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May 10 2016

skunkpilot edited Steps To Reproduce on T74384: Ofroad Armed is only enterable from drivers side..
May 10 2016, 7:10 AM · Arma 3
skunkpilot added a comment to T73982: Game gets stuck if you don't get close enough to the Commander when told to stop the truck.

True. Also, duplicate of 0015620.

May 10 2016, 6:56 AM · Arma 3
skunkpilot added a comment to T73979: Part 1 of campaign - MacKinnon's discovery halts AI..

Yes, as far as i can tell this only occures if you halt the Truck immediately when Adams tells you to. Moving somewhat closer, the game progresses as expectet. Maybe a somewhat too small trigger area?

May 10 2016, 6:55 AM · Arma 3
skunkpilot edited Steps To Reproduce on T72693: Spaces under handrail on object Slide are bulletproof..
May 10 2016, 6:19 AM · Arma 3
skunkpilot added a comment to T72612: Player's arms and legs do not match the face..

true. Also when using the custom face, the players skin turns blue.
seems to be caused by face and body textures being handled seperately now.

May 10 2016, 6:17 AM · Arma 3
skunkpilot added a comment to T71819: [RESOLVED] Bunker (Tower) has invisible lower fortifications.

Issue still present, as of Dev Build 0.77.109940

May 10 2016, 5:56 AM · Arma 3
skunkpilot added a comment to T71819: [RESOLVED] Bunker (Tower) has invisible lower fortifications.

+1 At first i thought they just changed the model a bit, witch wouldnt be bad if it wasn't for the camo net looking completely off. But obviously in the future we have invisible Hesco barriers, Brilliant ^^

May 10 2016, 5:56 AM · Arma 3
skunkpilot added a comment to T71630: Altis/Lemnos salt lake should be either dry or filled with water depending on the date.

This actually would be quiet neat.

May 10 2016, 5:51 AM · Arma 3
skunkpilot added a comment to T71313: Stomper UAV kills you when you "kill" an AR-2 next to him..

True, even destroying a darter by accidentally running it into something or landing too quick will make other UAVs thirst for your blood somehow.

May 10 2016, 5:41 AM · Arma 3
skunkpilot added a comment to T71210: Cannot connect to empty UAV vehicle.

Actually it is possible to connect to an empty Qaudrocopter by disassemblying it and picking it up, then reassembling it, as this seems to somehow "sync" it with the soldier, i suppose due to the *take* action.
Still that doesn't work for the other drones as those cannot be picked up.

@Kol9yN: what du you mean with "add AI agent" how do i do that? Anyway, sounds more like a workaround than a fix.

May 10 2016, 5:38 AM · Arma 3
skunkpilot added a comment to T71208: Handheld UAV terminal model.

I Agree, some sort of visual indication that a player is controlling an UAV would be great.

May 10 2016, 5:38 AM · Arma 3
skunkpilot added a comment to T71202: Weapon Slings, Where are they?.

Yes to carrying the primary on the chest, as is most commonly done, while carying it on the back, at least during my service, only occured during Formal exercises.

No to modeling an actual Sling, as i feel that would be a waste of time and resources on a small cosmetic feature that more often than not would only cause a visual glitchfest.

May 10 2016, 5:38 AM · Arma 3
skunkpilot added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

Yeah, as ProGamer has pointet out several times, both seats should be equally usable as pilot or gunner Seat.
Since its possible to share control of the helicopter i wonder how easy or hard it would be to make it so when the "co-pilot" takes over flight controls, the other one gets access to the Weapon station. As that would finaly end this somewhat stupid crapfight about who sitting where is more "realistic", or so i hope.

May 10 2016, 5:37 AM · Arma 3
skunkpilot added a comment to T71161: MRCO's aimpoint doesn't emmit's light from moon-useless in the dark without NVG's.

+1
I was looking for links about this myself, but DarkWanderer beat me to it.
Damn Ninja.
As far as i can tell, every short- to midrange optic ingame right now, collimated as well as scoped actually ought to have an illuminated reticle.
From my own experience illuminated sights actually provide better visibility in low light conditions than in bright day light, due to higher contrast and the widened pupil of the shooter, while ingame it's the other way round right now.

May 10 2016, 5:37 AM · Arma 3
skunkpilot added a comment to T71128: Smoke grenade -> huge perfomance hit -> very shallow smoke screen.

I'm not experiencing too much of a performance hit but the smokescreen itself should definitively be bigger. Even with Wind turned completely off the resulting cloud is way to small in width and height making it necessary to throw three or more smokes to get some decent concealment, particularly in rather open enviroments.

May 10 2016, 5:36 AM · Arma 3
skunkpilot added a comment to T71066: missing body movement sound.

+1, i think its still WiP though. Anyway, Stance adjust in prone as well as evasive roll left and right dont have sounds either.

May 10 2016, 5:34 AM · Arma 3
skunkpilot added a comment to T71016: device for drones.

+1
@AD2001 There is a UAV control Unit and you have to have it in your Inventory to control drones. It goes in the same slot as the GPS, but the model, when you drop it on the Ground is the same as for the GPS. Might be a placeholder hell if i know.

May 10 2016, 5:32 AM · Arma 3
skunkpilot added a comment to T70918: Sway of binoculars/rangefinders/designators is way to crass and nauseating.

Yes, it's way better now. Thanks.

May 10 2016, 5:29 AM · Arma 3
skunkpilot added a comment to T70918: Sway of binoculars/rangefinders/designators is way to crass and nauseating.

@ceeeb: Yes, I guess the view should be moving somewhat, albeit less hefty than it is right now. My gripe with the current situation is mostly that designating targets and waypoints acurately ist getting almost impossible on long distances when standing (e.g. try commanding your troops from one of those badass drilling rig like towers on altis). After thinking about it maybe the Binoculars, rangefinder and Laser should be working like the rifle scopes. So the Screen and thus the UI for commanding is standing still while the Scope/Overlay is moving so using a laser still poses a challenge.

May 10 2016, 5:29 AM · Arma 3
skunkpilot edited Steps To Reproduce on T70918: Sway of binoculars/rangefinders/designators is way to crass and nauseating.
May 10 2016, 5:29 AM · Arma 3
skunkpilot added a comment to T70858: ARCO Optics: collimator too dark.

Yupp, in fact it looks a bit like the ARCO actually ist illuminated ingame, but only faintly so, as the reticle is visible when aiming at a dark spot but almost invisible in somewhat brighter areas, like in your screenshot. Maybe thats on purpose, seeing how the aimpoint on top of it is properly lit, but then i don't see the point (no pun intended).

Anyway, I couldn't find any real life information regarding this scope (or what it might be based on) but all comparable ones are illuminated, as is pretty much standard for this kind of optics, so untill i get a decent explanation why it should be like that I'll call it a bug.

May 10 2016, 5:27 AM · Arma 3
skunkpilot added a comment to T70705: Using F to switch to grenade launcher = a bad day for everyone.

yeah, this hassle needs to go. Since on a rifel it's not a firemode but a different trigger i'd go with option no. 1: Seperate button for the tube.
(Now we only have to figure out what button istn't already assigned thrice XD)
Still 1Up

May 10 2016, 5:22 AM · Arma 3
skunkpilot added a comment to T70353: SDV controls preset under control options.

This is bugging me too. Im lefthanded and have some keys, like the swim up swim down keys, remapped for better accessibility. for the SDV im stuck with the default cotrols wich is kind of annoying.

May 10 2016, 5:09 AM · Arma 3
skunkpilot added a comment to T70316: Some types of weapons shouldn't damage some vehicles and objects.

The Grenadelauncher or GMG, found on the Hunter, Ifrit and other vehicles, also shouldn't be able to destroy heavyly armored vehicles like APCs.

May 10 2016, 5:07 AM · Arma 3
skunkpilot added a comment to T70261: the magic watch, radio, compass and gps (vs. 2035-HUD for footsoldiers).

Althogh i'd like to see it happen, i think the wristwatch/ compass animations might be a bit much to ask for, but its about time those fancy augmentet reality devices everybody and his mother on Stratis ist carying in his face, were put to good use.

May 10 2016, 5:05 AM · Arma 3
skunkpilot added a comment to T69890: Dead bodies on ground break AI pathfinding.

Oh the pathfinding in confined spaces, so much joy ^^
Also, you might want to make that video you linked public, so people can watch it ;)

May 10 2016, 4:51 AM · Arma 3
skunkpilot added a comment to T69886: Animations for getting in and out of water are very unrealistic and awkward.

Also, the point at wich your avatar starts swimming right now ist kind of ridiculous, as you pretty much have to walk so far into the water that you are completely submerged while standing up. I'd expect to be abel to swim as soon as the waterline reaches the chest if not even a bit earlier, since water of that depth impedes movement so much that trying to walk instead of swimming strikes ma as a rather stupid decision.

May 10 2016, 4:51 AM · Arma 3
skunkpilot added a comment to T69868: Option to switch between "automatic" and "manual" gear shifting.

Yeah, this. right now going uphill with an apc is a pain. At least beeing able to shift between a high and low gear, instead of the current forward and forward fast would be nice, since fast doesn't seem to do jack on anything steeper than a slope.

May 10 2016, 4:51 AM · Arma 3
skunkpilot added a comment to T69754: Weapon Firing Mode Resets.

Yeah, that. Also, what's even more annoying, to me at least, ist that your firemode resets to single every time you get into a vehicle. Would be nice if firemodes were persistent.

May 10 2016, 4:47 AM · Arma 3
skunkpilot added a comment to T69737: Player able to throw grenades while in Splendid Camera.

This also works for vehicle countermeasures, like smokescreens and Flares, which are bound to the "G" Key by default, but doesn't seem to work when mapping other actions to it.

May 10 2016, 4:46 AM · Arma 3
skunkpilot added a comment to T69699: No way to close context menu on a X360 controller.

I'm pretty sure that pressing left on the D-Pad of the X360 controller closes the context menu imediatly, but being able to configure the controller instead of having to use the predefined sheme woud sure be nice.

May 10 2016, 4:45 AM · Arma 3
skunkpilot added a comment to T67143: Lampposts can be walked and driven through without Collision..

Doesn't Repro since Update 0.61.106023, so i guess this is fixed. :)

May 10 2016, 3:08 AM · Arma 3
skunkpilot edited Steps To Reproduce on T67143: Lampposts can be walked and driven through without Collision..
May 10 2016, 3:08 AM · Arma 3
skunkpilot edited Steps To Reproduce on T67141: Disorientig Transition from Vehicle- to Infantrymode when getting off Quad..
May 10 2016, 3:08 AM · Arma 3
skunkpilot added a comment to T66481: Dialogue repeats twice.

I had the same Problem. Turns out it was caused by the mod: community base addons (@cba_A3).

According to the mods readme.txt this Bug is known to the cba-developers and they are working on it.

May 10 2016, 2:43 AM · Arma 3
skunkpilot added a comment to T66299: No Sound when crawling over sand.

Fixed :-)

May 10 2016, 2:35 AM · Arma 3
skunkpilot edited Steps To Reproduce on T66299: No Sound when crawling over sand.
May 10 2016, 2:35 AM · Arma 3