Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Gekkibi edited Steps To Reproduce on T73124: MBT main gun reload time difference between changing the shell and reloading a new one.
May 10 2016, 6:30 AM · Arma 3
Gekkibi added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

Confirmed with the Ghost Hawk (the real name of the helicopter).

May 10 2016, 6:30 AM · Arma 3
Gekkibi added a comment to T73121: Ghosthawk geometry conflicting with terrain types/buildings.

Can't reproduce. Tried multiple helicopters.

PS. Kavala is not the capital of Altis. :)

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73117: Return to main menu from multiplayer session is slow..

@AD2001
"After playing a multiplayer match, I opted to exit the game and return to the main menu."
This ticket is not about long download times, it's about long loading times when you try to go back to the main menu after playing online.

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73117: Return to main menu from multiplayer session is slow..

Confirmed, happened to me before the first dev build was released (used "stable").

May 10 2016, 6:29 AM · Arma 3
Gekkibi updated subscribers of T73114: Request to add scripting command to lock inventory access..

@KillZone Kid
Maybe he don't know how to script... He just wants his F-35... ;)

Upvoted for great justice!

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73113: commandArtilleryFire crashes game when target is inside 'Seized By' trigger [DEV].

Confirmed with the test mission. Didn't try to verify what's causing it.

May 10 2016, 6:29 AM · Arma 3
Gekkibi edited Steps To Reproduce on T73110: Renaming of groups - should be visible in the MP lobby.
May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73105: player as a rabbit never stop after move.

Can't reproduce.

...Decided to try one more time. I managed to reproduce it but your description is not accurate: you have to press S while still moving (and not holding W).

  1. play as rabbit
  2. keep pressing W
  3. stop pressing W and press S as fast as possible, but be sure not to keep them pressed at the same time
  4. observe

You can stop by pressing W again.

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73092: Car brakes are unrealistically weak..

@RushHour
...True, bicycles etc have been "broken" since OFP 1.0... But then again this ticket was about the cars in general. In general everything is fine.

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73092: Car brakes are unrealistically weak..

@RushHour
Tested with Strider. 130 - 0 km/h took about 80 meters. What do you want it to be..? I have had multiple cars, from crappy Fords to a Porsche. So please don't use you-don't-have-a-car argument.
Maybe you could tell us about the basic physics...

Edit: if there's something to be improved, it is to increase the braking distance of heavy vehicles. After all, most of the military vehicles are armored...

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73092: Car brakes are unrealistically weak..

Confirmed, matches with the diagram posted.

May 10 2016, 6:29 AM · Arma 3
Gekkibi added a comment to T73075: Wrong uniform..

Confirmed as well.

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73075: Wrong uniform..

Noticed this as well. I thought the devs wanted officers to look fashionable. Upvoted.

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73065: Tracked vehicles have inversed controls while in reverse.

I consulted a team member who served as a Merkava driver in IDF: Everything is just like it's supposed to be...

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73065: Tracked vehicles have inversed controls while in reverse.

@jaghahnk
I launched Arma 2 as well, and when I reverse and steer at the same time it behaves just like I described earlier: D = clockwise, A = counterclockwise. Doesn't matter if I go forward or backwards. Can't see any dramatic difference between Arma 2 and Arma 3...

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73065: Tracked vehicles have inversed controls while in reverse.

@jaghahnk
In that case I stand corrected. Damn those tracked vehicles I have controlled in real life; they lied to me how tanks (with steering wheels) are steered! :)

However, this raises a problem. What if you steer full clockwise and you are stationary, but then start to go backwards very slowly... Does it mean your steering goes all the way to the other direction? This makes tanks very unpredictable. This is not a problem with wheeled vehicles because you can't turn when stationary.

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73065: Tracked vehicles have inversed controls while in reverse.

"In the game the tank turns to the left side of the screen when you are driving backwards and press "D"."

Tracked vehicles rotates clockwise when you reverse and steer right. I don't understand what you mean by "left side of the screen".

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73065: Tracked vehicles have inversed controls while in reverse.

@jaghahnk
I meant in Arma 3. I didn't serve in the armored corps, so don't know how real life tanks (with steering wheels) operate, but I have (remote)controlled few tracked vehicles, and they didn't operate like cars.

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73055: The US Flags on NATO Uniforms are mirrord.

As far as I know, that's how it is in real life as well. The flag is always pointing forward, no matter in which arm it is.

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73036: Player still goes prone if parachuted in the water.

I noticed this during beta. Confirmed, still there.

I don't mind if the soldier don't get pushed to the surface. Haven't done this in real life, but I have a hunch that wouldn't happen in real life either. Besides, if you're reenacting 007 Tomorrow Never Dies, you shouldn't get pushed to the surface. ;)

May 10 2016, 6:28 AM · Arma 3
Gekkibi added a comment to T73028: Driving tracked vehicles in reverse, controls are inverse.

Everything works like they should work. Tracked vehicles operate differently than wheeled vehicles.

The controls are not inverted when reversing: when you drive tracked vehicle and you reverse & steer right, you're turning the vehicle to right. Wheeled vehicles have inverted controls when reversing (as they should have).

May 10 2016, 6:27 AM · Arma 3
Gekkibi edited Steps To Reproduce on T73023: Can't smoothly control tracked vehicles when using analogue controller.
May 10 2016, 6:27 AM · Arma 3
Gekkibi edited Steps To Reproduce on T73016: Can't move ZSU-39 Tigris TC periscope.
May 10 2016, 6:27 AM · Arma 3
Gekkibi added a comment to T72908: Ctrl as down collective creates head movement in helicopters.

Fix the ticket description. It doesn't matter what your collective bind is... CTRL is always head movement, no matter what bindings you have.

May 10 2016, 6:24 AM · Arma 3
Gekkibi added a comment to T72734: Working Repair Garage by fuelstation.

I give a vote up after you change the description and mention the repair time should be several hours...

May 10 2016, 6:20 AM · Arma 3
Gekkibi added a comment to T72729: Airports on Island have no fuel station.

@arziben
*sigh* but you can refuel anything with the gas stations, no matter where they are located. This means that your "sake of realism" argument is invalid.
...Did you even read what I wrote..?

May 10 2016, 6:20 AM · Arma 3
Gekkibi added a comment to T72729: Airports on Island have no fuel station.

@arziben
I could tell you something about shacks and the sharpness of some objects there, but I let it slide this time.

...what prevents you of refueling a land vehicle there? Test this: put an air vehicle closeby to a fuel pump and decrease the amount of fuel it has. Observe how fantastically realistically you can refuel airplane by using normal gasoline. The situation would be the same (but for cars and jet fuel / kerosene) on an airport!

May 10 2016, 6:20 AM · Arma 3
Gekkibi updated subscribers of T72729: Airports on Island have no fuel station.

@arziben
Ya, but you can use it for refueling land vehicles as well.

If you want service point, it's easy to script one. It's way harder to remove refueling. Blowing up the objects can cause other problems.

May 10 2016, 6:20 AM · Arma 3
Gekkibi added a comment to T72729: Airports on Island have no fuel station.

This is a double edged sword, really. In real life airports tend to have a refueling point. But in real life you can't refuel your car with the same pump either.
Because of this, "sake of realism" in an invalid argument.

May 10 2016, 6:20 AM · Arma 3
Gekkibi added a comment to T72729: Airports on Island have no fuel station.

Would you really want to refuel your hatchback with jet fuel / kerosene..?

May 10 2016, 6:20 AM · Arma 3
Gekkibi added a comment to T72711: Blood transfusions and blood types.

I think I died a little bit inside...

May 10 2016, 6:19 AM · Arma 3
Gekkibi added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

@Zek
I almost created a ticket for that, but because I'm such a realist I decided that it would be pointless. ;)

+1 for putting FIA to IND/OFP as well. Would increase sandbox quality.

May 10 2016, 6:13 AM · Arma 3
Gekkibi added a comment to T71858: Power lines stay in air after power pole got destroyed.

Confirmed. Works properly in the latest dev build.

May 10 2016, 5:57 AM · Arma 3
Gekkibi added a comment to T71849: Runway lights on airfield flicker unrealistically and are almost impossible to see on approach.

@RickOShay
"Runway lights should illuminate the runway"
No they shouldn't. They should be clearly visible and show the centerline and edges (both runway and taxiways) as well as where the treshold is. They should not illuminate the surrounding.

May 10 2016, 5:57 AM · Arma 3
Gekkibi added a comment to T71348: Kneel while having launcher in hands.

Try using the dev build. It's not mentioned in the changelog, but can't reproduce it. Using AAF rifleman (AT), and followed your steps.

This might be a goosechase, but what launcher / unit did you use exactly?

May 10 2016, 5:43 AM · Arma 3
Gekkibi added a comment to T71348: Kneel while having launcher in hands.

It was downvoted probably because I can't reproduce this either. Using the dev build.

May 10 2016, 5:43 AM · Arma 3
Gekkibi added a comment to T71106: An option to preload terrains.

@the Demongod
...you do realize this has already implemented? It's called "view distance"...

Downvoting in this case is extremely justified...

May 10 2016, 5:35 AM · Arma 3
Gekkibi added a comment to T71106: An option to preload terrains.

@wakrein
Copypaste me saying "people in wasteland are idiots thats why they lag". Stop putting words to my mouth.

What makes you think I'm negative? I'm negative towards your first comment. I'm not dwelling on negativity when I say "don't post irrelevant comments to unrelated tickets".

May 10 2016, 5:35 AM · Arma 3
Gekkibi added a comment to T71106: An option to preload terrains.

@wakrein
If you didn't understand, this ticket was about preloading the terrain, not about poor FPS. Here, I copypaste the relevant part from the ticket description so you don't have to find it yourself: "An option to preload terrains".

Even if it has relation to ticket 0000716, it doesn't mean you should talk about FPS issues here. If you want to paste your computer specs, I recommend you do it in the other ticket, where it could even remotely be relevant.

"So make sure you get your shit straight before you mouth off"
If I were you, I'd do exactly that...

May 10 2016, 5:35 AM · Arma 3
Gekkibi added a comment to T71106: An option to preload terrains.

@Dr Death
"Stupid people wont notice the mp-sp fps change because they only play wasteland"
I hope that wasn't addressed to me because I have never played, nor will I ever play wasteland.

May 10 2016, 5:35 AM · Arma 3
Gekkibi added a comment to T71106: An option to preload terrains.

@wakrein

  1. your comment was not relevant to this ticket
  2. you claim that "...all dealing with this awful FPS problem". I have everything set to ultra, including the view distance, and I don't have FPS issues. Your claim has been debunked
May 10 2016, 5:35 AM · Arma 3
Gekkibi added a comment to T70602: Add a hold breath sound.

...Only if we get normal breathing sounds... In real life, when you start to hold your breath before firing, you don't do it Baywatch-style: it's not like you're going to swim underwater or something... You partially fill your lungs and hold breath, that's all. Try it now: I doubt you will make any sound while doing it.

May 10 2016, 5:18 AM · Arma 3
Gekkibi added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

I never noticed it worked differently in Arma 3. There was maybe 1-2 weeks when I didn't play Arma 3 during the beta stage... And trust me, the first thing I always do is to test what BIS have done to my beloved tanks/tracked vehicles... :P

But in any case this is an obsolete ticket then.

May 10 2016, 5:09 AM · Arma 3
Gekkibi added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

Dr Death, when I said that it will keep turning to the same direction, I mean the front of the vehicle will keep turning to the same direction. D = clockwise, A = counterclockwise, no matter whether you're going forward or you're reversing. It's like this in arma (both 2 and 3), as it should. Maybe I didn't understand this ticket: Does the OP want that suddenly the steering direction changes when you put on reverse, or what..?

May 10 2016, 5:09 AM · Arma 3
Gekkibi added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

Dr Death, I just received a verification from ex Leopard 2 TC. It doesn't matter if you go forward or backward, you will always keep turning to the same direction you're steering.

May 10 2016, 5:09 AM · Arma 3
Gekkibi added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

Fennecus, think outside the box. Tracks don't operate like wheels. When you steer a wheeled vehicle, you turn the tire. In tracked vehicles you decide which track has more _forward_ velocity.
In case of a car: Lets say you steer right and go forward. The front of the car goes right. When you start to reverse, the front of the car goes left (because the wheels are still facing the same direction).
In tracked vehicles when you steer right, the outward track will spin forward faster than the inward track. When you go forward and steer right, both tracks spin forward, but the outward track spins faster. Now, when you start to reverse (and still steer right), the inward track spins faster backwards than the outward track, because outward track still has "positive vector" due to the steering. Because of this the front of the tracked vehicle will always keep turning to the direction of steering.

Hope this helped.

May 10 2016, 5:09 AM · Arma 3
Gekkibi added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

Everything works like they should work. Tracked vehicles operate differently than wheeled vehicles.

The controls are not inverted when reversing: when you drive tracked vehicle and you reverse & steer right, you're turning the vehicle to right. Wheeled vehicles have inverted controls when reversing (as they should have).

May 10 2016, 5:09 AM · Arma 3
Gekkibi added a comment to T70302: Panther commander view move with turret, like if it was ontop of turret..

Going to reply to an old comment so that future readers knows about this...
@NodUnit
Panther don't have a turret, it has a GMG. Only a very crappy engineer would ever even think about putting TC periscope on top of a GMG... Besides, TC view is not located in the GMG, it's close to the TC hatch.

This is an actual bug, upvoted.

May 10 2016, 5:07 AM · Arma 3
Gekkibi added a comment to T70302: Panther commander view move with turret, like if it was ontop of turret..

Still not fixed in dev build 110573.

May 10 2016, 5:07 AM · Arma 3
Gekkibi added a comment to T68107: Mirrors on new beta vehicles (HEMTT / AMV-7 / Zamak) display generic environment map.

Same for AFV-4...

May 10 2016, 3:42 AM · Arma 3
Gekkibi added a comment to T63619: Allow users to revert to Arma 2 controls.

@AD2001
Yes.
...Somewhere during those 7 months. :P

May 10 2016, 12:49 AM · Arma 3