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May 10 2016

KardasLT edited Steps To Reproduce on T71693: Grenades cant be thrown through the Comm Towers roof access port..
May 10 2016, 5:52 AM · Arma 3
KardasLT added a comment to T70705: Using F to switch to grenade launcher = a bad day for everyone.

Yeah its really unintuitive. Could be shift+1/2/3/4 for weapon switches. 1 - pistol. 2-rifle ( change firemodes with f) 3- grenade launcher 4- AT launcher. Considering the UI fades it gets tedious safety-switching firemodes just to see what mode youre using and then you have to recycle through the modes to get back where you were again.

I think they could experiment with the shortkeys now that they have diffrent keybind profiles, so if some want to stick to old one, they could.

May 10 2016, 5:22 AM · Arma 3
KardasLT added a comment to T70152: when vehicle is destroyed.

I would apreciate atleast some more interesting textures, instead of burnt brown all around. Traces of paint left here and there would be slightly more apealing.

May 10 2016, 5:02 AM · Arma 3
KardasLT added a comment to T70149: Vehicle doors are not opening in dev build..

They arent supposed to open now. The feature has been removed until BIS has time and resources to implement it properly, most likely after release of the full game.

May 10 2016, 5:02 AM · Arma 3
KardasLT added a comment to T70144: Tires explode and don't get flat.

What NodUnit said. It works just like in Arma2. You can shoot the tires and they deflate and sink into the ground the more you shoot them, until they are completely destroyed, this affects the vehicles speed aswell.

May 10 2016, 5:01 AM · Arma 3
KardasLT added a comment to T70084: choppers are bouncing.

Also i remember bouncing on the Barracks roof in the Old outpost. Tried again and it seems mostly present when landing a Mi-48 kajman ontop, though Orca performs wierdly aswell ( spins in circles with engine off and bounce a bit less).

May 10 2016, 4:59 AM · Arma 3
KardasLT added a comment to T70067: can we have a STEALTH - AWARE and a STEALTH - COMBAT combat mode.

But that would negate the STEALTH bit. If you want to move faster just issue them to be 'Aware' or 'Combat', move the desired distance, and reissue the 'Stealth'. Wont that do the same thing?

May 10 2016, 4:58 AM · Arma 3
KardasLT added a comment to T70001: Stopping to change weapons.

Not sure if you were joking, but just in case somebody doesnt know theres a search filter in "view issues", use it.

May 10 2016, 4:56 AM · Arma 3
KardasLT added a comment to T69971: BTR-K top speed too high.

@copper2010 Sure, doesnt mean the devs cant make mistakes. In reality .45acp doesnt instakill when you get shot in the foot, your weapon doesnt suddenly get a burst firing mode if you put a suppressor on, and tracked BTR vehicles arent likely to beat wheeled AMV's in a race on a straight paved surface. Most military apc tracked vehicles seem to be within the range of 50 - 60+ km/h top speed in reality. Most AMV's 100+ km/h

@blackjack.tom Good to see someone finaly found an example for a counter argument, it may very well could be based on it. We'll see if they leave it like it is or not.

EDIT
I watched some russian documentarys on 2T Stalker, it very much looks like it may be a version of it instead of BTR-D. It seems to have some sorta stealth technology which makes it harder to be detected, but much more lightly armoured which lets it reach higher speeds aswell. Cool stuff.

May 10 2016, 4:55 AM · Arma 3
KardasLT added a comment to T69971: BTR-K top speed too high.

Yeah, im skeptical about balancing, but the speed may be to high. It seems to be based on BTR-D, maybe a future version of it. BTR-D has a max speed of around 60 km/h.

May 10 2016, 4:55 AM · Arma 3
KardasLT added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

MX is fictional. BIS had one of the weapon companies design it for them from scratch. But it is inspired by real world counterparts ACR and XCR, yes. Also they really probably should finaly add bullet accounting.

May 10 2016, 4:52 AM · Arma 3
KardasLT added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

True though, they should probably make an extended mag or something, i guess. SO its rather a visual issue, not gameplay.

May 10 2016, 4:52 AM · Arma 3
KardasLT added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

Then play other games. I agree with Death. Its 2035. Just like MX is a fictional rifle. Does that bother you aswell?

May 10 2016, 4:52 AM · Arma 3
KardasLT added a comment to T69894: Game explosions range breaks windows even if they are behind a wall.

Try out the dev build. Maybe its that.

May 10 2016, 4:52 AM · Arma 3
KardasLT added a comment to T69894: Game explosions range breaks windows even if they are behind a wall.

I undesrstand, but what im saying is that the walls in ARMA3 protect you from grenade explosions already. I tested it myself.

Unless you found where it doesnt work.

May 10 2016, 4:52 AM · Arma 3
KardasLT added a comment to T69894: Game explosions range breaks windows even if they are behind a wall.

Thats how it works in the build im playing right now. Which is the latest dev-build. You take no damage if you take cover behind a wall, road/h-barriers, building walls etc. I found a few spots that didnt work however. Would be great if youd be more specific if you have the issue with some situations that you think should be changed.

May 10 2016, 4:51 AM · Arma 3
KardasLT added a comment to T69865: Customise your clothes for you soldier in the options.

There will be an equipment tab in the editor, will it have saving preset loadouts i dont know. Also some mod games which let you use what you want in the servers already let you save your loadouts. You seem to talk about this as if ARMA3 has some official supported Mercenery type of gamemode where everyone brings in their own gear. And i dont recall there being such a thing. Making a dead-end feature like this seems kinda pointless for me.

May 10 2016, 4:51 AM · Arma 3
KardasLT added a comment to T69765: Sound Effects.

Since the explosions seem to have been mentioned already in a couple of other tickets, so to avoid derailing the ticket in everyones complain with something like i did i removed the post..

May 10 2016, 4:47 AM · Arma 3
KardasLT added a comment to T69596: " Directx 10 is not supported by your adapter".

http://feedback.arma3.com/how-to-user.html.html

Look here for how to report a crash.

May 10 2016, 4:41 AM · Arma 3
KardasLT added a comment to T69566: HEMTT fuel tank hit boxes incorrect.

Wierd, i tested it almost a week ago, and with alot of ammo, managed to damage the fuel tanks. I guessed it was just considered armoured. Would be good to look into it though, just in case. In the meantime ZAMAK takes 3 rounds to the fuel tank to go boom.

May 10 2016, 4:40 AM · Arma 3
KardasLT added a comment to T69537: asthma inhaler.

Hey id like longer jogs aswell. But this ticket is about inhalers.

May 10 2016, 4:39 AM · Arma 3
KardasLT added a comment to T69537: asthma inhaler.

Your sarcasm is neither funny nor helpful. This is a bug tracker not your personal blog.

May 10 2016, 4:39 AM · Arma 3
KardasLT added a comment to T69514: Diver subsonic gun/ammo sucks on land.

@InstaGoat so what youre saying is shooting a person without a helmet point blank in the face should not kill him? Since thats whats happening currently. I thought the same as you untill i tried for myself first.
Thanks for the info though i was curious what ammunition that is and it seems pretty deadly http://www.youtube.com/watch?v=YKMWuMRwyCk

May 10 2016, 4:37 AM · Arma 3
KardasLT added a comment to T69442: you should have to open the door or hatch from the heli or sub before you can jump out.

Thats how it is in the Beta Dev version. I see youre only using the Beta version.
Still the feature has its issues and needs to be tweeked.

May 10 2016, 4:35 AM · Arma 3
KardasLT added a comment to T69443: [Feature Request] Reset Helicopter Head Position.

The button you are looking for in the keybinds is 'center head move'.

May 10 2016, 4:35 AM · Arma 3
KardasLT added a comment to T69406: Arma 3 NEEDS AN M4 or an H&K 416 ASSAULT RIFLE.

The FHQ pack is pretty good and it had animated fire selectors right off the bat. And all of us would want our own personal favorite weapons to be compatible, why should m4 be the special one, id rather have FN FAL or G3A3 to provide more visual variety, since MX looks close to a spinoff of M4/scar in silhuete anyway.

May 10 2016, 4:34 AM · Arma 3
KardasLT added a comment to T69405: ARMA 3 Beta - still feels clunky and still has major issues.

I think this post couldve worked better on the forums, this isnt really a bug report, but a complaint. Those issues are true though. Also id agree with AD2001 on commo rose, that would be bad for arma, since it would either take over your mouse for input or movement keys. Now you can move aim and issue orders at the same time. On the ladder issue, i wouldnt mind, get close to climb, i cant recall the game right now, but one of the fps games impressed me how accurate the ladder climbing was, it was impossible to accidently climb it, and i noted that ingame.

May 10 2016, 4:34 AM · Arma 3
KardasLT added a comment to T69401: Iranian team still uses player's selected profile head.

There should be an option to pick from Arabian heads. I missed this ingame myself, as they are fully modeled and done anyway, unless they are somehow tecnicly diffrent from the other heads, but they look really good. better than some white faces imho.

May 10 2016, 4:34 AM · Arma 3
KardasLT added a comment to T69384: bullets don't penetrate glass lol :P.

Could not reproduce, the bullets pass through the glass window that has been broken and hit the aircraft.

May 10 2016, 4:33 AM · Arma 3
KardasLT added a comment to T69351: mirrors not working.

On the topic of mirrors, IFRIT has a second set of mirrors that are facing downwards to the sides, yet instead of the vehicles sides and ground, they seem to reflect a rotated view of the regular mirrors.

I wouldnt mind if they were removed to save on processing power instead of giving them another separate rendering task if to fix it. They are hardly visable anyway.

May 10 2016, 4:32 AM · Arma 3
KardasLT added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

So true jake. The recoil is so huge while standing, id question the reason to go for 6.5 round if thats the culprit, since while the round is more powerfull its less accurate. Also from spectating how AI behaves, they dont seem to have much recoil problems, since after every shot their aim snaps right back on target it seems.

May 10 2016, 4:31 AM · Arma 3
KardasLT added a comment to T69323: [RFE] red-on-black map colour scheme for playing in the dark.

That would be usefull, you could enable/disable it in the map, just like you can switch between textured/untextured modes. And it could dinamicly adjust acording to time of day.

May 10 2016, 4:31 AM · Arma 3
KardasLT added a comment to T69322: OPFOR recon without main weapon after supposed OPFOR loadout fix.

Shouldve searched, didnt see it on the main view. Sorry.

May 10 2016, 4:31 AM · Arma 3
KardasLT edited Steps To Reproduce on T69322: OPFOR recon without main weapon after supposed OPFOR loadout fix.
May 10 2016, 4:31 AM · Arma 3
KardasLT added a comment to T69320: [DEV] Opfor recon units are using non existing weapon classname.

Seems to be fixed in the latest build

May 10 2016, 4:31 AM · Arma 3
KardasLT added a comment to T69320: [DEV] Opfor recon units are using non existing weapon classname.

confirmed

May 10 2016, 4:31 AM · Arma 3
KardasLT added a comment to T69292: Remove the blured vision when Fatigued..

On the other hand, the blur forces you to rest, because it slightly hinders your vision which is important for the game. Else you could just run into infinity and beyond with nothing stopping you, unlike in real life youd get exausted. Black edges dont affect you in any way but inform you that youre getting tired, the blur offers you a tradeoff, dont stop and risk getting shot, or stop and rest.

Else they could just make you pass out while running or fall over.

May 10 2016, 4:30 AM · Arma 3
KardasLT added a comment to T69287: (Realistic) Battlesuits... no, seriously..

Those are interesting thoughts though, im reading your other tickets about the future warrior, i think the game is far to in to make such drastic changes and alot of stuff would just clash against eachother making a confusing mess. Wars would be fought much difrently aswell, considering the tech theyd use. I wouldnt mind a completely new game with such super soldiers and super tech with reimagining how wars would be fought under those conditions.

May 10 2016, 4:30 AM · Arma 3
KardasLT added a comment to T69287: (Realistic) Battlesuits... no, seriously..

I dont find that as an interesting addition though, atleast i wouldnt want them in combat. Id rather have that BigDog twitching around the squad as a support unit, would blend in much more imho. Also theres plenty of illustrations that show what the future soldier may look like in fully closed helmets with HUD that shows everything everywhere and biohazard protection systems, exoskeletons under the uniform etc. like something out of command and conquer tiberian sun cutscenes (if you remember that), and arma3 soldiers look nothing like em. An interesting thought though.

May 10 2016, 4:30 AM · Arma 3
KardasLT added a comment to T69271: Modifier + Mousewheel Combination not supported in Controls.

Yeah, im considering buying a mouse with buttons on the side, but this would give me all i need with a current mouse. The inconsistent effects of right mouse button for zooming for diffrent vehicles and seat positions is getting annoying. Im used to zooming in with the right mouse button, but you cant do that in some gunners positions, with someweapons you can, in other cases youll be ordering the gunner to fire or target a friendly unit. + and - are a bit to uncomfortable to use, and cant see what to rebind those to and be accessible enough. Having a ctrl + mousewheel up/down would be incredibly usefull. With such a complex game, the more customizability the better.

May 10 2016, 4:29 AM · Arma 3
KardasLT added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

If it was a health problem then all amunition would give the same result. But it doesnt, its a problem of the round, it isnt properly tweeked for damage. It bypasses body armour unlike other ammunition in the game. Its the odd one out.

May 10 2016, 4:29 AM · Arma 3
KardasLT added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Also just noticed, if you have a 9mm sound suppressor equiped on vermin or on .45 acp handgun (another bug), it does not instakill, and seems to behave as it should. Without it, its instakill round.

May 10 2016, 4:29 AM · Arma 3
KardasLT added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Can confirm .45 is bugged. For both vermin and green handgun. Insta-kills to any part of the body, even body armour and feet.

May 10 2016, 4:29 AM · Arma 3
KardasLT added a comment to T69196: Vehicle damage too much?.

He may know what it is, but youre not making this ticket for yourself and your wasteland buddies, youre making it for the dev team. Make it clear and to the point so they wont have to spend time figuring out what the hell are you talking about.

May 10 2016, 4:26 AM · Arma 3
KardasLT added a comment to T69147: toggle walk/run.

Just use the knife again then or buy a small steel ball that fits perfectly on the key, its silly adding functions for the game to play itself while you go AFK.

May 10 2016, 4:25 AM · Arma 3
KardasLT added a comment to T69132: Suggestion about the inventory.

Yeah thats a good point actually. My mistake then.

May 10 2016, 4:24 AM · Arma 3
KardasLT added a comment to T69132: Suggestion about the inventory.

It is annoying and i thought about shift+clicking to move all aswell. However unlike you i put some thought into it and realised that this could be abused.

The only suggestion i could make is to make it feel less clunky. That would be to remove the slight lag between the click and the item actually moving. That is the annoying part, and not having to click 10 times.

May 10 2016, 4:24 AM · Arma 3
KardasLT added a comment to T69132: Suggestion about the inventory.

Moving 10 mags from one place to another takes time, i presume the current way is a safeguard against people instantly rearming in the mid of battle, gaining advantage where they should be at a disadvantage, like low ammo. Aka - realism.

May 10 2016, 4:24 AM · Arma 3
KardasLT added a comment to T69095: Arrow keys control AI vehicle movement, cannot unbind..

I ran into the same exact issue. Tried to bind arrow keys for turret movement left and right, to discover i was issuing orders for AI aswell, after spending half an hour rebinding everything i found, i gave up, there doesnt seem to be a way of disabling the AI controls. Which is wierd, WASD does the same thing aswell, so you have two sets of controls that do the same.

Also, there needs to be a way to save keybind profiles, and an option to toggle for the diffrent 'Zoom to iron sights' modes they added, since if you want to try those out, you have to rebind every key AGAIN.

May 10 2016, 4:22 AM · Arma 3
KardasLT added a comment to T69080: AH-99 Blackfoot issues and improvements.

Are stealth arguments even valid, are radars fully simulated to warrant manual landing gear? Id like manual landing gear to be an option, but for simple reason of having more control over the aircraft, rather than (probably)in game none-existent stealth issues. Any info on how these will work?

Also i was curious if they made it possible for the aircraft to turn at 80mph sideways aswell, sadly not.

May 10 2016, 4:19 AM · Arma 3
KardasLT added a comment to T69038: Can't move while reloading heavy weapons, can't cancel reload either.

A cancel action button, or scroll action menu button would be nice. When prone you cant move when reloading normal weapons, you cant roll to cover if you started reloading. Granted i learned to reload in cover, but a cancelation of some sorts would seem reasonable. Maybe the Q or E could work since they are named 'evasive left, evasive righ' already.

May 10 2016, 4:17 AM · Arma 3
KardasLT added a comment to T68948: Can't throw chem lights in water and drop them underwater.

Actually wouldnt mind the ability to throw chemlights. They look really awesome at night underwater, i suggest people try it.
Grenades? Why not, you wouldnt be able to throw them far due to water density, so would be something to watch out. Why was this removed, i have no idea, seems silly, to take it out.

May 10 2016, 4:14 AM · Arma 3
KardasLT added a comment to T68889: Nightime is not dark enough.

I disagree. The only issue i have is that the skybox has too much blues around the horizon in the night.

The nights are dark. Set it to over cast - they are dark. The moon is out - its not that dark. The moon is under the horizon - its dark again. Play around with the days of the month and the position of the moon.

May 10 2016, 4:12 AM · Arma 3
KardasLT added a comment to T68880: Make explosives a selectable weapon.

Only a unit who is trained in explosives can disarm the explosive. You need to be a sapper or whatnot, or have one around with proper toolkit.

I also agree with the ticket. I played the night showcase and accidently wasted an explosive while trying to loot a corpse and the action menu was jumping around.
Also once you enter the vehicle 'touch off' is the primary thing on the list, one click and it goes off. Not really safe.

The action menu needs a bit of a redesign/rethinking aswell, you cant possibly 'accidently arm an explosive' IRL.

May 10 2016, 4:11 AM · Arma 3
KardasLT added a comment to T68867: Optics mi-48 is too dirty.

Yeah they are to dirty, they add an extra layer of texture that might confuse on some occasions. My sink is cleaner than military grade optics.

May 10 2016, 4:11 AM · Arma 3
KardasLT added a comment to T68643: Helicopters drop when AA hits them.

To test the rotor damage out you can place an enemy AA unit behind the building ( the airfield has lots of those) so that the AA doesnt see you aproach it. Place youself as a helicopter pilot flying at around 100meters, fly directly over the building the AA is behind. Fly straight so that he fires at you from behind. Most likely the AA missile will hit your tail rotor, destroying the ATRQ rotor, yet keeping Main rotor somewhat intact and functioning.

Done some more testing with the Blackfoot this time. And getting hit from behind is much more deadlier than flying a Ghosthawk. Which is understandable. However on hit did not instantly lock my Main rotor, it disabled it, but it still kept spinning down, yet the engine was dead. It did keep the aircraft stable for a while.

So i think there should be a bit more forgiving chances of the rotor not instantly locking up, but just powering down, would give a bit more interesting gameplay results. Since its still most likely a death sentence depending on your altitute and speed, but there is a slight chance of survival.

May 10 2016, 4:02 AM · Arma 3
KardasLT added a comment to T68643: Helicopters drop when AA hits them.

Ive tested it, mostly with the ghosthawk, and the rotors seem to be quite sensitive if the hit is somewhere around the middle of the helicopter which happens most of the times. But still the damage could be done separately to atrq and main rotor from the testing aswell both in orange damage range and red-yet functioning. Some fine tuning on the direct hit could be done i guess, like if its from the bottom, its more likely to kill the pilot instead the engine or something? I dunno.

I had my editor scenarios in Arma2 OA where the AA would hit the heli, killing the pilot, leaving the helicopter mostly intact and howering slow to the ground by itself. Would be cool to see some variations of this. Though some testing should probably be done with diffrent helicopters and how they perform.

I would like to see less crashing-exploding helis though, especially at fast yet low angles. So far its really hard to get the carved-ground effect at high-flying low crash speeds. I miss that.

May 10 2016, 4:02 AM · Arma 3
KardasLT added a comment to T68536: You can't throw a grenade to vehicles.

Im pretty sure none of the vehicles can have anything thrown inside them currently. Helis aswell as all ground vehicles. Id like to have this ability aswell though.

May 10 2016, 3:58 AM · Arma 3
KardasLT added a comment to T68516: AI is FAR TOO ACCURATE.

I noticed this on Veteran difficulty and up. On regular it seems around fine. Though on higher difficultys it becomes apparent that the AI is far to precise in targeting. Considering you as a player have to readjust after every single shot due to crazy recoil, AI doesnt seem to struggle with the issues of the living. Even under fire, they swoop around and shoot you right away crouching behind the rock. Harder difficultys should be harder, but they should be fair aswell.

May 10 2016, 3:57 AM · Arma 3
KardasLT added a comment to T68196: Flooding land like Arma 2 ACR.

Imagine the 'Waterworld' mods. Keep your wasteland, postapocalyptic underwater dumpster diving for loot and makeshift boat warfare is where its at.

May 10 2016, 3:45 AM · Arma 3
KardasLT added a comment to T68183: Mi-48 Kajman's copilot seat has no "Take controls" option or flight controls.

@NodUnit Yeah, it also has wheels, doesnt mean Mi-48 has to enter f-1 championship 2035.

Avionics actually look similar and they have no business to be so. What the hell.

May 10 2016, 3:45 AM · Arma 3
KardasLT added a comment to T68183: Mi-48 Kajman's copilot seat has no "Take controls" option or flight controls.

I dont think Mi-48 needs to have a take over controls. It seems to be a combination of three helicopters. Cockpit design of Mi-28 which has no flight controls in gunners position as far as i looked. Twin Rotor systems of Ka-52. And Troop transport hull capabilities of mi-24.

Cockpit sources:

https://dev-heaven.net/attachments/977/attachment.jpg
http://paralay.net/mi28/400.jpg

So its working as it should.

May 10 2016, 3:45 AM · Arma 3
KardasLT added a comment to T68144: Strider - retractable sensor head.

Would definetly make the vehicle even more versitile and add to the gameplay. Loving the idea realy.

May 10 2016, 3:43 AM · Arma 3
KardasLT added a comment to T68089: Context sensitive ingame UI not very sensitive at all.

Yeah, it needs precision. This happens so often that fixing this would make a world of diffrence in games aproachability. From entering vehicles, looting enemies, climbing ladders, opening doors, it happens everywhere and everytime you start cursing the damn system. Hope the devs notice that this is a HUGE issue.

May 10 2016, 3:41 AM · Arma 3
KardasLT edited Steps To Reproduce on T68050: Ragdoll model fingers are stretched as if in tension when dead..
May 10 2016, 3:39 AM · Arma 3
KardasLT added a comment to T68040: Unarmed characters can't use stance adjust, lean or crouch-sprint.

Oh sorry, you edited it already. My bad.

May 10 2016, 3:39 AM · Arma 3
KardasLT added a comment to T68040: Unarmed characters can't use stance adjust, lean or crouch-sprint.

You CAN do all of that as a civilian. You need to be wielding a weapon though. Same goes for military factions. Drop your weapons and you lose those options. Leaning would still be nice when without a weapon at the very least though.

May 10 2016, 3:39 AM · Arma 3
KardasLT added a comment to T67944: Lighting of scene changes when Sun out of viewport.

You can take screenshots with f12 in steam. Its an inbuilt feature. Or download fraps.

May 10 2016, 3:36 AM · Arma 3
KardasLT added a comment to T67944: Lighting of scene changes when Sun out of viewport.

Could not reproduce. The shadows are still theere, the light is still affecting the scene. Only the glare disapears how it should be since youre not looking directly at the sun.

Check your graphical settings. Lower graphical settings skip some of the lighting features for performance.

May 10 2016, 3:36 AM · Arma 3
KardasLT added a comment to T67740: Take weapon action area is too large.

A frequent problem i encounter aswell, pointing right at a corpse - scrolling for inventory and only getting inventory opened with a choice to get the enemies gun without the soldiers personal inventory. I have to circle around the corpse to find the sweet spot where i can access his stuff. Could be a related issue.

May 10 2016, 3:30 AM · Arma 3
KardasLT added a comment to T67740: Take weapon action area is too large.

To add to that, same goes for opening and closing doors. You can close/open a door, and have another set of doors right infront of you with the icon showing the possible interaction, and while activating what you think is the second set of doors right infront, the game infact operates the doors behind you.

There seems to be a great lack of precision with these interactions. I think the same issue plagued arma2.

May 10 2016, 3:30 AM · Arma 3
KardasLT added a comment to T67530: Draging and Carrying but cant put a player into a veicle.

Since when can you carry or drag soldiers in arma vanilla? You mixed something up with your mods and beta build.

May 10 2016, 3:24 AM · Arma 3
KardasLT added a comment to T67521: Casings eject very far from the weapon in first person view but not in 3rd person view.

Works properly now, thanks bohemia.

May 10 2016, 3:23 AM · Arma 3
KardasLT added a comment to T67114: Swinging/flexible Antennas on Vehicles.

Yeah, the vehicles seem a little stiff right now, with only the wheels acting on terrain, some more movement, like antennas, would be amazing. BF3 one looks great.

I remember in arma2 people analyzed the promo footage before release and how amazing the tank behaves when firing its canon, and the cool effects. It looked so real and immersive.

Taking another step by adding moving parts on vehicles would make the combat/vehicle ambience even more impressive.

Great idea.

May 10 2016, 3:07 AM · Arma 3
KardasLT added a comment to T66903: [Control Improvement Request] Freelook Enabled in Land Vehicles Overriding Heli Flying with Mouse Keybinds.

Can you stop contributing nothing to anyone and let people help BI resolve issues. This ticket isnt a waste if youd actually read what its about.

May 10 2016, 2:59 AM · Arma 3
KardasLT added a comment to T66903: [Control Improvement Request] Freelook Enabled in Land Vehicles Overriding Heli Flying with Mouse Keybinds.

Its tedious and can be improved through friendly custimization options. While the muscle movement isnt hard, mentally it starts to annoy you every time you enter a vehicle, breaking your natural expectations of being able to move your head. It greatly brakes the flow creating a moment of annoyance and frustration between entering a vehicle and driving off. I'd be happy if it was just added as an option in some .ini file at least.

When they added the enable Freelook option, i thought this will do it. But it completely disables double alt tap aswell, making it impossible to turn the mouse controls back on(last i recall). Aswell as its still the same for both transport types, air and ground.

--(easy?)Fix proposal--

If it was possible i propose that the computer stores the last known players decision for each vehicle type. For instance if i entered a ground vehicle and double tapped alt, the game remembers that for all ground vehicles from now on, until i double tap alt again to reenable mouse movement, and then it overrides the last known decision. And the same goes for helicopters and planes, only in separate options.

We would greatly apreciate it. So far the game is shaping up impressively, would be great if the little annoyances that add up to big ones would be ironed out aswell.

May 10 2016, 2:59 AM · Arma 3
KardasLT added a comment to T66903: [Control Improvement Request] Freelook Enabled in Land Vehicles Overriding Heli Flying with Mouse Keybinds.

I use mouse for heli and never for a vehicle. Double taping while is a minor action it builds up to a tedious momentum breaking thing. It takes a second and that second just ruins the flow, every single time you enter a vehicle. I too would like to have it diffrent for air and land vehicles, since it annoyed me since operation flash point up to this day.

May 10 2016, 2:59 AM · Arma 3
KardasLT added a comment to T66869: Suggestion: Adding a Cinematic/ theater mode.

Arma definetly produces moments in the game that are seemingly worthy of a film, or sometimes you just want to see those moments in third person. Would be a really valuable tool for the players and an impressive feature for arma games to boast about.

May 10 2016, 2:58 AM · Arma 3
KardasLT added a comment to T66602: Street lights dont break when shot ?.

They can be shot out, i suggest you rewrite the issue, that it takes way to many bullets to do so.

May 10 2016, 2:49 AM · Arma 3
KardasLT added a comment to T66566: AI knows the enemy position at all times, no matter what.

Nice find. Great work.

May 10 2016, 2:46 AM · Arma 3
KardasLT added a comment to T66509: In prone position switching from main weapon to AT makes you stand up.

Or better yet, maybe the option to take out the launcher could be greyed out when prone, and only accessible if you're kneeling or standing.

May 10 2016, 2:44 AM · Arma 3
KardasLT added a comment to T65970: Anti Hack program required!.

Im with sarlac here. Testing, searching for bugs first, fun second. Unless it requires 0 resources to set that up. And for all you know battleye could bring in a whole new level of crashes and bugs that would mix up with legitimate game bugs, making bug fixing even more complicated.

May 10 2016, 2:22 AM · Arma 3
KardasLT added a comment to T65948: More complex inventory system for vests.

Reminds me of jagged alliance 2, with the 1.13 patch inventory. I loved managing gear in that game. Definetly adds to the immersion, and overall a nice and cozy management feeling. Its one of these little things that just make for a great big picture in the end.

May 10 2016, 2:21 AM · Arma 3
KardasLT added a comment to T65946: Car brakes go on automatically when high speeds are reached.

Yeah. Noticed it yesterday. You can easily reproduce it on the airstrip too. Once the cars reach around 120, they automaticly hit the brakes and slow down.

May 10 2016, 2:20 AM · Arma 3
KardasLT added a comment to T65908: Unable to give a move order to a team.

Have you tried using shift+f1, shift+f2 etc. for selecting teams with assigned colours? Dont realy understand whats the issue, sorry. Try using shift+f1 - selects the first assigned coloured team, shift+f2 the second one and so forth.

May 10 2016, 2:19 AM · Arma 3
KardasLT added a comment to T65905: AI vehicles still can't go over bridges.

Tested on version 0.55.104269

Heres what ive got and uploaded an image.
The Ai move across some bridges from some directions. And the civilian offroad behaved diffrently than ifrit for me and just bypassed the third bridge on the left, while ifrits drove over it all fine instead of choosing the offroad path.

The one on the left, no AI move from top to bottom, both ifrit and offroad.
They dont use the middle one at all. Sometimes they move on the bridge from top to bottom but stop on it and "no can do", and refuse to finish crossing it.

Also for some reason as a commander for a civilian, i dont issue orders verbaly, and the civilian ai doesnt answer aswell. Sometimes random snippets of words like "three" "front" unrelated to the issued orders are said.

If someone could do a similar test and see if they get the same results would be nice.

May 10 2016, 2:19 AM · Arma 3
KardasLT edited Steps To Reproduce on T65801: Grenades cant be thrown through some types of building windows.
May 10 2016, 2:14 AM · Arma 3
KardasLT added a comment to T65801: Grenades cant be thrown through some types of building windows.

Since the latest dev patch 0,57,105... , which added new settlement next to the kamino firing range, the new building -'Stone House (small, destroyed)'- has a window which the grenades cant be thrown through.

May 10 2016, 2:14 AM · Arma 3
KardasLT added a comment to T64958: Port All ArmA2 Units, Weapons & Vehicles to ArmA3.

Op shouldve checked the forums before thinking hes omniscient. Theres a discussion about real world counterparts of arma3 vehicles and weapons, been there way before the alpha came out.

May 10 2016, 1:43 AM · Arma 3
KardasLT added a comment to T64559: More dangerous environment in water.

Beware the Dreaded Sea Urchins!

+1 Piercing damage if not wearing footwear.

Running in your underwear isnt as funny anymore now is it?!

May 10 2016, 1:29 AM · Arma 3
KardasLT added a comment to T64553: Weather conditions / seasons (snow etc.).

They dont and neither do you, so you might aswell let developers decide what they will or wont decide to do. People are free to make feature suggestions.

May 10 2016, 1:28 AM · Arma 3
KardasLT added a comment to T63141: Empty shells are not visible in the 1st person while shooting.

The issue is still present, hopefully it is being worked on.

May 10 2016, 12:31 AM · Arma 3
KardasLT added a comment to T63141: Empty shells are not visible in the 1st person while shooting.

I have this issue for a long time.

From what i can gather, the bullet casing spawner seems to be misplaced way too the right of the gun for all the guns.

Really hope you can fix this, its a big deal for the believability and immersion aswell.

May 10 2016, 12:31 AM · Arma 3
KardasLT added a comment to T62962: More Logic Triggers/ Multiple Waypoints in a UI ***PLEASE READ***.

Those condition waypoints/triggers are really interesting. Would make things much more easier.

May 10 2016, 12:21 AM · Arma 3
KardasLT added a comment to T62718: Animating vehicle doors.

You could just have hold-shift while looking at a vehicle - would give extra interaction options, that otherwise arent visable. Just like when commanding lines change when you hold alt.

Would be nice to have something like this and entering animations. The way you enter Mh-9, if youre the pilot or the passenger is incredibly awesome to look at. Would give the game tons of charm.

May 10 2016, 12:13 AM · Arma 3

May 9 2016

KardasLT added a comment to T62290: Cricket sounds are buzzing.

They sound okay on my game, not to loud.

The only issue i have is that the sound doesnt come from the environment but just overlays the game sound. You turn your head around but the sound sources dont change. Might be too taxing to place multiple cicada sounds i guess.

May 9 2016, 11:55 PM · Arma 3
KardasLT added a comment to T62098: AI Teammember freezes and doesn't react to commands.

In the 'old outpost' big barracks looking building units get stuck and some dont respond to commands at all, and others arent capable of leaving the positions. If you order individual troops to take positions all around the building, and then order to return to formation or 'move to' command, some will be able to leave the building, other will remain in the positions they are stationed, others will circle around, or walk through walls, or get stuck in odd areas. Its a deathtrap for AI squads.

May 9 2016, 11:45 PM · Arma 3
KardasLT added a comment to T60643: Player not awarded a kill from the helicopter in the scuba mission.

Just a guess, but did the chopper explode from your missile? Or was it disabled and fell into the water/ground. That may be the case im guessing, and would not be counted as a kill.

May 9 2016, 9:52 PM · Arma 3
KardasLT added a comment to T60085: Blood in water.

Just wait for the full release you'll have your yellow submarine.

May 9 2016, 9:25 PM · Arma 3
KardasLT added a comment to T60085: Blood in water.

Armas particle effects arent full blown out crazy realistic anyway, so a bit of over the top blood stream in the water would be a cool indicator of hitting someone.
Id like to have that effect, and how much of a strain would that be unless youre having hundreds of underwater units fighting ( which sounds really cool actually), and is no diffrent than having hundreds of vehicles blowing up on the shore. Aswell as SGTIce said, it wouldnt take long before the blood is discarded, so its not as taxing as something more complex.

Not a priority, but for polish it would be really nice.

May 9 2016, 9:25 PM · Arma 3