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May 10 2016

Arkhir set Category to category:featurerequest on T86139: Increase IR laser draw distance.
May 10 2016, 12:58 PM · Arma 3
Arkhir set Category to category:scripting on T85892: New AIFeature request.
May 10 2016, 12:51 PM · Arma 3
Arkhir set Category to category:featurerequest on T85564: Improve airplane damage model..
May 10 2016, 12:41 PM · Arma 3
Arkhir added a comment to T85108: Numerous server crashes after 1.54 release.

Client crashing is pretty persistent when using Zeus and getting shot by player as controlled unit.

Didn't happen before 1.54

May 10 2016, 12:26 PM · Arma 3
Arkhir edited Additional Information on T85075: "Exec code" param of Zeus "edit" modules for players and objects is not working properly..
May 10 2016, 12:25 PM · Arma 3
Arkhir added a comment to T85075: "Exec code" param of Zeus "edit" modules for players and objects is not working properly..

Duplicate of #0018190

Sorry, I completely forgot about it - makes me look like an idiot.

May 10 2016, 12:25 PM · Arma 3
Arkhir edited Additional Information on T85074: Zeus 3D editor — possible improvements towards 3D object control.
May 10 2016, 12:25 PM · Arma 3
Arkhir added a comment to T85018: Inconsistent behaviour for some aircraft.

I have uploaded a video describing the problem and hereby I summon lord Pettka to fix teh configs pls
unless it's an engine issue

Thanks for constantly keeping your game up to date, and thanks for not ditching the community like some other devs do.

May 10 2016, 12:23 PM · Arma 3
Arkhir edited Additional Information on T85018: Inconsistent behaviour for some aircraft.
May 10 2016, 12:23 PM · Arma 3
Arkhir added a comment to T84892: Eden feature request - general improvement to the framework.

No, the changes saved properly, the thing is there still were leftovers in addOnsAuto[]={} and addOns[]={} even after deleting content from the addons.

May 10 2016, 12:20 PM · Arma 3
Arkhir edited Steps To Reproduce on T84892: Eden feature request - general improvement to the framework.
May 10 2016, 12:20 PM · Arma 3
Arkhir set Category to category:zeusfeaturerequest on T84855: Zeus arsenal editor - searchbar and other possible improvements.
May 10 2016, 12:19 PM · Arma 3
Arkhir added a comment to T84723: XM8 PDA not functioning...

There is no XM8 PDA in ArmA III.

Please refrain from posting mod issues on this feedback tracker :) The thing you're talking about is courtesy of Exile mod.

May 10 2016, 12:15 PM · Arma 3
Arkhir edited Steps To Reproduce on T84565: Zeus marker (ORBAT?) functionality.
May 10 2016, 12:10 PM · Arma 3
Arkhir added a comment to T84479: ZEUS: spawning AI entity with Arsenal loadout.

Yup, this would be much faster than manually applying custom loadouts using "arsenal" module.

May 10 2016, 12:08 PM · Arma 3
Arkhir added a comment to T84470: allTurrets doesn't return all turrets — it excludes drivers' turret.

I would like it to return an array of arrays containing every possible vehicle turret — and that includes driver's turret.

Do you think this is a bad idea? Well, the workaround is simple enough; I can always add [-1] to the array if I wish to have it there.

May 10 2016, 12:08 PM · Arma 3
Arkhir edited Steps To Reproduce on T84470: allTurrets doesn't return all turrets — it excludes drivers' turret.
May 10 2016, 12:08 PM · Arma 3
Arkhir added a comment to T84465: addMagazineTurret command generates annoying buzz sound when vehicle has no magazines.

I've noticed this anoying buzz sound also occurs when vehicle weapon is being reloaded.

May 10 2016, 12:07 PM · Arma 3
Arkhir added a comment to T84413: Ai see through fallen vegetation and objects.

Yeah, I was disappointed to find out that AI spots me just as easily if I hide inside a knocked down tree.

May 10 2016, 12:06 PM · Arma 3
Arkhir added a comment to T84383: Buzzing audio bug when reloading vehicle weapons.

reproduced with success

May 10 2016, 12:05 PM · Arma 3
Arkhir edited Steps To Reproduce on T84346: Transport unload waypoint not working correctly..
May 10 2016, 12:04 PM · Arma 3
Arkhir added a comment to T84137: A shortcut for a faster Zeus AI Take Control.

Ares does that already, it would be absolutely lovely to see that default in the game.
Currently there's a shortcut only for looking through unit's eyes

May 10 2016, 11:58 AM · Arma 3
Arkhir edited Steps To Reproduce on T84031: Stack overflow when 'BIS_fnc_loadInventory' is called from the 'TapUse' function.
May 10 2016, 11:55 AM · Arma 3
Arkhir edited Steps To Reproduce on T84008: Firing from water - limited angles for non-UW weapons.
May 10 2016, 11:54 AM · Arma 3
Arkhir edited Steps To Reproduce on T84007: Speedboat lacks firing from vehicles.
May 10 2016, 11:54 AM · Arma 3
Arkhir added a comment to T83696: Prevent AI from disembarking beacuse of track damage.

https://community.bistudio.com/wiki/allowCrewInImmobile

This is long time resolved.

May 10 2016, 11:45 AM · Arma 3
Arkhir edited Steps To Reproduce on T83186: Weapons' trigger reset sound not working correctly on semi.
May 10 2016, 11:28 AM · Arma 3
Arkhir set Category to category:launcher on T82615: Launcher localization error.
May 10 2016, 11:10 AM · Arma 3
Arkhir edited Steps To Reproduce on T82339: Projectile hit effects not transfered over network correctly.
May 10 2016, 10:59 AM · Arma 3
Arkhir added a comment to T82339: Projectile hit effects not transfered over network correctly.

Is it possible our server config somehow influences this?

I don't know how can I provide you with neccessary info, or if it's just our server.

I'll try to provide you with a youtube link of split-screen recording, all I've got for now is the screenshot I'm uploading.

Screenshot uploaded.
Orange line marks 630 meters.
My friend, playing as a spotter, couldn't see the bulletholes and dust effects I made while shooting the 2 furthest shots, but I could see them clearly.
He has seen the nearest bullethole and dust effect kick in after hit though.

May 10 2016, 10:59 AM · Arma 3
Arkhir edited Steps To Reproduce on T82313: Weird damage quirks and inconsistencies in tank damage model.
May 10 2016, 10:58 AM · Arma 3
Arkhir edited Steps To Reproduce on T82262: Decreased UAV functionality on higher difficulties, missing waypoint settings.
May 10 2016, 10:57 AM · Arma 3
Arkhir edited Additional Information on T82255: Garage selections are incomplete and some features are missing.
May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82254: K-40 UAV ATGM Laser Pointer/Missile Impact Point off by 10 Meters.

I think it has something to do with speeds or angles. Did you try to put the UAV on loiter orbit Adam? It might not be the case when flying straight towards the target.

Missile seems to skip to the right or left usually, the error is very small though 5-10m, negligible for most cases.

I don't know if laser skipping has to do something with it, since you can launch these missiles without laser and they still guide in the middle of crosshair.

https://www.youtube.com/watch?v=3EwQYQB8sfM

Laser quirks on the building; actual laser is very far off the crosshair.
http://imgur.com/8BdOosn,VFWXzzC

May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82254: K-40 UAV ATGM Laser Pointer/Missile Impact Point off by 10 Meters.

Reproduced succesfully, sometimes laser acts crazy. Happened in community modded content as well as in the vanilla UAV.

May 10 2016, 10:56 AM · Arma 3
Arkhir set Category to category:controls on T82253: Turn left/right - helicopters vs planes.
May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82253: Turn left/right - helicopters vs planes.

Hi. Excuse me if I worded myself poorly; there is no problem with rebinding them.

The issue is the fact that deleting them from "Helicopter Controls" tab also deletes them from "Plane Controls" tab, which shouldn't be the case since some of the other controls are differentiated.

Examples of proper differentiation between plane and helicopter controls:
(helicopter / airplane)
Cyclic forward / Nose down
Cyclic backward / Nose up
Cyclic left / Bank left
Cyclic right / Bank right
Collective raise / Increase thrust
Collective lower / Decrease thrust

Examples of no differentiation in controls:
Right pedal / Right pedal
Left pedal / Left pedal
Right turn / Right turn
Left turn / Left turn

I hope you understand what's the matter now.

While it was a big problem for me, I managed to find a workaround for this by just unbinding "turn left" completely, and binding my mouse to bank in airplane. Since cyclic controls and bank/pitch controls are different - it is perfectly possible to achieve what I want.
I guess you can close it, since it's possible to have this workaround I just mentioned.

Sorry I took your time - I should think about it earlier.

May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82252: Helicopters team, automatically jumps out of a damaged helicopter (without a parachute!).

I agree, you're right, I'm just posting a temporary solution you can use.

May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82252: Helicopters team, automatically jumps out of a damaged helicopter (without a parachute!).

https://community.bistudio.com/wiki/allowCrewInImmobile

May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82251: Vehicle Inventory issues..

Reproduced succesfully and confirmed. Drag-and-drop tends to stop working in vehicles, right click works though.

May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82246: Multi Ammo Magazine function.

The idea is nice and simple. +1, would like to see it.

May 10 2016, 10:56 AM · Arma 3
Arkhir edited Steps To Reproduce on T82240: Indirect fire weapons don't show current firemode in direct fire mode. Mortar UI suggestions..
May 10 2016, 10:56 AM · Arma 3
Arkhir set Category to category:fatigue on T82239: [FEATURE REQUEST] Difficulty setting for fatigue.
May 10 2016, 10:56 AM · Arma 3
Arkhir added a comment to T82125: Add a flash suppressor as an alternative muzzle device..

Yes please.

This and also muzzle brakes.

May 10 2016, 10:53 AM · Arma 3
Arkhir added a comment to T82064: [FEATURE REQUEST] SetVectorDir relative.

Yeah man, I wouldn't have made it without you and your blog, already found it earlier. Thanks a lot.

May 10 2016, 10:51 AM · Arma 3
Arkhir set Category to category:scripting on T82064: [FEATURE REQUEST] SetVectorDir relative.
May 10 2016, 10:51 AM · Arma 3
Arkhir added a comment to T81905: Virtual Garage.

http://feedback.arma3.com/view.php?id=23888 somewhat related.

May 10 2016, 10:45 AM · Arma 3
Arkhir edited Steps To Reproduce on T81717: Parse .ogg sounds and music defined in description.ext for use in Zeus..
May 10 2016, 10:39 AM · Arma 3
Arkhir added a comment to T80864: Squad xmls do not work on linux.

Server was last updated 24/4/15. I believe it's the latest version. I've just read that the issue happens with php generated squad .xml's.

We host our own squad.xml on our website, so that's why it might be working.

May 10 2016, 10:12 AM · Arma 3
Arkhir added a comment to T80864: Squad xmls do not work on linux.

Yeah. It works, generally. Sometimes it bugs out, but it's due to Zeus and how respawns work I think, rather than our server.

May 10 2016, 10:12 AM · Arma 3
Arkhir added a comment to T80864: Squad xmls do not work on linux.

Cannot reproduce, squad.xml works on our linux server.

May 10 2016, 10:12 AM · Arma 3
Arkhir added a comment to T80662: [BUG] artillery scope does not show charge type.

related to 0023873

May 10 2016, 10:00 AM · Arma 3
Arkhir added a comment to T80202: Advanced Driving Model.

This, and also more civilian cars in the DLC as paid content :D

May 10 2016, 9:46 AM · Arma 3
Arkhir added a comment to T79955: Dropping cargo from helicopter should paradrop it..

Only from a certain height. Like units placed in air in Zeus Interface.

+1

May 10 2016, 9:38 AM · Arma 3
Arkhir added a comment to T78993: AV camera viewdistance is always 500 whatever the player viewdistance.

yessss please, I've complained about similar things in my UAV suggestion

+1

May 10 2016, 9:06 AM · Arma 3
Arkhir added a comment to T78651: Linux Dedicated Server arma3profile not working.

How is this not fixed yet? :/

May 10 2016, 8:56 AM · Arma 3
Arkhir added a comment to T78269: TankX simulation vehicles unable to move in water.

How is that even (not)working? I understand it might be complicated to fix an issue like that, but it seems to be a quite basic feature.

Myself, I have never made any vehicle for A3, but I tried to reproduce using different vehicles from other mods.

RHS:USAF has M113 which is tracked and also can move in water. I'm not sure if that's external work-around, or if they got it to work somehow, but I thought it might be a valuable input.
I noticed it sometimes bugs out though and just stops, only being able to float, unable to move, but it doesn't sound like the issue described.

May 10 2016, 8:47 AM · Arma 3
Arkhir added a comment to T78193: Allow User to define hotkeys for select modules/object.

CTRL+F while in Zeus interface should result in a popup "search" window, which would yield results somewhere to pick from...

May 10 2016, 8:45 AM · Arma 3
Arkhir added a comment to T76549: Zeus exec field should be added to objects.

I see an exec option in the 'set Attributes - Objects' module, but that is already enabled and doesn't seem to do anything.

  • this is not working, I'd be very happy if it was fixed
May 10 2016, 8:03 AM · Arma 3
Arkhir added a comment to T76131: AI vision not being affected by enviromental changes / obstacles / vegetation.

I used default skill levels playing on elite with 0.85 skill setting and 0.25 precission setting.

Yup, most of the stuff the ticket is about is probably not about vision, but rather weird bugs with sound/knowsAbout parameter.

May 10 2016, 7:52 AM · Arma 3
Arkhir added a comment to T76131: AI vision not being affected by enviromental changes / obstacles / vegetation.

Cannot reproduce any of the mentioned. Perhaps you're playing on faulty terrain, using bad LOD models for the vegetation, or poorly configured ground surfaces.

AI seems to notice me easier on the concrete/streets and worse in vegetation. Dense grass helps for stealth.

AI is blind in comparison to me when it comes to looking through bushes. AI unit definitely did not see me through it, while I could see his silhouette clearly and I could easily identify the uniform (we were about 5 meters apart, bush inbetween of us), but he just stood there, until he heared me moving, then after a while of AI's confusion I recieved fire.

I could effectively hide in the fog until I clearly saw AI silhouette, he started shooting at me when I got a little bit closer.

I noticed some different flaws though, notably with AI hearing:

It's worth to mention that the AI units saw me through vast amounts of fog after being initially detected.
Before the detection their visibility seemed to be influenced heavily by fog. Even if they "saw" me they couldn't identify -- so they didn't shoot.
After they knewAbout me, they started shooting through the fog. They also had some echolocating capabilities, being able to shoot over 50-70 meters with 20m visibility, using just the sounds I made.

There is also a bug with their hearing, regarding player turning, but it's already acknowledged and worked on.

May 10 2016, 7:52 AM · Arma 3
Arkhir added a comment to T75721: Campaign. Polish translation issues.

Damnit, sorry for being such a messy error reporter and not doing the proper job first time.
I took some more time to go through the items in VR now and here's some more funny-sounding stuff I found:

  1. CSAT (tan) items all have translation errors.

The items are translated as "ASP-1 Kir (podpalany)", "Cyrus (podpalany)", "Navid (podpalany)", "Dwójnóg (podpalany)" and "Kahila (podpalana)";
Podpalany/a literally translates to "lit on fire"/"torched"/"smoked", it's sometimes also used to describe reddish-brown horses, it's not common to see it as a color, especially when talking about weapons.

Tan, as a coulor, should be translated to "jasnobrązowy", so we'd have Kir, Navid and Cyrus (jasnobrązowy), and Kahila (jasnobrązowa).
If this translation is too long for some reason, you can go with "beżowy" and "beżowa".

Both of these colours are valid translations of "tan" and would suit better than the current one.

  1. Starter pistol. "Pistolecie startowym" is not a valid translation, as it literally means "starter pistol", as in "to think about starter pistol"/"Myśleć o pistolecie startowym", it's not the correct form of the noun and the following adjective.

Correct noun+adjective would be "Pistolet startowy". As in "I see a starter pistol"/"Widzę pistolet startowy".

  1. "Mundur dowódcy strzelnicy" - not the most correct translation of "rangemaster uniform". I propose "Mundur instruktora strzeleckiego". The first one means "Range commander uniform", second one makes more sense as it means "Shooting instructor uniform", which is natural sounding and correct equivalent, it's also consistent with "rangemaster headset" polish translation.
  1. GA Carrier Lite (Digi) and Carrier Lite (Black) are for some reason translated to "Kabura" which means "(pistol) holster".

"Lekka kamizelka GA (digi)" and "Lekka kamizelka (czarna)" are better equivalents, consistent with translations of other, similar vests.

  1. CTRG abbreviation in both CTRG vest variants is changed to CRTB in polish localization for some reason.
  1. "Składany wyrzutnia moździerza MK6" has incorrect adjective form in it. Should be "Składana wyrzutnia moździerza MK6", or "Składany moździerz MK6". Second one is consistent with HMG and GMG translations, first one is less natural sounding but consistent with Titan launcher translations.
  1. Every single "Rozłożony" in static weapons (GMG and HMG) means "deployed", and it refers to undeployed weapon carried in the backpack. Should be "Złożony". Means "Folded".
  1. Cap (Press) should be "Czapka (prasa)" instead of "(naciśnięcie)". I don't know how I could miss it earlier, as it's the funniest error we've noticed with our friends.
  1. Cap (Olive, Headset) should be "Czapka (oliwkowa, headset)" or "(oliwkowa, mikrofon)" or "(oliwkowa, zestaw słuchawkowy)". The last one is most formal and you don't hear it in common speech very often, it's something you'd read in polish section of the headset manual :)

We usually don't translate "headset" when refering to it, so I think the 1st translation is the most accurate and natural.

Currently the translation is (oliwkowa, głowa) which literally means (olive, head). As in body part.

I think these are the most cringe-inducing errors I could find, rest is generally OK. I'm sorry if I missed something, I tried to be more accurate.

And thank you for constantly improving the game :)

May 10 2016, 7:43 AM · Arma 3
Arkhir added a comment to T75721: Campaign. Polish translation issues.

I'll avoid littering the tracker with a new ticket -- several items have localization errors as well.

For example:
Vest (press) is translated to Kamizelka (naciśnięie) instead of Kamizelka (prasa).

"naciśnięcie" means "press" as in the act of pressing something.
"prasa" means "press" as in press release.

May 10 2016, 7:43 AM · Arma 3
Arkhir added a comment to T75076: AI refuses to drive backwards no matter what! [VIDEO].

It works just fine when you take control of a commander unit in Zeus interface. It also seems to work fine on stable.

May 10 2016, 7:27 AM · Arma 3
Arkhir added a comment to T75030: Beeping is extraordinarily, non existent in real life..

I'm going to have to bump this one, as I don't want to put a duplicate ticket on the subject.

Why wasn't it fixed with the lovely sound update we got with Marksmen? Explosive charge sounds is kinda ridiculous and spoils many stealthy demolition ops in pvp.

May 10 2016, 7:26 AM · Arma 3
Arkhir added a comment to T74106: Female soldiers models should be available in the game.

As long as they're portrayed in non-combat roles, I don't care. But I think there are other priorities than that.

It would be nice to have some in-engine support for female models, though, even only for civilians.

May 10 2016, 7:02 AM · Arma 3
Arkhir added a comment to T73573: Loadouts - Vehicles - CAS Options.

http://feedback.arma3.com/view.php?id=23888

somewhat related

May 10 2016, 6:45 AM · Arma 3
Arkhir added a comment to T73264: AI can accurately engage through near concealment when it has spotted an enemy which then moves out of LOS.
  • The AI can still see truh bushes and reed !

That is simply not true for Altis and Stratis, you must be playing on poorly configured terrain.

May 10 2016, 6:33 AM · Arma 3
Arkhir added a comment to T71161: MRCO's aimpoint doesn't emmit's light from moon-useless in the dark without NVG's.

http://s97.photobucket.com/user/nsw550/media/MBKBN9R8E2/IMG_0363.jpg.html?sort=3&o=5
http://img690.imageshack.us/img690/5434/acog3ni.jpg

rl examples

May 10 2016, 5:37 AM · Arma 3
Arkhir added a comment to T66339: Room Clearing with the AI.

"assault" waypoint is a good idea, would be sweet both in Zeus and editor. Currently ARES mod provides Zeus with extended funcionality, so you can order AI to search the building, but I'd love to see BIS take on that, since we've seen some new waypoint types added recently.

@trooper226
https://www.bistudio.com/company/careers

May 10 2016, 2:37 AM · Arma 3
Arkhir added a comment to T65881: Tracers at the bottom of 30Rnd magazines are a liability.

While I don't think the tracers should be removed as they are useful, I do think we should have alternate magazines with no tracers at all.

Some modders sure can add them, but I don't see one reason why shouldn't these magazines be part of native content.

May 10 2016, 2:17 AM · Arma 3

May 9 2016

Arkhir added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

[quote]so its no impossible , and it works well ![/quote]
It doesn't work well with how players resolved it, that's why BIS should take on it. Upvoted.

Disappointed it didn't happen with Marksmen DLC...

May 9 2016, 10:33 PM · Arma 3