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May 10 2016

Phlipp added a comment to T92370: Head-torch issues in 1st person (TrackIR & Freelook) - almost unusable currently.

Agreed. I never use head torches because of this bug. too much of a disconnect between what I should see, and what actually happens.

May 10 2016, 6:37 PM · DayZ
Phlipp added a comment to T92325: Fire axe.

I had the same experience. Actually the hit point seems to move around. I was inside the school in Electro, and tried to hit a zombie, but the fire axe was actually contacting the ceiling. It took me a few strikes to notice I had to aim at the floor to kill the zed. Other times I tested the fire axe against a wall, and it was hitting to the right of the target dot. This was after having difficulty killing another zombie with it. The splitting axe seems to work just fine, and I am forced to use it almost exclusively for a melee weapon.

May 10 2016, 6:36 PM · DayZ
Phlipp added a comment to T87388: unreliable hit detection w/fireman's axe.

The fire axe hits off center each time I equip it. This seems to move around each time I play though. sometimes it is off to the right of center, and others it was hitting high above center. You can test by equipping the fire axe and hitting a wall. The hits show up off center.

May 10 2016, 3:36 PM · DayZ
Phlipp edited Steps To Reproduce on T71968: Static items clipping through top of desk / floor / anything being hidden.
May 10 2016, 6:00 AM · Arma 3
Phlipp edited Steps To Reproduce on T71961: AI falls from Military Cargo Tower when trying to exit.
May 10 2016, 6:00 AM · Arma 3
Phlipp added a comment to T71870: Clipping through the Military Cargo Tower.

AI also falls out of the military cargo tower if they try to exit it. This may be related or could be separate issue.

May 10 2016, 5:57 AM · Arma 3
Phlipp added a comment to T69000: suggestion an Underwater base.

The underwater habitats do exist, but there are like maybe 3 in the world, and they are not used militarily. It might make sense to add a static nuclear submarine that stays submerged and is placeable for missions. It would only act as an underwater launch point / building though.

I'd much rather see oil rigs and offshore power generation sites (wind and tidal).

Voting down

May 10 2016, 4:16 AM · Arma 3
Phlipp added a comment to T67331: Diving goggles should be visible in 1st person when underwater.

The military style goggles are usually black rubber on the peripherals. Civilian goggles are typically a translucent rubber, but not usually clear, and really aren't see through. Some versions of goggles do have peripheral lenses that widen your field of view. Since they only have one type modeled in game though, I would start with that, and they have black rubber that blocks the peripheral view.

May 10 2016, 3:15 AM · Arma 3

May 9 2016

Phlipp added a comment to T61600: Horrible convoy driving of AI vehicles.

I noticed that at each way-point, the AI waits to give a voice report of his location before proceeding to the next way-point. Then I think with any way-point, all AI weather on foot or in vehicles pause for a second or two.

May 9 2016, 11:14 PM · Arma 3
Phlipp added a comment to T59142: Divers can go too deep, dive depth should have realistic limitations.

I don't think they should put a floor to how deep you should go (i.e. prevent you from swimming deeper than you should), but set a depth that you start taking damage at depending on the type of diving gear you are using. Actually if you used no gear at all, you could dive down to 60m and not get hurt. However your stay wouldn't be all that long.

May 9 2016, 6:41 PM · Arma 3