Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

gutsnav added a comment to T76393: Feature request: HAZMAT / NBC suits.

Under the "Health" section, look through some of the topics. It says that you can suffocate underwater, or from being closed in a room or chemical weapons or something. Sadly they probably don't have a chemical weapons feature planned (not that chemical weapons are good in real life, but neither is anything else in war games. it's just cool in the game).

May 10 2016, 7:59 AM · Arma 3
gutsnav added a comment to T76393: Feature request: HAZMAT / NBC suits.

Well, there is a mention of chemical weapons in the Field Manual :D this would be sweet.

May 10 2016, 7:59 AM · Arma 3
gutsnav added a comment to T76383: Unable to land Helicopter after engine cut off.

Do the rotors stop completely? Is it every helicopter? Is your engine hit, or did your rotors get blown off? Autorotation works fine for me, maybe check for a corrupt game file? (Go to Arma 3 properties in steam and check for corrupt files). If your rotors got blown off then there is no chance of a landing.

May 10 2016, 7:59 AM · Arma 3
gutsnav added a comment to T76373: Tank Crew leaving Tank if its hit in the tracks.

So... If you are sitting in a tank and the track is blown out, you would sit there? I wouldn't. I'd rather get shot than get trapped in a burning tank. At least you can still run if you get out.

May 10 2016, 7:58 AM · Arma 3
gutsnav added a comment to T76284: We need a military transport aircraft..

I believe that they are working on one, the "C-192 Samson." From the wreck model of the aircraft,
I can kind of see the A400M shape... Could just be another C-130 though.

May 10 2016, 7:56 AM · Arma 3
gutsnav added a comment to T76275: impossible to do any damage to heavy armor except L/R track With 30mm Gatlin gun.

The A-10's rounds first penetrate the armor & then explode inside the vehicle, killing the crew and generally destroying everything but the hull. Sometimes the tank explodes due to an engine fire or a gas tank that catches fire.

May 10 2016, 7:56 AM · Arma 3
gutsnav added a comment to T76243: A-164 Wipeout lacking a big realism factor..

The cannon does slow it down. Not very much though. Not enough to affect anything at least.

May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76241: wipout jet.

Do you mean "bounces around" as in when you pull up the elevators automatically go back down? If so, yes this is a major problem. We had a problem like this earlier where when you yawed left the rudder would automatically yaw right. Caused some awful strafing runs.

May 10 2016, 7:55 AM · Arma 3
gutsnav edited Steps To Reproduce on T76240: Fixed wing flight model improvement considerations.
May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76236: A-164 too fast plane.

Um, the A-10 can go up to over 700 km/h, it is a jet aircraft, and for "game purposes" the top speed would be maybe 750-800 km/h because of better engines than the A-10C.

The Yak-130 can go just over 1,000 km/h, which is subsonic. (Speed of sound = about 1,234 km/h)

Not sure what the top speeds of these aircraft are in-game, but that isn't the problem. The problem with them "in-game" is that they don't produce enough lift. They slowly nose down into the ground, and when you roll there is no lateral movement. Unfortunately BIS hasn't hired a Czech jet pilot to test their aircraft, so the current flight model is crap.

May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76222: Mi-48 needs to be improved.

Goddamn "Balancing". Screw this I'm going back to Arma 2

May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76221: A-164 30mm Gatling sound heard before impact of rounds.

Down vote...? Please explain if you do not agree, I am truly interested in your opinion. If not opinion, has this bug / sound error not occurred for you?

May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76221: A-164 30mm Gatling sound heard before impact of rounds.

I see what you mean. It is however impossible to edit my post for some reason.

May 10 2016, 7:55 AM · Arma 3
gutsnav edited Steps To Reproduce on T76221: A-164 30mm Gatling sound heard before impact of rounds.
May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76214: Please make it possible to load entire ammo crates into vehicles using the carrying handles..

@AD2001
Have you tried the igi-load script? I think this is what Feral Circus is getting at. When you back the vehicle up to a crate / object, you get out and there is an option to load the box. Then there is a sort of animation and the box slides nicely into the trunk / cargo bay. This would really improve things, but as always, rely on the community :)

May 10 2016, 7:55 AM · Arma 3
gutsnav added a comment to T76207: TO-199 Neophron HE & AP rockets fire from the same tube.

Problem solved a while ago, could this be set to "Resolved" please?

May 10 2016, 7:54 AM · Arma 3
gutsnav edited Steps To Reproduce on T76207: TO-199 Neophron HE & AP rockets fire from the same tube.
May 10 2016, 7:54 AM · Arma 3
gutsnav added a comment to T76189: A-164 Wipeout cockpit protection.

If a 30mm hits your cockpit... You're screwed. That titanium tub is only so strong. A 20mm, there's a chance you'll survive another day. Now for the instruments, that's a different problem.

May 10 2016, 7:54 AM · Arma 3
gutsnav added a comment to T76186: Physics A-164 aircraft is unrealistic.

If they did some calculations, then they could easily simulate an accurate flight model even for fictional aircraft. I've made a ticket to try & help get a better flight model: 0017881

May 10 2016, 7:54 AM · Arma 3
gutsnav added a comment to T76185: Tempest variants have protection levels that is inadequate to their purpose.

You can kill everyone in a Tempest with an assault rifle -_- wtf

May 10 2016, 7:54 AM · Arma 3
gutsnav added a comment to T76177: TO-199 Neophron has no artificial horizon.

Problem fixed, mark as resolved please. (I'm a little late, aren't I?)

May 10 2016, 7:53 AM · Arma 3
gutsnav edited Steps To Reproduce on T76177: TO-199 Neophron has no artificial horizon.
May 10 2016, 7:53 AM · Arma 3
gutsnav edited Steps To Reproduce on T76165: Anti - Submarine Augusta Westland variant.
May 10 2016, 7:53 AM · Arma 3
gutsnav added a comment to T76165: Anti - Submarine Augusta Westland variant.

But it's in the field manual? Damnit looks like it'll just come with good flight models and an XM-25 :P and world peace

May 10 2016, 7:53 AM · Arma 3
gutsnav added a comment to T76161: AH-99 HE rounds make no sound on impact.

Present in v.1.26

May 10 2016, 7:53 AM · Arma 3
gutsnav added a comment to T76161: AH-99 HE rounds make no sound on impact.

Still true 7/7/2014

May 10 2016, 7:53 AM · Arma 3
gutsnav edited Steps To Reproduce on T76161: AH-99 HE rounds make no sound on impact.
May 10 2016, 7:53 AM · Arma 3
gutsnav added a comment to T76129: Light Vehicles are not crushed by Heavy armor..

Yeah this is kind of a problem in urban terrain.

May 10 2016, 7:52 AM · Arma 3
gutsnav edited Steps To Reproduce on T76122: Static MANPAD & ATGM assembly is unrealistic.
May 10 2016, 7:52 AM · Arma 3
gutsnav added a comment to T76079: No message received for XX seconds.

It's a problem with your connection, or the server's connection. Usually happens when playing on servers hosted in faraway / remote locations.

May 10 2016, 7:51 AM · Arma 3
gutsnav added a comment to T76077: Trailer & Vehicle Towing.

Everything "confirmed" before Beta will likely either never make it into the game or be in a future DLC.

May 10 2016, 7:51 AM · Arma 3
gutsnav edited Steps To Reproduce on T76073: No turret motor sounds.
May 10 2016, 7:51 AM · Arma 3
gutsnav added a comment to T76070: Add Security Cameras and Hacking.

Not sure how you could use this in a military scenario... If you wanted to get in just bust down the door or blow out a wall.

May 10 2016, 7:51 AM · Arma 3
gutsnav added a comment to T76053: Green IR vision in Slammer vs real Grey-scaled in T-100.

Screenshot?

May 10 2016, 7:51 AM · Arma 3
gutsnav added a comment to T76048: AA missiles are way too OP!!!!.

Helicopters really are this vulnerable. Reconnaissance, teamwork, and common sense are your best defense against SAMs. If all else fails, stay low and use your flares.

May 10 2016, 7:50 AM · Arma 3
gutsnav added a comment to T76029: Unable to take other soldier Fatigues.

Maybe they could do it with the current friendly fire system? But with a really short fuse? But that would also mean friendly forces would consider you hostile, of course. But the problem would be with switching teams...

May 10 2016, 7:50 AM · Arma 3
gutsnav added a comment to T75988: CSAT having Chinese gear/vehicles/weapons.

Well, I think how the war in 2035 is going down is as such: China & Russia are fighting NATO & Japan in the Pacific; Iran, Russia, & Turkey are taking the Western front. I'm guessing there might be a South Pacific DLC or something (crap it wouldn't be free but hey whatever).

May 10 2016, 7:49 AM · Arma 3
gutsnav edited Steps To Reproduce on T75987: Helicopter wheels don't work (Unable to surface taxi).
May 10 2016, 7:49 AM · Arma 3
gutsnav added a comment to T75987: Helicopter wheels don't work (Unable to surface taxi).

Resolved in latest Dev Branch [11/8/14]

May 10 2016, 7:49 AM · Arma 3
gutsnav added a comment to T75883: Combat mode dependent walking animation.

Is this going to be implemented with "Win"?

http://www.arma3.com/images/post_images/arma3_win_screenshot_05.jpg

May 10 2016, 7:46 AM · Arma 3
gutsnav edited Steps To Reproduce on T75883: Combat mode dependent walking animation.
May 10 2016, 7:46 AM · Arma 3
gutsnav added a comment to T75858: What happened to some of the vehicles (and even weapons)?.

Why would they take this amazing content out of the game? If they put the content that was supposed to be in Arma 3 in a DLC, they're going to go waaay down on the charts :P

May 10 2016, 7:46 AM · Arma 3
gutsnav added a comment to T75823: Animal's ass or forward driving vehicle's back injuring player..

The Adventures of Private Nelson

May 10 2016, 7:45 AM · Arma 3
gutsnav added a comment to T75823: Animal's ass or forward driving vehicle's back injuring player..

But what about forward driving vehicles? Or is that intended :D

May 10 2016, 7:45 AM · Arma 3
gutsnav added a comment to T75820: the problem in the company.

No problem. Good to hear it's fixed :)

May 10 2016, 7:45 AM · Arma 3
gutsnav added a comment to T75820: the problem in the company.

He is Russian and can't speak English, I will try to put this into something able to be read. I think what he is trying to say is this:

He reinstalled Arma, then went to play the last "Survive" campaign mission. When he went to the briefing, where Miller briefs the attack on Agia Marina, he is somehow teleported to the "Arsenal table". He can't move and still has the "cinematic bars". He is able to move his head. He somehow manages to start the mission, most likely by pressing 'Space' or something.

The same problem happens again when he plays the 3rd mission of the "Adapt" campaign. He walks over to the table where Stavros is briefing the men, and is again teleported to the "Arsenal Table". Stavros is still talking, but the player is unable to move and still has the "Cinematic Bars". He is still unable to move, even after the briefing is finished. A message appears, saying that the mission will commence in X minutes & X seconds. He has tried reinstalling the game and is quite frustrated. He has also tried writing to steam support and on the BIS forums, without success. This is his favorite game and would like it to be fixed.

I suspect, from my understanding of what he wrote, that there is a problem with the briefings in the campaign. What happens is that the player is teleported to the "Arsenal Table" before the briefing is finished. In addition to this, the player is still unable to move his body and still has the black "Cinematic Bars" used in the cutscenes. I can see why he is so frustrated. He may have corrupted his Arma when reinstalling it. My suggestion for him is to go into "Properties" in his Steam and "Check for corrupted files".

I hope I helped in fixing this problem :D (Google translate isn't good with grammar)

May 10 2016, 7:45 AM · Arma 3
gutsnav added a comment to T75818: Blackfoot cockpit visuals.

This has already been reported several times :( it seems they either don't know about it or haven't got to it yet.

May 10 2016, 7:45 AM · Arma 3
gutsnav added a comment to T75783: Request Feature - Jets do not have any forward velocity after changing the Z axis.

This isn't a feature request. And it has been acknowledged by the devs, they are working on it :)

May 10 2016, 7:44 AM · Arma 3
gutsnav added a comment to T75767: Add god voice to Zeus.

The point of the Zues game mode isn't to electrocute tanks while a booming voice yells random crap at everyone. The whole point of this is to make every mission adapt (tm) to the circumstances. This makes every multiplayer experience way more fun than a preset mission made in a 2d editor. The mission is too easy? Send in an APC. Mission is too hard? Send in the air support. While zapping stuff and shouting is good fun, we really don't need a booming voice built into the game. Make your own booming voice if it is really that necessary :P (The lightning was probably just something fun the devs did)

May 10 2016, 7:44 AM · Arma 3
gutsnav added a comment to T75736: WY-55 Hellcat cockpit missing instruments.

Pretty relevant with the new flight model.

May 10 2016, 7:43 AM · Arma 3
gutsnav edited Steps To Reproduce on T75736: WY-55 Hellcat cockpit missing instruments.
May 10 2016, 7:43 AM · Arma 3
gutsnav added a comment to T75624: Water Droplet Effect On Screen.

Just look at this... http://cloud-2.steampowered.com/ugc/433776923169954442/F7C1A0E7EEDECE43A63D6060392A975128D4138A/

May 10 2016, 7:40 AM · Arma 3
gutsnav added a comment to T75622: Helicopters have no effect on the player.

Rotors now kill you when you walk into them (Helicopters DLC, v.1.28, I think), but there is no damage done to the rotor itself. There is still no visual effect.

May 10 2016, 7:40 AM · Arma 3
gutsnav edited Steps To Reproduce on T75622: Helicopters have no effect on the player.
May 10 2016, 7:40 AM · Arma 3
gutsnav added a comment to T75620: Clipping gunshot sounds with G35 7.1 Surround Headset.

In general there really aren't many surround sound options for this game :/

May 10 2016, 7:40 AM · Arma 3
gutsnav added a comment to T75617: Very improper fixed wing aircraft Ejection in Arma 3 (partially fixed).

This would be sweet :D it would substantially improve jet gameplay.

May 10 2016, 7:40 AM · Arma 3
gutsnav added a comment to T75600: Standing behind jet engine does not affect player.

This should be under Health System, not Game Physics. Also to make the title a little more clear maybe change it to "Standing behind jet engine does not affect player".

+1

May 10 2016, 7:40 AM · Arma 3
gutsnav added a comment to T75568: Disable small animals (especially snakes).

I for one love the snakes, fish, rabbits, chickens, etc. They don't seem to make any real hit on performance. That being said, there should be an OPTION (Note: snakes, rabbits, & fish are usually client side, so unless you have chicken / goat phobia it should just be an option to turn off the client side animals, as not to ruin someone else's game) to turn off ambient animals (snakes & rabbits) for people with phobias / other reasons.

May 10 2016, 7:39 AM · Arma 3
gutsnav added a comment to T75565: New Damage Textures.

Upload pictures? This isn't really descriptive at all. I'm not sure what the original textures were.

May 10 2016, 7:39 AM · Arma 3
gutsnav edited Steps To Reproduce on T75563: Predator C instead of Greyhawk for NATO.
May 10 2016, 7:39 AM · Arma 3
gutsnav added a comment to T75561: Option to open window shutters..

This shouldn't be in the Game Physics category.

May 10 2016, 7:39 AM · Arma 3
gutsnav added a comment to T75556: Gorgon Damage Texture Looks like it's been Splattered with Black Paint.

Small arms make small black holes in vehicles they shoot... Maybe this could also work with RPGs, AP shells, and the like? Of course also replacing the small holes with a better texture like when Mortars hit.

May 10 2016, 7:39 AM · Arma 3
gutsnav added a comment to T75546: [feature request] Add dog (and probably other missing animals) into editor.

That picture looks hilariously photoshopped (I know it isn't, but still). This editor feature would add more creative possibilities.

+1

May 10 2016, 7:38 AM · Arma 3
gutsnav added a comment to T75508: Gorgon squad compartment visually too small.

That's really how small it is. The problem is just that the cargo animations make everyone lean forward in their seat, causing really awkward situations.

May 10 2016, 7:38 AM · Arma 3
gutsnav edited Steps To Reproduce on T75500: Glass is not animated when opening Hunter doors.
May 10 2016, 7:37 AM · Arma 3
gutsnav edited Steps To Reproduce on T75450: Cannot take direct control of UGV variants.
May 10 2016, 7:36 AM · Arma 3
gutsnav added a comment to T75433: add shout and screaming?.

They should only scream (screaming as in "Ahhgh!") when bullets directly hit flesh. What I mean is when they get hit in the arm / leg / chest it is usually more painful than when your body armor stops the bullet. So like when they get hit by a bullet / shrapnel in the helmet or bulletproof vest they should stumble around and be like "ahhhhh $#*%!!" or just be completely out of breath. Pretty much like if you lost a boxing match with a backhoe.

May 10 2016, 7:36 AM · Arma 3
gutsnav edited Steps To Reproduce on T75386: UAV Greyhawk drops to 50m before firing.
May 10 2016, 7:35 AM · Arma 3
gutsnav added a comment to T75359: Wind Turbines Have No Demolished Model.

Resolved a while ago.

May 10 2016, 7:34 AM · Arma 3
gutsnav added a comment to T75359: Wind Turbines Have No Demolished Model.

Also the office buildings, the Kavala hospital, the airport terminal, the military offices, the crane, and more.

May 10 2016, 7:34 AM · Arma 3
gutsnav added a comment to T75337: Naval Mine (Moored) does no damage.

UPDATE as of latest Dev branch (March 10, 2014):

• PDM7-

  • Destroys all boats, submarines, & infantry (not triggered by infantry).

• Naval Mine (Moored)-

  • Destroys heavy boats & submarines
  • Not activated by assault boats (Good how it is)
  • Does not harm infantry

• Naval Mine (Bottom)-

  • Destroys heavy boats (hard to trigger with heavy boats) & destroys submarines.
  • Not triggered by assault boats (Fine how it is)
  • Does not harm infantry
May 10 2016, 7:33 AM · Arma 3
gutsnav added a comment to T75294: More Effect when it Rains (eg. Puddles on ground).

Maybe even make mud tracks like in Spin Tires :D

May 10 2016, 7:32 AM · Arma 3
gutsnav added a comment to T75291: UAV + UGV Full Screen Camera.

This would make a significant visual improvement. This should apply to attack helicopters also.

May 10 2016, 7:32 AM · Arma 3
gutsnav added a comment to T75270: Remove kill switches from campaign..

What I love about the Armed Assault series is the tactical possibilities. Not like Battlefield or Call of Duty, where you have to go in the set path. This "Kill switch" should be removed immediately.

May 10 2016, 7:32 AM · Arma 3
gutsnav added a comment to T75260: [REQ] Add a version of the HMEET with an exposed gun.

Would be one badass HEMTT.

May 10 2016, 7:32 AM · Arma 3
gutsnav added a comment to T75247: Loadout selected before begining mission is being changed.

I'm not sure BIS can fix all these problems by Tuesday :P (Out-of-bounds death trigger, gear not saving, messed up voice acting, & more).

May 10 2016, 7:31 AM · Arma 3
gutsnav added a comment to T75243: Player Radio Voice.

To remove the radio voices -
• Go into your inventory and remove the "Radio" item.

You won't be able to hear other players or scripted dialogues.

May 10 2016, 7:31 AM · Arma 3
gutsnav added a comment to T75192: Plane ROLL physics bug--> It does not TURN!!!!.

This x 1000000. Same with the TKOH flight model.

May 10 2016, 7:30 AM · Arma 3
gutsnav added a comment to T75176: Add mounted weapon version of the AR-2 Darter.

The laser is more powerful than the gun. It's more powerful because you can drop a Hellfire, GBU, or guided shell (artillery, mortar, tank) right on their heads. Anyway, at the range you would need to take someone out with a .22, the enemy would easily shoot it down, thus losing hundreds of dollars of UAS equipment and alerting the enemy. This could be done much cheaper and without the VZZZZZZZ of a quad rotor by using one man, one bullet, and a suppressor.

May 10 2016, 7:29 AM · Arma 3
gutsnav added a comment to T75167: Sandstorm MLRS turn-out bug.

Still not fixed?

May 10 2016, 7:29 AM · Arma 3
gutsnav added a comment to T75167: Sandstorm MLRS turn-out bug.

Thanks.

May 10 2016, 7:29 AM · Arma 3
gutsnav edited Steps To Reproduce on T75167: Sandstorm MLRS turn-out bug.
May 10 2016, 7:29 AM · Arma 3
gutsnav added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

You can't eject from helicopters. The altitude is too low, and you'd get hit by the blades. If your helicopter is so screwed up you have to eject, you're probably dead anyway if you don't know how to autorotate. And if your main rotor is gone, you are most definitely dead (pretty much like being thrown off a 5 story building with a piano strapped to your back)

May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75111: Thermal Vision.

Yes, they will if they can't afford TI Optics. The US currently doesn't even have optics on the everyday Humvee, it's just a standard Browning .50. Some MRAPs do though (troop carriers, command M-ATV's, etc.). Anyway, there is already a NV scope in game, no thermals or anything. And if the enemy has thermals and you don't, employ some guerilla warfare :D sometimes more fun than trying to directly face off on an advanced enemy (put down some IEDs, set an ambush, steal the enemy thermal optics)

May 10 2016, 7:28 AM · Arma 3
gutsnav edited Steps To Reproduce on T75110: Cannot target infantry targets from "Loiter" waypoint.
May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75107: Map placed containers do not fall down.

This is a major problem with Altis & Stratis. There is a script that replaces all objects like these with their Physx enabled counterparts (toilet boxes, cargo containers, etc.)

May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75104: Any IR beacon can be seen with any NVGoggles.

Interesting, but can the IR Strobe emit defferent colors? That would be cool. There could be a problem though with multiple countries using blue as a "friendly" strobe color and red as an "enemy" color. Maybe some kind of HUD NVG's that recognized IR strobes thrown by friendlies / enemies.

May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75104: Any IR beacon can be seen with any NVGoggles.

Sorry to poo on your party, but everyone with NV goggles can see every IR Strobe. This is how it is in real life, and it wouldn't be fun ingame because IR strobes are usually used for precision air strikes, armor / artillery guidance, etc. So if you see an IR Strobe come flying out of the woods, you're probably dead anyway, and if you see one in the distance, either some friendlies or the enemy is about to have a really bad day (night, whatever).

May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75098: Camo / Black / Default weapon paint.

Maybe an Urban paint job as well? Might be going too far :P

May 10 2016, 7:27 AM · Arma 3
gutsnav added a comment to T75098: Camo / Black / Default weapon paint.

Shown picture is a black variant TAR-21

May 10 2016, 7:27 AM · Arma 3
gutsnav edited Steps To Reproduce on T75098: Camo / Black / Default weapon paint.
May 10 2016, 7:27 AM · Arma 3
gutsnav added a comment to T75097: Marshall APC variants.

Interesting... Looks like a prototype made by the art team.

May 10 2016, 7:27 AM · Arma 3
gutsnav edited Steps To Reproduce on T75097: Marshall APC variants.
May 10 2016, 7:27 AM · Arma 3
gutsnav added a comment to T75097: Marshall APC variants.

Here is the NEMO

http://images.eurogamer.net/assets/articles//a/1/3/8/4/3/2/1/ss_preview_Arma3_screeenshot_EGcz_13.jpg.jpg?slideshow=true

May 10 2016, 7:27 AM · Arma 3
gutsnav added a comment to T75093: Soldiers can't run on some hills.

Yeah, sure a trained soldier can run up a high steep hill without walking. But these guys carry 100+ lbs of gear on them, and what is even worse is that they are in very hot climates. When the units start walking should depend on the gear they carry, with an exception. Extremely steep slopes like what is found on Stratis should force you to walk. I think it is fine the way it is now.

May 10 2016, 7:27 AM · Arma 3
gutsnav added a comment to T75069: Tactical glasses with Integrated Compass.

In the Alpha these babies had an ID system so when you looked at friendlies it showed green and when you looked at enemies it showed red. :P it was taken out for some reason

May 10 2016, 7:27 AM · Arma 3
gutsnav added a comment to T75062: Functionality of HUD glasses.

I am not sure what mod / script it is, but I saw a video from a group where you only had access to HUD features with tactical glasses / CSAT helmet.

May 10 2016, 7:26 AM · Arma 3
gutsnav added a comment to T75062: Functionality of HUD glasses.

They have a mod / script for this now.

May 10 2016, 7:26 AM · Arma 3
gutsnav edited Steps To Reproduce on T75062: Functionality of HUD glasses.
May 10 2016, 7:26 AM · Arma 3
gutsnav edited Steps To Reproduce on T75061: Losing of weapon when rag dolling.
May 10 2016, 7:26 AM · Arma 3