Page MenuHomeFeedback Tracker

CXN2615
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 25 2013, 5:35 AM (346 w, 5 d)

Recent Activity

May 10 2016

CXN2615 edited Steps To Reproduce on T83916: Fully damaged tail rotor (visually gone) can still kill you..
May 10 2016, 11:52 AM · Arma 3
CXN2615 edited Steps To Reproduce on T83915: Control blinding won't ignore some fully deflected axis.
May 10 2016, 11:52 AM · Arma 3
CXN2615 added a comment to T80711: Easy way to significantly improve the clunky action menu.

Seems like what ACE have done in ArmA2, many complex actions are grouped into RWin and RMenu key.
But still a traditional action menu should be use for some quick action,at least it's the way we used to.

May 10 2016, 10:02 AM · Arma 3
CXN2615 edited Steps To Reproduce on T74828: Full-Color Night Vision is There now, and should be there in 2035, too..
May 10 2016, 7:20 AM · Arma 3
CXN2615 added a comment to T73627: Inventory/ Loadout editor.

@Koala
Yes, I know that. At that time, many viewer requested them to show that, but developers said It's not fully done yet....and not yet now......
As for VBS....Well,there are tons of things without secrecy that VBS has while ArmA not...

May 10 2016, 6:46 AM · Arma 3
CXN2615 added a comment to T73627: Inventory/ Loadout editor.

I'm not a programmer,but, is it that hard to get the already exist syntax such as "adduniform""addWeapon""removebackpack" into some sort of GUI stuff?
I know there is a IFF issue if I've changed the uniform in Editor, if it's the only problem with this Inventory Editor, just ignore it!

May 10 2016, 6:46 AM · Arma 3
CXN2615 added a comment to T71935: The diver can't switch weapons, while swimming.

Confirm
What's more annoying me is that if you pressed the switch weapon key(Default";") with SDAR in your hand, your SDAR goes unusable and can't be switched back under water.

May 10 2016, 5:59 AM · Arma 3
CXN2615 added a comment to T71511: UGV set Player to Enemy and kill him after lost one Greyhawk trough enemie fire or crash to ground.

confirmed with Dev1.07.112828,just after one carsh of MQ4 even without in AI's sight. but didn't happen with AR-2

May 10 2016, 5:47 AM · Arma 3
CXN2615 added a comment to T71233: Separate helicopter and fixed wing aircraft controls.

Right now we don't have options to edit/assign keys and controlers for fixed Wings as well as submarines(http://feedback.arma3.com/view.php?id=9824)

May 10 2016, 5:39 AM · Arma 3
CXN2615 edited Steps To Reproduce on T70313: Sensitivity of HeadTrack should get reduced when aimming down a sight.
May 10 2016, 5:07 AM · Arma 3
CXN2615 edited Steps To Reproduce on T70079: Game freeze(paused) when it's window not actived.
May 10 2016, 4:59 AM · Arma 3
CXN2615 added a comment to T70041: Allow reverse thrust or backwards movement on ground on airplanes..

UpVote
Also,Thrust,break and reverse axis should be separated(in A2,Thrust and break are combined)

May 10 2016, 4:57 AM · Arma 3
CXN2615 added a comment to T69979: Strange iron sight view of the diver.

duplicate to part of http://feedback.arma3.com/view.php?id=8580

May 10 2016, 4:55 AM · Arma 3
CXN2615 added a comment to T69977: The diver can't switch weapons, while swimming.

Confirm
What's more annoying me is that if you pressed the switch weapon key(Default";") with SDAR in your hand, your SDAR goes unusable and can't be switched back under water.

May 10 2016, 4:55 AM · Arma 3
CXN2615 added a comment to T69940: Planet curvature for ArmA maps....

Since ArmA3 enhanced the sea, That's something it should have
May not be that hard, I'm modder for both FS9 and FSX, FS9 dosen't got this while FSX do. To build a scenery like an airport for FS9 you can make one flat plane as a 3km long runway, for FSX, you need to make it within about 100mX100m squares individual poly, that means a runway with 30+ polys. BUT, you still keep it flat in Gmax and with these sections you made, FSX will AUTOMATICLLY covert it to stick on it's curved ground.(if you use only one poly for a 3km runway,it works in FS9, but in FSX, it will stuck into the earth).

So just upgrade the engine and there would need no changes for the model of the map.

May 10 2016, 4:53 AM · Arma 3
CXN2615 edited Steps To Reproduce on T69897: Aircarft HUD AH is TOTALLY WRONG.
May 10 2016, 4:52 AM · Arma 3
CXN2615 added a comment to T69876: Aircraft lacking a tail rotor will still rotate without an engine off..

following you repo instructions doesn't cause it either.
maybe you just restarted your engine by Rising your collective,which I've repoeted here: http://feedback.arma3.com/view.php?id=9165
Try shut down engine completely with setHitPointDamage ["HitEngine", 1]

May 10 2016, 4:51 AM · Arma 3
CXN2615 added a comment to T69876: Aircraft lacking a tail rotor will still rotate without an engine off..

Can't Confirm;
I've tryed with tail losed MH9 UH80 and PO30,none of them still spin with engine off or destoryed

May 10 2016, 4:51 AM · Arma 3
CXN2615 added a comment to T69835: CH 49 can land without wheels at 200 KPH (Video).

http://feedback.arma3.com/view.php?id=9849

May 10 2016, 4:49 AM · Arma 3
CXN2615 added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

I do fly BMS4(and DCS\LOFC\FSX...) still I did't get the point of firing multiple missiles AT THE EXACTLY SAME TIME.(I only release multiple unguided bombs at the same time)
The "Magic Radar"in ArmA is Unrealistc because it is so DAMN GOOD at multiple traget tracking,it tracks everything in it's range.
BTW slightly off the topic but the ACE for ArmA2 do have RWR,Ejection seats,coded LGB,CCIP systems and much more.

May 10 2016, 4:47 AM · Arma 3
CXN2615 added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

@Demongornot
Currently,ArmA's Heli Radar can do multiple traget track and Track-While-Scan. All possible Targets are shown on the miniradar above even with you locked at one of them.
And to say a multiple target engagement means your missile have Fire-and-forget ability(ArmA do have), thus you can lock and fire towards another target before your previous missile(s) hit thier target. NOT firing multiple missiles towards diffierent targets SIMULTANEOUSLY.

May 10 2016, 4:46 AM · Arma 3
CXN2615 added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

Now in ArmA, the Aircraft's radar can Truck multiple targets even when lock on one of them. And you can unlock and lock\engage another target after missile released and that missile can still hit your previous Target (That's what called "Fire-and-forget")
This is......OK,I'm not saying that Radar and fire system in Arma is realistc,but this is closer to realistic "multiple targets engagement" than what you want.....

May 10 2016, 4:46 AM · Arma 3
CXN2615 edited Steps To Reproduce on T69720: Head Yaw has no limitation inside vehicle with FreeTrack.
May 10 2016, 4:45 AM · Arma 3
CXN2615 added a comment to T69580: Teleportation bug while healing teammates.

http://feedback.arma3.com/view.php?id=8637

May 10 2016, 4:41 AM · Arma 3
CXN2615 added a comment to T69566: HEMTT fuel tank hit boxes incorrect.

There are some techniques to prevent Fuel leak form single or even some more bullet holes(like use some kind of rubber or glue lining).And explode is even more impossible.

May 10 2016, 4:40 AM · Arma 3
CXN2615 added a comment to T69535: HUD for vehicles dose not indicate N,S,E,W directional indicators.

UpVote,very annoying since you can't even bring your hand compass as Driver or Gunner in APCs
Just add a HDG bar at top of the view when inside those vehicles.

May 10 2016, 4:39 AM · Arma 3
CXN2615 added a comment to T69489: Arma 3 Needs To Add Buildings In Editor And Make It Easier To Make Load outs And In game Map Maker..

It can be done now with some scripts and tons of CLASSNAME........
So just make some GUI for it,BIS!
upvote/

May 10 2016, 4:36 AM · Arma 3
CXN2615 added a comment to T69406: Arma 3 NEEDS AN M4 or an H&K 416 ASSAULT RIFLE.

Then why no SCAR,why no mk18,why no LSAT,why no XM109....
Tons of weapons that USArmy MIGHT use at 2035.
They totally can be done well with mods.

May 10 2016, 4:34 AM · Arma 3
CXN2615 added a comment to T69406: Arma 3 NEEDS AN M4 or an H&K 416 ASSAULT RIFLE.

ArmA is a mod platform like FlightSimulator or rFactor ect.
If something can be done well with a mod,why not.
Let BIS focus on some platform issue like improve overall FPS,Relistic wound system,Rail attachment system ect.which a 3rd-part mod can not done.

May 10 2016, 4:34 AM · Arma 3
CXN2615 added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

not fixed yet at DEV.71.107302
The Vermin with SOS can work as a sniper rifle,kill people form 500M with no more than 2 rounds.

May 10 2016, 4:29 AM · Arma 3
CXN2615 added a comment to T69243: User interface for APCs, helis and guided missiles looks dated, is incoherent and un-immersive.

OFP1's tank has it's interior 3D Cookpit,althought it's useless for gunner,but very impressive.3D cookpit for APC\Tank Drivers is fantastic,and much better than just a rectangle Window now in ArmA
Upload some pics to recall BIS how it should be done

May 10 2016, 4:28 AM · Arma 3
CXN2615 added a comment to T69197: Disable turn/rotation for healing animation.

Maybe make the mouse move as a freelook at the time, for better SA.
And move should cancel it.

May 10 2016, 4:26 AM · Arma 3
CXN2615 added a comment to T69085: Easy way to significantly improve the clunky action menu.

Seems like what ACE have done in ArmA2, many complex actions are grouped into RWin and RMenu key.
But still a traditional action menu should be use for some quick action,at least it's the way we used to.

May 10 2016, 4:19 AM · Arma 3
CXN2615 added a comment to T69083: Please add ability to pick up chemlights.

You tweak or bend chemlights to active them before using, that collapse a grass capsule inside it, so chemicals mix together make it glows,it won't extinguish untill chemicals inside used up,also not reuseable.
I don't like hanging out with a glowing chemlights with me, that makes me a good target at night……

May 10 2016, 4:19 AM · Arma 3
CXN2615 added a comment to T69047: Shouldn't hold breath while zooming binocs, non-zoom sights.

Although I post the tickit of not breathing while moving, I still know that in key settings,hold breath and zoom is already separated since ArmA1,Just I don't have any more key to setup
I mean hold breath while moving is totally unnecessary,but when been static, it's useful,and save keymapping.
In America Army 3 and RO2,LShift is use for sprint while moving or hold breath while static(With slightly Zoom in),but it can't be setted right now in ArmA.

May 10 2016, 4:18 AM · Arma 3
CXN2615 added a comment to T69045: [Suggestion] Turn engine on/off through actions menu only (and/or key bindings).

shredthesky

Even more awesome option, like have to start a car with item "key" or ablity to force start a car

May 10 2016, 4:17 AM · Arma 3
CXN2615 added a comment to T69045: [Suggestion] Turn engine on/off through actions menu only (and/or key bindings).

http://feedback.arma3.com/view.php?id=9165
Related to this by Helicopter's part

May 10 2016, 4:17 AM · Arma 3
CXN2615 added a comment to T69015: Add "BigDog-esque" robot for enhanced load carrying, scouting, etc.

BTW,will there still a "human AI" inside a Unmanned Vehicle like it in Arma2?

May 10 2016, 4:16 AM · Arma 3
CXN2615 added a comment to T68968: Improving Feedback System - Faster Development!.

Rewan

I think riise's idea means add a special passage for modders to send their work to devs, so if you'd like to send it that way, it means you permit devs to use your code.
Maybe a license for it.

May 10 2016, 4:14 AM · Arma 3
CXN2615 added a comment to T68881: FacetrackNoIR/Freetrack not working since beta?.

FreeTrack works fine to me(with freetrack interface), apart form that "CTD at first start" Issue.

May 10 2016, 4:11 AM · Arma 3
CXN2615 added a comment to T68867: Optics mi-48 is too dirty.

Seems it fixed for dayLight,bt still feel something there at night or with TWS mode

May 10 2016, 4:11 AM · Arma 3
CXN2615 added a comment to T68867: Optics mi-48 is too dirty.

It might be consider to get some dirt overtime in game?
Althought Dirt on lens itself should not have a clear focus.

May 10 2016, 4:11 AM · Arma 3
CXN2615 added a comment to T68867: Optics mi-48 is too dirty.

Russian style....

May 10 2016, 4:11 AM · Arma 3
CXN2615 added a comment to T68821: interactive fire selector switch.

The HK417 in R3F French Weapons Pack did this(at least in ALPHA), so it shouldn't be a hard one to be done.

May 10 2016, 4:09 AM · Arma 3
CXN2615 added a comment to T68791: All subtitles and Chat are missing !.

duplicate to http://feedback.arma3.com/view.php?id=10084

May 10 2016, 4:08 AM · Arma 3
CXN2615 added a comment to T68745: Lockable Doors! (Buildings).

Such wooden doors only need a kick for unlock.

May 10 2016, 4:07 AM · Arma 3
CXN2615 added a comment to T68739: Railgun / coilgun tank availability.

Does the railgun act so different form a traditional KE cannon that a mod can't achieve it without proper engine suppot?
I don't know yet, but as long as electromagnetic projectile devices can be tweak form "guns" in the game, it shouldn't be a problem.

May 10 2016, 4:06 AM · Arma 3
CXN2615 added a comment to T68732: 3D scopes allow TrackIR users to view freely around with zoomed in view.

Add a "sight lock key".
Maybe just leave the LAlt key to do this job if the game detected a HeadTrack(TIR\FreeT\OR ect...) is in using.
I think even for the fake "Zoomed in" scope, it should allow some mount of Zoom change with HeadTrack's tZ-axis like it for non-powered sight. just set both the upper and lower limit higher. It won't totally fix the problem That HeadTrack is too sensitive with high zoom, but it may makes player feel better if our zoom is not stucked.

May 10 2016, 4:06 AM · Arma 3
CXN2615 added a comment to T68718: AI Levine (male) speak woman voice..

There is a "female voice" you can use in ArmA1, although not in 2.

May 10 2016, 4:05 AM · Arma 3
CXN2615 added a comment to T68710: Export map to image.

BIS sells it as a item in Deluxe edition

May 10 2016, 4:05 AM · Arma 3
CXN2615 added a comment to T68693: Aiming Up While Prone.

I've tryed this on my house floor(without Tactical wear though) , I find that if you use your left hand for support,you can aim your gun up to 90 degree, my upper body hold at about 30~45degree,but the gun and my head can pivot on shoulder and rotate form level to vertical, although it's very unstable to hold your gun with just right hand and shoulder, but it can.
So maybe just add some animes?

May 10 2016, 4:04 AM · Arma 3
CXN2615 added a comment to T68693: Aiming Up While Prone.

@Deceiver
Why would do so is just why players would pull their mouse up.
It's not so yoga,I haven't trained, but when I trying this and aimming upwards as required, it is very nature for me to use my left hand and more importantly,rotate gun and head only, rather than bend whole upper body.
It's not better than urban prone or high prone, but that is player's choose.

May 10 2016, 4:04 AM · Arma 3
CXN2615 added a comment to T68615: SDV Submarine, water inside after hatch is closed.

But the problem should be--divers are not wearing SCUBA on their face...

May 10 2016, 4:01 AM · Arma 3
CXN2615 edited Steps To Reproduce on T68599: HUD didn't show grenade type\count if you don't have a weapon.
May 10 2016, 4:00 AM · Arma 3
CXN2615 added a comment to T68486: [Feature-request] Prone-to-run animation.

http://feedback.arma3.com/view.php?id=8749

May 10 2016, 3:55 AM · Arma 3
CXN2615 added a comment to T68446: Add a scope shadow effect to 3D scopes.

Now the "3D Scope" do this a little.
unlike the Red dot which have already been poper simulated,the reticle of 3D scope is on the scope it self,so if you look at it slightly from one side, the hit point do will hit the opposite form the aim point.
but the shadow is hard one, realistic optics of lens is impossible for PC now,even with PIP scope,it would be hard to make.

May 10 2016, 3:54 AM · Arma 3
CXN2615 added a comment to T68445: Comms captions/subtitles missing.

somehow it happend again when I switch back form DEV version.

I'll try Dev path again, but in stabled virsion 1.02 it is missing.

EDIT: confim it is still "stream friendly UI enabled" problem,when it disable,all ok

May 10 2016, 3:54 AM · Arma 3
CXN2615 added a comment to T68445: Comms captions/subtitles missing.

Somehow,it back for me,without update(still DEV.71.10707)
The only things I could remember which might related to this is I just opend my Profile file(Without edit and save),and I played around with ArmA2OA Before this try.....
May still need some looking though

May 10 2016, 3:54 AM · Arma 3
CXN2615 added a comment to T68445: Comms captions/subtitles missing.

With DEV .71.107070,even a commander don't have any subtitles,
I've checked both game setting and "CXN2615.Arma3Profile" file, they all shows my options are on (showTitles=1; showRadio=1), and in option of LAYOUT, it shows my chat window is in correct position.
But just noting here.

May 10 2016, 3:54 AM · Arma 3
CXN2615 added a comment to T68445: Comms captions/subtitles missing.

I just tryed this again, Comms and replys' subtitle works fine if I was the teamleader, otherwise nothing shows there.

May 10 2016, 3:54 AM · Arma 3
CXN2615 added a comment to T68445: Comms captions/subtitles missing.

It missing for me,too.
After update to BETA,I have to setup things again, and after I disabled the toturial hints and enabled vehicle freelook in Game Option, the subtitles never came back no matter how I change settings there.

May 10 2016, 3:54 AM · Arma 3
CXN2615 added a comment to T68410: Holding Pistol while reloading new Sniper rifle.

It happen with any rifle&pistol

May 10 2016, 3:53 AM · Arma 3
CXN2615 added a comment to T68398: AH-99 gear should be player controlled.

Related to http://feedback.arma3.com/view.php?id=9849

May 10 2016, 3:53 AM · Arma 3
CXN2615 added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

Recoil is just a component of reaction, all guns firing things out do have reaction, but for guns like Vermin SBR,it should have very little recoil,just some vibration.
Currently in game,it do vibration, not just visually, and after a full 30-round,it climb about 10~20 MOA, while 3 burst and semi jump wildly hundreds of MOA every shoot.

May 10 2016, 3:49 AM · Arma 3
CXN2615 added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

I feel the recoil under Full auto is not bad,but too heavy under semi and burst

May 10 2016, 3:49 AM · Arma 3
CXN2615 added a comment to T68255: Low observable aircraft [Ghosthawk & Blackfoot] should take more time to have AA lock..

maybe not time but distance?

May 10 2016, 3:48 AM · Arma 3
CXN2615 edited Steps To Reproduce on T68224: ADI system on aircraft use by both side opponent to reality.
May 10 2016, 3:46 AM · Arma 3
CXN2615 edited Steps To Reproduce on T68223: HEMTT without front wheel didn't collide with human..
May 10 2016, 3:46 AM · Arma 3
CXN2615 edited Steps To Reproduce on T68211: Helicopter's retractable gear didn't visually extended while landing on runway with speed.
May 10 2016, 3:46 AM · Arma 3
CXN2615 added a comment to T68186: No method to configure submarine ascend/descend keys in controls UI.

Yes, and unable to assign controler device for submarine neither.

May 10 2016, 3:45 AM · Arma 3
CXN2615 added a comment to T68102: Personal statistics about your character (local, not global).

I think a more detailed and savable debriefing would do this job and with more realistic way.
Debriefing like GhostRecon1 or DCSWorld would tell you all stuff you want know.

May 10 2016, 3:42 AM · Arma 3
CXN2615 added a comment to T67973: Magazine should be a proxy similar to muzzle, top, and side attachments.

That's how we could have different type of magazines visully, but it there any difficulty for reload anime?

May 10 2016, 3:37 AM · Arma 3
CXN2615 added a comment to T67855: Analog leaning without an analog input.

HeadTrack can do this,but not really necessary.
Even with FreeTrack, use Q and E is more convenient for me(at least for firing drill)

May 10 2016, 3:34 AM · Arma 3
CXN2615 added a comment to T67611: AI does not react to enemy lasers.

Confirm this
Although we take the advantage when doing co-op mission, it absolutely need to be fix

May 10 2016, 3:26 AM · Arma 3
CXN2615 added a comment to T67543: Weapons don't collide with walls / clipping issue.

Related to http://feedback.arma3.com/view.php?id=6732

May 10 2016, 3:24 AM · Arma 3
CXN2615 edited Steps To Reproduce on T67527: Helo Engine Can't be shut down if collective not in lowest postion..
May 10 2016, 3:24 AM · Arma 3
CXN2615 edited Steps To Reproduce on T67444: Undo/Redo for Editor.
May 10 2016, 3:19 AM · Arma 3
CXN2615 added a comment to T67433: Switching from sidearm to main weapon while prone, will make you stand up, go prone and only then switch.

Smookie

I set the left Win for switch weapon. and use that key OR DEFAULT KEY ";" makes me stand up then back prone and start switch, when prone and switching from sidearm to main weapon.Even in DEV .61.106341
By Action menu,it works no problem

May 10 2016, 3:19 AM · Arma 3
CXN2615 added a comment to T67433: Switching from sidearm to main weapon while prone, will make you stand up, go prone and only then switch.

It's OK when use action menu,but use the keyboard will cause stand up

May 10 2016, 3:19 AM · Arma 3
CXN2615 edited Steps To Reproduce on T67430: FireTeam Leader should be able to Give command.
May 10 2016, 3:19 AM · Arma 3
CXN2615 edited Steps To Reproduce on T67409: Don't need breath hold while moving and zooming in.
May 10 2016, 3:18 AM · Arma 3
CXN2615 added a comment to T67368: I'd like Mk20 default is F2000 FN Herstal, not F2000+P90-style Monolith Arms.

Wanna AD stuff? wait ACE3~

May 10 2016, 3:17 AM · Arma 3
CXN2615 added a comment to T67367: Here are some ideas to AA3.

Head shake should be off as default,I agree.
Some in game "tutorial" have already been there in alpha, as for Editor. I don't expect someone who don't know how or don't want to search the web and get him\herself a bunch of PDF or DOC tutorials, would have patient to play the game. not to say the Editor.
Now the Engine is still poor for CQB, so small Map like CS\COD may cause very bad ingame experience. If you want play some serious CQB game,That's not ArmA's territory,try RainbowSix3 or GhostRecon:Advance WarFighter. As ArmA's standard,stratis and utes are really small map.
Navy Warship and DIY cars are included in 3rd-part addons, they are one of the important part of ArmA series, BIS can't and shouldn't done all stuff alone.
Good looking explosion effect doesn't necessarily mean realistic explosion effect, in real explosion, the fire of dynamite only ignite for milliseconds,the most "effect" you can see is smoke, then after explosion,some other stuff near may set on fire.

May 10 2016, 3:17 AM · Arma 3
CXN2615 added a comment to T67364: Better Filter System for Inventory.

Although try to find something you want in a bunch of stuff is painful, that's what happend in reallife.
I suggest add serials of small section in Box\Trucks\Packs and so on... keep things in order is the job of whoever put things into it.

May 10 2016, 3:16 AM · Arma 3
CXN2615 added a comment to T67323: Weapon fire mode will change upon exiting vehicle.

If you enter a vehicle, you should put your weapon to SAFE mode. Upon get out, the AR-style safty turned to semi mode sounds make sense-- or stay SAFE mode as it in ACE2

May 10 2016, 3:15 AM · Arma 3
CXN2615 added a comment to T67276: Iron sight on Sniper Rifles should not be adjustable.

The Iron sight is fixed on the Scope, when you adjust the zero of Scope,The Scope itself move, as well as the Iron sight

May 10 2016, 3:13 AM · Arma 3
CXN2615 edited Steps To Reproduce on T67268: Missing anims form low/high crouch to low/high stand while combat pace.
May 10 2016, 3:13 AM · Arma 3
CXN2615 added a comment to T67266: Nolonger be able to run while aimming down.

With BETA's dynamic fire range, I feel more need on this one,so please maybe just give us a try?

May 10 2016, 3:12 AM · Arma 3
CXN2615 edited Steps To Reproduce on T67266: Nolonger be able to run while aimming down.
May 10 2016, 3:12 AM · Arma 3
CXN2615 added a comment to T67111: Animation lost : Prone to Sprint (double forward).

Voteup.
Shift+W for fast crawl and double W for get up and Sprint sounds good.

May 10 2016, 3:07 AM · Arma 3
CXN2615 added a comment to T67104: Fast strafing while prone with a pistol = death.

Not DEATH, just standing up( and I've tested, comfirm), although it would kill you.....

May 10 2016, 3:06 AM · Arma 3
CXN2615 added a comment to T67025: Differences between OPFOR and BLUFOR Sniper's ghillie suit.

Ghillie suit should be adapt to the environment, choosing by sinper himself. not decided by side.

May 10 2016, 3:04 AM · Arma 3
CXN2615 added a comment to T67020: Changing terrain details causes strange "anomalies" in the distance..

This do happen since Arma1(not sure if it's from OFP1).
Need some changes in terrain LODs indeed

May 10 2016, 3:04 AM · Arma 3
CXN2615 edited Steps To Reproduce on T66999: Position shifted(small mount of Teleport) when try to treat others(with FAKs)..
May 10 2016, 3:03 AM · Arma 3
CXN2615 added a comment to T66996: Game always crash on exiting back to Desktop.

Mine do to. But exit with X mark in windowed mode doesn't(but is also doesn't have shut down process).
Lukly all settings have been saved, no other lose, but definitely should be fixed.

May 10 2016, 3:03 AM · Arma 3
CXN2615 edited Steps To Reproduce on T66942: Stucks in Sight/Optics view in many conditions.
May 10 2016, 3:01 AM · Arma 3
CXN2615 added a comment to T66662: Game Freeze on Alt+Tab.

Freeze for a long time,but not crash.
after 3~5 min,it continues work again(in menu)
Need fix indeed

May 10 2016, 2:51 AM · Arma 3
CXN2615 added a comment to T66661: Combat pace toggled when toggle aiming down.

Raedek Thanks for that,and sorry for my poor English...

BTW,Telescopic sights also got this issue.And eyes stick in the Scope when running,even when Sprinting.

May 10 2016, 2:51 AM · Arma 3
CXN2615 edited Steps To Reproduce on T66661: Combat pace toggled when toggle aiming down.
May 10 2016, 2:51 AM · Arma 3
CXN2615 edited Steps To Reproduce on T66538: Flash light illuminates red dot at night(improper).
May 10 2016, 2:45 AM · Arma 3