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May 10 2016

pops added a comment to T81119: FFV: Kuma turned in gunner/commander have limited firing arc (180°) similar to turned out position.

Thanks I updated the description and steps to reproduce.

May 10 2016, 10:20 AM · Arma 3
pops edited Steps To Reproduce on T81119: FFV: Kuma turned in gunner/commander have limited firing arc (180°) similar to turned out position.
May 10 2016, 10:20 AM · Arma 3
pops added a comment to T81006: All vehicles are spawning "sunk" into the ground and are unusable.

I encountered this bug many times now. I'm running no mods however a server where I've seen it many times does allow some mods (sound mods, visual mods). I haven't seen it happen on a pure vanilla server.

May 10 2016, 10:17 AM · Arma 3
pops added a comment to T80995: Cannot unbind 'surrender' from Right_CTRL + End.

I can't reproduce this either, and I've been using right CTRL + Home/End to modify stances for quite a while.

May 10 2016, 10:17 AM · Arma 3
pops added a comment to T80965: Heat behind window shouldn't be detected with FLIR.

There are three types of IR radiation: near IR, medium IR and far IR. At .74 µm - 1.4 µm, near IR is still close to the visible spectrum and usually travels through glass, especially window glass. Remote controls use this also - you can switch your TV on/off through a window.

Medium and far IR (1.4 µm to 1 mm) are often made visible with IR cameras, including FLIR. They do not travel through normal glass made of quartz. It requires special types of glasses to be transmissive to these types of IR. Even with these special IR optics, transmission values don't go beyond 70 %, so 30 % are absorbed.

I don't believe that for example MRAPs have their protective windows made from anything else but some sort of laminated quartz glass. Very thick and pretty much absorbing or reflecting 100 % of the medium and far IR. Only speed cameras make use of the near IR when they catch you speeding, but their range is very limited in comparison to high tech FLIR.

May 10 2016, 10:16 AM · Arma 3
pops added a comment to T80912: Game crashes all the time...directx and display driver issues.

Relax a bit, you reported this issue 5 days ago, they will get to it eventually.

May 10 2016, 10:14 AM · Arma 3
pops added a comment to T80835: Add option to disable & enable action from the action menu and pretty much kill the action menu.

I agree 100 %. Specifically explosives need to be moved to an item, instead of being bound to a character. Select trigger, click fire button *boom*.

May 10 2016, 10:11 AM · Arma 3
pops edited Steps To Reproduce on T80783: Game crash after mission restart.
May 10 2016, 10:09 AM · Arma 3
pops added a comment to T80775: Titan Rockets will not lock.

No issues here. AA and AT Titan rockets lock flawlessly.

May 10 2016, 10:09 AM · Arma 3
pops edited Steps To Reproduce on T80759: AI leader forces player (and himself) to eject from a damaged vehicle at high speeds, instantly killing everyone.
May 10 2016, 10:09 AM · Arma 3
pops added a comment to T80758: Camera shake after 1.38 update.

So far I've only encountered this issue on the Ahoy World Invade & Annex. A custom Insurgency mission from my buddy doesn't have this issue. Then again, it's rare and I might not have spent enough time in that latter mission.

May 10 2016, 10:08 AM · Arma 3
pops edited Steps To Reproduce on T80758: Camera shake after 1.38 update.
May 10 2016, 10:08 AM · Arma 3
pops added a comment to T80715: Window glass destruction is inconsistent - list of affected buildings inside.

I noticed that, if you want to destroy a window, it's always quicker to shoot the window frame not the window itself. the connected window will then break in 1-2 shots. Maybe it has something to do with bullet ricochet.

May 10 2016, 10:07 AM · Arma 3
pops edited Steps To Reproduce on T80715: Window glass destruction is inconsistent - list of affected buildings inside.
May 10 2016, 10:07 AM · Arma 3
pops added a comment to T80707: Give to player the opportunity to rotate stationary weapons in any direction..

I agree partially, the launchers should be allowed to rotate 360 °, since they're elevated and produce no recoil. But the static HMGs and GMGs should retain the limited field of fire. The Arma 3 RL GMG is a modern design with reduced recoil, but it wouldn't look right, since the operator is sitting down.

If you're caught sitting at your static gun in a situation where you're getting flanked, it's time to abandon it and pick up your rifle. They're not meant to be continuously repositioned, make a decision and set it up.

May 10 2016, 10:02 AM · Arma 3
pops added a comment to T80695: SOS, DMS and Nightstalker backup sights retain the screen blur from the main sight part2.

Tested in stable:
The blur effect disappears after exiting the reflex sight view (that's ok). It disappears after "one use" though and returns only when entering long range optics and then switching to collimator. Then the blur can be seen in both the reflex sight and the scope, using the switch optics key. But it will disappear again if the reflex sight view is exited. The current set up is inconsistent and I'm not sure if it is intended to have blur in both optics and to have it disappear.

May 10 2016, 10:01 AM · Arma 3
pops added a comment to T80659: White jagged lines/edges when using FSAA.

Pardon me if I'm not using proper technical terms.
Those are not just white lines. As in the image seen above this only occurs when the view is directed at an object using anti aliasing (a fence belonging to a house in this case) which is in front of a surface with a shadow rendered on it (the house casting a shadow on itself). The lines are not white but in fact the normally lit texture of the house, seen through a narrow "gap" where the anti aliasing is active. That's why it disappears, when AA is off.

It seems the AA does not take into account if the object behind the AA should be darker due to shadow rendering.

Thanks for bringing this ticket up, this has been bothering me for a while as well.

May 10 2016, 10:00 AM · Arma 3
pops added a comment to T80413: Huron Helicopter sound too loud when entering vehicle.

I noticed this as well, but I don't think a specific set of headphones causes this, 'cause mine are rather generic. Occurs when entering a Huron (both variants, pilot/co-pilot/passenger/gunner position) and it is only audible in 1st person. Running no mods here.

May 10 2016, 9:52 AM · Arma 3
pops added a comment to T80028: Camera bug.

@Drakeziel, that's not the issue. I have the same problem sometimes, but it is very rare. It appears with vehicles of any kind and also static weapons. I would describe it as if you're a co-pilot without having taken control, but in a vehicle that doesn't have a co-pilot seat at all. No mouse steering, no weapon control and high mouse sensitivity.

May 10 2016, 9:40 AM · Arma 3
pops edited Steps To Reproduce on T79897: Random game crash.
May 10 2016, 9:36 AM · Arma 3
pops added a comment to T79674: AI makes unnecessary adjustments while in cover.

I hope the improved path finding, which BI is working on, will allow the AI to navigate better between building and also "home in" on the cover positions better. After all, the AI is also supposed to make use of the weapon resting feature, so some change will be on the way.

May 10 2016, 9:29 AM · Arma 3
pops edited Steps To Reproduce on T79450: Game Crash random.
May 10 2016, 9:22 AM · Arma 3
pops added a comment to T79441: PIP view of static autonomous GMG/HMG is wrong [fixed].

Maybe you should take this to the forums, I used static autonomous guns today, and besides this bug, they work just fine. http://feedback.arma3.com/view.php?id=23311

May 10 2016, 9:21 AM · Arma 3
pops added a comment to T79441: PIP view of static autonomous GMG/HMG is wrong [fixed].

You'll need matching backpacks (same camouflage/colouring). Place one of them on the ground. With the other on your back approach the one on the ground. When you look at it, you can select the option "Assemble XYZ" in the action menu. Mind that the direction you're facing while assembling the static weapon matters, so if you want an autonomous HMG to cover down a road, you need to be facing down the road while putting it together. Just give it a go in the VA.

May 10 2016, 9:21 AM · Arma 3
pops added a comment to T79441: PIP view of static autonomous GMG/HMG is wrong [fixed].

This has been fixed as of 21.01.2015.

May 10 2016, 9:21 AM · Arma 3
pops edited Steps To Reproduce on T79441: PIP view of static autonomous GMG/HMG is wrong [fixed].
May 10 2016, 9:21 AM · Arma 3
pops added a comment to T79435: Game Crash after selecting a character slot and proceeding.

It happened a few times in row on the same server, without the server restarting. I didn't save the other crashdumps and it hasn't happened since. I will update the ticket should the issue occur again.

May 10 2016, 9:21 AM · Arma 3
pops edited Steps To Reproduce on T79435: Game Crash after selecting a character slot and proceeding.
May 10 2016, 9:21 AM · Arma 3
pops added a comment to T79435: Game Crash after selecting a character slot and proceeding.

I updated the DXDiag.txt (pops_DXDiag_new.txt), the other one was outdated.

May 10 2016, 9:21 AM · Arma 3
pops added a comment to T79418: t_pinuss1s_f has a faulty LOD and may appear invisible or change shape.

The LOD of the tree is still broken. Tested with build 1.54.133570.

May 10 2016, 9:21 AM · Arma 3
pops added a comment to T79418: t_pinuss1s_f has a faulty LOD and may appear invisible or change shape.

Can anyone confirm this? Or am I the only one with this issue?

May 10 2016, 9:21 AM · Arma 3
pops edited Steps To Reproduce on T79418: t_pinuss1s_f has a faulty LOD and may appear invisible or change shape.
May 10 2016, 9:21 AM · Arma 3
pops edited Steps To Reproduce on T79413: Certain objects have a thermal signature (show up white in WHOT, black in BHOT, etc.).
May 10 2016, 9:21 AM · Arma 3
pops edited Steps To Reproduce on T79409: slammer_wreck_f LOD can be seen through [screenshots inside].
May 10 2016, 9:20 AM · Arma 3
pops added a comment to T79373: Vehicle explosions too violent - so powerful they destroy other vehicles and objects near them.

I agree to some extent, I think one has to distinguish between armed and unarmed vehicles. A MBT or SPH carrying a large quantity of rounds can explode with large force that should harm the surrounding area.

Unarmed vehicles however, like civilian cars, shoudln't detonate but create a deflagration, the latter one being less destructive.

At the moment, the detonation of a Quadbike has more force than a 120 mm HEAT round. That needs to be changed.

May 10 2016, 9:19 AM · Arma 3
pops added a comment to T79030: German translations in launcher are incorrect..

Classic babelfish'ed. My favorite is, once you started the game the launcher reads: "Please continue to close Arma 3 with the carrier rocket." In German: "Bitte beenden Sie Arma 3 weiterhin mit der Trägerrakete." No idea what that's supposed to mean. :)

Also I'd suggest a different translation for the -noworld launch parameter: "Deaktiviert die Hintergrundszenerie im Hauptmenü." Translated: "Deactivates the background scenery in the main menu."

May 10 2016, 9:07 AM · Arma 3
pops added a comment to T79016: Vehicle Damage Model Improvement Considerations.

I wholeheartedly agree. I noticed that the karts have a different damage model than other cars, only catching on fire when critically damaged. Maybe that can be adopted for all unarmed vehicles.

I'd like to be able to escape a burning vehicle and not having to worry about a detonation 5 seconds later. A detonation (velocity of expanding gases and thus shrapnel exceeding 1 km/s) requires proper explosives to be present, while fuel usually burns with a much lower speed (so called deflagrations, velocity several m/s). This difference is what makes a deflagration usually survivable, especially given proper clothing (kart overalls).

May 10 2016, 9:07 AM · Arma 3
pops added a comment to T78838: Using a UAV form within a vehicle causes the player to duplicate and become invisable.

Does this also prevent people from entering the vehicle, so it is an actual copy and not just a visual bug? Because I encountered a bug where I (and other people) would be locked inside a vehicle after using a UAV.

Either way, I'm gonna test this with friends.

May 10 2016, 9:02 AM · Arma 3
pops added a comment to T78742: Armed Assault Showcase - UAV PIP Gets peculiar thermal signature for walls of outpost.

Probably related to #20690.

May 10 2016, 8:59 AM · Arma 3
pops added a comment to T78276: After changing weapon position character keeps moving.

Duplicate of #17104

May 10 2016, 8:47 AM · Arma 3
pops added a comment to T77918: Vehicles veer off course when reading map.

I've only experienced this when there was tiny bit of input from the mouse (with mouse steering) when the map was being opened. The vehicle will never veer off the road when there's no input. But it seems once there is, the steering will be amplified often leading to a crash.

May 10 2016, 8:38 AM · Arma 3
pops added a comment to T77781: UAV - Darter - Armed variety..

I'm against readily available armed Darters. Reminds me too much of CoD 40 mm GMG quadrocopter or Splinter Cell's Tricopter. It's very easy to script any (vehicle) weapon you like on it.

May 10 2016, 8:34 AM · Arma 3
pops added a comment to T77615: ARCO optics not zeroed in properly.

Confirmed. One has to aim where the digit "6" is located over medium distances, quite annoying.

May 10 2016, 8:30 AM · Arma 3
pops added a comment to T77066: New RGO and Mini grenade sound is awful.

I like the new grenade sound. Downvote.

May 10 2016, 8:17 AM · Arma 3
pops added a comment to T76947: Graphical glitch when you are looking trough RCO, ACRO or MRCO while moving crouched and using Zafir.

I frequently encounter this issue, but not only with the Zafir + ARCO + Carryall BP. Several other weapons are affected too. I'll try and make a list at some point. In the mean time this needs more votes and maybe a mention in the General Discussion Thread, since that seems to be the only time when tickets receive proper attention.

May 10 2016, 8:14 AM · Arma 3
pops added a comment to T76756: Flares are useless (launcher).

@rogerx
Different developers work on different things.

May 10 2016, 8:08 AM · Arma 3
pops added a comment to T76726: Diver teams are able to use hand grenades underwater.

I uploaded a new repro mission, it seems the AI will engage targets on land much quicker with grenades.

May 10 2016, 8:07 AM · Arma 3
pops edited Steps To Reproduce on T76637: Automatic field of view change while driving (offroad car) causes jittering effect.
May 10 2016, 8:04 AM · Arma 3
pops added a comment to T76636: Cars brake on their own / have no "neutral" gearbox.

Looking forward to the changes, but won't increasing inertia adversely affect the acceleration of the offroad? It already is a slow vehicle that needs more than 15 s from 0 - 100 km/h (for comparison: a 2013 Toyota pickup takes 11 seconds to go from 0 - 100 km/h). It feels like it could use a little more torque to get it going in the first place.

May 10 2016, 8:04 AM · Arma 3
pops edited Steps To Reproduce on T76636: Cars brake on their own / have no "neutral" gearbox.
May 10 2016, 8:04 AM · Arma 3
pops added a comment to T76553: M5 Sandstorm driver turn out camera in wrong position.

Yes, this is happening.

May 10 2016, 8:03 AM · Arma 3
pops added a comment to T76407: Moon phases are shifted by 14 days compared to real life.

Yes, I did test the moon phases and they seem ok. I uploaded a sample mission for this. The date is set to 16th March 2014, the date in question. Using the 0-0-0 you can skip ahead 24 hours. Forward 5 days and you will see the moon's sickle appear just west next to the radio tower. Using this method you can observe the moon phases almost all the way to the full moon.

May 10 2016, 7:59 AM · Arma 3
pops edited Steps To Reproduce on T76407: Moon phases are shifted by 14 days compared to real life.
May 10 2016, 7:59 AM · Arma 3
pops added a comment to T76391: Glass behaves abnormally.

I can confirm this, some building's windows show this behavior, others are ok, meaning they break after just a few shots. IMO window glass should break after 1 or 2 bullets and the glass panel should be fully destroyed after no more than 5 bullets.

May 10 2016, 7:59 AM · Arma 3
pops added a comment to T76218: lean left handgun walk animation error : rifle not following the unit.

Just tested it and I can confirmed 100 % reproduce-able in vanilla. However you have to sidestep (stance adjust + left) while standing, then lean left and move forward. Steps to reproduce should be updated.

edit:
If you lean left or right after doing a sidestep left does not matter.

So:

  • Stand up
  • Switch to sidearm
  • Perform sidestep left (stance adjust)
  • lean left OR right
  • walk forward

--> watch main weapon stay behind, it will warp back every few steps taken

May 10 2016, 7:55 AM · Arma 3
pops added a comment to T75720: Crashing a lot on Zeus.

I tested with a few friends and the game would crash whenever either Zeus or a GM deleted entities quickly.

http://en.file-upload.net/download-8632476/arma3_2014-02-17_23-34-13.zip.html

May 10 2016, 7:43 AM · Arma 3
pops added a comment to T75634: Revert "3D" optics to old "2D" variant.

I like the 3D scopes, I wish the DMS, LRPS and SOS would also be like that.

May 10 2016, 7:41 AM · Arma 3
pops added a comment to T75597: Fire has a very large radius with little to no indication.

There is this nice HUD flame effect when you're close to a fire, but it regularly seems to glitch when playing MP. No feedback, just instant death. Might be related to the building damage wave bug.

May 10 2016, 7:40 AM · Arma 3
pops added a comment to T75479: AI won't stand after last update.

Seems to work now.

May 10 2016, 7:37 AM · Arma 3
pops added a comment to T75463: Raising/lowering weapon forces the player to run/walk.

Issue persists in latest stable 1.54.133570.

May 10 2016, 7:37 AM · Arma 3
pops added a comment to T75463: Raising/lowering weapon forces the player to run/walk.

I refuse to believe that this is the best possible. During the alpha there was a time when the raising/lowering weapon animation was more responsive and didn't force movement on the player. It also didn't stop the character's movement, which happens in some cases in the latest stable/dev build.

Infantry focus is often mentioned throughout the dev livestreams and I bet I'm not the only one who doesn't like to point a gun in someone's virtual face. So a further look into this would be much appreciated.

May 10 2016, 7:37 AM · Arma 3
pops added a comment to T75463: Raising/lowering weapon forces the player to run/walk.

Still happening. This ticket was created almost a year ago.

May 10 2016, 7:37 AM · Arma 3
pops edited Steps To Reproduce on T75463: Raising/lowering weapon forces the player to run/walk.
May 10 2016, 7:37 AM · Arma 3
pops added a comment to T75318: Its long ago but once you could open all the doors even from the IFRIT,why got that patched out?.

They were removed because the devs couldn't ensure that all vehicles would receive similar updates and offer the same amount of detail. It was either all of them or none at all.

May 10 2016, 7:33 AM · Arma 3
pops added a comment to T75309: Uncontrolled UGV automatically returning fire.

The controlling of UAVs and UGVs is rudimentary and needs improvement. The UAV terminal is a good idea but offers little control over those units. Indirect control via waypoints is too clunky. You can't switch to the turret from the UAV terminal. Accessing the the turret is only possible via the action menu (which is bad, there are already too many options in the action menu) or when piloting the autonomous unit.

How about extra buttons for rules of engagement and flight altitude?

May 10 2016, 7:33 AM · Arma 3
pops added a comment to T75030: Beeping is extraordinarily, non existent in real life..

Related to issue #8938

Edited, since rogerx very eloquently pointed out that this ticket addresses a different issue. ;)

May 10 2016, 7:26 AM · Arma 3
pops added a comment to T74753: Add a machine gun for the commander of the Slammer and Trophy.

I guess this can be marked as resolved since there is now the Slammer UP with a commander MG.

May 10 2016, 7:19 AM · Arma 3
pops added a comment to T74711: tracks of vehicles sink into the ground.

This still happens to vehicles driven by other people in MP. SP is fine, also your own vehicle's tracks are shown correctly in MP.

May 10 2016, 7:18 AM · Arma 3
pops added a comment to T74147: Tracked vehicles get stuck on field stone walls.

The behavior is better now, thanks Guba! Now it's time to tackle the other issues.

May 10 2016, 7:05 AM · Arma 3
pops edited Steps To Reproduce on T73713: Game crashes when switching between windowed and fullscreen mode.
May 10 2016, 6:49 AM · Arma 3
pops edited Steps To Reproduce on T73337: Misplaced road signs [Altis grid 093 123].
May 10 2016, 6:38 AM · Arma 3
pops added a comment to T73212: Weapon load sounds in wrong places.

Duplicate of #8938 :)

May 10 2016, 6:32 AM · Arma 3
pops edited Steps To Reproduce on T73196: Cannot unbind movement order controls from W,A,S,D.
May 10 2016, 6:31 AM · Arma 3
pops added a comment to T73182: wheels stick in steer motion when my AI driver is moving straight in the road.

I noticed that too, but I couldn't reproduce it. It seemed quite random.

May 10 2016, 6:31 AM · Arma 3
pops added a comment to T73179: Character get too tired(stamina).

Yesterday I disembarked from an APC after a three minute drive and my guy was breathing heavily. Needs fixing.

May 10 2016, 6:31 AM · Arma 3
pops added a comment to T73178: 2S9 Sochor gunner cannot use cannon manually to aim and shoot nearly targets.

I doubt that Arma 3 can be bought in Iran legally, I think it didn't get a license. Still, pirating it is bad, mkay?

May 10 2016, 6:31 AM · Arma 3
pops added a comment to T73158: If free-look is enabled, AI Gunner is unable to turn the turret/aim at targets.

I'm on the DEV build, no addons loaded, only -nosplash as parameters. I just had a few friends try to reproduce it, but they were unable. :(

I think it may be related to my control setup, weird things happen from time to time when you're using a completely customized keyboard layout as a left handed person.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73158: If free-look is enabled, AI Gunner is unable to turn the turret/aim at targets.

Yeah, I just tested further and it seems to be triggered by something else. I updated the description.

edit:
I added one step to the repro: switching to 3rd person is important. Using the added repro mission file I get the described result. Please test again.

May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73158: If free-look is enabled, AI Gunner is unable to turn the turret/aim at targets.
May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73156: M2A1 Slammer main gun (visually) recoils too much.

Much better after the update today. :)

May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73156: M2A1 Slammer main gun (visually) recoils too much.
May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73135: Lowering / raising weapon while moving needs improvement.

Issue persists in latest stable 1.54.133570.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

Thanks for specifying the issue, I wish I had the knowledge and the means to figure out such details.

May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73135: Lowering / raising weapon while moving needs improvement.
May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

This animation bug is still there.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

Seems to be fixed after today's update.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

Nope, just tested in today's build, it's still there.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73133: RPG/Rocket slot should be dual purpose.

Maybe add backpacks with disassembled sniper rifles? Have two men carry around the GM6 or M320 in addition to their assault rifles. No fully functional 2nd weapon slot please, those "close quarter sniper ghilie professionals" are already a pitb, no need to make them even more independent from the rest of all normal players.

May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73134: Character animation glitch carrying missile launchers.
May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73118: Crouch strafing to the right and lowering weapon disables all movement.
May 10 2016, 6:29 AM · Arma 3
pops added a comment to T73092: Car brakes are unrealistically weak..

@pils85
Exactly, just like I wrote earlier. ;)

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

I have to disagree, the current state is not fine. To get maximum brake performance you have to use the handbrake which makes the deceleration a wonky process. It should be the other way round: full brakes with one key, handbrake optional with a chance of sliding though corners like a ralley pro.

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

The buggy part is that the back wheels only add to the deceleration when you use the handbrake. IRL all 4 wheels have brakes (my car has disc brakes in the front and drum brakes in the back) and this changes the braking distance. But when you apply brakes to all 4 wheels in Arma 3, your vehicle is spinning out of control, with often desasterous results when sitting in the sports hatchback for example.

But if you want to avoid that, you can just switch to a passenger seat while driving, that brings you to the quickest stop possible (and I absolutely hate it, cars should roll!).

May 10 2016, 6:29 AM · Arma 3
pops added a comment to T72988: Please disable SPACESCAN.

Why don't you disable it in the difficulty settings? Or am I missing something here? There are no tags on "Veteran" and above. Of course server owners should do the same, especially in PvP scenarios.

May 10 2016, 6:26 AM · Arma 3
pops added a comment to T72973: Can't move while reloading launchers.

Sorry, this gets a downvote:
Reloading a launcher is a complex process, unlike reloading an assault rifle. It should not be possible to do while moving around. If you need to get away quickly after a shot, don't reload or go prone, which is now actually possible compared to the beginning of the Alpha.

May 10 2016, 6:26 AM · Arma 3
pops added a comment to T72914: Random Death / Random Damage (Multiplayer).

My guess is that since collapsing buildings deal damage, there is a glitch where destroyed buildings deal damage. Similar to those infamous burned out helicopter wrecks from alpha. I experienced this in longer MP missions, when arty has destroyed many buildings in a town and you move through it.
However it's not limited to near a building but quite random in the surrounding area. Very annoying but also rare and not easy to reproduce.

May 10 2016, 6:24 AM · Arma 3
pops edited Steps To Reproduce on T72750: Add a second/third set of RCWS for NATO/CSAT/AAF.
May 10 2016, 6:20 AM · Arma 3
pops edited Steps To Reproduce on T72740: Game crash D3DCOMPILER_43.dll.
May 10 2016, 6:20 AM · Arma 3
pops added a comment to T72685: AI still way too accurate over long ranges in Combined Arms showcase.

In the video you provided you're spotted before the save and you're practically in the open. If you were to switch roles with the AI, you would see someone laying prone firing plenty of bullets with hardly anything that qualifies as cover.

In the second half you make the right decision (just a little too late): getting off that hill into cover.

Note that the AI becomes more accurate the longer they lay down and shoot at you. A few prone AIs will kill you everytime, just like human players would.

May 10 2016, 6:19 AM · Arma 3
pops added a comment to T72638: M2A1 Slammer Main Gun Error.

Seems to be fixed now. At least I cannot reproduce it in the current build.

May 10 2016, 6:18 AM · Arma 3