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BloonerNL
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User Since
Mar 6 2013, 2:49 PM (376 w, 4 d)

Recent Activity

May 10 2016

BloonerNL added a comment to T73166: Thermal on TWS scope turns off after changing rate of fire while ADS..

Yup can comfirm this. It actually saves the "state" of the vision mode for each fire-rate setting individually.

May 10 2016, 6:30 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

As SaOk mentioned above, and I confirmed, it does indeed seem to be fixed. So I believe this can be resolved, yes.

Thanks again for getting at this (or getting Steam at this) issue so quickly!

Have a nice week! :)

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

I can confirm this. I just updated my mission and re-added the voice-acting work. Downloading of the mission now works as planned.

Seems this issue is fixed! Great work all round guys!

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

So, there appear to be multiple limitations that have been placed since the 12th of September or thereabouts:

Limitation 1: No audio files in the missions.
Limitation 2: No missions above 2MB.

Edit: Can we please get a Dev to confirm this?

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

Yeah, thanks for letting us know! :D

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

Hmm, in testing my mission went from about 1,376MB where it worked to 1,484MB where it didn't work (adding two .ogg files).

So I don't think there is a 2MB file-size limit... Anything else you may have removed, other than .jpg and .sqf files to bring the file-size down?

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

Hey guys, spent an hour or two trying to nail this issue down some more, here are my findings:

When you remove all your .ogg files, the mission is downloadable from Steam again.
The number of files or size of the mission doesn't seem to have an influence on this.
Changing the file-extension from *.ogg to something else (e.g. *.sqf) still causes the issue.
Converting your .ogg files to .mp3 causes the same issue.

It is my guestimate that Steam is blocking all missions with an audio-file in it, as to cover themselves from possible copyright-infringment lawsuits caused by idiot people uploading missions with copyrighted music in them. This is too bad for us that just use the custom sound features for voice-acting and the like.

Here is my mission on which I tested all this, see the change-notes:
http://steamcommunity.com/sharedfiles/filedetails/?id=178547195

Here are some other feedback tickets with the same issue:
http://feedback.arma3.com/view.php?id=14400
http://feedback.arma3.com/view.php?id=13034

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72799: Steam Workshop mission cant be downloaded (and sometimes uploaded).

Jup, same issue here with http://steamcommunity.com/sharedfiles/filedetails/?id=178547195

May 10 2016, 6:21 AM · Arma 3
BloonerNL added a comment to T72759: Steam Workshop does not load scenarios.

So, after testing (see http://feedback.arma3.com/view.php?id=14440) there appear to be multiple limitations that have been placed since the 12th of September or thereabouts:

Limitation 1: No audio files in the missions.
Limitation 2: No missions above 2MB.

May 10 2016, 6:20 AM · Arma 3
BloonerNL added a comment to T72759: Steam Workshop does not load scenarios.

I have same issue.

May 10 2016, 6:20 AM · Arma 3
BloonerNL added a comment to T72759: Steam Workshop does not load scenarios.

Hey guys, spent an hour or two trying to nail this issue down some more, here are my findings:

When you remove all your .ogg files, the mission is downloadable from Steam again.
The number of files or size of the mission doesn't seem to have an influence on this.
Changing the file-extension from *.ogg to something else (e.g. *.sqf) still causes the issue.
Converting your .ogg files to .mp3 causes the same issue.

It is my guestimate that Steam is blocking all missions with an audio-file in it, as to cover themselves from possible copyright-infringment lawsuits caused by idiot people uploading missions with copyrighted music in them. This is too bad for us that just use the custom sound features for voice-acting and the like.

Here is my mission on which I tested all this, see the change-notes:
http://steamcommunity.com/sharedfiles/filedetails/?id=178547195

Here are some other feedback tickets with the same issue:
http://feedback.arma3.com/view.php?id=14440
http://feedback.arma3.com/view.php?id=13034

May 10 2016, 6:20 AM · Arma 3
BloonerNL added a comment to T72204: AH-99 HUD off center?.

Yeah, noticed this too.

May 10 2016, 6:06 AM · Arma 3
BloonerNL added a comment to T72107: Artificial horizon on AH-99 Blackfoot is reversed.

Problem is that it's the horizon line that is moving, rather than the W shape. And also it's moving inversed to how it should.
And yeah, duplicate of http://feedback.arma3.com/view.php?id=13259

May 10 2016, 6:04 AM · Arma 3
BloonerNL added a comment to T71900: AH-99 Blackfoot pitch indicator.

This is a duplicate of http://feedback.arma3.com/view.php?id=13259

But yes, annoying issue. Flying IFR with this is very difficult...

May 10 2016, 5:58 AM · Arma 3
BloonerNL added a comment to T71618: [Still] AH99 Blackfoot, Horizontal attitude indicator.

Don't want to unnecessarily drag this ticket up when it is already marked as "reviewed", but what does "reviewed" mean exactly? That they are yet to assign it? Or that they didn't feel it needs fixing? Or what?

May 10 2016, 5:50 AM · Arma 3
BloonerNL added a comment to T71618: [Still] AH99 Blackfoot, Horizontal attitude indicator.

Please fix this, flying IFR is veeeery difficult with this...

May 10 2016, 5:50 AM · Arma 3
BloonerNL added a comment to T71393: Steam Workshop does not load scenarios.

So, after testing (see http://feedback.arma3.com/view.php?id=14440) there appear to be multiple limitations that have been placed since the 12th of September or thereabouts:

Limitation 1: No audio files in the missions.
Limitation 2: No missions above 2MB.

May 10 2016, 5:44 AM · Arma 3
BloonerNL added a comment to T71393: Steam Workshop does not load scenarios.

Hey guys, spent an hour or two trying to nail this issue down some more, here are my findings:

When you remove all your .ogg files, the mission is downloadable from Steam again.
The number of files or size of the mission doesn't seem to have an influence on this.
Changing the file-extension from *.ogg to something else (e.g. *.sqf) still causes the issue.
Converting your .ogg files to .mp3 causes the same issue.

It is my guestimate that Steam is blocking all missions with an audio-file in it, as to cover themselves from possible copyright-infringment lawsuits caused by idiot people uploading missions with copyrighted music in them. This is too bad for us that just use the custom sound features for voice-acting and the like.

Here is my mission on which I tested all this, see the change-notes:
http://steamcommunity.com/sharedfiles/filedetails/?id=178547195

Here are some other feedback tickets with the same issue:
http://feedback.arma3.com/view.php?id=14400
http://feedback.arma3.com/view.php?id=14440

May 10 2016, 5:44 AM · Arma 3
BloonerNL added a comment to T71393: Steam Workshop does not load scenarios.

I'm having the same issue with my mission: http://steamcommunity.com/sharedfiles/filedetails/?id=178547195

I already tried republishing (deleted the old mission from Workshop), but still no-go.

Is this on our side? (e.g. naming of the mission, downloading from specific Cloud server?) or is this on the Steam side? (e.g. corrupted Cloud, bad links, etc.)

Please tell me how to fix this!

May 10 2016, 5:44 AM · Arma 3
BloonerNL added a comment to T70980: AH-99 Blackfoot gun: Single shot sound when AI gunner shoots burst..

Noticed this too

May 10 2016, 5:31 AM · Arma 3
BloonerNL added a comment to T70784: Blackfoot - pilot view - not centered.

Confirmed, but I also seem to remember this wasn't the case in a previous version... Perhaps it broke somewhere along the development line...

May 10 2016, 5:24 AM · Arma 3
BloonerNL added a comment to T68520: Need a crosshair for missiles in the choppers.

Dude.... Note the difference between MISSILES and ROCKETS.

The ROCKETS in the AH-9 are unguided, which is why the HUD doesn't stray.

The MISSILES in the AH-99 are guided, which means the HUD does stray, so you can lock on and fire-and-forget those beauties.

May 10 2016, 3:57 AM · Arma 3
BloonerNL added a comment to T68262: AH-99 Blackfoot (Comanche) damage too low.

The missiles are fine, but the Gattling gun is seriously underpowered (especially against infantery).

Right now you need to hit infantery dead on in order to hit them. Realistically just the round whipping past them would knock them unconscious, let alone the explosion next to them when the round hits the ground.

The gattling gun's rounds need a splash damage effect for infantery. Doesn't need to be insta-kill, as long as it does SOME damage.

May 10 2016, 3:48 AM · Arma 3
BloonerNL added a comment to T67604: setPiPEffect command does not work.

When you create your own render with
camera1 = "camera" camCreate (getPos player);
camera1 cameraEffect ["INTERNAL", "FRONT", "myRenderName"];
"myRenderName" setPiPEffect [0];

then the setPiPEffect works. You can name your own renders using the third argument in cameraEffect. (This is currently undocumented on the Wiki).

Note that doing:
camera1 cameraEffect ["INTERNAL", "FRONT", "rendertarget0"];
actually overwrites the PiP in the vehicle and shows you your camera-view. But it seems to overwrite back randomly, works on all vehicles simultaneously, and is overall completely randomly breaking. Definitely unintended behaviour that can sometimes be exploited. I tried to do so for a mission I am working on, but it seems to work differently for MP vs SP as well. The whole thing is weird, but then again, not really intended as such either.

The best would be if the devs would add some more memorypoints to all vehicles, for the various MFDs. That way you could just use setObjectTexture on them.

so for instance:

heli setObjectTexture [0, "#(argb,256,256,1)r2t(myRenderName,1.0)"];
currently renders your camera on the entire outside of a heli.

Would be great if:
heli setObjectTexture [1, "#(argb,256,256,1)r2t(myRenderName,1.0)"];
would render on the left MFD of the pilot

heli setObjectTexture [2, "#(argb,256,256,1)r2t(myRenderName,1.0)"];
would render on the right MFD of the pilot

heli setObjectTexture [3, "#(argb,256,256,1)r2t(myRenderName,1.0)"];
would render on the left MFD of the gunner

heli setObjectTexture [4, "#(argb,256,256,1)r2t(myRenderName,1.0)"];
would render on the right MFD of the gunner

But these memorypoints aren't in the models. The only point available is [0, ...], which renders to the outside (cameo).

May 10 2016, 3:26 AM · Arma 3
BloonerNL added a comment to T67445: Helicopter pilot and copilot seats too loud, hampers voice chat or VON.

I think the volume levels are fine. And you can manually adjust them, so I wouldn't change a thing.

May 10 2016, 3:20 AM · Arma 3
BloonerNL added a comment to T64403: Spectator cam view switching lock bug.

How do you enter spectator mode after you die?

May 10 2016, 1:23 AM · Arma 3
BloonerNL added a comment to T64291: Proper glass reflections.

There are other games that use this technique, but have different texture overlays for different locations. So a 'field', a 'forest' an 'urban' an 'indoor' etc.

Also, for the helicopter reflection there should really at least be different ones depending on weather. If is is stormy the reflections still show a bright blue sky.

May 10 2016, 1:20 AM · Arma 3
BloonerNL added a comment to T64029: Player camera stays in place when opening map resulting in sound passing away.

I also vaguely remember it being fixed at some point, but it quickly reverted back. Not sure though...

At any rate, it indeed appears like the "camera" for the player (display 46? not sure it works that way...) stays in the same location when you enter the map, whilst it should follow the location of the players character. As stated in the ticket, is is immediately obvious that the sound "stays behind" when in a vehicle.

But also as stated, when in the map for a significant amount of time, and you travel a far enough distance away in that time, when exiting the map, the rendering needs to catch up with the new world terrain and objects that have suddenly come into render-view.

A minor issue, but probably a minor fix as well, and certainly worth fixing.

May 10 2016, 1:11 AM · Arma 3
BloonerNL added a comment to T64029: Player camera stays in place when opening map resulting in sound passing away.

I understand what you mean, but you explain it in a weird way.

Basically what is happening is that when you open the map, all sounds stay relative to the location you were when you opened the map. So indeed if you were in a helicopter, and you opened the map, you would hear the helicopter flying away from you.

This would be a simple fix. In psuedo-code:

"Update audio-receive-location to equal location of player" is not running whilst in the map, as there is no 'camera' for the player.

May 10 2016, 1:11 AM · Arma 3
BloonerNL added a comment to T63475: MH-9 AI hovers and waits to be killed when engaged by small arms fire..

Jup saw this behaviour too in my mission making. Tried for days to find a work-around. In the end just used unitCapture and unitPlay to force the choppers to land where I wanted them to.

May 10 2016, 12:41 AM · Arma 3
BloonerNL added a comment to T62885: Environment sounds are muted when inside an open vehicle.

I noticed this when it was raining. Sat on an ATV and the rain sounds stopped. The game engine assumes all vehicles have a roof I think... In my experience the environmental sounds didn't start again after a while, but didn't double check that.

If you go into 3rd person view of course the sounds do start again.

May 10 2016, 12:19 AM · Arma 3

May 9 2016

BloonerNL added a comment to T61331: Major performance problem with destroyed/damaged buildings.

I also noticed the flickering, but never stuck around long enough to notice performance degradation.

May 9 2016, 10:59 PM · Arma 3
BloonerNL added a comment to T61266: Thermals, and their use as mechanics..

I agree with the original ticket, the TI could use some more visual "clutter" to increase the challenge somewhat.

May 9 2016, 10:57 PM · Arma 3
BloonerNL added a comment to T61252: Shooting a sign causes sand impact particles.

I can confirm this. Seems the material is set to 'dirt' rather than 'metal' or however this impact system is driven in the engine.

May 9 2016, 10:56 PM · Arma 3
BloonerNL added a comment to T60427: AI Helicopter will not land near enemy..

@Raoul1234
Yes, but careless also infers a certain speed and other behaviour such as landing lights on etc. It overwrites things like stealth- or danger-behaviour. Currently there is no way of setting the unit to stealth-behaviour, but have them ignore enemies. Understand?

May 9 2016, 9:44 PM · Arma 3
BloonerNL added a comment to T60427: AI Helicopter will not land near enemy..

Same problem here. Tried literally for days. Thankgod I finally found this so that I could give up. Gonna try if setting the chopper to captive helps.
(As in: bluHeli1 setCaptive true; )

EDIT: setCaptive works, it's lame and boring, but at least the pilots land now. I'll set it up like this and edit my missions later when this bug is fixed.

May 9 2016, 9:44 PM · Arma 3
BloonerNL edited Steps To Reproduce on T60367: After a mortar has been flipped, you only keep getting the option to unflip it, even though it is already unflipped..
May 9 2016, 9:41 PM · Arma 3
BloonerNL added a comment to T60212: KA-60 health/strength potentially too high.

What bothers me most is the fact that the KA-60 cockpit windows are bullet-proof.

Having a parked KA-60 and letting a squad with just machine-guns attack it, the pilots are pretty much safe from any harm. You can shoot all your bullets into the window without even a scratch... I get that they are designed to be bullet-proof, but bullet-proof windows in real life are really just 'bullet-resistant'. After several rounds they will give way. And so they should in the simulation.

May 9 2016, 9:35 PM · Arma 3
BloonerNL added a comment to T59995: Flashlights of other players and AI are incredibly weak.

Noted this too (in multiplayer).

Your own flashlight is very bright (perhaps a bit too bright) whereas anyone elses is very weak. Conversely from their perspective their own flashlight is the only bright one.

Perhaps this is a limitation of the engine limiting the amount of dynamic lights vs mapped lights or something.

Would love it if all flashlights were equal.

Could we get a dev to explain this decision, or is it actually a bug?

On a separate but related note: Devs, do AI see us better/earlier at night when we have flashlight/laser on vs off?

May 9 2016, 7:22 PM · Arma 3
BloonerNL added a comment to T59863: SLI and Picture-in-Picture Graphical Anomolies.

Great troubleshooting and testing, awesome job!

May 9 2016, 7:16 PM · Arma 3
BloonerNL added a comment to T59788: Recoil way to high.

I don't think you seem to understand that this is a realistic simulation of weapons handling, not an FPS shooter. The general result of most real life combat shooting is to suppress rather than kill. Especially for automatic weapons and LMGs.

Try changing the fire mode of your weapon to semi-auto and take your time lining up a shot. You shouldn't need more than 1 or 2 hits to kill a target, so certainly not more than 4 or 5 bullets fired down range.

May 9 2016, 7:13 PM · Arma 3
BloonerNL added a comment to T59739: Sound effects are muted after death.

fenix395, can you double-check your version number then, because it's fixed in my build...

*EDIT* Ok, great! */EDIT*

May 9 2016, 7:11 PM · Arma 3
BloonerNL added a comment to T59739: Sound effects are muted after death.

Yes, confirmed it is fixed in Alpha (Development) 0.53.103478.

Thanks!

May 9 2016, 7:11 PM · Arma 3
BloonerNL added a comment to T59739: Sound effects are muted after death.

I can confirm this.

It seems with the death-screen they fade out all environmental sound to show this 'UAV-like' death screen with computer-sounds. When you then team-switch into another unit the computer-sounds remain and you cannot hear the environmental sounds from the perspective of your new unit. Radio-chatter works normally.

Definitely a major issue for people playing single-player sandbox in the editor.

May 9 2016, 7:11 PM · Arma 3
BloonerNL added a comment to T59455: Sound of walking on sand (beach) annoyingly sounds too much like distant supersonic bullet cracks.

This is no longer an issue. The "sharpness" of the sound is gone, and the volume seems to be normalized a lot. Perfect! Thanks, this issue can be closed. :)

May 9 2016, 6:56 PM · Arma 3
BloonerNL edited Steps To Reproduce on T59455: Sound of walking on sand (beach) annoyingly sounds too much like distant supersonic bullet cracks.
May 9 2016, 6:56 PM · Arma 3
BloonerNL added a comment to T59441: Unclear how to switch between various types of ammunition for the same weapon.

This is fixed.

May 9 2016, 6:55 PM · Arma 3
BloonerNL added a comment to T59441: Unclear how to switch between various types of ammunition for the same weapon.

Ah... I may not have had them in my main inventory... Thanks!

May 9 2016, 6:55 PM · Arma 3
BloonerNL edited Steps To Reproduce on T59441: Unclear how to switch between various types of ammunition for the same weapon.
May 9 2016, 6:55 PM · Arma 3
BloonerNL added a comment to T59399: Shooting down helicopter on SCUBA mission only makes the helicopter fall into the sea..

When a helicopter crashes into water in real life it doesn't always explode in a fiery ball of explosions. (Unless Michael Bay is on scene).

In my case I shot the tail-rotor and the pilot lost rudder controls and was able to crash land safely rather softly into the water. The engine turned down slowly.

Play it again and you might have a completely different outcome. That is kind of the joy of replayability in ARMA.

May 9 2016, 6:54 PM · Arma 3
BloonerNL added a comment to T59258: Textures Flickering.

Got same problem with Windows7 Ultimate 64bit - Radeon HD5850
Got everything texture-related on Ultra (including the distant/shallow-angle rendering option)

May 9 2016, 6:46 PM · Arma 3
BloonerNL added a comment to T59170: No virtual off hand use.

I'm not 100% sure what you mean, but in my mind double-tapping K to bring up the compass, double-tapping O for your watch or right-CTRL+M for bringing up your GPS all simulate you using your off-hand to keep track of additional information constantly.

May 9 2016, 6:42 PM · Arma 3
BloonerNL added a comment to T59011: Sliding across ground proned.

I can confirm this for low-prone at least. Haven't tried the other variants yet.

May 9 2016, 4:15 PM · Arma 3
BloonerNL added a comment to T58955: MATV Survivability vs Explosives.

Great testing, suggesting and information. Kudos!

May 9 2016, 4:09 PM · Arma 3
BloonerNL added a comment to T58725: SCUBA Mission.

Number 1: has already been reported and is actually in the Known Issues list already.

Number 2: That's strange...

Number 3: This is the standard walking animation. You can perform this with any soldier by double-tapping left-ctrl to bring down the weapon. I believe it is the standard walk to simulate readiness (for grabbing sidearm), not total casual walking.

Number 4: I believe this is known issue as well.

Number 5: There are two types of Rocket Propelled Grenade launchers in the mission. The one you most likely were holding was the one that locks on to ground targets. There is an Anti-Air (AA) specific RPG in an ammunition box on the roof of one of the command buildings in the enemy camp.

Hope this helps!

May 9 2016, 3:27 PM · Arma 3