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B00tsy
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Mar 12 2013, 12:44 AM (322 w, 6 d)

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May 10 2016

B00tsy added a comment to T80764: Game keeps crashing on startup.

Same issue here (dev and stable), It starts, but then freezes up completely. Need to restart the pc after that cos the exe keeps running and I can't shut it down in taskmanager. Tried verify cache, but no luck.

I never mess around in the registry so I wasn't planning on doing that now either.

I never had crash issues before the last update.

May 10 2016, 10:09 AM · Arma 3
B00tsy added a comment to T80711: Easy way to significantly improve the clunky action menu.

I Think this idea of dedicating the stances to the scrollwheel have been mentioned and discussed by several community members over the months already. Not so sure if the devs want to pick up on this idea.

May 10 2016, 10:02 AM · Arma 3
B00tsy added a comment to T80711: Easy way to significantly improve the clunky action menu.

The scrollwheel should ideally be used for you to scroll through different stances easy, quickly and intuitively. The only point I want to add here.

May 10 2016, 10:02 AM · Arma 3
B00tsy added a comment to T80634: ARMA 3 BLACK SCREEN AFTER LAUNCH.

I have the same issue. I also read about more people with te same issue. This all happend after the last update, never had any crash issues before that. Both dev as stable version with the same result.

edit: I just reinstalled DirctX from the arma folder and still get a complete freeze after the intro black screen.

I ran the arma diagnose (see attachment) and only see some arrors of the dlc.

ManagerConfig()
c:\w\dev\futura\lib\steammanager\dlcmanager.cpp(73)(func: Steam::Dlc::DlcManager::UpdateDlcItems) [AssertRLS] MainThread=2656 Game: 107410, DLC index:0 of 9 AppId of the DLC is invalid:
c:\w\dev\futura\lib\steammanager\dlcmanager.cpp(73)(func: Steam::Dlc::DlcManager::UpdateDlcItems) [AssertRLS] MainThread=2656 Game: 107410, DLC index:8 of 9 AppId of the DLC is invalid:

Edit2: I switched to Arma3Legacy136 and that is working fine.

May 10 2016, 9:59 AM · Arma 3
B00tsy added a comment to T78572: Building interior modul.

Sounds like a big project to create such a module. I rather see that 3D editor :)

Edit to add: That adding your own decorations and customizing the map is actually fun and even creative (imo)... if it wasn't for the tedious drag to do it with the 2D editor with icons that does not match the actual object you are placing on the map.

May 10 2016, 8:55 AM · Arma 3
B00tsy added a comment to T78468: Add wind guts and turbulence to fixed wings.

Ahh sorry about that, nothing showed up when I used search.

May 10 2016, 8:52 AM · Arma 3
B00tsy edited Steps To Reproduce on T78468: Add wind guts and turbulence to fixed wings.
May 10 2016, 8:52 AM · Arma 3
B00tsy added a comment to T78466: Bring select (new) helicopter features to Fixed Wings.

I will already be extremely happy if you guys add wind guts to fixed wings, can't be that time intensive to implement right?

May 10 2016, 8:52 AM · Arma 3
B00tsy edited Steps To Reproduce on T78396: Workshop rating incorrect..
May 10 2016, 8:50 AM · Arma 3
B00tsy added a comment to T78191: Slowed-down run animation while fatigued looks unnatural.

I agree, it looks and feels weird. I hope there will be better implementation of this. For one, instead of slowmo a soldier could move more irradic and run slower for 10 meters to catch a deep breath and then run faster again for a short time up to a point you can't walk standing anymore and you fall on your knees and can only move crouched a little bit further.... or something! something better then this slomo walk in any case.

May 10 2016, 8:45 AM · Arma 3
B00tsy added a comment to T78085: Fatique is unrealistic.

Fatigue is okay unless you have to control an AI team. If you have units in your team it needs to be visible on screen what their amount of fatique is. Now it is impossible to see and causes issues if you send an AI team from A to B over a longer distance... they keep running and then go into the slowmo animation instead of stopping to refill their stamina and keep going to the next waypoint.. becomming easy tasrgets.

May 10 2016, 8:42 AM · Arma 3
B00tsy added a comment to T77874: Extend the possibilitys for the use of the Mousewheel.

I really want stance adjustment on the scroll wheel, current stance keybinding is cumbersome and not effecient (the new sub-stances).

May 10 2016, 8:37 AM · Arma 3
B00tsy added a comment to T77792: GM6 Lynx and M320 LRR not zeroed correctly.

No issues at my end.
http://www.youtube.com/watch?v=9R6eKYwWBh8&list=UUzweMZTYh1Yk0ul5qIzHWlQ

May 10 2016, 8:35 AM · Arma 3
B00tsy edited Steps To Reproduce on T77515: Can't reload with blackfoot - manual fire in pilot seat..
May 10 2016, 8:28 AM · Arma 3
B00tsy added a comment to T77464: Friendly vehicles turn red on radar after friendly fire.

I always liked this feature. It's as good penalty for being a dumb ass that shoots at friendlies.

May 10 2016, 8:27 AM · Arma 3
B00tsy added a comment to T77259: A164, Portable AA and gunships lag when engaging or firing.

I have freezes/stutters as well when doing CAS runs with the main cannon. It only happens when I am zoomed in while approaching the target. Once I get in 1000 meter range it starts to stutter (while firing). I have a pretty slow Gcard though, so it might be that it has trouble rendering the incomming ground details fast enough.

May 10 2016, 8:22 AM · Arma 3
B00tsy added a comment to T77169: [REQUEST] Please reintroduce Arma 2 medical system (or similar) back into Arma 3.

I do miss the old first aid modules.

May 10 2016, 8:20 AM · Arma 3
B00tsy added a comment to T76982: Command "Watch direction" hasn't a right effect.

Visually it not always look like they are observing the right direction, but they do. I have no issues in custom scenario's.

May 10 2016, 8:14 AM · Arma 3
B00tsy added a comment to T76932: A-164 Cannon Does not produce adequate smoke when firing.

Awesome video. I agree after seeing it!

May 10 2016, 8:13 AM · Arma 3
B00tsy added a comment to T76891: Radar Range of AA vehicle.

I think I misunderstood you after reading it again now, sorry. You mean purely the actual HUD display on your screen and visible range of the 'dots'. I also thought you meant the range AI can spot/detect other AI (cos thats determined by viewdistance).

You are right thus :)

May 10 2016, 8:12 AM · Arma 3
B00tsy added a comment to T76891: Radar Range of AA vehicle.

If you have distance at 2km then you won't spot a thing in the air + lock range is also limited by view distance. Radar in amra does not work like a real radar (360 degrees scan) it depends totally if a unit visually spots the aircraft (thus view distance), aircrafts don't automatically show up on radar within a range, but only when it has been actively spotted.

Correct me if I am wrong, but it seems to work like this.

May 10 2016, 8:12 AM · Arma 3
B00tsy added a comment to T76891: Radar Range of AA vehicle.

Increase your view distance. Voila, more range.

May 10 2016, 8:12 AM · Arma 3
B00tsy added a comment to T76884: Buggy AI after JoinGroup.

Soo... any progress on fixing it yet? It's been quite some time since I reported this.

May 10 2016, 8:12 AM · Arma 3
B00tsy edited Steps To Reproduce on T76884: Buggy AI after JoinGroup.
May 10 2016, 8:12 AM · Arma 3
B00tsy added a comment to T76865: Add damage warning system for jets.

They could add a delay of some sort that will give you 3 seconds to eject when damage is 100% instead of dying and exploding instantly. If you did not eject in that time then the pilot will get killed as well.

So: damage = 100%, do warning sound - sleep 3 secs - check if pilot is still in jet - if so then pilot is dead too - do jet explosion.

May 10 2016, 8:11 AM · Arma 3
B00tsy added a comment to T76820: Planes get stuck to the ground and won't move..

Getting stuck I only have on altis main airport at one of the hangars (1st one by the taxiway). I had it with the wipeout a bunch of times that it started to move again after I stopped, had to keep holding 'Z' or turn the engine off.

May 10 2016, 8:10 AM · Arma 3
B00tsy added a comment to T76814: Ai can see in the dark and know right where you are even when you use a suppressed weapon..

It is a surpressor, not a silencer. From that distance they still could have heard the direction of the shot. Ideally they should do supressive fire in your general direction instead of accurate shots.

I made a stealth mission some months ago (Silent Justice) and I do not get over accurate AI, infact they tend to flee, because they can not pinpoint where the fire is comming from (I always engage from 300+ meters)

What accuracy setting did you had the AI here?

May 10 2016, 8:10 AM · Arma 3
B00tsy edited Steps To Reproduce on T76704: AI jets will crash when they land (Altis).
May 10 2016, 8:06 AM · Arma 3
B00tsy added a comment to T76699: AI Pathfinding Issues [PRIMARY REPORT].

There is already a ticket, almost a year old :)
http://feedback.arma3.com/view.php?id=13644

May 10 2016, 8:06 AM · Arma 3
B00tsy added a comment to T76699: AI Pathfinding Issues [PRIMARY REPORT].

AI can not walk over docks. Spawning AI will spawn under the dock.

May 10 2016, 8:06 AM · Arma 3
B00tsy added a comment to T76658: Blackfoot.

When you are a pilot you can not properly rearm the blackfoot. You have to switch to the gunner seat to select 'reload'. Manual fire has no effect when reloading from pilot seat even though the blackfoot has been fully rearmed..

May 10 2016, 8:05 AM · Arma 3
B00tsy added a comment to T76385: playVideo function appears to cause 2 second audio delay on OGV files.

Now also fix/implement GPS _video pls! ..Been assigned since alpha!

May 10 2016, 7:59 AM · Arma 3
B00tsy added a comment to T76186: Physics A-164 aircraft is unrealistic.

The Wipeout is fine and fun(ArmA is not a flight sim). I only miss heavy breathing sounds when pulling a lot of Gs (immersion). Though it would be nice if flying would be more difficult then it is now. I would love to feel wind guts that would make aiming, landing and taking off more of a challenge.

May 10 2016, 7:54 AM · Arma 3
B00tsy added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

View distance matters too. As far as I am aware at least the engage/detect distance of AI is linked to player view distance. If I set view distance to 6k then choppers will detect ground units from 6k distance as well. But just as in arma 2 hostile choppers that patrol an area may fly past ground troops several times before they engage, it was never perfect.

May 10 2016, 7:41 AM · Arma 3
B00tsy added a comment to T75629: For some reason bug resolving got so slow! With such tempos Arma 3 is hopeless! (Developers must see!).

It is priotirizing. However I have filed a ticket in early alpha (a year ago) that has been assigned, but nothing is being done with it (GPS_video), while for them it should not be a hard to fix. I do consider that thus as being slow, even though it is a low priority ticket.

May 10 2016, 7:40 AM · Arma 3
B00tsy edited Steps To Reproduce on T75576: Flashing road cones issues.
May 10 2016, 7:39 AM · Arma 3
B00tsy edited Steps To Reproduce on T75261: Team switch issues.
May 10 2016, 7:32 AM · Arma 3
B00tsy added a comment to T75249: Airfield building lights are all off.

You need to do that manually yourself when you create a mission. Imagine Altis with a zillion lights on by default and the fps you will get then.

May 10 2016, 7:31 AM · Arma 3
B00tsy added a comment to T75068: Enemy AI Do not fire for some reason.

Out of curiosity, what was the AI amount on the map in the test mission causing the issue? Is the amount of AI arma can handle not dependend on the pc performance it runs on?

May 10 2016, 7:27 AM · Arma 3
B00tsy added a comment to T74666: Flashlight is too weak.

I want to revise my earlier comments: After playing a mission for a while now with flashlights they are visible from longer ranges when its dark enough. Only thing is that the AI does not leave it on permanently. the light sometimes flickers or is off completely and then on again for an amount of seconds. The lighty is definitely to weak though (compared to a small campinglight or a carlight that is way brighter).

May 10 2016, 7:17 AM · Arma 3
B00tsy added a comment to T74666: Flashlight is too weak.

The flashlight looks like it is emitting light from an old lightbulb, 2035 they should haver discovered led lights or xenon light etc. Also for the fun of it, spawn a small 'camping light' on the map, you can see it from a mile away and it is brighter then streetlights etc.

May 10 2016, 7:17 AM · Arma 3
B00tsy added a comment to T74666: Flashlight is too weak.

Not only is the light to weak, but a much bigger problem is that flaslights of other AI/players are only visible up to 15 meters. If you are a bit further away then the light is no longer rendered and it looks like they have the flashlight off.

I am creating a mission atm where I have AI walking around with flashlights, but you can't see them using it from longer distance so you can not spot the AI by watching moving flashlights, which is really a bummer.

Edit: after observing the active flashlight on AI rifles some more I notice now that I can see them from 50/60 meters away, but the thing is that they turn the flashlight off a lot of times instead of leaving it on permanetly. Not sure what is up with the flashlight, but I hope a dev will check it out for himself. Right now AI still are hard to spot when you are scouting and the AI have their flashlight on, you should be albe to see it from a couple of hundred meters away.

And last note, the flashlight is currently a yellow light, it (preferably) should be a white light (like a car light).

May 10 2016, 7:17 AM · Arma 3
B00tsy added a comment to T73911: Custom Sounds Too Quiet when in First Person Inside a Helicopter.

Duplicate of: http://feedback.arma3.com/view.php?id=14225

May 10 2016, 6:54 AM · Arma 3
B00tsy added a comment to T73869: Enhanced Weather for Arma 3.

Great suggestions, specially the mirage I would like to see.

One improvement I first like to see is that if you set cloud cover to over 50% it does not automatically turn in to dark rain clouds. You can not have a very cloudy sky currently without also having rainy weather, cloud percentage and rain condition seems to be linked.

May 10 2016, 6:53 AM · Arma 3
B00tsy added a comment to T73814: Connect Stratis and Altis together.

Duplicate, but still a big YES!

May 10 2016, 6:52 AM · Arma 3
B00tsy added a comment to T73788: Buzzard on flat ground always moves to the right.

Yeah when taking off it goes slighly to the right, easy to compensate though.

May 10 2016, 6:51 AM · Arma 3
B00tsy added a comment to T73767: Lottery of commanding AI to take/open inventory.

Same for rearming AI at an ammobox, they often open their gear at a random ammobox instead of the one you are pointing at.

May 10 2016, 6:51 AM · Arma 3
B00tsy added a comment to T73679: Runways not suited for A-143.

Altis for gameplay/mission reasons should have had 2 major airfields (like Takistan). That is not the case bacause it is based on a real Greek island, so the least that could be done is to make the small strips usable for fixed wings.

May 10 2016, 6:49 AM · Arma 3
B00tsy added a comment to T73679: Runways not suited for A-143.

Yes runways are intended for choppers right o_O.

The small airstrips need to have concrete floors, because they are useless now. You can not take off doing the rally cross over the dirt runway, you end up in a bush or tree at the end of the strip.

May 10 2016, 6:49 AM · Arma 3
B00tsy added a comment to T73678: Ai do not taxi on Taxiways.

The spot where the hangars are are not really roads. You can see that by disabling the map texture in the editor. For the AI the road part from the hangars to the taxiway is all grass (even though it visually looks like a road). So those roads do not contain predefined pathing points that the AI will recognise. For my jet mission I simply started the AI jets on the start of the taxiway to avoid this issue.

Pls look at this ticket for a solution.
http://feedback.arma3.com/view.php?id=6683

May 10 2016, 6:49 AM · Arma 3
B00tsy added a comment to T73470: A-143 texture bug.

Had the glitch too. It disapears when you look at it from a bigger distance.

May 10 2016, 6:42 AM · Arma 3
B00tsy added a comment to T73385: AI fires at enemy camo nets.

Killzone, place some ammo boxes on the map and see how the opposite side do not fire at ammo boxes... yet they go completely nuts when they see a camo net and stop listening to orders from the team/squad leader and choose to fire at the nest over AI troops. That should be a good hint that this is a bug. Also in arma2 AI did not fire at nets nor other military objects.

I personally think that new nets should be made from scratch instead of these copy/paste nets from arma2. The vehicle covers can not even be used for vehicles, because the arma3 military vihicles are to high for the nets. If you place a panther (or whatever) under the vehicle cover, the cover brakes down on the floor. they are useless for their purpose thus.

Stang69 made a good point. The covers should be classed as 'empty' side and not a faction side. (both sides have identical nets anyway, they are just classed different.

May 10 2016, 6:40 AM · Arma 3
B00tsy added a comment to T73385: AI fires at enemy camo nets.

sigh..

May 10 2016, 6:40 AM · Arma 3
B00tsy added a comment to T73385: AI fires at enemy camo nets.

Killzone 'kid', it is obviously not normal that they go mental at nets, even more if they give it a priority over killing hostile AI and that they ignore 'no target' orders if you tell the AI to stop.

Just like in ArmA 2 they should leave buildings/objects alone and shoot at AI, I don't think the camo net will shoot back.

May 10 2016, 6:40 AM · Arma 3
B00tsy added a comment to T73385: AI fires at enemy camo nets.

Killzone, it is a bug. Don't go making up a story on how it is supposed to be this way while it is not.

May 10 2016, 6:40 AM · Arma 3
B00tsy edited Steps To Reproduce on T73385: AI fires at enemy camo nets.
May 10 2016, 6:40 AM · Arma 3
B00tsy added a comment to T73361: Checking inventory of a dead enemy.

I have made a ticket about that in the beginning stage of alpha... it is unchanged. You basically have to stand on top of the AI body to open the inventory, otherwise you get the rifle.

I proposed to link the rifle into the inventory (like in ArmA2), because how it works now is just annoying.

May 10 2016, 6:39 AM · Arma 3
B00tsy added a comment to T73240: all items listed in CfgVehicle being accessible throught the editors..

+10

May 10 2016, 6:32 AM · Arma 3
B00tsy added a comment to T73238: Ammo Supply Truck not rearming A-143 Buzzard CAS.

Yup, it also hardly rearms other vehicles. Addfng custom ammo ends up in the side crate of the truck (small amount). I ended up creating my own scripted service points for the jets, because the trucks are useless.

May 10 2016, 6:32 AM · Arma 3
B00tsy added a comment to T73234: Triggers activating once mission starts.

snakes are civilians too.

May 10 2016, 6:32 AM · Arma 3
B00tsy added a comment to T73232: The slightest bit of cloud causes a monsoon :-s.

Agreed, its a bit annoying. Most of the time you just want a nice cloud cover (55%) and you get constant rain. Keeping cloud cover below 50% removes the rain (less clouds thus). PS, you can not remove rain manually without reducing cloud cover, the sliders are linked.

May 10 2016, 6:32 AM · Arma 3
B00tsy edited Steps To Reproduce on T73216: Add a hue/color intensity slider.
May 10 2016, 6:32 AM · Arma 3
B00tsy added a comment to T73215: Very low sounds.

OP means that the falloff range of sounds is to high. I do agree with that (to certain extent), a jet that flies by you can't hear anymore if he is 300 meters away same for choppers, yet a rescureboat on the water with a tiny motor you can hear a kilometer away. In arma2 you could hear jets over a longer disatance.

May 10 2016, 6:32 AM · Arma 3
B00tsy added a comment to T73131: Ammobox/Gear interface usability - needs improvments.

I just don't like the new setup in general. Thats mostly because of all the seperate attachments, constant dragging/clicking of ammo that disapears from view (in your backpack/bandolier) and if the weaponsbox is filled you have to scroll witgh every magazine you grab cos the slider pops back to the top, its a fuzz. In ArmA2 you just grabbed a weapon with a scope attached, spam-click on the ammo and your done.

May 10 2016, 6:30 AM · Arma 3
B00tsy added a comment to T73104: Unit playing sound using "say" command in vehicle speaks quietly.

duplicate of: http://feedback.arma3.com/view.php?id=14225

May 10 2016, 6:29 AM · Arma 3
B00tsy edited Steps To Reproduce on T73089: Adding map names for all military bases.
May 10 2016, 6:29 AM · Arma 3
B00tsy added a comment to T73017: Vehicle Respawn Module: vehicles don't respawn exactly on the starting position.

Thnx for the fix.

May 10 2016, 6:27 AM · Arma 3
B00tsy added a comment to T73015: Composition Module.

That would be very welcome indeed.

May 10 2016, 6:27 AM · Arma 3
B00tsy added a comment to T73001: Single Flare Mode Needs Simple Fix.

@ linkin, there is something like 'evading' which is really easy in arma3. You only need to pop flares if you have multiple missiles incoming.

May 10 2016, 6:27 AM · Arma 3
B00tsy added a comment to T73001: Single Flare Mode Needs Simple Fix.

It totally takes the little bit of challenge away from flying a jet. Now for choppers that can not evade AA they could maybe have single fire or a larger amount of flares.

May 10 2016, 6:27 AM · Arma 3
B00tsy added a comment to T73001: Single Flare Mode Needs Simple Fix.

The burst of flares is more realistic then being able to pop them one at a time. Its unrealistic that you can evade AA misiles 120 times by using flares. So , what is it, 10 presses of counter measures seems fine to me. A mission maker could decide to add extra flare magazines to the plane/chopper if he wants the player to use more flares.

May 10 2016, 6:27 AM · Arma 3
B00tsy added a comment to T72940: Clouds glitching since latest dev build.

Yes it is (last checked a week ago). It happens when crossing a certain altitude. If I stay below 1000 meters the clouds look as they should. Then above (approximately) 1000 meters I get this glitch and disapears again at 1300 meters and it repeats again at 2000 meters.

May 10 2016, 6:25 AM · Arma 3
B00tsy added a comment to T72940: Clouds glitching since latest dev build.

Update: I have tested in the editor just now and the first time I had the glitch again (but much less visible). So I thought I'd record it, but the glitch is gone now. Tried for 10 minutes changing altitude and to reproduce it, but everything looks good now!.

May 10 2016, 6:25 AM · Arma 3
B00tsy added a comment to T72940: Clouds glitching since latest dev build.

I notice just now that it has to do with the altitude I am flying. As soon as I am getting up to 1300+ altitude the clouds are changing color. I might add a video of it at a later moment.

May 10 2016, 6:25 AM · Arma 3
B00tsy added a comment to T72940: Clouds glitching since latest dev build.

Since the last update, the cloud glitch looks different. It does not get totally brown/black anymore, but it is half normal/half grey/brown. It still turns back to normal within a minute.

May 10 2016, 6:25 AM · Arma 3
B00tsy edited Steps To Reproduce on T72940: Clouds glitching since latest dev build.
May 10 2016, 6:25 AM · Arma 3
B00tsy added a comment to T72886: Bazzard does not go well on Dirt runway.

There is also a hangar on the main airfield the makes the buzzard unmovalbe at certain spots. I do not like the dirt airstrips at all btw, they are not really usable for jets, besides a couple, as you simple do not get enough speed doing the rally cross thing over the dirt runway.

May 10 2016, 6:23 AM · Arma 3
B00tsy added a comment to T72879: Target Lock depends on the view distance.

Then either increase your view distance or the server should set a restricted view distance for all clients on the server.

May 10 2016, 6:23 AM · Arma 3
B00tsy added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

When I am in the Wipeout I can not see Crossroad texts on my screen.

Edit: Just to be clear, they don't show up at all.

May 10 2016, 6:22 AM · Arma 3
B00tsy added a comment to T72822: Fixed-wing aircraft Issues [PRIMARY REPORT].

Upvoted.

Only your first point I want to add that this is partially because use are using a joystick (W/S for turning). I use mouse and keyboard and can make quite sharp turns with mouse steering and I do not lose a lot of speed then. Only if I roll on the side and press W/S to turn I will lose a lot of speed.

May 10 2016, 6:22 AM · Arma 3
B00tsy added a comment to T72788: A-143 Buzzard's HE rounds ineffective in air to air engagements.

THe CAS version is fine and should fire HE rounds (take out ground troops), but the AA version should indeed have a different ammo/cannon that is more suited for dogfights. You still have ASRAAMS though, and you can customize/script how many missiles it carries.

May 10 2016, 6:21 AM · Arma 3
B00tsy added a comment to T72776: "Vehicle free look" should only be applied when driving cars or trucks because it doesn't make sense for helis and planes.

I am constantly toggeling freelook in a aircraft and I want to keep it that way. The way freelook is setup in arma is fine as it is.

May 10 2016, 6:20 AM · Arma 3
B00tsy added a comment to T72729: Airports on Island have no fuel station.

Just add a service point module that can refuel/rearm/repair any synced vehicle.

May 10 2016, 6:20 AM · Arma 3
B00tsy added a comment to T72700: Fixed-wing aircraft's gun underpowered.

It is shooting HE rounds I believe, those are more for taking out ground troop. And they do a well job at that. For CAS purpose I have no issues with the Buzzard. You use missiles to take out other aircrafts and ground armor.

May 10 2016, 6:19 AM · Arma 3
B00tsy added a comment to T72623: M2A1/ Merkava tank needs a comander gun.

Dito for the panther, it can only pop smoke in the commander seat.

May 10 2016, 6:17 AM · Arma 3
B00tsy edited Steps To Reproduce on T72584: Being inside vehicles suprersses all sounds.
May 10 2016, 6:16 AM · Arma 3
B00tsy added a comment to T72580: Add more millitary objects in the editor i.e. field hospital etc....

It has a bunker.
But indeed, I miss barracks, radar station, field hospital, large medic hospital tent.

May 10 2016, 6:16 AM · Arma 3
B00tsy added a comment to T72578: Enable lock-on with bombs on CAS Jets like in ArmAII.

Flying a jet and using the weapons is to easy as it is already. And dropping dumb bombs is not that hard, just takes a bit of practice.

May 10 2016, 6:16 AM · Arma 3
B00tsy added a comment to T72497: Add a small ammo counter for the ammo supply trucks..

The trucks currently have almost no ammo. Buzzard only reload 70 HE rounds, no missiles. In ArmA 2 I could reload any jet 4 times (at least) before some ammo could not be reloaded anymore.

May 10 2016, 6:14 AM · Arma 3
B00tsy added a comment to T72427: Walk through Pier Platform, get stuck (Docks SE of main airbase Altis).

The docks/pier has more issues. http://feedback.arma3.com/view.php?id=13644

May 10 2016, 6:12 AM · Arma 3
B00tsy added a comment to T72396: The world size is to small.

I see, well, if they can find a way to make it look less curved then that would be a big help/improvement. Now that I've noticed it, it does feel a bit less immersive (real). Not sure, but I think I already had set my view distance to 7km or something.

May 10 2016, 6:11 AM · Arma 3
B00tsy edited Steps To Reproduce on T72396: The world size is to small.
May 10 2016, 6:11 AM · Arma 3
B00tsy added a comment to T72391: a-143 has too little thrust.

Needs more thrust indeed. And concrete airstrips so that you wont have to rally cross and end up in a tree.

May 10 2016, 6:11 AM · Arma 3
B00tsy added a comment to T72364: Jets have very limited acceleration.

It flies as an arma2 SU25, 2 sharp turns and you have lost all speed. Please make the behaviour more like the SU34.

May 10 2016, 6:11 AM · Arma 3
B00tsy added a comment to T72306: Motorboat can hold 3 hidden passengers.

Confirmed!

May 10 2016, 6:09 AM · Arma 3
B00tsy added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

I think the whole weight/capacity "fit inside the vehicle" system BIS thought of should not be implemented for the rearm trucks. It is intended to be realistic, but it kills the gameplay. Rearm trucks in the current state are useless. I want the arma2 rearm trucks back.

May 10 2016, 6:07 AM · Arma 3
B00tsy added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

It is really weird with the ammo truck. As I said above, I could not reload the Buzzard, besides flares and a few HE rounds for the board cannon. I have placed a whole bunch of ammo trucks in a row and then stopping at all the trucks with an empty Buzzard. after stopping at 4 or 5 ammo trucks I finally had a fully reloaded Buzzard. It seems the truck just stops reloading a after 1 second.

Pls fix this.

Or add a module to create service points for vehicles.

May 10 2016, 6:07 AM · Arma 3
B00tsy added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

I am unable to rearm the Buzzard completely on the ground with the ammo truck, the ASRAAM and Zypher does not releoad(does not contain that ammo). Also rearmng is not possible on the backside of the truck only the side at one little spot.

ArmA 2 had a shitload of ammo in the trucks, I would like that again... to not have to need 20 ammo trucks to releod in a mission.

Please make it a priority, because it is mission braking if you can not reload the Buzzard once.

May 10 2016, 6:07 AM · Arma 3
B00tsy edited Steps To Reproduce on T72164: Plastic chair shadows are persistently glitched..
May 10 2016, 6:05 AM · Arma 3
B00tsy added a comment to T72148: Floating rocks on Altis, grid 212-096.

Been to the south of the island and saw a couple of very large rock formations near the south coast line that are floating as well. Does that need a new ticket?

May 10 2016, 6:05 AM · Arma 3