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May 10 2016

MulleDK19 added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

It's not more restricted than in the front. And I've never had a problem maneuvering around anything when sitting in the back. The pilot doesn't need to look straight down all the time.

May 10 2016, 5:37 AM · Arma 3
MulleDK19 added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

@ProGamer: That's what I just said...

May 10 2016, 5:37 AM · Arma 3
MulleDK19 added a comment to T71173: AH-99 Gunner and Pilot incorrect seats..

Changing it was a huge MISTAKE.

The comance is NOT designed with the pilot seat in front. It has the exact same functionality from both seats.

The only thing the change has done is made it impossible to fly.

This needs to be changed back, or add an exact copy that has the pilot seat in the back. Right now, the comanche is completely useless.

Helicopters are usually designed with the pilot in the back because it places him closer to the pivot point of the helicopter, and thus when he rotates the helicopter (pitch or yaw), he rotates around himself.

With the pilot in front, you now move with the front end making it ten times more difficult to maneuver.

Upvoted.

To clarify:
[Top down] Pilot in back (Almost positioned at the pivot point, and thus will rotate around himself): http://img818.imageshack.us/img818/9403/gurw.png

[Top down] Pilot in front (Much farther away from the pivot point, and thus will move up or down or left and right, instead of rotating around himself): http://img710.imageshack.us/img710/794/bour.png

[Side] Pilot in back (Almost positioned at the pivot point, and thus will rotate around himself): http://img853.imageshack.us/img853/7545/1by8.png

[Side] Pilot in front (Much farther away from the pivot point, and thus will move up or down or left and right, instead of rotating around himself): http://img138.imageshack.us/img138/2207/dea8.png

May 10 2016, 5:37 AM · Arma 3
MulleDK19 added a comment to T71021: Lua Support.

Whoever wrote that article is an idiot and has absolutely no idea what he's talking about.

And I'd much rather keep SQF than depend on the JRE.
And lua wouldn't add anything.

May 10 2016, 5:33 AM · Arma 3
MulleDK19 added a comment to T70944: createVehicleCrew creates crew members on CIV side.

Works fine for me on dev branch.

May 10 2016, 5:30 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T70760: Steam Workshop publication UI says "SteamWorks licence" instead of "Steam Workshop license".
May 10 2016, 5:24 AM · Arma 3
MulleDK19 added a comment to T70708: pistols do as much damage as a BB Gun.

You must be playing on easy if it takes you 4 head-shots to kill anyone.

Test 1

Head: 1
Helmet: 1
Neck: 1
Torso (Vest): 4
Torso: 3
Arms: 5
Thigh: 8
Calves: 12
Feet: 12

Test 2

Head: 1
Helmet: 1
Neck: 1
Torso (Vest): 5
Torso: 4
Arms: 5
Thigh: 5
Calves: 11
Feet: 6

Test 3

Head: 1
Helmet: 1
Neck: 1
Torso (Vest): 5
Torso: 3
Arms: 5
Thigh: 12
Calves: 5
Feet: 4

May 10 2016, 5:22 AM · Arma 3
MulleDK19 added a comment to T70600: Inverse scrolling for the map editor.

It's not inversed in ARMA 3. It was inversed in previous games.

May 10 2016, 5:18 AM · Arma 3
MulleDK19 added a comment to T70487: Bad hit animation.

I don't think they're "animations". Looks like they're ragdolling briefly to me, which looks stupid as hell.

May 10 2016, 5:14 AM · Arma 3
MulleDK19 added a comment to T70319: Eject from Helicopters.

Furthermore, I've heard devs/mods say that you can't leave the Comanche because you can't open the canopy, but that's wrong. The Comanche supports emergency escapes as well.

"RAH-66 emergency escape system.
For emergency egress of the crew station, several provisions in the crew station and procedures are described in the operator’s manual. For emergency situations, the crew may conduct egress through the canopy doors or may jettison the side windows."

It had both glass cutters and detonation charges to remove the windows, so we should damn well be able to bail out of that as well.

"32 of the trials involved emergency egress through the left or right window after a simulated ignition of the window jettison system via the D-ring grasp handle between the pilot’s legs. Our mock- up used Plexiglas9 screens to replicate the canopy windows, which we simply removed before emergency egress trials involving exits through the windows. After the pilot jettisons the windows in a real aircraft with the pyrotechnic charge, there will certainly be glass shards around the edges of the windows over which a pilot must crawl to leave the crew station. These shards may slow emergency egress and probably cause minor laceration injuries to the pilot."

The fact that this report has received so many down votes is sad. It shows that people either insist on flying with people who they know will grief them just so they can down vote this, or they're just brainless sheep following the majority.

May 10 2016, 5:08 AM · Arma 3
MulleDK19 added a comment to T70319: Eject from Helicopters.

@Dr_Death: Again, that argument is completely invalid. If we applied that logic to everything we wouldn't be able to fire weapons at friendlies, throw grenades at friendlies, all trees and buildings, and all the water would be removed so you couldn't possibly crash, and helicopters should remain intact regardless of impact power.

And no one is talking about ejection seats. The Ka-50 is the only helicopter I know of that has an ejection seat. But when little birds and other helicopters have doors, I should very damn well be able to open it and bail out.

May 10 2016, 5:08 AM · Arma 3
MulleDK19 added a comment to T70319: Eject from Helicopters.

Furthermore, pilots in the game actually spawn with parachutes on, which is silly considering you can't use them.

And the blocking of ejection even on ground also prevents you from leaving the engine on helicopters running, because eject is the only way to leave engines running.

May 10 2016, 5:08 AM · Arma 3
MulleDK19 added a comment to T70319: Eject from Helicopters.

It's ridiculous that more than a year after release, you still can't eject from ANY helicopter as a pilot.

Even more ridiculous is it that there are people with insanely idiot arguments as to why you shouldn't be able to bail out, including but not limited to the following:

Asshole pilots would bail out leaving the crew.<

    So what? By that logic the game should prevent people from firing if they're aiming at a friendly or
    refuse grenades from blowing if friendlies are nearby.

It's unrealistic, you'd get hit by the main rotor<

    Since when did gravity repel objects rather than attract?
    You don't jump out of the side door of a little bird and get pulled up by gravity. Nor would you get sucked up into the main rotor.
    Even if the current was strong enough to do so, the air flow still comes from above down through it.
    There are even helicopters with ejection seats like the KA-50 which detonates small explosive charges on the blades
    to cut them off right before ejection.

You can auto rotate to safety<

Try that with the rotor blown off...
May 10 2016, 5:08 AM · Arma 3
MulleDK19 added a comment to T70267: Java Integration: Available in beta stage.

No. SQF is better than Java.

May 10 2016, 5:06 AM · Arma 3
MulleDK19 added a comment to T70267: Java Integration: Available in beta stage.

Down voted because Java is shit. They should implement C# instead.

May 10 2016, 5:06 AM · Arma 3
MulleDK19 added a comment to T70237: engineOn does not synchronize in multiplayer.

galzohar: After a client entered it? When a client enters a vehicle he gains ownership. If he leaves it again, it isn't transfered back to the server.

May 10 2016, 5:05 AM · Arma 3
MulleDK19 added a comment to T70237: engineOn does not synchronize in multiplayer.

Not a bug. You're calling engineOn on the server.
engineOn can only be used on computers where the vehicle is local.

When a client gets in a vehicle he receives ownership and the server can no longer turn the engine off.

Read more about locality here http://community.bistudio.com/wiki/Locality_in_Multiplayer

May 10 2016, 5:05 AM · Arma 3
MulleDK19 added a comment to T70232: setDamage 0 does not always synchronize to clients.

Unable to reproduce. All clients see the vehicle repaired.

Make repro mission.

You're probably not calling it on the computer who owns the vehicle.

Read more about locality here http://community.bistudio.com/wiki/Locality_in_Multiplayer

May 10 2016, 5:05 AM · Arma 3
MulleDK19 added a comment to T70110: Free look use mouse smoothing although set to zero.

I posted this some time ago too http://feedback.arma3.com/view.php?id=13095

It's really really annoying. Free look is much slower than just turning your entire body.

From http://feedback.arma3.com/view.php?id=1293:

"Vespa (developer: Problem is, this can't be fixed, because otherwise if you release Alt, the head snaps back violently, causing desorientation. The current solution has been picked as a compromise."

Bullshit. That's a bad excuse for lazyness. Just make it smooth when you release alt, and not while alt is down...

May 10 2016, 5:00 AM · Arma 3
MulleDK19 added a comment to T70079: Game freeze(paused) when it's window not actived.

This is intentional. Run the game with -nopause.

May 10 2016, 4:59 AM · Arma 3
MulleDK19 added a comment to T69973: Feature Request: Unit InCargo Option for Editor GUI.

I don't see how this is more convenient than just setting special to "In Cargo".

May 10 2016, 4:55 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T69924: Issue Tracker: Sends e-mails for all issues you've ever commented on.
May 10 2016, 4:53 AM · Arma 3
MulleDK19 added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

This is not a bug.

May 10 2016, 4:52 AM · Arma 3
MulleDK19 added a comment to T69867: arma 3 is not compatible with any 3D stereo glasses.

Duplicate of http://feedback.arma3.com/view.php?id=3726

May 10 2016, 4:51 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T69851: Group leader cannot change behaviour or combat mode of remote player unit.
May 10 2016, 4:50 AM · Arma 3
MulleDK19 added a comment to T69850: Devastatng bug has made me lose all hope.

It's not a bug. You decided to make a mission on the stable branch and then copy it directly to the development branch (a.k.a. UNSTABLE) where every single update is accompanied by a change log that states things like renamed config names, and even then you decide to throw it into the development branch without even the courtesy of making a backup.

Don't blame your mistakes on a company, that can't be held responsible for your stupidity.

And this is an issue tracker, not a "OMFG, I accidentally the whole mission!" forum.

May 10 2016, 4:50 AM · Arma 3
MulleDK19 added a comment to T69737: Player able to throw grenades while in Splendid Camera.

Confirmed.

May 10 2016, 4:46 AM · Arma 3
MulleDK19 added a comment to T69686: GPS display has to be re-opened after using scope.

FrankDaTank: That's the not the issue. The issue is that you have to reopen them yourself.

May 10 2016, 4:44 AM · Arma 3
MulleDK19 added a comment to T69677: When ejecting, vehicles automaticly brake.

Eject obviously.

May 10 2016, 4:44 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T69677: When ejecting, vehicles automaticly brake.
May 10 2016, 4:44 AM · Arma 3
MulleDK19 added a comment to T69676: Remove "x" default keybind for vehicle turn out.

Oh, so that explains why my guy kept popping out when I tried to slow down. Was annoying as fuck.

May 10 2016, 4:44 AM · Arma 3
MulleDK19 added a comment to T69669: Total PC Freeze.

Submit your RPT and dxdiag.

May 10 2016, 4:44 AM · Arma 3
MulleDK19 added a comment to T69669: Total PC Freeze.

"ASRock 970 Extreme3". That's your problem right there.

ASRock is the single most piece of crap manufacturer on the planet.

May 10 2016, 4:44 AM · Arma 3
MulleDK19 added a comment to T69652: createCenter error.

No. That's supposed to happen.

May 10 2016, 4:43 AM · Arma 3
MulleDK19 added a comment to T69652: createCenter error.

Works fine for me. You must have shadowed east as an object.

Eg. missionNamespace setVariable ["east", player]; or otherwise.

Try doing
missionNamespace setVariable ["east", nil];
right before you try to use east.

May 10 2016, 4:43 AM · Arma 3
MulleDK19 added a comment to T69631: Add scripting command to get the name of a player.

That only gets the name of the local player, not a specific player.

May 10 2016, 4:42 AM · Arma 3
MulleDK19 added a comment to T69631: Add scripting command to get the name of a player.

@JamieG: That's because you're late.

This seems to have been changed for multiplayer. The name command now returns the name of the player instead of the identity's name.

It still returns the identity's name in singleplayer, but at least profileName will do there.

But now there doesn't seem to be a way to get the character (identity)'s name in multiplayer.

May 10 2016, 4:42 AM · Arma 3
MulleDK19 added a comment to T69631: Add scripting command to get the name of a player.

Again, that's a work-around, not a solution.

May 10 2016, 4:42 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T69631: Add scripting command to get the name of a player.
May 10 2016, 4:42 AM · Arma 3
MulleDK19 added a comment to T69579: createunit does not spawn anything.

You're doing it wrong. Post your code.

May 10 2016, 4:41 AM · Arma 3
MulleDK19 added a comment to T69522: Use of Apex physx features..

@SuicideKing: If ARMA 3 supported GPU acceleration, nvidia users would be able to run PhysX on the GPU. AMD users would be limited to the CPU.

May 10 2016, 4:38 AM · Arma 3
MulleDK19 added a comment to T69522: Use of Apex physx features..

To clarify: PhysX is the physics engine. APEX (APEX leverages PhysX for its underlying simulations) is a way for artists to create all the objects and their behaviour without programming.

And to the people who're worried about AMD: "APEX supports Xbox 360, PS3, and Windows PC (with or without GPU acceleration)."

May 10 2016, 4:38 AM · Arma 3
MulleDK19 added a comment to T69522: Use of Apex physx features..

I've been hoping they'd use cloth simulation for parachutes since forever.

May 10 2016, 4:38 AM · Arma 3
MulleDK19 added a comment to T69482: Any number of factions and sides(feature, ability to create on fly with script).

This issue makes no sense.

May 10 2016, 4:36 AM · Arma 3
MulleDK19 added a comment to T69397: Change MPMissions & Missions location from STEAM to Profile.

As a "programmer" what do you even care about mission PBOs?

May 10 2016, 4:34 AM · Arma 3
MulleDK19 added a comment to T69397: Change MPMissions & Missions location from STEAM to Profile.

No. It makes no sense to put them in the profile.
You'd need three copies of each mission. One for each profile.

That's why they're in the game folder.

May 10 2016, 4:34 AM · Arma 3
MulleDK19 added a comment to T69394: I_supplyCrate_F is called "Supply Create" instead of "Supply Crate".

Fix confirmed. Now called "Supply Box [AAF]".

May 10 2016, 4:33 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T69394: I_supplyCrate_F is called "Supply Create" instead of "Supply Crate".
May 10 2016, 4:33 AM · Arma 3
MulleDK19 added a comment to T69376: Ocean missing "white caps".

Good thing Lemnos isn't in the game then.

May 10 2016, 4:33 AM · Arma 3
MulleDK19 added a comment to T69376: Ocean missing "white caps".

"is shaped and modelled as Lemnos.". Yes, but it ISN'T Lemnos. It's Altis.

May 10 2016, 4:33 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68975: The Titan AT Launcher has a super locking system if you stay in the scope.
May 10 2016, 4:15 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68842: Switching to rifle, then launcher while going prone, will cycle through all weapons and stances..
May 10 2016, 4:10 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68800: Characters have padded collision on the right side when standing still.
May 10 2016, 4:09 AM · Arma 3
MulleDK19 added a comment to T68798: Sun is cut off before sea level.

The sun isn't part of the view distance.

And I tested this at both 500 meters and 12km.

May 10 2016, 4:09 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68798: Sun is cut off before sea level.
May 10 2016, 4:09 AM · Arma 3
MulleDK19 added a comment to T68762: AH-99/ Comanche seats should have both gunner and pilot ability.

From the duplicate issue:

--------------------------------------------------

redstone (developer)
2013-08-16 09:41

According to this picture, we decided to change that. http://zarco-macross.wdfiles.com/local--files/wiki:boeing-sikorsky-rah-66-comanche/boeingrah66eb.jpg [^] (Community, thanks for it)

As pilot you can fire, just set manual fire on, as gunner you can take controls, too...

As a pilot you have to have great view... In AH99 you cannot have the seats like in AH64, MI24, becose in that examples is gunner seat higher then the pilot's.

Ya, that's what I was afraid of. I can't believe that BIS changed such a fundamental feature based on a random person posting a random picture. That picture is drawn by illustrator Mike Badrocke. It's NOT official. The real helicopter allows the same functionality from both seats.

The CIDS were designed by Interface Displays & Controls, Inc.

Directly from their documentation:

Oceanside, California — September 3, 2003 — Interface Displays & Controls, Inc.
(INTERFACE) was recently awarded a contract to design, engineer, and manufacture the Cockpit
Instrument Display System (CIDS) that will be installed on the RAH-66 COMANCHE—the U.S. Army's
new reconnaissance and attack helicopter, being developed by Boeing and Sikorsky.

The COMANCHE has two identical cockpits for the pilot and the co-pilot, which are sealed and have

positive pressure air systems for protection against chemical and biological warfare.

http://www.interfacedisplays.com/pdfs/pr_03-0903_sikorsky_CIDS.pdf

The only part of the view that's blocked from the pilot is what's below him, and he never needs to see what's below him when hovering still. And the view is equally blocked from the front seat.

As for taking control as gunner, it's not at all ideal. First of all, you cannot look up and down when in the current gunner seat. And second, in multiplayer you cannot take controls if there's another player in front, unless he releases controls.

And if he agrees to let you fly from the back seat, YOU still are the gunner too, so you now must fly AND control the weapon system at the same time. The front seat cannot take control of the weapon system when there's a player in the back, and he cannot control the turret from the front seat no matter what.

This needs to be changed back, or a duplicate helicopter with reversed seats needs to be added.

The comanche is completely useless now.
[Top down] Pilot in back (Almost positioned at the pivot point, and thus will rotate around himself): http://img818.imageshack.us/img818/9403/gurw.png

[Top down] Pilot in front (Much farther away from the pivot point, and thus will move up or down or left and right, instead of rotating around himself): http://img710.imageshack.us/img710/794/bour.png

[Side] Pilot in back (Almost positioned at the pivot point, and thus will rotate around himself): http://img853.imageshack.us/img853/7545/1by8.png

[Side] Pilot in front (Much farther away from the pivot point, and thus will move up or down or left and right, instead of rotating around himself): http://img138.imageshack.us/img138/2207/dea8.png

May 10 2016, 4:07 AM · Arma 3
MulleDK19 added a comment to T68762: AH-99/ Comanche seats should have both gunner and pilot ability.

Oh, god they actually put the pilot seat in front now >:(

IT'S IMPOSSIBLE TO FLY IN THE FRONT SEAT... There's a fucking reason pilots are in the back seat. It's the same reason construction crane operators sit at the center of cranes and not on the arm. When you sit in the back seat, you're closer to the pivot point of the helicopter, and thus you can rotate around yourself.

May 10 2016, 4:07 AM · Arma 3
MulleDK19 added a comment to T68762: AH-99/ Comanche seats should have both gunner and pilot ability.

Eeeh, what? It's fine as it is. The pilot usually sits behind the gunner. And it's no different with the comanche.

Notice the green guy (pilot) with the hand on the stick, and the orange guy (copilot/gunner) resting his hand next to it.

http://www.youtube.com/watch?v=KlRKt9nQoxo

Reading a report on the helicopter, pilots alternated between front seat and back seat, meaning that having the pilot in the back isn't incorrect, and also makes it easier to fly.

May 10 2016, 4:07 AM · Arma 3
MulleDK19 added a comment to T68731: direction of smoke deployment (e.g. Strider).

In ARMA 2 the smoke was deployed in the direction the turret was facing.

May 10 2016, 4:06 AM · Arma 3
MulleDK19 added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

If they make it just fly towards lasers, you can just turn on your laser marker and aim it into the ground, and enemy helicopters will hit nothing.

May 10 2016, 4:03 AM · Arma 3
MulleDK19 added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

Right, so implement this, and as an enemy I'll just turn on my laser designator, so no enemy helicopter can fire...

May 10 2016, 4:03 AM · Arma 3
MulleDK19 added a comment to T68643: Helicopters drop when AA hits them.

The helicopter dropping like a bomb is VERY realistic. The rotor stops, so the helicopter becomes like any other rock without a rotor.

The problem is the AA damaging the rotor instantly.

May 10 2016, 4:02 AM · Arma 3
MulleDK19 added a comment to T68522: "I'm under fire" doesn't really work anymore..

Still an issue! Come on, man...

May 10 2016, 3:57 AM · Arma 3
MulleDK19 added a comment to T68522: "I'm under fire" doesn't really work anymore..

Still a problem in latest dev!

May 10 2016, 3:57 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68522: "I'm under fire" doesn't really work anymore..
May 10 2016, 3:57 AM · Arma 3
MulleDK19 added a comment to T68518: When deploying parachute server crashes..

@Raoul1234: Apparently they're only in the Green army's helicopter. And you can only eject as passenger.

May 10 2016, 3:57 AM · Arma 3
MulleDK19 added a comment to T68518: When deploying parachute server crashes..

Hmm? How the hell do you deploy a parachute when you can't even eject yet?

May 10 2016, 3:57 AM · Arma 3
MulleDK19 added a comment to T68405: Arma 3 Not Ready for Beta?.

Where's the fucking report button? And the damn ban hammer.

May 10 2016, 3:53 AM · Arma 3
MulleDK19 added a comment to T68390: A.I. Commanding - Move There and Enter Vehicle.

Unable to reproduce. Works as intended.

May 10 2016, 3:52 AM · Arma 3
MulleDK19 added a comment to T68368: Blurry screen after joining / rejoining the game.

Happens for my friend pretty much every second time we start a mission.
Never happens to host, it seems.

May 10 2016, 3:52 AM · Arma 3
MulleDK19 added a comment to T68172: Not able to see where I am shooting in choppers (Beta).

It's not almost a duplicate of 238, it IS a duplicate of 238.

http://feedback.arma3.com/view.php?id=238

May 10 2016, 3:44 AM · Arma 3
MulleDK19 added a comment to T68142: Comanche is unable to fly sideways at 180km/h.

It wasn't the last time I checked. Which was today.

May 10 2016, 3:43 AM · Arma 3
MulleDK19 added a comment to T68142: Comanche is unable to fly sideways at 180km/h.

You can fly 310 km/h sideways, if you start sideways.
The comanche can turn sideways or even turn backwards at 150km/h.

In the game, approx. 50kmh and below is the only speeds where you can easily turn it sideways. Anything above that and it becomes a struggle. Even higher, you're not gonna turn it more than 45°.

May 10 2016, 3:43 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68142: Comanche is unable to fly sideways at 180km/h.
May 10 2016, 3:43 AM · Arma 3
MulleDK19 added a comment to T68123: Beta uses monitor 1 as primary monitor instead of the primary monitor.

Still a huge issue in latest dev version.

May 10 2016, 3:42 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T68123: Beta uses monitor 1 as primary monitor instead of the primary monitor.
May 10 2016, 3:42 AM · Arma 3
MulleDK19 added a comment to T68109: Cannot switch from gunner's seat to driver's seat in the SDV.

Unable to reproduce.

May 10 2016, 3:42 AM · Arma 3
MulleDK19 added a comment to T68018: Graphical Flickering.

Confirmed. And it's not just foliage.

It's everything. Foliage, rocks, buildings.
They look like they switch LODs constantly.

Core i7 2600K (3.4ghz)
GeForce GTX 590 (3gB)
16 gB RAM.

May 10 2016, 3:39 AM · Arma 3
MulleDK19 added a comment to T67968: [106546] LOD flickering is very bad.

Very much confirmed.

May 10 2016, 3:37 AM · Arma 3
MulleDK19 added a comment to T67786: Two 7s in Command (Engage) menu.

Duplicate of http://feedback.arma3.com/view.php?id=8381

May 10 2016, 3:32 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T67741: Reopened: Commanding UI is too slow.
May 10 2016, 3:30 AM · Arma 3
MulleDK19 added a comment to T67376: Visual Equipment Viewer in Editor.

Doesn't make it less of a duplicate. Your detail belongs in the comments section.

May 10 2016, 3:17 AM · Arma 3
MulleDK19 added a comment to T67376: Visual Equipment Viewer in Editor.

Duplicate of http://feedback.arma3.com/view.php?id=2838

May 10 2016, 3:17 AM · Arma 3
MulleDK19 added a comment to T67310: The new stance indicator is outside the screen, so you can't see it..

@muf: Cool, that fixed it. Thanks.

May 10 2016, 3:15 AM · Arma 3
MulleDK19 added a comment to T67310: The new stance indicator is outside the screen, so you can't see it..

@wok: You have got to be shitting me.

May 10 2016, 3:15 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T67310: The new stance indicator is outside the screen, so you can't see it..
May 10 2016, 3:15 AM · Arma 3
MulleDK19 added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

Are you shitting me? You need 3905829 headshots to kill enemies with a silenced pistol in this game >:(

May 10 2016, 3:13 AM · Arma 3
MulleDK19 added a comment to T67161: No consequence to being shot.

It's not just a psychological thing. It's not just the mind that says "Shit, I need to survive, so I won't feel pain". The body PHYSICALLY blocks the pain signals from reaching the brain.

Don't remember exactly what's happening, but it's covering something with something to block the signals.

May 10 2016, 3:08 AM · Arma 3
MulleDK19 added a comment to T67161: No consequence to being shot.

@007.SirBond: If you're going to post a video to prove your case, at least make sure it proves you case. He was hit 4 times, and neither of the bullets penetrated his armor, and the reason he dropped his weapon was because a bullet hit it and knocked it from his hands: "A round struck the tube by my hand of the 203 grenade launcher which knocked it out of my hands.".

Besides, there's a huge difference between being shot from up close and from far of. If someone shoots you in the leg up close, you're sure as hell gonna prioritize returning fire higher than your leg.

And most of the infantry in ARMA 3 are armored. From the same video you posted you hear him get hit multiple times and he just continues on with an "Argh!".

May 10 2016, 3:08 AM · Arma 3
MulleDK19 added a comment to T67161: No consequence to being shot.

@Scorpion: I've gotten my leg pierced by a sharp object causing a 2 cm in diameter hole, and I didn't even notice the first few minutes, because other matters were more important. So if I can keep focus from that, a soldier getting hit on his ARMOR sure as hell can too.

May 10 2016, 3:08 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T67104: Fast strafing while prone with a pistol = death.
May 10 2016, 3:06 AM · Arma 3
MulleDK19 added a comment to T67061: Mounting/Dismounting weapons accessories should require a time delay..

Well, at least they had considered this, because there are animations for mounting and dismounting optics.

May 10 2016, 3:05 AM · Arma 3
MulleDK19 added a comment to T67031: Radio protocol: Should say "target" when ordering to target, instead of "attack".

Argh. This just ruined my video again today. http://youtu.be/c3Pa2gSIzh8

May 10 2016, 3:04 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T67031: Radio protocol: Should say "target" when ordering to target, instead of "attack".
May 10 2016, 3:04 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T66829: Cannot use arrows to navigate the in-game menu UI because the debug console takes focus.
May 10 2016, 2:56 AM · Arma 3
MulleDK19 added a comment to T66820: Cloud layer is at a fixed height above player..

Bullshit.
http://img842.imageshack.us/img842/5328/somethingxx.jpg
http://img163.imageshack.us/img163/5118/somethingo.jpg
http://img545.imageshack.us/img545/358/somethingb.jpg
http://img402.imageshack.us/img402/6821/somethingwn.jpg

I teleported to the height using scripting for the first 3 screenshots.
Helicopters are not airplanes. They can't go that high.

May 10 2016, 2:56 AM · Arma 3
MulleDK19 added a comment to T66809: Picture in Picture Bathroom mirrors.

@AJackson92: Except that the maps in Doom 3 weren't 270km² open worlds.

May 10 2016, 2:56 AM · Arma 3
MulleDK19 added a comment to T66799: Cannot fire over cubicle walls in Military Offices in some stances.

@Telkwa: No, you can fire THROUGH them.

May 10 2016, 2:55 AM · Arma 3
MulleDK19 added a comment to T66743: Duplicate tactical menu item Engage (3,7) - "No target" replaces "Scan Horizon" [Build: 0.57.105210].

Just noticed this today when I wanted my spotter to look for enemies, and my unit said "No Target" instead.

@XSnipa: You can still select it by scrolling the mouse wheel and hitting the middle mouse button on it, but it's 10 times slower.

May 10 2016, 2:53 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T66689: For-loops misbehave if the last code block is empty..
May 10 2016, 2:52 AM · Arma 3