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May 10 2016

shredthesky edited Steps To Reproduce on T76476: Squad member dies during the first cutscene of "Attention Deficit".
May 10 2016, 8:01 AM · Arma 3
shredthesky added a comment to T76448: Add new command "isEqualTo" for binary comparison.

Seven votes are enough to get an issue assigned and fixed? Wow!

May 10 2016, 8:00 AM · Arma 3
shredthesky added a comment to T76338: Camp guards in "Attention Deficit" don't react while under fire.

I thought it's just an unswithced behaviour. By the way, vote up! ;)

May 10 2016, 7:57 AM · Arma 3
shredthesky added a comment to T76338: Camp guards in "Attention Deficit" don't react while under fire.

I mean the one that comes after the "Bingo Fuel", where you need to rescue some important dude.

May 10 2016, 7:57 AM · Arma 3
shredthesky added a comment to T76338: Camp guards in "Attention Deficit" don't react while under fire.

Attention Deficit

May 10 2016, 7:57 AM · Arma 3
shredthesky edited Steps To Reproduce on T76338: Camp guards in "Attention Deficit" don't react while under fire.
May 10 2016, 7:57 AM · Arma 3
shredthesky edited Steps To Reproduce on T76337: Miller's soldier doesn't take the fuel truck.
May 10 2016, 7:57 AM · Arma 3
shredthesky added a comment to T76336: Gear loadout is reset upon mission restart.

Had the similar problem in the next mission. Some items were absent from my backpack/inventory upon restart.

May 10 2016, 7:57 AM · Arma 3
shredthesky added a comment to T76336: Gear loadout is reset upon mission restart.

I mean the restart in-game, e.g. when you get killed.

May 10 2016, 7:57 AM · Arma 3
shredthesky edited Steps To Reproduce on T76336: Gear loadout is reset upon mission restart.
May 10 2016, 7:57 AM · Arma 3
shredthesky added a comment to T76120: Bingo fuel.

I saw them being distracted once, but they've completed their objective. Although during the last couple of my attempts to complete the mission they were dumb as hell. They attack too slow!

May 10 2016, 7:52 AM · Arma 3
shredthesky edited Steps To Reproduce on T75530: Careless AI behaviour at road block [spoiler].
May 10 2016, 7:38 AM · Arma 3
shredthesky added a comment to T75523: Plunge into water.

Interesting request, but I tink the indicator is unnecessary.

May 10 2016, 7:38 AM · Arma 3
shredthesky edited Steps To Reproduce on T75518: Mine detector is ineffective on "Elite" difficulty setting.
May 10 2016, 7:38 AM · Arma 3
shredthesky added a comment to T75425: Issues with 'Patrol' missions..

I agree about the empty complex

May 10 2016, 7:36 AM · Arma 3
shredthesky added a comment to T75391: Equipment doesn't carry over between missions - no NVGs for night mission.

A duplicate of http://feedback.arma3.com/view.php?id=16887

May 10 2016, 7:35 AM · Arma 3
shredthesky added a comment to T75246: Equipment gathered from Side missions is not being added/Saved.

If the developers did it intentionally, then it would be better to limit the quantity of NVGs, rangefinders and GPS that could be looted during the missions. It's just not fair that items disappear.

May 10 2016, 7:31 AM · Arma 3
shredthesky added a comment to T74780: Object shadow through the scopes.

Interesting idea, but I'm sure it will cause the performance drop once all the shadows need to be rendered instantly.

May 10 2016, 7:19 AM · Arma 3
shredthesky edited Steps To Reproduce on T74654: Wrong Russian radio subtitle localization for cardinal direction West ("blue" is written instead).
May 10 2016, 7:16 AM · Arma 3
shredthesky added a comment to T74424: Inconsistent behaviour of zoom in/out, zoom in/out toggle and zoom temporary controls.

+1 for zoom out toggle!

May 10 2016, 7:11 AM · Arma 3
shredthesky added a comment to T74110: Inventory (and probably Weapon Pool) inconsistence while going from one mission to the next one.

astaroth, but items are not saved. I took a GPS from enemies in almost each mission and NVGs in some, but they weren't saved.

May 10 2016, 7:04 AM · Arma 3
shredthesky added a comment to T74110: Inventory (and probably Weapon Pool) inconsistence while going from one mission to the next one.

No.

May 10 2016, 7:04 AM · Arma 3
shredthesky added a comment to T74102: Unaware behaviour of the squad in the end of last mission [spoiler].

The problem is your whole squad getting killed like kittens in less than a minute (again I should say that I played on expert difficulty).

May 10 2016, 6:58 AM · Arma 3
shredthesky edited Steps To Reproduce on T74102: Unaware behaviour of the squad in the end of last mission [spoiler].
May 10 2016, 6:58 AM · Arma 3
shredthesky added a comment to T74102: Unaware behaviour of the squad in the end of last mission [spoiler].

Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15742
http://feedback.arma3.com/view.php?id=15740
http://feedback.arma3.com/view.php?id=15739

May 10 2016, 6:58 AM · Arma 3
shredthesky edited Steps To Reproduce on T74101: Unrealistic choice of the path by your squad leader in the end of the final mission [spoiler].
May 10 2016, 6:58 AM · Arma 3
shredthesky added a comment to T74101: Unrealistic choice of the path by your squad leader in the end of the final mission [spoiler].

Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15743
http://feedback.arma3.com/view.php?id=15740
http://feedback.arma3.com/view.php?id=15739

May 10 2016, 6:58 AM · Arma 3
shredthesky added a comment to T74099: Triggering bug in the final mission [spoiler inside].

Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15742
http://feedback.arma3.com/view.php?id=15743
http://feedback.arma3.com/view.php?id=15739

May 10 2016, 6:58 AM · Arma 3
shredthesky edited Steps To Reproduce on T74099: Triggering bug in the final mission [spoiler inside].
May 10 2016, 6:58 AM · Arma 3
shredthesky added a comment to T74098: Unrealistic enemy behaviour in the final mission [spoiler inside].

Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15742
http://feedback.arma3.com/view.php?id=15743
http://feedback.arma3.com/view.php?id=15740

May 10 2016, 6:58 AM · Arma 3
shredthesky edited Steps To Reproduce on T74098: Unrealistic enemy behaviour in the final mission [spoiler inside].
May 10 2016, 6:58 AM · Arma 3
shredthesky added a comment to T74046: Red rain.

Can confirm.

May 10 2016, 6:57 AM · Arma 3
shredthesky added a comment to T73568: Wrong head movement when dying.

I've also experienced that after the unit was hit the camera always points inside the torso through the neck, revealling the inside of the 3D model.

May 10 2016, 6:45 AM · Arma 3
shredthesky added a comment to T71399: AI do not use laser pointer.

and also a duplicate of this http://feedback.arma3.com/view.php?id=4020 search before report!

May 10 2016, 5:44 AM · Arma 3
shredthesky added a comment to T71399: AI do not use laser pointer.

a duplicate of http://feedback.arma3.com/view.php?id=13021

May 10 2016, 5:44 AM · Arma 3
shredthesky added a comment to T71380: Add Command to tell AI Squadmate to Enable IR Laser.

related/duplicate of http://feedback.arma3.com/view.php?id=4020

May 10 2016, 5:43 AM · Arma 3
shredthesky added a comment to T71272: Planes/fixed wing aircraft need airbrakes, wheel breaks.

Maybe airbrake animation would be enough?

May 10 2016, 5:40 AM · Arma 3
shredthesky edited Steps To Reproduce on T70745: Vision mode names mismatch for laser designator.
May 10 2016, 5:23 AM · Arma 3
shredthesky added a comment to T70602: Add a hold breath sound.

+1 for another key

May 10 2016, 5:18 AM · Arma 3
shredthesky added a comment to T70319: Eject from Helicopters.

I think it should be allowed only for specific type of helicopters in config (that should have the ejection system, like Ka-50). I'd vote up if the issue description will be changed accrodingly.

May 10 2016, 5:07 AM · Arma 3
shredthesky added a comment to T70297: Sniper Optical Sights (SOS) zeroing makes bullet path unrealistic from weapon.

I always thought that zeroing in ArmA is implemented not by angle-ing the scope axis but in some other cheating way, and now we have the answer :)

May 10 2016, 5:07 AM · Arma 3
shredthesky added a comment to T70216: Additions to Turning out.

+1 for binoculars

May 10 2016, 5:04 AM · Arma 3
shredthesky added a comment to T69486: Ingame 'Squad Management' user interface..

Ok, got you.

May 10 2016, 4:36 AM · Arma 3
shredthesky added a comment to T69486: Ingame 'Squad Management' user interface..

Don't think it's necessary. Mission makers can scipt it if they feel their mission needs it.

May 10 2016, 4:36 AM · Arma 3
shredthesky added a comment to T69309: Getting hit, surviving, should produce a "knock back" animation..

It would be very cool, considering the new ragdoll physics. Also I suggest the same for getting hit by explosions.

May 10 2016, 4:30 AM · Arma 3
shredthesky added a comment to T69309: Getting hit, surviving, should produce a "knock back" animation..

The only game where I saw this was the "Brothers In Arms"

May 10 2016, 4:30 AM · Arma 3
shredthesky added a comment to T69306: realistic helicopter crash effects....

I suggest you to rename the issue somehow to avoid confusion with this http://feedback.arma3.com/view.php?id=7774, or merge it

May 10 2016, 4:30 AM · Arma 3
shredthesky added a comment to T69294: Larger FOV for driver's 1st person view. (Simple vehicle config setting fix)..

I suggest you to rename it something like "Larger FOV for a driver's 1st person view". The name is a bit confusing now.

May 10 2016, 4:30 AM · Arma 3
shredthesky added a comment to T69146: Flashlights/Lasers should not turn off immdietly when AI/player killed.

I suggest you to rename the issue including the lasers in the name

May 10 2016, 4:24 AM · Arma 3
shredthesky added a comment to T69045: [Suggestion] Turn engine on/off through actions menu only (and/or key bindings).

If it would be implemented there would be a cool option to be able to remove this action by script for the units that "don't know how to drive" a vehicle in sertain scenarios. Infantry private can hardly start a chopper.

May 10 2016, 4:17 AM · Arma 3
shredthesky added a comment to T68870: zoom toggle doesn't work from inside vehicles.

+1

May 10 2016, 4:11 AM · Arma 3
shredthesky edited Steps To Reproduce on T68839: Helicopter wheels are indestructible.
May 10 2016, 4:10 AM · Arma 3
shredthesky added a comment to T68775: [feature] Assignment of "Playable as" and "Player as" via checkboxes instead of a list of combinations.

Agree, corrected!

May 10 2016, 4:08 AM · Arma 3
shredthesky edited Steps To Reproduce on T68775: [feature] Assignment of "Playable as" and "Player as" via checkboxes instead of a list of combinations.
May 10 2016, 4:08 AM · Arma 3
shredthesky edited Steps To Reproduce on T68772: Poor column formation handling of land vehicles on the road.
May 10 2016, 4:08 AM · Arma 3
shredthesky edited Steps To Reproduce on T68766: Incorrect proxy model for unarmed Titan missile (wings unfolded).
May 10 2016, 4:08 AM · Arma 3
shredthesky added a comment to T68759: Skalpel ATGM proxy doesn't have a collision model.

Also see another issue related to missile proxies: http://feedback.arma3.com/view.php?id=10407

May 10 2016, 4:07 AM · Arma 3
shredthesky added a comment to T68759: Skalpel ATGM proxy doesn't have a collision model.

I agree, but this issue is even more simple and related to a missile hanging on the pod before the launch, so it also affects the chopper damage model.

May 10 2016, 4:07 AM · Arma 3
shredthesky edited Steps To Reproduce on T68759: Skalpel ATGM proxy doesn't have a collision model.
May 10 2016, 4:07 AM · Arma 3
shredthesky added a comment to T68549: New optic works with NVGs.

@machineabuse is absolutely right! It seems that people who downvote this don't get the basics of optics which has lens. Scopes with lens require eye positioning in the certain range behind the scope to be in focus. You can't simply look through NVG into the scope - you won't see anything focused. Only holo sights are suitable for NVGs.

May 10 2016, 3:58 AM · Arma 3
shredthesky added a comment to T68479: Make AI react to enemy IR lasers and flashlights at night..

a duplicate of http://feedback.arma3.com/view.php?id=9249

May 10 2016, 3:55 AM · Arma 3
shredthesky added a comment to T68437: Manipulation with weapons that you don't have in hands.

Quite reasonable! But I think the correct solution would be to play additional animation while player interacts with the weapons in the inventory.

May 10 2016, 3:54 AM · Arma 3
shredthesky edited Steps To Reproduce on T67816: Side prone animation bugs.
May 10 2016, 3:32 AM · Arma 3
shredthesky edited Steps To Reproduce on T67797: Actual inventory items can't be seen on soldier's vest 3D-model.
May 10 2016, 3:32 AM · Arma 3
shredthesky added a comment to T67689: Inappropriate usage of "Covering fire" radio message while AI isn't in contact.

Thanks for suggestion!

May 10 2016, 3:29 AM · Arma 3
shredthesky added a comment to T67689: Inappropriate usage of "Covering fire" radio message while AI isn't in contact.

Well I understand that, but I'm confused with the word "Fire" when there's no need to fire at all. Especially taking into account that there's another idiom that they randomly say "Go, I'll cover" which is much more suitable in this case. I think they should say "Covering fire" when they actually see the enemies (or at least think there are still some enemies alive) and want to fire but when "All is clear" they shouldn't. They can just say "Go, I'll cover".

May 10 2016, 3:29 AM · Arma 3
shredthesky added a comment to T67689: Inappropriate usage of "Covering fire" radio message while AI isn't in contact.

Maybe, but sertainly not after saying "All clear", which I have actually heard.

May 10 2016, 3:29 AM · Arma 3
shredthesky edited Steps To Reproduce on T67689: Inappropriate usage of "Covering fire" radio message while AI isn't in contact.
May 10 2016, 3:29 AM · Arma 3
shredthesky added a comment to T67664: Heat blur over asphalt/concrete/metal etc. surfaces.

Some other unrelated, but quite important issues that I recommend you to look through
http://feedback.arma3.com/view.php?id=10413
http://feedback.arma3.com/view.php?id=10407
http://feedback.arma3.com/view.php?id=10400

May 10 2016, 3:28 AM · Arma 3
shredthesky added a comment to T67664: Heat blur over asphalt/concrete/metal etc. surfaces.

Quite a valuable note, armapirx! I can also add that this phenomena augments realism in the way that it makes more difficult for you to aim when you are lying and some heated surface is between you and your target.
P.S. Although this is a nice feature and it's been upvoted, I suggest everyone to check out some bugs also reported by me that are already present and may be more significant to gameplay:
http://feedback.arma3.com/view.php?id=9249
http://feedback.arma3.com/view.php?id=9327
http://feedback.arma3.com/view.php?id=7993

May 10 2016, 3:28 AM · Arma 3
shredthesky edited Steps To Reproduce on T67664: Heat blur over asphalt/concrete/metal etc. surfaces.
May 10 2016, 3:28 AM · Arma 3
shredthesky added a comment to T67612: Sound missing while crawling over the airfield runway.

Your clothes will produce sound even while crawling the linoleum floor. Needless to say about the fully equipped soldier.

May 10 2016, 3:26 AM · Arma 3
shredthesky added a comment to T67611: AI does not react to enemy lasers.

@ceeeb, do you mean the designator which is used to mark targets but not the weapon-mounted laser?

May 10 2016, 3:26 AM · Arma 3
shredthesky edited Steps To Reproduce on T67612: Sound missing while crawling over the airfield runway.
May 10 2016, 3:26 AM · Arma 3
shredthesky added a comment to T67611: AI does not react to enemy lasers.

It would be nice if there will be at least something on the "macro" engine level like it was in OFP with the laser designator: a virtual invisible target object was created in the place where laser is pointing, and it was available for detection by scripting commands and triggers.

May 10 2016, 3:26 AM · Arma 3
shredthesky added a comment to T67611: AI does not react to enemy lasers.

Upvote please!

May 10 2016, 3:26 AM · Arma 3
shredthesky edited Steps To Reproduce on T67611: AI does not react to enemy lasers.
May 10 2016, 3:26 AM · Arma 3
shredthesky added a comment to T67527: Helo Engine Can't be shut down if collective not in lowest postion..

+1

May 10 2016, 3:24 AM · Arma 3
shredthesky added a comment to T67514: Duplicate commands in Engage menu: 7 - Cancel Target.

This is a duplicate of http://feedback.arma3.com/view.php?id=8381

May 10 2016, 3:23 AM · Arma 3
shredthesky added a comment to T67385: Remove the Ability to place Explosives while Free-Falling.

+1 for the falling explosive, it should behave according to the laws of physics. So I half agree and half disagree with this issue. Idk how to vote now :) The ability to place it while falling shouldn't be removed. It allows cool kamikaze attacks :)

May 10 2016, 3:17 AM · Arma 3
shredthesky added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

Yesterday I tried to kill a unit with silenced PD7, it took me three head shots, so this issue seems to be non-existent. Vote down.

May 10 2016, 3:13 AM · Arma 3
shredthesky added a comment to T67268: Missing anims form low/high crouch to low/high stand while combat pace.

Totally agree about turning! Related to http://feedback.arma3.com/view.php?id=7994
Only three poses have proper turning animation: usual stand, usual crouch and usual laying.

May 10 2016, 3:13 AM · Arma 3
shredthesky added a comment to T67147: IR Laser bloom/dissipation request - enhancement of general Laser behaviour.

Another issue with lasers (not graphics-related, though): AI don't react to lasers! http://feedback.arma3.com/view.php?id=9249

May 10 2016, 3:08 AM · Arma 3
shredthesky added a comment to T66918: Character doesn't pull the trigger while magazine is empty.

a duplicate of http://feedback.arma3.com/view.php?id=4847

May 10 2016, 3:00 AM · Arma 3
shredthesky edited Steps To Reproduce on T66356: New sitting and side lying poses don't have the turning animation.
May 10 2016, 2:38 AM · Arma 3
shredthesky edited Steps To Reproduce on T66355: AI soldier doesn't play any animation when turning while standing up.
May 10 2016, 2:38 AM · Arma 3
shredthesky added a comment to T66136: Chopper damage model is way off (Video).

Related (chopper wheels are indestructible): http://feedback.arma3.com/view.php?id=10480

May 10 2016, 2:29 AM · Arma 3
shredthesky added a comment to T66136: Chopper damage model is way off (Video).

They blow up if hit by anti-tank missile

May 10 2016, 2:29 AM · Arma 3
shredthesky added a comment to T63267: Option to Lock a door from the inside.

You can't simply lock ANY door IRL, so this feature needs to be available via scripting commands but not by default.

May 10 2016, 12:35 AM · Arma 3

May 9 2016

shredthesky added a comment to T62387: Ai does not use lasers, flashlights etc.

this one has a lot of dupliates!
http://feedback.arma3.com/view.php?id=13021
http://feedback.arma3.com/view.php?id=13040

May 9 2016, 11:58 PM · Arma 3
shredthesky added a comment to T62387: Ai does not use lasers, flashlights etc.

I also agree with galzohar, upvote this to force developers to make AI react to the lasers http://feedback.arma3.com/view.php?id=9249

May 9 2016, 11:58 PM · Arma 3
shredthesky added a comment to T59479: [SUGGESTION] Open weapons as containers to grab attachments.

I think in real life you should anyway take the weapon in your hands before you can detach any of the attachments

May 9 2016, 6:58 PM · Arma 3
shredthesky added a comment to T59473: Helicopters cant taxi.

Also the wheels are indestructible in contrary to any ground vehicle, here's the related issue: http://feedback.arma3.com/view.php?id=10480

May 9 2016, 6:57 PM · Arma 3
shredthesky added a comment to T59222: [Feature request] Really need a running vault.

The ability should depend on soldier's loadout weight

May 9 2016, 6:44 PM · Arma 3
shredthesky added a comment to T59033: At small font sizes, many characters look the same..

when I say in chat "watch your 6" it looks exactly like "8"

May 9 2016, 4:16 PM · Arma 3
shredthesky added a comment to T58736: Sidearm does not show in holster.

?????

May 9 2016, 3:28 PM · Arma 3
shredthesky added a comment to T58736: Sidearm does not show in holster.

It actually affects realism in a way that when you look at the enemy you should be able to see what weapons he has

May 9 2016, 3:28 PM · Arma 3