Agree with Bosgek - everyone can be made happy if "No Landing Failures" was made a tickbox option in a "Difficulties" setting screen.

May 11 2016, 2:18 PM · Take On Mars
Loophole added a comment to T116113: Control lander descent and deployment.

In real life it would be impossible to land the probe by hand due to the communication delay times! :-) It could be done if it were controlled form a manned orbiter, though.

Now that would be cool - the ability to fund and launch a manned orbiter, and then have the "Mission Control" screen change to display the inside of the orbiter's command center!

May 11 2016, 2:18 PM · Take On Mars
Loophole added a comment to T116067: Triple Monitor resolution rendering problems.

I am encountering this same problem, running on a Matrox Triplehead in 3840 x 1024 mode. Switching to windows 1024x768 in the same game session makes the problems go away.

May 11 2016, 2:17 PM · Take On Mars

May 10 2016

Loophole edited Steps To Reproduce on T84187: "Play as Multiplayer" is not handling additional data files.
May 10 2016, 11:59 AM · Arma 3
Loophole added a comment to T79891: View Problems with Zeus remote-controlled units in vehicles.

I also noticed some other odd behaviour in vehicles while remote-controlling an AI unit as Zeus. Possibly related? These include:

  • When entering the Mi-290 co-pilot position (RH) it always auto-kicked me into the LH seat after a moment.
  • Getting randomly ejected from vehicles from time to time.

I haven't thoroughly investigated these secondary issues - but they may be associated with the same underlying cause of the main issue.

May 10 2016, 9:36 AM · Arma 3
Loophole edited Steps To Reproduce on T79891: View Problems with Zeus remote-controlled units in vehicles.
May 10 2016, 9:36 AM · Arma 3
Loophole added a comment to T74126: Adams AI is glitched.

This sounds similar to my experience. Started the campaign, and reached the point where we headed back to our starting camp on foot, and encountered our first enemy patrol. I don't know if Adams took any hits in that fight, but I stopped to loot bodies; I think Adams headed off to the next waypoint. When I got there, Adams did nothing, and I seemed to now be in charge of our fireteam (the two of us). I was able to proceed through the rest of the chapter by repeatedly telling Adams "proceed to next waypoint" and then following him.

May 10 2016, 7:04 AM · Arma 3
Loophole added a comment to T63436: Have the ability to set Respawn options in the mission editor.

The point is to make it easy for novice editor-users. A simply GUI option with four choices, for example. Having to change scripts is not really much different to how it is now.

May 10 2016, 12:40 AM · Arma 3
Loophole added a comment to T63436: Have the ability to set Respawn options in the mission editor.

This is related to reports #0000847, #0004675, #003254

May 10 2016, 12:40 AM · Arma 3
Loophole edited Steps To Reproduce on T63436: Have the ability to set Respawn options in the mission editor.
May 10 2016, 12:40 AM · Arma 3
Loophole edited Steps To Reproduce on T63434: Ringing the Bells.
May 10 2016, 12:40 AM · Arma 3
Loophole edited Steps To Reproduce on T63433: Fish out of water.
May 10 2016, 12:40 AM · Arma 3
Loophole edited Steps To Reproduce on T63430: Window-panes floating in space, in Girna.
May 10 2016, 12:40 AM · Arma 3

May 9 2016

Loophole added a comment to T62006: Difficulty Settings need separate control over Skill and Accuracy.

Hmm; should probably have marked it "Feature" rather than "Major". If I can figure out how to edit the report, I'll change that.

May 9 2016, 11:39 PM · Arma 3
Loophole edited Steps To Reproduce on T62006: Difficulty Settings need separate control over Skill and Accuracy.
May 9 2016, 11:39 PM · Arma 3
Loophole added a comment to T60516: Automatically standing up when crawling between rocks.

Surely armapirx's suggestion is implementable? The system already has logic that detects that the player has crawled onto an 'unacceptable' surface, and changes them to an upright stance. Couldn't that same logic instead move the player back to the position they occupied on the previous frame - i.e. where they just moved from. The effect would be that their movement would be blocked (similar to how bushes and trees currently block your movement), until they raised their stance.

I can't count how many times I have been killed in a firefight because I bumped a stone wall!

May 9 2016, 9:47 PM · Arma 3
Loophole edited Steps To Reproduce on T60026: No indication of currently-selected "tab" on Options pages.
May 9 2016, 9:21 PM · Arma 3