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Chambersenator
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User Since
Nov 26 2013, 6:16 AM (573 w, 2 d)

Recent Activity

Apr 20 2024

Chambersenator created T180611: Raincoat Issues and a Possible and Practical Solution for Consideration .
Apr 20 2024, 4:31 AM · DayZ

Jan 27 2024

Chambersenator created T178712: Fuel tank doors on vehicles - bullet damage issue .
Jan 27 2024, 6:31 AM · DayZ

May 1 2023

Chambersenator added a comment to T172025: Question: Why does everyone slam doors in the apocalypse .

I really dig this idea. I think it would be a great addition to the game, and would appear to be something that could be applied to a handful of door types at first (for example, just residential house doors) and then improved/expanded over several patches.

May 1 2023, 5:59 AM · DayZ

Dec 17 2022

Chambersenator added a comment to T162892: Launcher Error -103.

I just helped out a friend that just had this issue today, and at least in his case, a simple workaround seems to have done the trick. He had already had done a full uninstall/reinstall the game and local files, and had wiped his workshop folder, but was still getting this error.

Dec 17 2022, 7:06 AM · DayZ

Oct 26 2022

Chambersenator added a comment to T168430: 1.19 Launcher Server list EXTREMELY SLOW since update.

Some additional info on this:

Oct 26 2022, 2:54 AM · DayZ

Oct 16 2022

Chambersenator created T168234: Firefighter clothing armor value problems and a proposed fix.
Oct 16 2022, 4:55 AM · DayZ

Mar 27 2022

Chambersenator added a comment to T163906: Cannot skin and quarter Hen.

I've been seeing this happen for a while as well.

Mar 27 2022, 4:30 AM · DayZ

Nov 8 2021

Chambersenator added a comment to T161755: Hit markers PC Experimental Update 1.15 - Version 1.15.154306.

I wouldn't want to see this brought over to the stable branch in it's current implementation, but I think having a subtle indication (compared to the current indicators) of what side of your body has been hit (rather than the direction of the attacker) would be a good addition to the game.

Nov 8 2021, 8:09 PM · DayZ

Sep 8 2021

Chambersenator added a comment to T160634: 1.14 Experimental - Bird and cricket ambient sounds are audible in contaminated zones.

I agree completely. It's a relatively small addition, but the psychological effects to the player it would cause would be well worth it.

Sep 8 2021, 4:28 AM · DayZ

Aug 4 2021

Chambersenator created T160038: Honey is a natural antiseptic. Let us use it to disinfect rags/bandages and possibly treat stage 1 wound infection..
Aug 4 2021, 6:12 AM · DayZ

Jul 16 2021

Chambersenator updated the task description for T159733: Reverse the order of "sharpen stick" and "split" actions for the long stick.
Jul 16 2021, 7:18 PM · DayZ
Chambersenator created T159733: Reverse the order of "sharpen stick" and "split" actions for the long stick.
Jul 16 2021, 7:18 PM · DayZ

Jul 2 2020

Chambersenator added a comment to T152230: 1.08 Open barrel makes repeated sound when raining.

Possibly, but the sound only seems to happen when its raining. I left that same barrel in that video I linked untouched, and the repeating sound stopped when the rain stopped. Even after restarting the client and server multiple times, the barrel makes the sound when it rains.

Jul 2 2020, 1:00 PM · DayZ

Jul 1 2020

Chambersenator updated the task description for T152230: 1.08 Open barrel makes repeated sound when raining.
Jul 1 2020, 8:03 AM · DayZ
Chambersenator created T152230: 1.08 Open barrel makes repeated sound when raining.
Jul 1 2020, 8:01 AM · DayZ

May 10 2019

Chambersenator created T139255: Gunter 2 and Offroad Hatchback Bug - exp 1.03.151457.
May 10 2019, 8:42 PM · DayZ

Jan 17 2019

Chambersenator created T136278: Duplicate icons for the same item appear if dropped near gutted animal parts.
Jan 17 2019, 2:42 AM · DayZ

Dec 13 2018

Chambersenator added a comment to T135004: Odd port numbers in exp DayZprofile file.

I just confirmed that the port numbers are being saved as a 32-bit integer rather than a 16-bit integer. For example:

Dec 13 2018, 4:52 AM · DayZ

Dec 12 2018

Chambersenator created T135004: Odd port numbers in exp DayZprofile file.
Dec 12 2018, 6:24 AM · DayZ

Aug 27 2018

Chambersenator created T131800: .63 PSO-1 Lighting glare effect issue & Suggestion.
Aug 27 2018, 6:35 AM · DayZ

Jun 24 2017

Chambersenator created T125851: Graphical Glitch Novaya Football Pitch Line .
Jun 24 2017, 6:06 PM · DayZ

Jun 6 2017

Chambersenator created T125401: Graphic bug with a rock model near Stary Yar.
Jun 6 2017, 4:04 AM · DayZ

Nov 23 2016

Chambersenator added a comment to T121513: EXP 0.61 Barrels disappreal.

I too have had a barrel and its contents disappear from me a few minutes after placing it, but I was waiting to replicate it before I posted a report. As soon as I find a barrel on .61, I will attempt to replicate it with as much specific information as I can. If possible, I will try to test whether this is triggered by the barrel colliding with another model (tree branches, bushes, etc), and test to see if the same thing happens when placed out in the open. I doubt it will make any difference, but I suppose it's worth ruling that factor out.

Nov 23 2016, 2:30 AM · DayZ

Nov 20 2016

Chambersenator added a comment to T121444: Raw fish fillet after cooking .

I can confirm this as well, as I encountered this on Friday, Nov 18th on the experimental branch.

Nov 20 2016, 6:26 AM · DayZ

Jun 9 2016

Chambersenator created T117483: Two Cooking and Drinking Bugs.
Jun 9 2016, 5:03 AM · DayZ

May 10 2016

Chambersenator added a comment to T88926: hunger\water full messages not appearing.

The same thing is happening to me, but even more extensive. I get text notifications about actions I perform, and notifications when I am bleeding/not bleeding, but any other messages regarding hunger, thirst, or health state are not appearing for me at all.

This has been happening at least since sometime late last night (CST time zone) - I have tested this on several different servers in different zones tonight, and each time it's the same situation.

May 10 2016, 4:39 PM · DayZ
Chambersenator added a comment to T69004: Vermin SMG not zeroed properly with reflex sights.

I have seen references to specifically the RCO optics calibrated for a 6.5mm round on the MX rifle a few places, the first that comes to mind is Dslyecxi's "Using the Arma 3 RCO Scope" youtube video.

The RCO and ARCO really should have SMG versions as well. The Vermin is quite a nice weapon, and reasonably accurate even at distances that are beyond the holo and RCO scope capabilities. If the SMG versions would have the RCO and ARCO sights were set to a default 100m red dot/200m reflex scope, it would be both practical, reasonable, and incredibly useful for urban combat, where a reflex scope would be very handy.

May 10 2016, 4:16 AM · Arma 3