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AV8R
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User Since
Mar 21 2014, 4:19 PM (555 w, 6 d)

Recent Activity

May 11 2016

AV8R edited Steps To Reproduce on T114429: Shed Structure conflicts with Fence - Pavlovo.
May 11 2016, 2:26 PM · DayZ
AV8R edited Steps To Reproduce on T114429: Shed Structure conflicts with Fence - Pavlovo.
May 11 2016, 7:31 AM · DayZ
AV8R edited Steps To Reproduce on T113739: MP5K Rail Handguard Unattachable.
May 11 2016, 7:07 AM · DayZ
AV8R edited Steps To Reproduce on T113737: Truck Inventory Options Need Updating.
May 11 2016, 7:07 AM · DayZ
AV8R edited Steps To Reproduce on T113738: Weapon - MP5K missing suppressor.
May 11 2016, 7:07 AM · DayZ
AV8R added a comment to T113733: more flying haiballs.

For clarifications, this is Hay Bails and most are suspended about 1 meter or so off the ground near the barns that have only one door.

May 11 2016, 7:07 AM · DayZ

May 10 2016

AV8R added a comment to T82254: K-40 UAV ATGM Laser Pointer/Missile Impact Point off by 10 Meters.

Hi Adam, with the UAV at 500 Meters Altitude, lock on to a truck, rock or ground object that has a small footprint. Laze, then fire ATGM Skapel missile and watch for it to hit about 10 meters to the right. I notice this with locking (TRACKING) moving vehicles as well.

May 10 2016, 10:56 AM · Arma 3
AV8R added a comment to T82254: K-40 UAV ATGM Laser Pointer/Missile Impact Point off by 10 Meters.

Hello again Adam, I recreated this problem with zero MODs running to make sure that it wasn't the case, and the problem still exist on stationary targets with the K-40 UAV (ATGM) Variant. Could the missile track be off because of the movement and orbit of the Laser traveling in a clockwise direction. I usually set the orbit at 1500 meters and will try all the preset orbit radius settings to see if the offset is graduated or proportion to the arc radius.

AV8R

May 10 2016, 10:56 AM · Arma 3
AV8R set Category to category:uav(unmannedaerialvehicle) on T82254: K-40 UAV ATGM Laser Pointer/Missile Impact Point off by 10 Meters.
May 10 2016, 10:56 AM · Arma 3
AV8R added a comment to T82250: Add Saul's Award Winning F/A-18X Black Wasp Aircraft to the ARMA 3 game inventory..

@Echo, this is no longer a MOD, BIS owns it! They paid E:20,000 for it through an award to Saul...it is their aircraft now!

May 10 2016, 10:56 AM · Arma 3
AV8R added a comment to T82250: Add Saul's Award Winning F/A-18X Black Wasp Aircraft to the ARMA 3 game inventory..

@ SomeSangheili (what you said) Exactly! Saul could easily take the Black Wasp and adapt it to the BIS formats needed to introduce a carrier/land-based strike fighter. Vote it up!

This isn't dire "No Can Do" here, we have the talent and the capability to introduce more jets into A3 with no problem and no frustration. Instead of saying "We Can't Do that," say "Humm, how can we do that?"

May 10 2016, 10:56 AM · Arma 3
AV8R added a comment to T82250: Add Saul's Award Winning F/A-18X Black Wasp Aircraft to the ARMA 3 game inventory..

Not too weird...it would fall in the NATO class, and yes, it has slightly advanced capabilities over the others in game, but even each of the current aircraft have different capabilities compared to each other. If a comparable AAC/CSAT aircraft is need, it could be easily balanced with the SU-35 as an adversarial counterpart. Still, BIS paid 20,000 euros for this production and its F/A-18E/F Super Hornet predecessor is one of the most downloaded MOD aircraft of all times.

May 10 2016, 10:56 AM · Arma 3
AV8R edited Steps To Reproduce on T82250: Add Saul's Award Winning F/A-18X Black Wasp Aircraft to the ARMA 3 game inventory..
May 10 2016, 10:56 AM · Arma 3
AV8R edited Steps To Reproduce on T82249: Recommend Changing All Aircraft Countermeasure Mode to Default Single with Options.
May 10 2016, 10:56 AM · Arma 3
AV8R edited Steps To Reproduce on T82248: Additional Weapons Stations on Crew-Served Aircraft, Helicopters, and Armed Vehicles.
May 10 2016, 10:56 AM · Arma 3
AV8R added a comment to T80507: UAV darter blades sound won't stop if deassemble it before blades stop.

This problem is not isolated to just the Darter...I have had it with all Jets, the K-40 UAV, and the Darter. Most of the time, reassembling the Darter or several attempts to pack it up take the sound away. A few times, I have had people shut down their aircraft/drone and they do not hear the sound, but I still hear it. I wonder if this might be a Client Side only issue. Regardless, I have had this with and without sound MODs in use/activated.

To isolate this, It has not happened with any other air or land vehicles, i.e., trucks, tanks, helicopters, etc.
AV8R

May 10 2016, 9:55 AM · Arma 3
AV8R edited Steps To Reproduce on T76378: GBU / JDAM Target Lock-On Constraints Unrealistic and ineffective..
May 10 2016, 7:59 AM · Arma 3
AV8R added a comment to T76376: Wing Flaps on All Aircraft not functioning properly..

I Concur w/Ronbocop, I verfied the update and game cache this morning, verfied A3 Zeus was there and the Flap Problem persists.

Upon notice yesterday from BIS, I tested the situation in DEV mode and the Flaps were correct however I lost my zoom settings in the view menu.

Today, I tested this in STABLE and DEVELOPMENT BUILD modes at 1.17, and the view settings are working in NON-DEV, but the Flaps are still not working as designed. In DEV mode, the flaps work, but the view zoom is broken.

You may want consult John_Spartan for ideas how to correct this, as well as making your two latest Jet Aircraft function properly.

IDEA: Something happened between 1.16 and 1.17 update?

Please let me know if I may help further.
AV8R

May 10 2016, 7:59 AM · Arma 3
AV8R added a comment to T76376: Wing Flaps on All Aircraft not functioning properly..
NOTE: This was working correctly about two weeks ago!
May 10 2016, 7:59 AM · Arma 3
AV8R edited Steps To Reproduce on T76376: Wing Flaps on All Aircraft not functioning properly..
May 10 2016, 7:59 AM · Arma 3