Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Katulobotomia added a comment to T81712: Turning your character alerts nearby enemies..

@oukej: Good to hear and np! :)

May 10 2016, 10:39 AM · Arma 3
Katulobotomia added a comment to T81712: Turning your character alerts nearby enemies..
NOTE: it was found that the issue happens because when you turn your view fast enough, it equates as the character moving across the terrain with a certain speed...even though you are just turning in place. This apparently might be due to it being tied to the AI being aware of fast moving objects around it.
May 10 2016, 10:39 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T81712: Turning your character alerts nearby enemies..
May 10 2016, 10:39 AM · Arma 3
Katulobotomia added a comment to T75330: Weapon won't recoil on most rounds fired if you keep turning your character at the same time..

Excellent find t3quila88! This should be more than enough information to find the exact cause of the bug in the code. Now let's just hope the devs see this as well :) I really would like to have this bug fixed...it bothers me more than it probably should.

May 10 2016, 7:33 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T75330: Weapon won't recoil on most rounds fired if you keep turning your character at the same time..
May 10 2016, 7:33 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T69887: Vehicle headlight illumination distances and intensity falloff made worse from ALPHA to BETA.
May 10 2016, 4:51 AM · Arma 3
Katulobotomia added a comment to T67733: Sonic Crack Too Far From Player's Ears.

The sonic cracks are a result of the supersonic pressure wave the supersonic bullet creates. It will be audible to any unit towards at which the bullet is travelling, even if you are just in front of the barrel and someone fires their weapon behind you.

May 10 2016, 3:30 AM · Arma 3
Katulobotomia added a comment to T62774: Grenades are not powerful enough. .

Grenades should not be guaranteed kills at any distance. People survive grenades at point blank range all the time. It is all a chance game where the fragments go and what they hit. With proper flak vests, helmets and going prone you are more likely to survive a grenade just a few feet away with some minor injuries than to instantly die.

May 10 2016, 12:15 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..
May 10 2016, 12:15 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T62730: Enemy AI ignores player gunshots and sounds..
May 10 2016, 12:13 AM · Arma 3
Katulobotomia added a comment to T62722: Helicopters can fly upside and maintain altitude..

Video of this https://www.youtube.com/watch?v=u2Swzlss_kc

May 10 2016, 12:13 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T62722: Helicopters can fly upside and maintain altitude..
May 10 2016, 12:13 AM · Arma 3
Katulobotomia edited Steps To Reproduce on T62720: E brings helicopter nose down regardless of keybind or other effect..
May 10 2016, 12:13 AM · Arma 3

May 9 2016

Katulobotomia added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

AI detection distances are based on real life distances, they should never be balanced for gameplay sake as this is a simulator first. up to 1km-1,3km you should be able to see a moving squad, but not identify them at first. Which ARMA AI shouldn't do either, the squad leader might take out binoculars or one of the men with a scope can identify the target. Engaging the enemy at 600m is nothing uncommon in a real combat situation and shouldn't be in ARMA. You are putting yourself in a disadvantage when you are moving through the forest with a stationary platoon of enemies. Try standing still yourself, having a platoon of enemies move through the forest and you'll be able to see them moving around much faster than if you were the one running.

May 9 2016, 11:28 PM · Arma 3
Katulobotomia edited Steps To Reproduce on T61798: Shooting range dirt platforms erect when shot at..
May 9 2016, 11:21 PM · Arma 3
Katulobotomia edited Steps To Reproduce on T61761: Holographic sight "tunnel" clearly visible against bright colors..
May 9 2016, 11:20 PM · Arma 3
Katulobotomia added a comment to T60617: Grass Draw distance Should be max..

If you are outside of the grass drawing distance, you will sink into the ground if you are on a grassy area. If you go prone, only the top of your head is visible from a distance. No change needed, except a better distant ground texture with more noise and not so even colors.

May 9 2016, 9:51 PM · Arma 3