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May 10 2016

InstaGoat added a comment to T73559: RCO and MRCO reticule gliltches.

Not a bug, that's the DOF simulation. Turn DOF off and the ghosts will disappear.

Edit: Added example. DOF simply ghosts every pixel four times, once on every corner, which also creates the "boxes" around tracers.

May 10 2016, 6:45 AM · Arma 3
InstaGoat added a comment to T73559: RCO and MRCO reticule gliltches.

DarkWanderer: It is not a bug because this system is intended to work this way, and has always achieved the blur effect through displacement like this since Armed Assault was released in 2006.

And yes, I mean depth of field.

The problem is that this system natively produces this visual glitch, so a new system would be needed to fix this problem.

May 10 2016, 6:45 AM · Arma 3
InstaGoat added a comment to T73550: New Unit formation NATO: Infantry + Tank Team.

Yes, however, these Units will behave differently unless set to exactly the same values and placed in the correct order.

Also, BI usually uses native unit formations in their campaigns, and this kind of team mentioned above should be a native formation used by TF Aegis armor + infantry teams, rather than the formation employed now which is essentially what you would see in a current tank platoon.

May 10 2016, 6:44 AM · Arma 3
InstaGoat edited Steps To Reproduce on T73550: New Unit formation NATO: Infantry + Tank Team.
May 10 2016, 6:44 AM · Arma 3
InstaGoat added a comment to T73546: Add "heavy" variant of MX rifle - MX-H.

There were 7.62 caseless magazines UI pictures in the alpha and beta, maybe these were planned and then scrapped again. Possibly we're going to see a 7.62 caseless rifle with the campaign?

But, +1 on this. It'd always be nice to have more guns, plus, Nato right now has no direct competitor to the ABR. A belt fed MG would be nice too. But we -need- animations for those.

May 10 2016, 6:44 AM · Arma 3
InstaGoat added a comment to T73536: Include plate carriers in CSAT-specific camo.

Hm, interesting. I've checked the Uniforms back during alpha days and I clearly remember them having both an armor and passthrough value.

I'm going to look into the config manager again, they might have changed things.

May 10 2016, 6:44 AM · Arma 3
InstaGoat added a comment to T73536: Include plate carriers in CSAT-specific camo.

The CSAT Uniform itself offers higher ballistic protection, though.

May 10 2016, 6:44 AM · Arma 3
InstaGoat added a comment to T73499: Visual recoil is too high (How body of the unit behaves).

It'd be better if they had the rifle recoil, rather than the entire torso, but that's kinda nitpicky.

May 10 2016, 6:43 AM · Arma 3
InstaGoat added a comment to T73494: I sound like I'm having an asthma attack after running 20 feet.

You're also not running around carrying 160 pounds of gear and ammo, in 30°C heat, across rough ground in the mediterranean.

The sound may be a little too intensive, but in general, it is fine. Realistically you should even get thumping in your temples and all that, so this may not even be as much as it could (should?) be

May 10 2016, 6:43 AM · Arma 3
InstaGoat added a comment to T73432: The 'M6 SLAM mine' no longer detonates by the presence of foot soldiers..

The Slam is a explosively-formed penetrator anti tank mine, with has multi-mode functionality in real life (side attack, bottom attack, timed demo charge, manual detonation) and is intended to be used against light and medium vehicles, so this change is correct.

It is meant to be used against vehicles and would not be useful against infantry in reality because it's just a single projectile shot out in front of the mine. The shell apparently is made of polymer, so you might get some shrapnel wounds on exposed skin and burns when it explodes next to you, but generally it should be ineffective against Infantry, and also should not be triggered by them.

May 10 2016, 6:42 AM · Arma 3
InstaGoat added a comment to T73423: PiP Screens in Cargo spaces of IFVs.

Added screenshot example of the merkava cargo space with screens: left screen shows rear camera as indicated in screenshot above that, right hand screen shows a wide angle go-pro type camera view mounted on top of the turret, forward of the CITV.

May 10 2016, 6:41 AM · Arma 3
InstaGoat edited Steps To Reproduce on T73423: PiP Screens in Cargo spaces of IFVs.
May 10 2016, 6:41 AM · Arma 3
InstaGoat added a comment to T73418: Gunship optics no longer available to player as gunner..

True for all Vehicles that have interiors/RTT screens.

May 10 2016, 6:41 AM · Arma 3
InstaGoat added a comment to T73389: T-100 Varsuk MBT needs co-axial MG, preferably 50 calibre..

What'd be great would be a ballistically matched MG, like they had in british tanks in the cold war. To sight the main gun, fire a burst from the MG, and if you hit, follow up with the big gun.

May 10 2016, 6:40 AM · Arma 3
InstaGoat added a comment to T73306: Informal airfields have no lights at all.

Already present. There are fireplaces, smoke and chemlights. The burning oil drum you request also has been ingame since the alpha.

May 10 2016, 6:37 AM · Arma 3
InstaGoat added a comment to T73290: Sound Filter Bugs/Sound Inadequacies: Tanks, Missiles, Guns VIDEO.

Terminology corrected: the problem appears to be sound aliasing. The sound samples are bad. Why are the explosions these long sounds that sound like tyres bursting, rather than short, hard, explosive bangs?

May 10 2016, 6:37 AM · Arma 3
InstaGoat edited Steps To Reproduce on T73290: Sound Filter Bugs/Sound Inadequacies: Tanks, Missiles, Guns VIDEO.
May 10 2016, 6:37 AM · Arma 3
InstaGoat added a comment to T73261: Combat stance- Nobody stands like that!.

You don't stand straight up under fire. Also...

http://i602.photobucket.com/albums/tt104/vor033/United%20States%20Spec%20Ops%20-%202/936322_zpsa0d8a389.jpg

and

http://i602.photobucket.com/albums/tt104/vor033/United%20States%20Spec%20Ops/116acd86.jpg

And if you want to stand up straight like that, use stance adjust up when standing.

May 10 2016, 6:33 AM · Arma 3
InstaGoat added a comment to T73124: MBT main gun reload time difference between changing the shell and reloading a new one.

Reload time on a loaded cannon should be at least doubled. The loaded shell needs to be removed, re-shelved into the ammo compartment and the canister closed, another shell withdrawn and loaded. I do not understand why switching ammo costs so little time compared to reloading normally.

May 10 2016, 6:30 AM · Arma 3
InstaGoat added a comment to T73079: Today's update note about tank driver turn out is incorrect.

irl the Merkava needs to turn its turret for the driver to mount and turn out. I think you can open the hatch and pop the seat so your eyelevel is just barely above the rim of the hatch, though.

May 10 2016, 6:29 AM · Arma 3
InstaGoat added a comment to T73026: Stupid naming of BTR-K.

If anything, the marid should be designated BTR-K.

May 10 2016, 6:27 AM · Arma 3
InstaGoat added a comment to T73021: MBT's are a bit floaty (images included).

http://feedback.arma3.com/view.php?id=14021 This is a problem with all new vehicles apart from one.

May 10 2016, 6:27 AM · Arma 3
InstaGoat added a comment to T72909: Mk18 ABR reload animation.

Yeh, the reload for this rifle is borked, and the animation is too (magazine is not synced to the hand.).

The bolt on the standard M-14 apparently locks back on the last round, but there is no bolt catch like on the AR-15 style rifles. Take out the empty magazine, rock in the new magazine (it cannot be pushed in straight, because it has a latch in the front.). Reach to the other side, pull the bolt handle back at the rearmost position, and release to close the bolt. It slams home and chambers a new round, and the weapon is ready to fire again.

Aside from this, the animations for the SDAR and MK20 are also a little buggy, in the former the magazine is also not synced to the hand, and in the latter the reload is way too fast and the sound is completely out of sync.

May 10 2016, 6:24 AM · Arma 3
InstaGoat added a comment to T72894: New optics not working.

This is likely a mod conflict and could be resolved with a new attachments system (more complicated now than before, since the game is now released and "set in stone".) such as asked for here: http://feedback.arma3.com/view.php?id=2766

May 10 2016, 6:24 AM · Arma 3
InstaGoat added a comment to T72782: "Titan compact AP" round seems entirely useless.

The round ingame is mislabeled. The correct round against vehicles is the AT round (this will lock.). If the AP round is armor piercing, then idk what use it is, since we already have an AT missile.

I think it should be named Anti-personnel.

May 10 2016, 6:21 AM · Arma 3
InstaGoat added a comment to T72782: "Titan compact AP" round seems entirely useless.

Anti Personell HE. You use it against bunched up people and structures.

May 10 2016, 6:21 AM · Arma 3
InstaGoat added a comment to T72748: using removeallcontainers on uniform causes players uniform not to appear..

Is correct since the uniform is a container, thus it gets removed, but on ones own client the default uniform is displayed.

Shouldn't equipping the unit with a new uniform fix the issue?

May 10 2016, 6:20 AM · Arma 3
InstaGoat added a comment to T72716: Showcase: Tanks - Problems.

Just played it and no problems. Seems to be usual BI sandbox mission unpredictable buggyness, aside from the tanks getting catapulted into the air and getting stuck, those are known in the community. Hopefully Bi knows about this too and fixes it asap.

May 10 2016, 6:19 AM · Arma 3
InstaGoat added a comment to T72664: Game freeze + crash, random, memory related? (rpt + dxdiag inside).

https://docs.google.com/file/d/0B9U3xtNMOp_8TUhzMVRrWi1iVVE/edit?usp=sharing

https://docs.google.com/file/d/0B9U3xtNMOp_8UWdNWUtPSE1hWjQ/edit?usp=sharing

Another bunch of dumps, crashed just now.

May 10 2016, 6:18 AM · Arma 3
InstaGoat added a comment to T72664: Game freeze + crash, random, memory related? (rpt + dxdiag inside).

https://docs.google.com/file/d/0B9U3xtNMOp_8Vl9fRDJBRmtwNXc/edit?usp=sharing

https://docs.google.com/file/d/0B9U3xtNMOp_8TlBhZTdpaXZIUUE/edit?usp=sharing

Has been crashing with symptoms like this for the past days with great regularity, on clean PC and PC with apps running in the BG. Every time it gives a prompt "Arma 3 has stopped working".

It crashes every time I run the game by now, especially when the game has to load something. Time to crashes is about 20 ish minutes on a clean PC after a reboot, and five ish minutes on a PC with apps running in the BG.

Edit: I will retry to run the game without mods later and upload those logs if it crashes again, too.

May 10 2016, 6:18 AM · Arma 3
InstaGoat added a comment to T72664: Game freeze + crash, random, memory related? (rpt + dxdiag inside).

No overclock, my drivers are the most recent non-beta Nvidia drivers, I am trying to reinstall them now and see if that changes anything. I just had another crash with the full release version (dev turned off too) with the same symptoms, complete lockup forcing ctrl+alt+delete and then the prompt "Arma 3 has stopped working".

The windows Install is also very recent, and the PC is generally in good order as far as other programs are concerned. The only one that gives crashes very, very reliably is A3 right now.

May 10 2016, 6:18 AM · Arma 3
InstaGoat added a comment to T72664: Game freeze + crash, random, memory related? (rpt + dxdiag inside).

mdmp: https://docs.google.com/file/d/0B9U3xtNMOp_8X2xaUkl2M1kzVXM/edit?usp=sharing

bidmp: https://docs.google.com/file/d/0B9U3xtNMOp_8cFgydVU0Ul9oNkE/edit?usp=sharing

Hope this works

May 10 2016, 6:18 AM · Arma 3
InstaGoat added a comment to T72664: Game freeze + crash, random, memory related? (rpt + dxdiag inside).

Uploading a second round now.

mdmp https://docs.google.com/file/d/0B9U3xtNMOp_8bmZVTklNWmtkREE/edit?usp=sharing

bidmp https://docs.google.com/file/d/0B9U3xtNMOp_8SE9RMDZqSlI4emc/edit?usp=sharing

May 10 2016, 6:18 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72664: Game freeze + crash, random, memory related? (rpt + dxdiag inside).
May 10 2016, 6:18 AM · Arma 3
InstaGoat added a comment to T72627: Slammer Tank AAF Skin..

They're going to get their own MBT and tracked IFV next month, so why bother?

May 10 2016, 6:17 AM · Arma 3
InstaGoat added a comment to T72623: M2A1/ Merkava tank needs a comander gun.

Using ingame 6.5 guns would be okay, but they'd need these guns anyways no matter the caliber. Problem I would see is that once you have a commander's gun, the commander's CITV becomes useless since his optic would need to be tied to the MG. The Merkava also doesn'T have a rotating commanders hatch, and instead has a rail. I think you can't even fire the MG from inside, maybe that would be a way to fix it?

May 10 2016, 6:17 AM · Arma 3
InstaGoat added a comment to T72623: M2A1/ Merkava tank needs a comander gun.

Pintle mounted M200 or belt fed MX ftw

May 10 2016, 6:17 AM · Arma 3
InstaGoat added a comment to T72604: Make flares more effective.

Flares should actually be completely obsolete by 2035. Modern IR missiles have sensors that can clearly discern a flare from a non-flare heat source, and software packs that will sort out any doubt if there is any in the sensor itself.

We haven't seen these missiles in action yet, because no nation currently in conflict uses them in a large scale and against enemies offering air targets worth throwing these missiles against.

If anything, flares should be LESS effective. So, as far as near future realism and play-balance is concerned, it is okay as it is.

May 10 2016, 6:17 AM · Arma 3
InstaGoat added a comment to T72524: Slider to control tides in Advanced Intel.

Need to observe moon phases for that. If it is still well tuned all you need is a tide table for the mediterranean or just check where the moon is at the date you selected.

May 10 2016, 6:15 AM · Arma 3
InstaGoat added a comment to T72509: Zoomed in TWS MG optic's elevation compensation is wrong..

It's not even tuned for the rifles. It's supposed to be used with the Negev and the M200.

Edit: Tested with the M200 and Zafir. M200 shoots point of aim point of impact, the Zafir shoots about 5 - 10 centimeters high depending on the distance.

Also tested the MX-LSW, it shoots slightly high on all settings.

There is, however, a difference in points of impact between WFOV and NFOV on all guns.

May 10 2016, 6:15 AM · Arma 3
InstaGoat added a comment to T72458: M2A1 main gun depression too little, firing from defilade near impossible.

Wondering if the depression on the new MBT isn't off either, but I can`t find any data on it right now. Anybody?

May 10 2016, 6:13 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72458: M2A1 main gun depression too little, firing from defilade near impossible.
May 10 2016, 6:13 AM · Arma 3
InstaGoat added a comment to T72455: Gunner rangefinder font/shadow obscure and often Ineligible.

Checked ingame again and I still have no clue wether that's 600 or 800 meters. Checking the map, it's apparently 600~.

Doesn't anybody at BI test these details after implementing them? :(

May 10 2016, 6:13 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72455: Gunner rangefinder font/shadow obscure and often Ineligible.
May 10 2016, 6:13 AM · Arma 3
InstaGoat added a comment to T72442: Camp Maxwell appears on the Editors pause menu.

Please keep. I like the statistics it gives

May 10 2016, 6:13 AM · Arma 3
InstaGoat added a comment to T72436: M2A1 Slammer rounds not able to blow armour unit.

http://feedback.arma3.com/view.php?id=14019 Also shown here.

May 10 2016, 6:13 AM · Arma 3
InstaGoat added a comment to T72396: The world size is to small.

It isn'T curved. It's an optical illusion caused by the way the fog works.

May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72382: Tank main gun blasts incorrect + no felt and observed recoil..

Sometimes I get worried that they spent all their effort on the rifle sounds and muzzle flashes. Why the rest of the guns haven't gotten the same attention, I have no Idea. The effects of Battlefield 2 are better than this, at this stage, visually. On the Audio range, games like Dragon Rising and the newer Battlefields have their nose ahead. I'm kinda miffed, honestly.

Doesn't make it a worse game, it just makes it feel like it has that Arma 2 style "We couldn't get there no matter how hard we tried" stain on it. One can hope for a miracle that resolves all the niggles, but eh, doubtful that that'll happen.

That's the reason why I am picking on these minor things right now, not the big ones anymore. Changing the visual effects should be easy, compared to adding a new attachments system.

May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72382: Tank main gun blasts incorrect + no felt and observed recoil..

New muzzleblasts for tanks now work, will take a screenshot and upload here for review. I think they are an improvement, but still not quite there. Can they be animated into a three to six frame animation?

May 10 2016, 6:11 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72382: Tank main gun blasts incorrect + no felt and observed recoil..
May 10 2016, 6:11 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72381: M2A1 Slammer too small.
May 10 2016, 6:11 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72380: All new Sandbox vehicles are hovering above the ground.
May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

From watching and playing some missions, it is beginning to look better now. I saw a helo catch on fire mid air and attempt a landing, that was quite nice. Did you enable that recently, or was that a fluke?

May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

zGuba: Thanks, maybe there can be some sort of workaround to make the impact harsher on the crew?

Maybe some sort of functionality similar to the aircraft could also be added where sensors stop functioning after a hit, rangefinder, zeroing, optics modes, etc?

May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

The calculation I used to get the energy was Ke = 0.5 * M * V² where Ke gives energy in joule, M is projectile mass in Kgs and V is velocity in m/sec.

I didn't write down the numbers I used, but I know that I fudged the weight of the projectile (went way too high), and I completely got the energy number wrong. My new one is better and coincides with numbers people who actually understand math have come up with.

For example, a 1980s 125mm Sabot of soviet production will weigh around 4800 grams (4.8 kg) and have a muzzle velocity of about 1600 m/sec. http://fofanov.armor.kiev.ua/Tanks/ARM/apfsds/ammo.html

So that gives 6144000 joule of muzzle energy. Project Rho's boom table gives an energy of 6.1 x 10^06 joule for the US made 120 apfsds penetrator, so that seems to be about correct. Again, I fudged the decimals, so that number is actual 6.1 megajoule, not my extraordinarily high number above.

Still, especially DU rounds will cause damage not just by penetration and spalling, because depleted uranium is pyrophoric, ie, it will ignite on contact with air if heated sufficiently. The actual event that happens on impact is actually something we do not know a lot about, some argue that the round turns into plasma spray, some say it doesn't, but there doesn't seem to be a scientific concensus yet.

Fact is that it gets extremely hot inside the tank, you get blast overpressure from the shockwave of the round boring through the inside of the tank that will blow off anything that isn't tied down, and the burning uranium fragments will set anything that can burn on fire and melt anything that doesn't unless it is made of steel.

The website I quoted above and that Byku already linked is a pretty decent source for russian made KE weaponery. These are generally less effective than western ones, since they are lighter and shorter. Longer projectiles seem to have better penetration.

May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

I think generally non-penetrating shots should be less, penetrating shots more damaging. Right now there seems to be no differentiation between the two, and the only way to single-shot any tank is to hit the engine. Even for the Marid I need an average of three shots before disabling it using apfsds, which is excessive.

Damage to the vehicles at large is not as significant as damage to crew and components, such as optics. Ability to damage and disable optics and crew should be improved, I think, the damage against the vehicles per se is okay. Also, internal fires should be simulated, so even if the vehicle survives a hit, it may still burst into flames after a while. Can this be feasibly done without scripting a hack on, so the modders can be spared reinventing this wheel again?

May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..

I am quoting from Bundeswehr tests done in the 80s, to which I have no access anymore since my dad sold his books. (bad argument, I know.)

They made an M-48 travel at 30 kph and shot it from 1500 meters with a 105mm Leopard 1 APFSDS round. The tank stopped dead for a fraction of a second from the force, before continuing on at its previous speed. The time where it was slowed down was during the moment that the KE penetrator punched through the front armor.

APFSDS rounds are made from high density materials, tungsten and depleted uranium. They do not heat up during flight to any significant degree. They heat when impacting, because the energy they carry has to go somewhere, it can't push the material away, so it heats up. The temperature on the inside of the penetrators impact is in excess of 10.000° centigrade. For a flash of a moment, it is hotter than the surface of the sun (5000~°K).

Additionally to that searing hot blast of disintegrating uranium, you have high speed spalling and fragmenting, overpressure blowing panels off every piece of equipment and setting anything that can burn on fire.

A typical russian made KE round has an impact force around 240 Megajoules that need to be turned into -something- when it strikes. And that is a plasma jet that will either blast a glowing crater into your armor, or come out on the inside and give you an impression of what the photosphere of our star is like.

May 10 2016, 6:11 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72378: Bad hit handling on Tanks: near invulnerable, rounds overpenetrating, crew/cargo unaffected by hits. Repro inside..
May 10 2016, 6:11 AM · Arma 3
InstaGoat added a comment to T72284: None of the new weapons sights work on any weapon.

Caused by mods. Do you have Alwarrens attachments? Turn off the extended config for those, then the sights should work.

That fixed it for me, at any rate.

May 10 2016, 6:09 AM · Arma 3
InstaGoat added a comment to T72203: Strider is set to neutral when the engine is off..

Parking brake mang, Parking brake.

Also, it's an automatic transmission, you're not supposed to put it in gear without the engine running, afaik. I think the manuals regarding this are classified, but I would suppose BI know what they are doing, so this really isn't an issue unless you've operated this vehicle yourself and can confirm that this is indeed a glaring error.

May 10 2016, 6:06 AM · Arma 3
InstaGoat added a comment to T72178: Subsonic Rounds, Supersonic "Crack", and "Gas Cycling"..

Most military rifles have an adjustable gas system to facilitate cycling with subsonic ammo. You'd either have to use a non-suppressor ready civilian rifle or really out of whack ammunition to produce a failure to feed or even properly extract malfunction on every shot.

May 10 2016, 6:06 AM · Arma 3
InstaGoat added a comment to T72084: Rocket launcher reload to fast..

http://feedback.arma3.com/view.php?id=11075 Covered here.

May 10 2016, 6:03 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72029: Death animations on Vehicles bugged - Help requested with collecting.
May 10 2016, 6:01 AM · Arma 3
InstaGoat added a comment to T71872: Movement & Tactical Pace.

You need the gun up to visually discern running vs sprinting. Notice only the player character does this, AI does not.

It is not entirely necessary, but I am also not sure this is really worth the effort.

May 10 2016, 5:57 AM · Arma 3
InstaGoat added a comment to T71798: Chain link fences on Altis turn black when shot at certain places.

It's this particular type of fence that exhibits this bug. Shoot the bottom of the fence (the rubble) and it turns black.

May 10 2016, 5:55 AM · Arma 3
InstaGoat added a comment to T71798: Chain link fences on Altis turn black when shot at certain places.

New screenshot from Altis. Grid 202103

All these fences turn black when damaged. Needs to be fixed asap.

May 10 2016, 5:55 AM · Arma 3
InstaGoat added a comment to T71756: Enable FULL control over AI Turning out and Engine on/off and Weapon Selection.

No response on this issue at all? It is still spoiling combat for vehicle commanders for all armored vehicles apart from Panther and Slammer.

May 10 2016, 5:54 AM · Arma 3
InstaGoat added a comment to T71756: Enable FULL control over AI Turning out and Engine on/off and Weapon Selection.

Agreed. These are all critical for vehicle commanding.

May 10 2016, 5:54 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71756: Enable FULL control over AI Turning out and Engine on/off and Weapon Selection.
May 10 2016, 5:54 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71718: Solar Powerplant Windows cause Sea Water to disappear.
May 10 2016, 5:53 AM · Arma 3
InstaGoat added a comment to T71584: RPG reload animation.

http://feedback.arma3.com/view.php?id=11075

Already covered here, also for all other launchers. No launcher right now has a correct reloading animation.

May 10 2016, 5:49 AM · Arma 3
InstaGoat added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

However, North Korean soldiers wear their insignia on the front of their helmets (And so do the chinese.).

May 10 2016, 5:48 AM · Arma 3
InstaGoat added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

Yeh, I found that this is more confusing than I remembered it to be. I recall from classes that some document necessitated the display of the national flag of a soldier as part of the "distinctive" nature of the uniform. However, this either isn't as clear cut as I thought it was, or certain countries/formations are ignoring the rule for one reason or the other.

I could never find out why the Marines do not display the national flag. Interestingly, I think the USAF and Navy do not display the flag on their uniforms either.

Is this a peculiarity for the US, or similar for other countries? I've gotta do some more research.

May 10 2016, 5:48 AM · Arma 3
InstaGoat added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

Man I was annoying in my previous post, I apologize.

However, this is still a problem. I have added an example picture above to illustrate how the Units should look, rather than how they look at this moment.

May 10 2016, 5:48 AM · Arma 3
InstaGoat added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

Why would a group such as Nato follow the Geneva convention?

May 10 2016, 5:48 AM · Arma 3
InstaGoat added a comment to T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.

Actually, can we please get the old versions with the velcro back? Those looked much better

May 10 2016, 5:48 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71524: CSAT Uniforms non-conforming to Geneva Convention: Add National Flags.
May 10 2016, 5:48 AM · Arma 3
InstaGoat added a comment to T71514: Red dot optics useless under certain NV conditions.

Super rad, Thanks Vespa!

May 10 2016, 5:47 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71514: Red dot optics useless under certain NV conditions.
May 10 2016, 5:47 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71512: ENABLE 6DOF for -all- Vehicles please.
May 10 2016, 5:47 AM · Arma 3
InstaGoat added a comment to T71465: increase round dispersion and kill radius for turret mounted cannon..

http://feedback.arma3.com/view.php?id=9805 dispersion has been too low for ages, ticket here

May 10 2016, 5:46 AM · Arma 3
InstaGoat added a comment to T71407: Can't let unit unassign NVGoggles anymore.

There are faction specific NVGoggles now.

Check the config viewer in the editor to find them, I forgot what the classnames were.

Edit: Opfor should be named "NVGoggles_OPFOR"

May 10 2016, 5:44 AM · Arma 3
InstaGoat added a comment to T71405: Spawn a BLUFOR rifleman and a grenadier side by side , notice they have opposite vests on..

Doesn't really matter, since the plate carriers don't even have grenades mounted on them either way. Plus, they do not have MX magazines, etc, etc. It's just the name, that can be changed.

May 10 2016, 5:44 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71361: ULB/UAV -> Give Vehicle Commanders such as MBT/IFV ability to command UAV/ULBs.
May 10 2016, 5:43 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71360: Explosions sound terrible - Major overhaul necessary prior to release.
May 10 2016, 5:43 AM · Arma 3
InstaGoat added a comment to T71256: Darter UAV has difficulty flying at high and Very high altitudes..

Suggest replacing Ouzo for processor cooling with cheap potato based alcohol to dispel AI from getting drunk while on duty.

But in all seriousness, the darter is useless. I even experience this bug when it is flying at low altitudes.

May 10 2016, 5:40 AM · Arma 3
InstaGoat added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

Especially the winged UAV needs this, not the small ones so much.

May 10 2016, 5:39 AM · Arma 3
InstaGoat added a comment to T71199: class V_PlateCarrierGL_rgr using two different models.

Why does this even matter? The GL carrier doesn't even have grenades on it, both for this and for opfor and indfor.

May 10 2016, 5:38 AM · Arma 3
InstaGoat added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

It already is an active choice by the player. AI in player controlled vehicles only leave it on their own if it is about to blow up.

Problem is AI controlled vehicles, not player controlled vehicles.

May 10 2016, 5:37 AM · Arma 3
InstaGoat added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

At the moment any unit with a .50 cal can stop attacks by MBTs simply by shooting out their tracks, and then kill the crew when they're bailed out. This is wrong

May 10 2016, 5:37 AM · Arma 3
InstaGoat added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

Gameplay over Realism.

And in real life, the timeframe is so extremely dependent on situation you couldn't time it anyways.

I know that under Ideal conditions a crew is expected to put a thrown track back on in under 30 minutes, and with the tools provided, it is entirely possible.

May 10 2016, 5:37 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.
May 10 2016, 5:37 AM · Arma 3
InstaGoat added a comment to T71158: Titan AP Missile type is shown in inventory as "Armour Piercing", but it is does not peirce armour.

Should be Anti-Personell, not AP. The AT round is already AP, strictly speaking a HEAT tandem warhead, most likely.

Having two AT missiles does not make sense.

May 10 2016, 5:37 AM · Arma 3
InstaGoat added a comment to T71159: Vest clashes with Arms.

Problem with all weapons with a short hand-hold, and has been since Arma 2 times.

May 10 2016, 5:37 AM · Arma 3
InstaGoat added a comment to T71085: Blue + Red faction Rifle Squads contain 3 (three) Autoriflemen instead of 2.

The common layout for an infantry squad in Arma 3 is 2 Fireteams, apparently. In real life, both have one LMG and one GL, and the rest of the weapons is mission dependent, like DMRs or LATWs and stuff like that.

Three LMGs, or in the case of CSAT MMGs is a bit much. I replace that manually with another GL right now, or a DMR man.

May 10 2016, 5:35 AM · Arma 3
InstaGoat edited Steps To Reproduce on T71085: Blue + Red faction Rifle Squads contain 3 (three) Autoriflemen instead of 2.
May 10 2016, 5:35 AM · Arma 3
InstaGoat added a comment to T71076: Night Sky is too boring.

The milky way is about 6 ish mag on a dark, dark night. That is -extremely- faint. You will need to use averted vision, or need to be on a rather tall mountain. The only place where I once saw it clearly was in the Mountains of Corsica.

It will be nowhere as bright as that picture.

May 10 2016, 5:34 AM · Arma 3
InstaGoat edited Steps To Reproduce on T70945: Texture Bugs - Wrong Textures applied to equipment..
May 10 2016, 5:30 AM · Arma 3
InstaGoat added a comment to T70934: Add shotguns / XM-25.

Downvoted because they'll know why they're not putting these in. Ie, they think they do not work satisfactorily, and they will not be added until they do. XM-25 and the shotguns were already shown ingame, so the models are there.

Please do not add any half-finished or hack-jobbed assets. If I get an XM-25, I expect it to work, air-burst and all.

May 10 2016, 5:29 AM · Arma 3
InstaGoat added a comment to T70923: High-quality animation of reloading RPG and ATGM.

Many of the OFDR reload animations are wrong, though. You don't pull the charging handle after emptying an AR platform rifle, you've got a bolt release. Quality wise, the current Arma 3 rifle reload animations are of equal or better quality, the only bad ones are the launchers.

May 10 2016, 5:29 AM · Arma 3