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May 10 2016

Benargee added a comment to T81282: No muzzle cracks/sonic cracks anymore in 1.40.

BIS has to break a feature before they can justify fixing it :P

May 10 2016, 10:26 AM · Arma 3
Benargee added a comment to T81276: artillery fire mission won't stop.

Just tested, confirmed.
Artillery will not stop until all rounds are depleted.
Even placing a move waypoint doesnt stop firing.

May 10 2016, 10:25 AM · Arma 3
Benargee added a comment to T81230: Running with binoculars is too fast.

Unit should be faster with only slightly less fatigue depletion, since your arms are doing less work

May 10 2016, 10:24 AM · Arma 3
Benargee added a comment to T81163: Marksmen DLC Proposed Features?.

They have already listed several additions with many more to come. Some include added features while others are game assets like weapons.

May 10 2016, 10:22 AM · Arma 3
Benargee added a comment to T81107: Zeus spawn helicopters don't always work..

Your description is confusing. you say you tried to fly the helicopter after both pilots are already dead.
Was Zeus a playable unit or interface only?
What side is zeus?
Is squad mate another player?
Is this multiplayer or single player?
Was squad mate placed in editor or with Zeus interface?

May 10 2016, 10:20 AM · Arma 3
Benargee added a comment to T80986: AI wont keep lights turned on when scripted to do so!.

https://community.bistudio.com/wiki/setCollisionLight and https://community.bistudio.com/wiki/setPilotLight are useless right now. They only work for a single frame!

This is still an issue on the dev branch.

May 10 2016, 10:16 AM · Arma 3
Benargee edited Steps To Reproduce on T80986: AI wont keep lights turned on when scripted to do so!.
May 10 2016, 10:16 AM · Arma 3
Benargee added a comment to T80909: Tarus ATRQ is destroying when towing a vehicle.

@Shields "This video is unavailable"

May 10 2016, 10:14 AM · Arma 3
Benargee edited Steps To Reproduce on T80825: Add command and module "Add Editable Markers".
May 10 2016, 10:11 AM · Arma 3
Benargee added a comment to T80693: Smugded / motion blurred clouds.

Had the same issue here.

http://steamcommunity.com/id/Benargee/screenshot/713038768068058797

This also happens in stable, not just dev.

I have only noticed this in multiplayer.

May 10 2016, 10:01 AM · Arma 3
Benargee added a comment to T80447: I can not play with friends in cooperative and not online.

Umm, are you saying you can't join them? Are you host or are they host? The host is the one who has to forward their ports. Try all of these ports for good measure https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding
Make sure you are using TCP and UDP correctly.

May 10 2016, 9:53 AM · Arma 3
Benargee added a comment to T80446: Medical houses do not allow units to heal.

Well, you see medical trucks and crates are added into the mission as an option. I don't like the idea of it being default. If it's built into the game it should be optional.

May 10 2016, 9:53 AM · Arma 3
Benargee added a comment to T80446: Medical houses do not allow units to heal.

And they shouldn't by default. You can use addAction to do this. https://community.bistudio.com/wiki/addAction. I can think of a lot off people who wouldn't like this functionality. It's not realistic and would cause the game to take a performance hit if it ran on each hospital in the game.

May 10 2016, 9:53 AM · Arma 3
Benargee added a comment to T80344: Refine vehicle crew turn-in/ turn-out behaviour.

Indeed. Very annoying that even players can be restricted by other players or ai. Maybe this should even be a squad command. There are times when I like to turn out as driver, but want to keep my ai turned in and ready.

May 10 2016, 9:50 AM · Arma 3
Benargee added a comment to T80283: Make new chat channel so that in-game admin programs can work with Global and Side chat disabled.

Actually it doesn't. You can make addons with new functions via CfgFunctions and a preInit or postInit attribute that runs a script at init no matter the mission. I have done this for my addon SSPCM that allows you to use Zeus ,Arsenal, Garage and other features during any mission. This can be done just as easily for multiplayer games. This addon can be used on the server as well.

http://forums.bistudio.com/showthread.php?190017-Simple-Single-Player-Cheat-Menu

https://community.bistudio.com/wiki/Functions_Library_%28Arma_3%29#Attributes

May 10 2016, 9:48 AM · Arma 3
Benargee added a comment to T80283: Make new chat channel so that in-game admin programs can work with Global and Side chat disabled.

Try:
https://community.bistudio.com/wiki/customChat
https://community.bistudio.com/wiki/radioChannelCreate
https://community.bistudio.com/wiki/radioChannelAdd

May 10 2016, 9:48 AM · Arma 3
Benargee added a comment to T79988: Unability to hold breath without looking throught sights, make ir laser shooting impossible..

Didnt take long to talk about MANW. Ok, really you're mad that AGM didnt win in the multiplayer category? AGM lost in it's category, total modification, to guess who... RHS. You said RHS was just fine winning.

Also, if you enjoy the "features" of Arma 2 you can also disable fatigue, something that arma 2 didn't have as developed as arma 3. You wont be sawaying youre laser as much. And no, your opinion doesn't matter more than anyone else's.

By the way, I was standing, when I was testing laser aim.

Stop comparing this game to other games. I'm so sick and tired of people comparing things to the popular AAA titles.
If you want to compare, if you love firing from the hip, go play CS. Don't get all technical about firing from the hip, I'm talking about not aiming down sights.

May 10 2016, 9:39 AM · Arma 3
Benargee added a comment to T79988: Unability to hold breath without looking throught sights, make ir laser shooting impossible..

Ok but Impossible is an overstatement. I can engage targets at 100m just fine with the IR laser. Hell even 200m is decent. At what range are you worried about? Closer in it just gets easier. There is no insane sway. I'm pretty sure IRL you cant hold a gun as steady when you fire from the hip, even with lasers. IRL you are the one actively stabilizing your weapon, not some magical force. In the game, you actively stabilize the weapon with your mouse. IRL I highly doubt holding breath provides any benefit when hip firing.

I'm not disagreeing here, I'm saying you're over exaggerating. Also don't get so annoyed when a few people disagree while the majority do. It's not like BIS ignores your ticket if it doesn't get a perfect score. Dude, you're 18/3.

Also, you're logic of it being an altis life player makes no sense. Why would someone labeled as casual not want a feature that makes aiming easier?

May 10 2016, 9:39 AM · Arma 3
Benargee added a comment to T79988: Unability to hold breath without looking throught sights, make ir laser shooting impossible..

IR lasers are not meant for aiming. They are only really meant for pointing out targets. Even so, lasers are only useful in CQB scenarios, not sharp shooting.

Your attitude and vocabulary don't belong here. Just accept that not everybody agrees with everything you say, and stop labeling them accordingly.

May 10 2016, 9:39 AM · Arma 3
Benargee added a comment to T79915: CH-Huron AI unable to slingload Huron containers/Supply Box/Cargo Net.

Its not that the huron cant sling. I tried the huron on taru boxes and it does just fine. This is not a problem with sling loading, it a zeus only issue.

May 10 2016, 9:37 AM · Arma 3
Benargee added a comment to T79863: [FIXED 1.40] M-900 is invisible at 422m away with naked eye. dev 128021.

Related and fixed 1.40 http://feedback.arma3.com/view.php?id=21637

May 10 2016, 9:35 AM · Arma 3
Benargee edited Steps To Reproduce on T79863: [FIXED 1.40] M-900 is invisible at 422m away with naked eye. dev 128021.
May 10 2016, 9:35 AM · Arma 3
Benargee added a comment to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..

344.60 is out now. Is it any better for you now?

May 10 2016, 9:34 AM · Arma 3
Benargee added a comment to T79820: Game crash on startup on Nvidia 344.48 drivers with multi gpu mode enabled..

They new drivers suck all around. FPS drops ever since. single 670.

May 10 2016, 9:34 AM · Arma 3
Benargee added a comment to T79817: Description.ext option to disable Weapon Inertia.

I dont mind it, but I love having options.

May 10 2016, 9:34 AM · Arma 3
Benargee edited Steps To Reproduce on T79815: Custom Marker Manipulation (Shift + LMB Marker).
May 10 2016, 9:34 AM · Arma 3
Benargee added a comment to T79803: US Plate Carrier Rig Kerry to be optimized with player name (also one available for all factions ).

It would need some special consideration. how is XxX1337Y01o360nO5C0P3S247$WAGXxX going to fit his name in such a small area? Maybe it would be better to define a simple small last name.

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

Any time I lost the back rotor, I did a sweet back flip into the ground.

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79802: CH-67 Rotor Destroyed But Still Flying Fine.

Related? http://feedback.arma3.com/view.php?id=21400

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed..

FIXED, Mark as resolved

May 10 2016, 9:33 AM · Arma 3
Benargee edited Steps To Reproduce on T79792: [FIXED, Mark as resolved]Taru first person view for loadmaster not completely fixed..
May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79791: "engineOn false" does not work for helicopters.

I have tested stable and dev.
Dev - works.
Stable - doesn't work.

It seems like this fix has been lingering for awhile in dev, but hasn't moved over to stable yet. So far it has skipped 1.30 and 1.32.

May 10 2016, 9:33 AM · Arma 3
Benargee added a comment to T79787: [ REQUEST ] command addItemToXXXX array.

Is this requested for clothing on the unit or clothing on the ground? Can you provide a more complete list of objects you want items to be added too?

May 10 2016, 9:33 AM · Arma 3
Benargee edited Steps To Reproduce on T79777: Add ability to change rope's elasticity and breaking strength.
May 10 2016, 9:32 AM · Arma 3
Benargee added a comment to T79763: New Helicopters DLC Caused Dramatic Change in Controls [Dev].

There is also an optional key bind for engine on in controls. I set mine to ctrl + E. For Rotorlib I recommend using a analogue throttle for collective input, if you ever want to make the switch back to Rotorlib.

May 10 2016, 9:32 AM · Arma 3
Benargee edited Steps To Reproduce on T79758: Taru generates lift even after main rotors are gone..
May 10 2016, 9:32 AM · Arma 3
Benargee added a comment to T79750: RESOLVED.

They don't fall like this all the time, but it does happen enough. Rarely in the field would a rocket launcher fall upright. The model should be made with a slight point on the collision model. This would ensure it never balances like this.

May 10 2016, 9:32 AM · Arma 3
Benargee added a comment to T79749: Taru and Huron cannot fly inverted.

I guess so. But in regards to Rotorlib, other helicopters have no problem flying inverted. How can mod makers choose if they have a restrictive autopilot enabled or not? If there is an auto pilot, why does the standard flight model allow inverted flight?

May 10 2016, 9:32 AM · Arma 3
Benargee edited Steps To Reproduce on T79749: Taru and Huron cannot fly inverted.
May 10 2016, 9:32 AM · Arma 3
Benargee added a comment to T79743: Imperial Measurement System.

Almost every other sim game has this option why not arma? I prefer Metric myself but a user friendly option should be available.

May 10 2016, 9:31 AM · Arma 3
Benargee edited Steps To Reproduce on T79738: M-900 & xH-9's feels way to heavy/ underpowered, especially the AH-9.
May 10 2016, 9:31 AM · Arma 3
Benargee added a comment to T79730: Please make script HELP window bigger [PICTURE].

+1

Make it bigger or sizable and add a scroll bar please.

May 10 2016, 9:31 AM · Arma 3
Benargee edited Steps To Reproduce on T79712: Rotorlib helicopters explode when engineOn true; command is used (DEV 127928).
May 10 2016, 9:31 AM · Arma 3
Benargee edited Steps To Reproduce on T79711: [Add new commands] cyclicRTD, setActualCyclicRTD, pedalsRTD, setActualPedalsRTD..
May 10 2016, 9:31 AM · Arma 3
Benargee added a comment to T79711: [Add new commands] cyclicRTD, setActualCyclicRTD, pedalsRTD, setActualPedalsRTD..

I have just realized that it is possible to get cyclic input already: https://community.bistudio.com/wiki/inputAction/actions

It still begs the question, why is there a collective RTD command when you can already get it through inputActions?

I am still unable to fine a method to set input controls via scripting a this time. I am still requesting this ticket stay open.

May 10 2016, 9:31 AM · Arma 3
Benargee added a comment to T79686: No command to get magazines (with ammo count) on vehicle turrets.

have you tried magazineTurretAmmo? its not on the wiki yet. auto complete should show its function. I'm pretty sure its dev only right now.

Tested(M2A4 Slammer UP):
(vehicle player) magazineTurretAmmo ["2000Rnd_65x39_Belt", [0]]
Returns:
2000

May 10 2016, 9:30 AM · Arma 3
Benargee added a comment to T79684: setObjectTexture no longer sets object texture!.

what object did you try it on? not all objects have hidden selections.

May 10 2016, 9:30 AM · Arma 3
Benargee added a comment to T79683: No command to add magazine to vehicle turret with specific ammo count.

heres an example of an already existing command: its not scripted pefectly, but its all there.

I am sitting in the commanders seat of the M2A4 Slammer UP:
((vehicle player) weaponsTurret [0,0] select 0)
Returns: "HMG_127_MBT"
(player) setammo ["HMG_127_MBT", 51]
HMG 12.7mm gun now has 51 rounds in current magazine.

I dont think it would ever be possible to set a magazines capacity since vehicles can only reload when magazine is empty.

EDIT:

Check out https://community.bistudio.com/wiki/addMagazine_array

May 10 2016, 9:30 AM · Arma 3
Benargee added a comment to T79682: There is no getVehicleAmmo command.

Feel free to add notes to wiki pages. Anybody can contribute.

May 10 2016, 9:30 AM · Arma 3
Benargee added a comment to T79682: There is no getVehicleAmmo command.

Do you still have questions or is this considered resolved?

May 10 2016, 9:30 AM · Arma 3
Benargee added a comment to T79682: There is no getVehicleAmmo command.

I dont think it would make sense for there to be.
What if you setvehicleammo to 1 and then empty your main weapon, but your secondary is full? what value would you expect be returned?
You need to specify the turret, magazine or weapon. These commands already exist.

Example(M2A4 Slammer UP):
currentWeapon (vehicle player)
Returns:"cannon_105mm" //main gun
(vehicle player) ammo "cannon_105mm"
Returns:40

There are also several other commands that return vehicle ammo, some are in stable some are in dev only.

setVehicleAmmo simply sets the relative ammo for every weapon.

May 10 2016, 9:30 AM · Arma 3
Benargee added a comment to T79677: Performance issue with copilot and Rotorlib.

I Think this might be similar to the issue I am having: http://feedback.arma3.com/view.php?id=21354

I get the same symptoms. Lag and explosion.

May 10 2016, 9:29 AM · Arma 3
Benargee added a comment to T79665: Please add an option to disable Vortex Ring State simulation.

Agree. I don't mind but I feel for others who have this issue/less experience. Should be an option like the rest. Option would be chosen by server too.

May 10 2016, 9:29 AM · Arma 3
Benargee added a comment to T79660: The black Mi-290 Taru seen in the public Helicopters DLC announcement is missing.

Busy ATM, but can someone post the script needed to achieve this so that this issue can be closed?

May 10 2016, 9:29 AM · Arma 3
Benargee added a comment to T79647: Add doors to MH-9 and AH-9 as they are on M-900.

Yes, that's my point.

May 10 2016, 9:29 AM · Arma 3
Benargee added a comment to T79647: Add doors to MH-9 and AH-9 as they are on M-900.

I said get-in animations. Like the soldier doesnt reach for a handle to open and close the door. I am aware that most doors are animated via animate and animateDoor. I would only expect new doors to be handled the same way they are now. The only question is if they are on or off by default.

May 10 2016, 9:29 AM · Arma 3
Benargee added a comment to T79647: Add doors to MH-9 and AH-9 as they are on M-900.

All vehicles with doors have not door specific get-in animation. ah-9 would be no different.

May 10 2016, 9:29 AM · Arma 3
Benargee added a comment to T79647: Add doors to MH-9 and AH-9 as they are on M-900.

The way I see it, all three choppers should be based on the same model, or the MH-9 and AH-9 should also be based on the new model (Variant AH-9b/MH-9b or something with FLIR as well), and only accessible to DLC owners. Even if they make the M-900 the base model and then add benches or weapons to it. As a DLC owner I would like to see the best of both worlds without having to choose between between the two.

BTW I found this duplicate (Sorry) http://feedback.arma3.com/view.php?id=20912

At least I am adding a little detail to the request I suppose.

May 10 2016, 9:29 AM · Arma 3
Benargee edited Steps To Reproduce on T79647: Add doors to MH-9 and AH-9 as they are on M-900.
May 10 2016, 9:28 AM · Arma 3
Benargee added a comment to T79627: Please add the possibility to exchange the Taru's modules ingame.

@Koala That is TBD. As of right now they are not exchangeable outside of scripting, but thats a pretty sloppy implementation. they can only be slung right now.

May 10 2016, 9:28 AM · Arma 3
Benargee edited Steps To Reproduce on T79615: Arma 3 Launcher [DEV] 1.0.127822 ignores auto update option.
May 10 2016, 9:27 AM · Arma 3
Benargee added a comment to T79567: If helicopters turn upside down on the ground they blow up no matter what, even if allowDamage is set to false.

This applies exclusively to RTD objects (advanced FDM on)?

May 10 2016, 9:26 AM · Arma 3
Benargee added a comment to T79507: New helicopter sounds are horrible.

At least there is a non constant engine/rotor sound when flying. It actually feels like you are putting strain on the helicopter now.

As for crash sounds, how do you know how they should sound? Been a few helicopter crashes recently?

I agree that sound direction should change when rotating head. I do think that when you wear a pilots helmet, sounds should be muffled and wind whistle should not be heard as much.

Edit: and if you feel your post was too emotional, it can be edited the same way I edited this message.

May 10 2016, 9:24 AM · Arma 3
Benargee added a comment to T79444: Sling loading is extremely unstable.

is this still present in current dev?

May 10 2016, 9:22 AM · Arma 3
Benargee added a comment to T79406: Server admin Ability to detect who is deleting or creating markers.

This should be MP and SP for non moderation purposes too.

May 10 2016, 9:20 AM · Arma 3
Benargee added a comment to T79369: Firing from vehicles is too limited in all of the vehicles..

As a military simulator, you should have ultimate control of where you fire if you want. For higher difficulty missions, if you shoot your own vehicle, you suffer the consequences. At the very least there should be like a 10 degree over lap on all boundaries.

May 10 2016, 9:19 AM · Arma 3
Benargee added a comment to T79303: free diving unit emits scuba diver breath.

No offense, but I'm guessing English isn't your first language. I am assuming you're saying that the game sounds like you are scuba diving even though you don't have the gear? inhaling and exhaling?
I have to disagree here. I just tested it with NO mods. full scuba gear sounds drastically different from non at all. With scuba gear you can hear loud breaths. Without any scuba gear, you only hear water motion.

Id say its very minor and it doesn't correlate with what you said in the other ticket, about divers have CO2 in their tanks?

May 10 2016, 9:16 AM · Arma 3
Benargee added a comment to T79183: New one or two man helicopters.

Using your argument that its 2035. UAV... I dont think the military uses ultra light helicopters or will use them in the future. There are more important helicopters than this that need to be made. Why would they want to risk a little slow ultra light helicopter over a faster light heli like the MH-9? In the world 2035 is hardware worth more than human lives? The chances that you would have a bulky ultra light over a back packable uav are slim to none.

The only possible exception to this would be a rag tag independant force, but still highly unlikely

-1.

I love the little mosquito too, but i would never expect BIS to make it into game. 1 word, MOD.

May 10 2016, 9:12 AM · Arma 3
Benargee added a comment to T78993: AV camera viewdistance is always 500 whatever the player viewdistance.

arma 3 PIP sucks, end of story

May 10 2016, 9:06 AM · Arma 3
Benargee added a comment to T78750: setLightFlareMaxDistance not visible past object view distance.

well, the light is an object isn't it?

May 10 2016, 8:59 AM · Arma 3
Benargee added a comment to T78663: VON does not transmit 3D when speaking in Group / Vehicle / Command / Side channel (As was in A2).

Hmm, I just made a simple addon that gives every channel sound3D = 1. It didnt give any noticeable difference. this was in 1.44 stable

May 10 2016, 8:57 AM · Arma 3
Benargee added a comment to T78663: VON does not transmit 3D when speaking in Group / Vehicle / Command / Side channel (As was in A2).

Is this fixed? It says it was in the 1.46 spotrep. I havent had a chance to test myself.

May 10 2016, 8:57 AM · Arma 3
Benargee added a comment to T78577: Please fix diving and swimming issues [list] (6 video).

VBS and Arma are made by different companies

May 10 2016, 8:55 AM · Arma 3
Benargee added a comment to T76756: Flares are useless (launcher).

The only reason why I can see them using dim flares is for night vision use. They should really have IR flares for that an then brighten up regular flares.

May 10 2016, 8:08 AM · Arma 3
Benargee added a comment to T76447: Flatbed trucks.

Yes! I find it annoying that the game has a flat bed with a container permanently attached to it.

+1

May 10 2016, 8:00 AM · Arma 3
Benargee added a comment to T76284: We need a military transport aircraft..

@gibonez
Are you kidding me? They had a C-130 in Arma 2. Arma 2 maps dont even compare to the size of altis.

May 10 2016, 7:56 AM · Arma 3
Benargee added a comment to T76284: We need a military transport aircraft..

It would be really nice to have immersive airdrops. We already have working cargo chutes, but nothing to really drop cargo from

May 10 2016, 7:56 AM · Arma 3
Benargee added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

Well, not sure if this is relevant, but somebody was able to avert the problem.

https://www.youtube.com/watch?v=KdqVedVJcck

I haven't dug through the files to see how, but at least it's not impossible.

May 10 2016, 7:39 AM · Arma 3
Benargee added a comment to T74224: AAF don't speak Greek!.

It's possible that the equipment comes from mainland Greece. Boxes would still be marked in Greek. If China were to buy surplus weapons from Russia, the Russian labels on existing containers wouldn't magically become Chinese when they arrive. Whatever the case, It's so minor. I didn't even care to notice until you mentioned it.

May 10 2016, 7:07 AM · Arma 3
Benargee added a comment to T73988: chequerwise displacement pattern on sattelite image textures of community maps.

Literally none of your image or video links work...

May 10 2016, 6:56 AM · Arma 3
Benargee added a comment to T73322: BIS_fnc_codePerformance - dialogue can become unreponsive if called during heavy script load.

I think they should add an idiot proof feature. The first 1-10 times it runs through the code, if it notices it takes a long time it should not proceed or warn the user about proceeding to 1000 cycles. It could approximate how long the code takes in those 1-10 cycles and how long it would take to run the 1000 cycles.

Also, I see in the last 1-2 years you haven't managed to get that repro mission/video...

May 10 2016, 6:38 AM · Arma 3
Benargee added a comment to T73261: Combat stance- Nobody stands like that!.

Really guys, this is a 2 year old issue that has been massively downvoted. It's not even worth discussing anymore.

May 10 2016, 6:33 AM · Arma 3
Benargee added a comment to T70460: Add "cursorToWorld" command.

BIS PLEASE!

May 10 2016, 5:13 AM · Arma 3
Benargee added a comment to T67986: [Feature Request] Introduce disableChannelsVON[]={} by analogy with disableChannels[]={} to disable VON only.

@7rust
He would have closed the ticket or marked as resolved if he thought it was solved.

May 10 2016, 3:38 AM · Arma 3
Benargee added a comment to T67986: [Feature Request] Introduce disableChannelsVON[]={} by analogy with disableChannels[]={} to disable VON only.

@7rust

Umm, What? SaMatra is the one who created this ticket(hence the blue background). He is only sharing a work around until the feature he requested is added. I think he knows enough about performance. He is the developer of quite a few popular multiplayer game modes. He created King of the Hill and has Been working on his own version of Wasteland since tonic stopped working on it.

May 10 2016, 3:38 AM · Arma 3
Benargee added a comment to T67216: Changing classes in loadouts..

Don't forget uav hacker

May 10 2016, 3:11 AM · Arma 3
Benargee added a comment to T65258: Direct chat VOIP is positioned wrong..

Arma still needs a proper built in solution. You can't rely on everyone to use teamspeak. Even if Arma 3 had it included, you would still need to separately install teamspeak and the plugin.

May 10 2016, 1:53 AM · Arma 3
Benargee added a comment to T62627: Infrared view in vehicles.

Num 0/ Ins

May 10 2016, 12:09 AM · Arma 3
Benargee added a comment to T62625: Because I'm turning into birds when I'm playing.

proper English?

May 10 2016, 12:09 AM · Arma 3
Benargee added a comment to T62624: Lock Gamma option for server.

there is a command to change draw distance, are you sure there isnt already one for gamma. i have played on many arma 2 servers in the past that reset default draw distance, so other video settings commands should be there

May 10 2016, 12:09 AM · Arma 3
Benargee added a comment to T62622: "Roger WILCO" is improper radio procedure.

yimi, so your logic is that wilco means, i will comply but i do not understand what im complying with...

i dont even have to be a radio operator to figure that one out

May 10 2016, 12:08 AM · Arma 3

May 9 2016

Benargee edited Steps To Reproduce on T60160: Cannot equip UW rifle while underwater.
May 9 2016, 9:29 PM · Arma 3
Benargee added a comment to T59390: Driver of Vehicle gets kill in chat when vehicle gunner actually makes kill..

yea this always annoyed me in arma 2 aswell, especially when my gunner is a teamkiller, then i get blamed for it and face the consequences

May 9 2016, 6:53 PM · Arma 3
Benargee added a comment to T59275: vehicle handling - gas & brake.

have you actually tried this with a controller?

in my opinion it would be better if you could actually set a destination speed like cruise control in a car and the vehicle would do whatever possible to maintain that speed

May 9 2016, 6:47 PM · Arma 3