Page MenuHomeFeedback Tracker

Akinari-san
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 8 2013, 11:16 PM (575 w, 3 d)

Recent Activity

May 10 2016

Akinari-san added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

Another problem is the incredible input lagg on some servers which gets literally supported by low fps as well, about 3 hours ago for instance, I played some ArmA 3 wasteland on a "laggy server" and I managed to burst a whole magazine out of my EBR into an enemy just to see him walk up to me on my tower near the Stratis airfield, shoot me resulting in the death of my character and then simply dying by the shots he had taken 30 secounds before, the server had a ping around 30 to 50 for me btw.

May 10 2016, 11:07 AM · Arma 3
Akinari-san added a comment to T74419: Sunglasses do not affect sunglare effect at all.

@HKFlash, one of the purposes of the feedback tracker is to tell the develepers what the players desire, Bohemia Interactive is luckily listening to suggestions by their customers after all.

May 10 2016, 7:11 AM · Arma 3
Akinari-san edited Steps To Reproduce on T74419: Sunglasses do not affect sunglare effect at all.
May 10 2016, 7:11 AM · Arma 3
Akinari-san added a comment to T73928: New 4-five handgun has wrong magazine size..

Here's the wikipedia link, it states the magazine capacity in the box on the right side under the headline 'Feed system'.
http://en.wikipedia.org/wiki/FN_FNP
Also I have personally shot with an FNP-45 which belongs to somebody I know and I have seen first hand how the magazine is capable of holding 15 rounds.

May 10 2016, 6:54 AM · Arma 3
Akinari-san edited Steps To Reproduce on T73928: New 4-five handgun has wrong magazine size..
May 10 2016, 6:54 AM · Arma 3
Akinari-san added a comment to T71260: MQ4A GreyHawk can't select missiles as turret.

About one minute before you posted this I posted mine on the very same issue just that I futherly explained the issue, the number is 0012898

May 10 2016, 5:40 AM · Arma 3
Akinari-san edited Steps To Reproduce on T71257: Impossibility to launch missiles while in turret controls mode of the new aerial UAVs Greyhawk and Ababil.
May 10 2016, 5:40 AM · Arma 3
Akinari-san added a comment to T71224: Suggestion: Let the UAV turret controller control ATGMs..

I would definitely prefer the alternate option you named.

May 10 2016, 5:39 AM · Arma 3
Akinari-san added a comment to T70615: Property protection !!!!!!!!!!!!!.

You should adress this issue with the person who programmed the mission, not the game as the game does actually feature sufficient methods of protecting vehicles such as the possibility of locking your vehicles or throwing people out of vehicles.

May 10 2016, 5:19 AM · Arma 3
Akinari-san added a comment to T70564: Manual gun cocking.

This would greatly improve tactical reloads in case they're going to be implemented, imagine for instance you got a tracer round chambered and reload a magazine with different ammo in it, in real life you would have to charge the weapon to get the tracer round out of the chamber.

May 10 2016, 5:17 AM · Arma 3
Akinari-san added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

In my opinion on case of infantry combat there are 3 things that definitely have to be tweaked.
-The fact that you can use scopes together with night vision googles rather than actually having to use special night vision optics.
-The unlimited range of night vision googles, this should also be considered to fix on night vision scopes.
-The grenade throwing animation, currently the character only throws out the grenade without pulling the pin or anything like that.

May 10 2016, 5:15 AM · Arma 3
Akinari-san added a comment to T70432: Reactive Armour in Main Battle Tanks and APCs / Better Armour simulation / Tracks destruction.

D wolf: The Namer APC which is basically a big Merkava without a turret is already in the game as the new Blufor APC, unfortunately I'm unsure wheter or not it has the trophy system installed in real life.

May 10 2016, 5:12 AM · Arma 3
Akinari-san added a comment to T70353: SDV controls preset under control options.

I would personally like to see something like this:
<Common> chat/radio channels, editor shortcuts etc.
<Infantry> infantry movement, stances, weapon handling.
<Land Vehicles> For all Land vehicles such as Cars, APCs, IFVs, MBTs, and ATVs.
<Helicopters> for all helicopters such as the AH99/MI48.
<Fixed Wing Aircraft> for all planes/jets such as the F35(if it's in the game).
<Ships> For all boats and ships.
<Underwater> For Divers and the Seal Delivery Vehicle(SDV).

May 10 2016, 5:09 AM · Arma 3
Akinari-san added a comment to T70319: Eject from Helicopters.

Problem with that would be that in real life the pilot is supposed to bring down the helicopter safely and that most helicopters do not have an ejection seat, however in the game it would imply that most lesser qualified pilots would just eject and let their passengers/crew die rather than saving everybody.

May 10 2016, 5:07 AM · Arma 3
Akinari-san added a comment to T70200: all weapon work under water.

If I understood this post correctly then he says that any weapon gets damaged once it touches water, as somebody who's been shooting several types of weapons ranging from .22LR to 7.62x51NATO and who also has conducted Over The Beach tests with most of the weapons I'm shooting I can tell you that this is incorrect, some weapons such as the HK416 or the civilian version MR556 can even be just taken out of the water and then fired without any problems.

May 10 2016, 5:03 AM · Arma 3
Akinari-san added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Good idea to implement this tank as the Green Army is already using the Strider vehicle which's real life equivalent is called Fenek, however it's actually spelled "Schützenpanzer" or "Schuetzenpanzer" in case the "ü" letter isn't available.

May 10 2016, 4:58 AM · Arma 3
Akinari-san edited Steps To Reproduce on T69781: Texture of small walls inside "Military Offices" is smaller than the actual object itself.
May 10 2016, 4:48 AM · Arma 3
Akinari-san added a comment to T69429: Weapon Holstering..

That feature was implemented in Operation Flashpoint Cold War Rising, it's a shame that they've taken it out for some unconceivable reason.

May 10 2016, 4:35 AM · Arma 3
Akinari-san added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

I've noticed that as well, the 9mm rounds are way too weak and slow making it nearly impossible to hit a moving target even if it's right infront of the gun, while the .45 rounds are just overkill, killing anything with only one bullet.

May 10 2016, 4:28 AM · Arma 3
Akinari-san added a comment to T69056: FLIR WH will pick up muzzle flash from autocannon.

I'm not suffering from epilepsy myself, regardless of that I still think this is extremely annoying and should be fixed.

May 10 2016, 4:18 AM · Arma 3
Akinari-san added a comment to T69010: Medics, Engineers, AT/AA Soldiers and EODs are unable to take their special equipment with them on parajumps.

@Byrgesen I noticed that as well, however I and probably most other players as well would like to have the possibility to carry their equipment while parajumping without any other tools such as the Virtual Ammo Box.

May 10 2016, 4:16 AM · Arma 3
Akinari-san added a comment to T69010: Medics, Engineers, AT/AA Soldiers and EODs are unable to take their special equipment with them on parajumps.

@b101uk, I see what you mean and I also understand that in real life as well as ingame a paratrooper is restricted from carrying really heavy equipment due to the chute and the fact that they're jumping out of a moving air vehicle, however this is still a a semi-simulator and the lack of a medikit significantly decreases the combat effectiveness of a paratrooper as FAKs do not fully heal you up to 100% again.
P.S. Also you don't always get to loot dead enemies, for instance if you're getting amubushed by a superior unit your aim would be to evacuate from the area rather than killing every enemy which implies that you also might not have the opportunity to loot an enemy.

May 10 2016, 4:16 AM · Arma 3
Akinari-san edited Steps To Reproduce on T69010: Medics, Engineers, AT/AA Soldiers and EODs are unable to take their special equipment with them on parajumps.
May 10 2016, 4:16 AM · Arma 3
Akinari-san added a comment to T68973: Adding cargo drops(USAF/82nd airborne style).

This is closely related to this: http://feedback.arma3.com/view.php?id=10651

May 10 2016, 4:15 AM · Arma 3
Akinari-san added a comment to T68961: flares in helicopters are not able to counter anti air missiles correctly.

Also there is no warning sound for incoming missiles.

May 10 2016, 4:14 AM · Arma 3
Akinari-san added a comment to T68496: 5.56 does little damage.

I think the damage of the 5.56 should definitely be increased, once I even had the embarassing situation on a multiplayer pvp server that I shot an enemy three times in the chest while he was standing only 3 meters(10ft) away from me, instead of just dying he just shot me and subsequently bandaged himself.

May 10 2016, 3:56 AM · Arma 3
Akinari-san added a comment to T68174: Uncontrollable Recoil with Vermin (Vector) whilst suppressor is attached.

Also the recoil is much higher when you're firing in semi or burst firing modes.

May 10 2016, 3:44 AM · Arma 3
Akinari-san added a comment to T68144: Strider - retractable sensor head.

The SDV has a retractable sensorhead/periscope as well which also works ingame, it's a pitty that the Strider doesn't have something like that (yet).

May 10 2016, 3:43 AM · Arma 3
Akinari-san added a comment to T68031: Gas station windows do not break..

Yeah noticed this aswell, nice steps for reproducing btw. xD

May 10 2016, 3:39 AM · Arma 3
Akinari-san added a comment to T67953: before spawn gear choice.

Technically a gear selection is already in the game, there are several scripts making it possible to chose your equipement before respawning.

May 10 2016, 3:37 AM · Arma 3
Akinari-san added a comment to T67950: Military Police.

@Dr Death: I'm currently in Germany and several people from Germany have told me that the US-Army was/is using military police units in Germany. I'm certainly not sure if it's the same for Afghanistan though.

May 10 2016, 3:37 AM · Arma 3
Akinari-san edited Steps To Reproduce on T67800: Possibility to abort animations(e.g. healing animation).
May 10 2016, 3:32 AM · Arma 3
Akinari-san added a comment to T67782: Signs produces dirt whenever shot at..

I've seen a sign emitting dirt after getting hit by a bullet before, not sure if it was that in Agia Marina though. /Upvoted.

May 10 2016, 3:31 AM · Arma 3
Akinari-san added a comment to T67775: Radio procedure.

I think the radio-protocol is the second worst thing of the game currently, while the worst problem is the fact that the AIs always know where you are while acting really stupid while on the other hand using "aimbot like" aiming mechanisms.

May 10 2016, 3:31 AM · Arma 3
Akinari-san added a comment to T67750: Backpacks Not Shown On Character While In Boat.

It's also impossible to use your rifle/pistol while being on a boat.

May 10 2016, 3:31 AM · Arma 3
Akinari-san added a comment to T67590: Cant kill AI easily when its swimming in the water.

Apparently in ArmA3 bullets are simply stopped when entering water except for underwater ammo, they just completely lose their momentum when hitting the water surface.

May 10 2016, 3:25 AM · Arma 3
Akinari-san added a comment to T67545: m134 minigun rotates around muzzleflash from interior view in AH-9.

Actually everybody is able to reproduce this with simply pressing "look around" which is usually bound to "Alt", I have already noticed this bug even though I'm not not (yet) using TrackIR.

May 10 2016, 3:24 AM · Arma 3
Akinari-san added a comment to T67534: Throwing and/or handing over magazines.

I think it's a great idea, however the player who receives the ammo clearly should be able to deny the magazine/belt/grenade though, otherwise there would be people spaming the inventories of other people all over the place.

May 10 2016, 3:24 AM · Arma 3
Akinari-san edited Steps To Reproduce on T67511: One (probably last) problem/inconvenience with the current combat pace walking mode.
May 10 2016, 3:23 AM · Arma 3
Akinari-san added a comment to T67415: Unability to simply zero the SOS scope in steps of 100 meters above 1000 meters setting..

I just tested it again, it seems like mil dots equal 80-120 meters depending on the distance, this makes it obviously kind of unpredictable to hit at certain distances. > Who would remember all the different mil dots in order to fire accurately ?

May 10 2016, 3:18 AM · Arma 3
Akinari-san added a comment to T67415: Unability to simply zero the SOS scope in steps of 100 meters above 1000 meters setting..

Yes you can, these are the settings of the scope: 300m, 400m, 500m, 600m, 700m, 800m, 900m, 1000m, 1200m, 1400m, 1600m, 2000m, 2300m.

May 10 2016, 3:18 AM · Arma 3
Akinari-san edited Steps To Reproduce on T67415: Unability to simply zero the SOS scope in steps of 100 meters above 1000 meters setting..
May 10 2016, 3:18 AM · Arma 3
Akinari-san added a comment to T67402: Cheaters.

One, I have to agree with this, I've seen a lot presumable cheaters lately, yesterday for instance I fought a whole group which was not only acting incredibly stupid but also has never taken any casualties even when I clearly shot some of them several times, on the other hand however I have to emphasize that this description is extremely "detailed" and thus will surely help the developers to fix this issue.

May 10 2016, 3:18 AM · Arma 3
Akinari-san added a comment to T67371: Tactical Vest not using different textures.

Same appeals for the Boonie hats, you'll only see them in Khaki Camo.

May 10 2016, 3:17 AM · Arma 3
Akinari-san added a comment to T67356: Wrong character animations in vehicles.

I got two more, but unfortunately I am unable to provide screenshots.

The first one: 1st Person in a car, have only seen it in a Hunter though, your character has his eyes on the belly, making it impossible to drive or anything, seems like this happens when your character looks dead while being still alive inside a vehicle.

The second one: 1st and later any person in a car, only seen it once in a Hunter though, you can litterally see inside the textures of the car and when you exit the vehicle you will fly for a few meters hitting the ground hardly and hurting you.

May 10 2016, 3:16 AM · Arma 3
Akinari-san edited Steps To Reproduce on T67271: Character gets exhausted way to quickly.
May 10 2016, 3:13 AM · Arma 3
Akinari-san added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

@Scorpion, I know that silenced weapons don't absolutely have to use subsonic rounds, especially not sniper rifles, however in case of short range weapons it is advised to use subsonic rounds.

May 10 2016, 3:13 AM · Arma 3
Akinari-san edited Steps To Reproduce on T67269: Silencers are unrealistic/overpowered and should be tweaked.
May 10 2016, 3:13 AM · Arma 3
Akinari-san added a comment to T67128: Players and vehicles take too much damage when hitting objects.

I just tried out hitting a fence in Agina Marina with an Ifrit, it resulted in all passengers being critically wounded and the Ifrit combat ineffective, and we're actually talking about a small metal fence here which in real life could never be able to stop a military vehicle like the Ifrit.

May 10 2016, 3:07 AM · Arma 3
Akinari-san added a comment to T67048: Overbassed sounds - after last update.

This issue is really annoying and should be fixed immediadly, I can't fire the KA60's minigun for instance without being anxious about serious hearing problems as long term effects. Btw: I got a Logitech G35 7.1 Headset.

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

@AD2001: And right after that the soldiers formed a flashmob and tried to overwhelm the enemy, that was a real massacre xD.
upvoted as well.

May 10 2016, 3:04 AM · Arma 3
Akinari-san added a comment to T67020: Changing terrain details causes strange "anomalies" in the distance..

I will upload pictures of my video settings in a couple minutes, they will be linked in the ticked itself.

May 10 2016, 3:04 AM · Arma 3
Akinari-san edited Steps To Reproduce on T67020: Changing terrain details causes strange "anomalies" in the distance..
May 10 2016, 3:04 AM · Arma 3
Akinari-san added a comment to T66957: No bolt animation after shooting with the M320 LRR and probably GM6 Lynx.

Ahh sorry, I kinda missed that :(

May 10 2016, 3:02 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66957: No bolt animation after shooting with the M320 LRR and probably GM6 Lynx.
May 10 2016, 3:02 AM · Arma 3
Akinari-san added a comment to T66941: TRG's bolt animation isn't working.

Related to 0007755.

May 10 2016, 3:01 AM · Arma 3
Akinari-san added a comment to T66912: Iranian infantry man more modern that Iranian SF?.

I just got a kind of "stupid" question, where can I get this Iranian SF helmet? Is it part of the developement build ?

May 10 2016, 3:00 AM · Arma 3
Akinari-san added a comment to T66722: MXM shouldn't have full-auto fire mode.

Agreed, I also added some tags to it so that people could easier find this ticket.

May 10 2016, 2:53 AM · Arma 3
Akinari-san added a comment to T66596: Impossible to attack infantry and empty/hijacked vehicles with fire and forget missiles..

We actually have missiles in the game, the armed version of the KA60 carries missiles that are able to literally follow targets. Source: Helicopter Showcase.

May 10 2016, 2:48 AM · Arma 3
Akinari-san added a comment to T66596: Impossible to attack infantry and empty/hijacked vehicles with fire and forget missiles..

@Kid18120 you seem to not understand what exactly I mean, I mean that it is currently absolutely impossible to attack infantry and empty/hijacked vehicles with missiles, NOT rockets.

May 10 2016, 2:48 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66596: Impossible to attack infantry and empty/hijacked vehicles with fire and forget missiles..
May 10 2016, 2:48 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66455: Cannot unload grenades from underbarrel grenade launchers.
May 10 2016, 2:42 AM · Arma 3
Akinari-san added a comment to T66404: Feature request: Disguise vehicles(and maybe helmets) with leaves and camo nets.

@AD2001 Good idea, I will add it to the ticket.

May 10 2016, 2:40 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66404: Feature request: Disguise vehicles(and maybe helmets) with leaves and camo nets.
May 10 2016, 2:40 AM · Arma 3
Akinari-san added a comment to T66314: Add working cockpit displays and avionics for helicopters and later planes.

It would also be great to make those displays customizable like in real aircraft, by that I mean that you should be able to choose what you want on which display, for instance a map on display 1 and the weapons on display 2.

May 10 2016, 2:36 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66314: Add working cockpit displays and avionics for helicopters and later planes.
May 10 2016, 2:36 AM · Arma 3
Akinari-san added a comment to T66308: Unrealistic distance and shooting sounds.

In real life you can also hear the bullets flying by at supersonic speed, you can't hear that sound in ArmA.

May 10 2016, 2:35 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66305: Add tracers in several colours for all calibers.
May 10 2016, 2:35 AM · Arma 3
Akinari-san added a comment to T66274: sick of this hacker community on arma from Dayz.

On the ArmA 2 servers I always play on with some of my friends (some of them are the admins and moderators of these servers) we have Battleye, a Community Banlist and we also check the logs whenever possible to avoid getting hackers on the server. Till now, no hacker has ever managed to hack without being noticed, we definitely need these possibilities on ArmA 3 as well!

May 10 2016, 2:34 AM · Arma 3
Akinari-san added a comment to T66270: Hunter doesn't have smoke screen.

Considering that technically they could be equiped with smoke launcher that actually makes sense. /Upvoted.

May 10 2016, 2:34 AM · Arma 3
Akinari-san added a comment to T66202: Recoil pushes the weapon in the wrong direction.

You also have to take in mind that most rifles in ArmA 3 will fire the new 6.5mm Grendel caliber which has a higher recoil than the 5.56mm NATO.

May 10 2016, 2:32 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66117: TRG21's charging handle moves while firing unlike real life TAR21's.
May 10 2016, 2:28 AM · Arma 3
Akinari-san added a comment to T66036: Allow mounting attachments to the SDAR.

@Kid18120:By the way, what is the real life counterpart to this rifle? I'm really interested in especially this weapon.

May 10 2016, 2:25 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66025: 100Rnd 6.5mm Stanag mags look like 30Rnd mags when loaded into any weapon except MXSW and vice versa.
May 10 2016, 2:24 AM · Arma 3
Akinari-san edited Steps To Reproduce on T66000: Can't escape helicopters submerged in water.
May 10 2016, 2:23 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65979: Unassigned keys/key combinations have an effect in the game..
May 10 2016, 2:23 AM · Arma 3
Akinari-san added a comment to T65954: Helicopter Keybindings.

I actually fly like that in ArmA 2 and 3 and not to be selfish but I'm considered to be one of the most capable ArmA 2 and 3 pilots a lot of players have ever seen.

May 10 2016, 2:22 AM · Arma 3
Akinari-san added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

@Kumeda: I found a video where you can see the Merkava MK4M in Arma3, go to 4:35
http://www.youtube.com/watch?v=RcbQk5VXKNE

May 10 2016, 2:21 AM · Arma 3
Akinari-san added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Kumeda: I definitely agree, as far as I know the Merkava MK4M which is included in ArmA 3 uses this system as well, though the self awareness radar DEFINITELY has to be replaced by a display that tells you from where the missiles are coming.

May 10 2016, 2:21 AM · Arma 3
Akinari-san added a comment to T65949: Ballistic penetration for armor (MBT & APC...maybe all vehicles?) and situational awareness..

Definetly a vote up for this!
By the way: Speaking of new or improved vehicle mechanics for ArmA 3: could you take a look at 0007502 please, it is about another important feature which could be considered as important as this, it is about so called "targeting pods" for military aircraft such as the A10 or the F35.
Sorry for the spam btw :( But unfortunately good ideas such as these don't get seen by the developers if they don't get enough votes.

May 10 2016, 2:21 AM · Arma 3
Akinari-san added a comment to T65913: Some problems with the AH9 Little Bird's textures(explained in the thread).

Sure add it, I'll also edit the description because I found one more problem: In order to see the white and yellow markings the fuselage of the chopper has to look damaged.

May 10 2016, 2:19 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65913: Some problems with the AH9 Little Bird's textures(explained in the thread).
May 10 2016, 2:19 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65874: Add another kind of magazines that have no tracers in them for stealth purposes.
May 10 2016, 2:17 AM · Arma 3
Akinari-san added a comment to T65864: Targetting pods for aircraft.

In my opinion this is a fairly important feature for a military simulator like ArmA 3, so if you don't mind: would you distribute the link to some friends and maybe forums as long as it's allowed in them ?

May 10 2016, 2:16 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65864: Targetting pods for aircraft.
May 10 2016, 2:16 AM · Arma 3
Akinari-san added a comment to T65769: working mini map at static cockpit screen in air vehicles etc..

One could actually connect this to: 0007502, it's about targeting pods which use the MFDs of aircraft aswell.

May 10 2016, 2:13 AM · Arma 3
Akinari-san added a comment to T65731: Add PhysX to infantry - the ability to trip over or slip in certain conditons.

This is a really nice idea, I really hope it's gonna get implemented.

May 10 2016, 2:11 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65694: 6.5mm Tracer(Green) magazines for TRG weapons are red, not green..
May 10 2016, 2:08 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65693: Can't see pistol in holster.
May 10 2016, 2:08 AM · Arma 3
Akinari-san added a comment to T65626: Being able to point out/shoot from vehicles.

Great idea, one thing I'd like to add though: you should be able to pull your weapon back in as well.(That just sounds so wrong btw.)

May 10 2016, 2:06 AM · Arma 3
Akinari-san added a comment to T65613: Helicopter rotors.

There's another issue with the rotor blades and the rocket launcher of the AH9 chopper, even though I've already reported it it hasn't been assigned yet, the issues are the following:

The fuselage of the chopper has to look damaged in order to see the white and yellow markings on the rotorblades.

Cannot see the rockets sticking inside the pods from inside the chopper while in first person view.

Cannot see the rockets sticking inside the launcher without having entered the chopper atleast once.

May 10 2016, 2:06 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65515: Characteristics of Items are not displayed.
May 10 2016, 2:02 AM · Arma 3
Akinari-san edited Steps To Reproduce on T65416: DEV Build: AI dialogue gets transmitted twice on infantry showcase.
May 10 2016, 1:58 AM · Arma 3
Akinari-san added a comment to T65287: Moving objects makes gun attachment dissapear.

I suppose that you're talking about the wasteland game mode, this actually has to be fixed by the wasteland map developer, not by Bohemia Interactive.

May 10 2016, 1:54 AM · Arma 3
Akinari-san added a comment to T65062: [Feature Request] "Pick Camo" as new unit parameter.

One thing I'd like to add to this: What about the ability to get an "empty unit" equip it, give it a name and then save it so that you can place it in the editor later, I think it would make modding so much easier.

May 10 2016, 1:46 AM · Arma 3
Akinari-san added a comment to T64987: Cannot "loot" vests.

It seems to work reliably for me now.

May 10 2016, 1:43 AM · Arma 3
Akinari-san edited Steps To Reproduce on T64987: Cannot "loot" vests.
May 10 2016, 1:43 AM · Arma 3
Akinari-san added a comment to T64561: Out of the vehicle through the wall or fence.

On one occassion I've even seen somebody using this on a multiplayer server to enter the base I had build, it was pretty annoying if you ask me because he literally spawned right next to me.
That was on ArmA2 btw.

May 10 2016, 1:29 AM · Arma 3
Akinari-san added a comment to T64215: SUGGESTION - Implement a N,S,E,W compass AND a 360 degree compass in the UI when squad mates call out tangos..

Instantaneously upvoted, the current clock direction system is absolutely impossible to use, e.g. where is 12'o clock when everybody's looking a different direction?

May 10 2016, 1:17 AM · Arma 3
Akinari-san added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

It is definitely possible, something like that was shown in one of the VBS2 Trailers that you can see on dslyecxi's youtube channel.
Just btw: VBS2 is literally the "military" version of ArmA, it is used as a training simulator in a few militaries including the USMC.

May 10 2016, 1:05 AM · Arma 3