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May 10 2016

MadocComadrin added a comment to T84666: Tank Platoons struggle to stay in formation..

Up-voted. I would suggest making some sort of repro mission (maybe one in A3 and a similar one in A2) and uploading it. Even if things are relatively easy to set-up, reports seem to get more attention when you upload a repro, and this definitely deserves attention.

May 10 2016, 12:13 PM · Arma 3
MadocComadrin edited Steps To Reproduce on T71523: Rain effect pops or stops during sprint transition to prone.
May 10 2016, 5:48 AM · Arma 3
MadocComadrin added a comment to T71267: Take UAV controls Menu item does not appear when UAV operator linked to group.

I encountered this as well.

May 10 2016, 5:40 AM · Arma 3
MadocComadrin edited Steps To Reproduce on T71249: Greyhawk can't taxi out of tent hangar.
May 10 2016, 5:40 AM · Arma 3
MadocComadrin added a comment to T71244: MQ4A won't turn off it's engine.

I had this happen too. I uploaded a repro mission for you.

May 10 2016, 5:40 AM · Arma 3
MadocComadrin edited Steps To Reproduce on T70870: Ifrit on the helipad at Mike-26 in the helicopter showcase makes landing harder..
May 10 2016, 5:27 AM · Arma 3
MadocComadrin edited Steps To Reproduce on T70609: Consider adding a getMass command..
May 10 2016, 5:19 AM · Arma 3
MadocComadrin added a comment to T70197: Site Modules causing loading screen to apear.

I can confirm this happens.

May 10 2016, 5:03 AM · Arma 3
MadocComadrin added a comment to T70123: setMass affects how heli control feels, only backwards.

While freezes aren't a good thing, I have to ask, what exactly did you expect to happen? In real life, objects with 0 mass must always move at the speed of light, and I doubt PhysX would simulate that properly. :P

May 10 2016, 5:00 AM · Arma 3
MadocComadrin added a comment to T70084: choppers are bouncing.

Try landing on a roof or some other object (eg. the large water storage tank at the airbase). Skid choppers really bounce there.

May 10 2016, 4:59 AM · Arma 3
MadocComadrin added a comment to T70084: choppers are bouncing.

Related? #0011496

May 10 2016, 4:59 AM · Arma 3
MadocComadrin added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Coalition of South Asian Territories?

May 10 2016, 4:58 AM · Arma 3
MadocComadrin added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

This is my Schützenpanzer. It schützs panzers. :P

May 10 2016, 4:58 AM · Arma 3
MadocComadrin added a comment to T70047: AI leaders will wait too long before issuing order to heal team mates.

Another thing to note is that for some reason, the medics only want to approach you from the exact left to heal you, and rotating causes them to run a few meters away, THEN circle around to the left side.

Likewise, I've often experienced medics not following the support order after a few seconds without receiving new orders.

May 10 2016, 4:58 AM · Arma 3
MadocComadrin added a comment to T70042: Collective Lower Pitches Helicopter Nose Down.

E is assigned to vehicle fast-forward, which you can't reassign in the options menu. Assigning downcollective to E will lower collective, but it just so happens that vehicle fast-forward for choppers in an aggressive pitch down, which it will also do.

You can change this by going to your current <profilename>.Arma3Profile file deleting the 18 from the keyHeliFastForward entry.

May 10 2016, 4:57 AM · Arma 3
MadocComadrin added a comment to T69971: BTR-K top speed too high.

I think this is only on paved roads. I haven't been able to get the BTR-K above 65 kmph, even on a downslope, on terrain or dirt roads. I've gotten to around 70 kmph with the Panther.

May 10 2016, 4:55 AM · Arma 3
MadocComadrin added a comment to T69962: BTR-K Kamysh has AT missiles, but the UI says it has AA missiles.

No problem, you posted before I edited that in.

May 10 2016, 4:55 AM · Arma 3
MadocComadrin added a comment to T69962: BTR-K Kamysh has AT missiles, but the UI says it has AA missiles.

Well, if they're supposed to be AA missiles, the devs will make sure they work like AA missiles. Reporting the mix-up will solve the problem no matter what was intended.

Edit: http://forums.bistudio.com/showthread.php?152866-Development-branch-discussion&p=2442510&viewfull=1#post2442510

They're supposed to be AT.

May 10 2016, 4:55 AM · Arma 3
MadocComadrin edited Steps To Reproduce on T69961: Backpacks/BLUFOR vehicles CFG naming convention confusing..
May 10 2016, 4:55 AM · Arma 3
MadocComadrin added a comment to T69959: M2A2 Slammer AND Panther IFV too small, Updated ticket.

It really is too small. Place an infantry right in front of the passenger door and you won't have to look twice.

May 10 2016, 4:54 AM · Arma 3
MadocComadrin added a comment to T69954: BTR-K Kamysh turn out.

You've accidentally swapped your description between this issue and #0011597.

May 10 2016, 4:54 AM · Arma 3
MadocComadrin added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

@DemonMustang: Why are people voting you down? It's your tone. Your report sounds like an angry, entitled soccer mom yelling at a 16 year old sales clerk for telling her that her coupon expired a week ago.

May 10 2016, 4:52 AM · Arma 3
MadocComadrin added a comment to T69855: Helicopters jitter and slide on slight inclines in most recent dev build..

This seems to be much better now. The choppers don't move at all in the repro mission.

May 10 2016, 4:50 AM · Arma 3
MadocComadrin edited Steps To Reproduce on T69855: Helicopters jitter and slide on slight inclines in most recent dev build..
May 10 2016, 4:50 AM · Arma 3
MadocComadrin added a comment to T69847: AMV gets stuck half on land partly in water and connot move..

IIRC, there is already a report about this. Let me try to find it.
Edit: #0009767

May 10 2016, 4:50 AM · Arma 3
MadocComadrin added a comment to T69556: AI pathfinding issues in Agia Marina, especially bridges..

Looking in the editor in the most recent dev build, it looks like the yellow road texture is broken and misaligned at the bridges.

May 10 2016, 4:40 AM · Arma 3
MadocComadrin added a comment to T69556: AI pathfinding issues in Agia Marina, especially bridges..

Aye, they do know to open fire...except they keep spinning and start spraying bullets (or worse, grenades) in every direction.

May 10 2016, 4:40 AM · Arma 3
MadocComadrin updated subscribers of T69556: AI pathfinding issues in Agia Marina, especially bridges..

@Bootsy: I figured that at least part of the issue would be related to general pathfinding, but my main concern is the two bridges, as they seem to lead to consistent sticking, and the sticking leads to behavior where the AI can't even get unstuck with some help nor can they defend themselves (as they're constantly circling).

May 10 2016, 4:40 AM · Arma 3
MadocComadrin edited Steps To Reproduce on T69556: AI pathfinding issues in Agia Marina, especially bridges..
May 10 2016, 4:40 AM · Arma 3
MadocComadrin added a comment to T69038: Can't move while reloading heavy weapons, can't cancel reload either.

I'd like to see either a reloading cancel or a slow scoot.

May 10 2016, 4:17 AM · Arma 3
MadocComadrin added a comment to T68974: Ability to Make flat parts for bases in the editor..

I wouldn't mind a few foundation models to plop buildings on top of. Upvoted.

May 10 2016, 4:15 AM · Arma 3
MadocComadrin added a comment to T68762: AH-99/ Comanche seats should have both gunner and pilot ability.

Then what we need is a "Swap controls" action.

May 10 2016, 4:07 AM · Arma 3
MadocComadrin added a comment to T68407: AMV-7 / MSE-3 Wheels Spin Indefinitely in Water.

I don't actually see them spin unless they hit something, in which case they'll spin in the appropriate direction of the impact--which is a little silly

May 10 2016, 3:53 AM · Arma 3
MadocComadrin added a comment to T68129: AMV-7, MSE-3 & Strider amphibious vehicles, lack of overlap between wheel drive mode & propeller drive modes leads to NO drive..

Interestingly, I managed to sink an AMV to the bottom of the sea--with the wheels touching the sea floor (setVelocity is fun). You get the exact same issue: the wheels won't turn and the rotors won't turn (and you stay sunk).

May 10 2016, 3:42 AM · Arma 3
MadocComadrin added a comment to T67949: add more spatially descriptive words to radio protocol.

Idea! ArmA 3: Vocaloid! :3

May 10 2016, 3:37 AM · Arma 3
MadocComadrin added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

My main gripe is that the sounds block out the engine failure/lock-on alarms.

May 10 2016, 3:20 AM · Arma 3
MadocComadrin added a comment to T66600: Footprints are always from boots.

You mean bare feet aren't supposed to leave boot-like prints? I guess I need to see my podiatrist! :P

May 10 2016, 2:49 AM · Arma 3
MadocComadrin added a comment to T64794: Random Offroad Textures are not synchron in MP mode.

While syncing the color/style would be ideal, with some light scripting, you can force whatever color/style offroad you want on all clients using animate, setObjectTexture and BS_fnc_MP.

http://forums.bistudio.com/showthread.php?156120-Setting-Color-of-Offroad&p=2407505&viewfull=1#post2407505

May 10 2016, 1:37 AM · Arma 3

May 9 2016

MadocComadrin added a comment to T62009: silenced weapons are not stealthy, Difficult to make silent kill.

Isn't there currently a bug where all AI know where you are after you kill someone? Do they have the same reaction if you intentionally miss?

May 9 2016, 11:39 PM · Arma 3
MadocComadrin added a comment to T61872: New technique for rendering grass at far distance.

For the issue of people in cover in front of objects: reducing the transparency slightly and adding some of the color of the grass onto the masked parts (which can be done with minimal additional performance impact) could help with that. It would make the unit look less like a ghost in front of rocks and such.

May 9 2016, 11:33 PM · Arma 3
MadocComadrin added a comment to T61600: Horrible convoy driving of AI vehicles.

Part of the problem is the formation ai: sometimes the AI will not take the shortest/easiest path to its position in formation, especially in vehicles. If they overshoot their position or are blocked by some obstacle or steep slope, they will spaz out.

May 9 2016, 11:14 PM · Arma 3
MadocComadrin added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

I like them. More is (almost) always better--assuming it's done correctly, but I'm content with what we have.

May 9 2016, 10:27 PM · Arma 3
MadocComadrin added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@Kol9yN: the ticket doesn't say RTT, which would be somewhat better in terms of performance.

Actually, I just thought of something. If PIP or RTT is used not for the scope view, but for the periphery, you could keep decent performance on the scope (which matters more) while being able to turn down the quality of the periphery.

May 9 2016, 10:26 PM · Arma 3
MadocComadrin added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

As much as I'd like to see this, I can't upvote it, as ARMA's PIP would make scopes unusable for me due to performance reasons.

May 9 2016, 10:26 PM · Arma 3
MadocComadrin added a comment to T60025: No female soldiers models available.

“The game industry has a history of depicting female characters inappropriately.”
Interestingly, they do the same with male characters--it's simply that you don't need to make a male as scantily clad to make them sex-objects.

Anyway, I'd like to see this, but it should be very low priority.

May 9 2016, 8:54 PM · Arma 3
MadocComadrin added a comment to T59083: Low CPU/GPU Utilization.

@rogerx: if you _disassemble_ any compiled code, you'll get assembly. ;P But yes, C/C++ compiles first to assembly.

May 9 2016, 5:32 PM · Arma 3
MadocComadrin added a comment to T58799: Deploying a weapon / proper use of bipods.

I'd like to see usable bi-pods at least. It's hard to use anything that would require them in any stance aside from prone/sitting without them.

May 9 2016, 3:43 PM · Arma 3
MadocComadrin added a comment to T58484: AI Still see's player through dense vegetation..

@TTc30: it really depends on the situation. I can take out a whole squad in about 45 seconds as an autorifleman with a good position firing at enemies in areas of little cover--that's not bad. Put me in a dense forest with poor visibility, and I'll be lucky if I can get about 4 in 2 minutes.

May 9 2016, 3:17 PM · Arma 3