Page MenuHomeFeedback Tracker

Chortles
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 17 2013, 1:39 AM (339 w, 4 d)

Recent Activity

May 10 2016

Chortles added a comment to T78850: Weapon Inertia mechanics based on flawed premise (sight misalignment) Dev Branch.

"I understand that the current system is not likely to change" Well thank gosh for that.

May 10 2016, 9:02 AM · Arma 3
Chortles added a comment to T78269: TankX simulation vehicles unable to move in water.

"They didnt create tracked aphibious, so they think they dont need to amphibious physx."

@Fighting Power: On their Twitter the devs have said that a fix is planned, though probably because they are planning tracked amphibious vehicles for the Expansion DLC. No idea why this ticket hasn't been updated beyond "reviewed" to reflect that it's been internally assigned.

May 10 2016, 8:47 AM · Arma 3
Chortles added a comment to T74203: Please remove the "never fire" act. mi-48 in the last mission or take another idea to show the MI-48.

@ Fireball: The path-of-least-resistance solution would be to replace the Mi-48 Kajman with the PO-30 Orca, since that had an unarmed variant.

May 10 2016, 7:06 AM · Arma 3
Chortles added a comment to T73824: Zubr's recoil is wrong..

It was as at least as oddly-high as a bunch of the other weapons have tended to be when I tried the Zubr.

May 10 2016, 6:52 AM · Arma 3
Chortles added a comment to T67713: Mutiple attachments to weapons.

This is unfortunately a limitation imposed by the current hard limit of three attachment slots ("underbarrel" is not simulated as detachable). I suppose that a combined laser/light unit as a single attachment is possible, but unless you're suggesting something like LCtrl+L for toggling between them I'm not sure how it would be implemented.

May 10 2016, 3:30 AM · Arma 3
Chortles added a comment to T67712: Opfor AI still use 6.5mm for TRG.

magirot's got a good point; MattyB could you please report how to reproduce this beyond "kill an Opfor unit in game", especially since at last check they're supposed to be wielding Katibas?

May 10 2016, 3:29 AM · Arma 3
Chortles added a comment to T67599: Night Vision and Sniper Scope.

None of the magnified scopes work with nightvision, hence what you saw, ALTHOUGH the collimators (both the standalone ones and the ones built into the ARCO and RCO) and iron sights (including the one built into the SOS) both work with nightvision.

A 2011 promotional image showed a separate, dedicated nightvision scope, so maybe that will come by in beta? :)

May 10 2016, 3:26 AM · Arma 3
Chortles added a comment to T67544: . 408 closing chamber animation missing.

The most likely 'difficulty'/issue with implementation might be that "reload animation right hand portion", especially when the bolt-action rifle's rate(s) of fire may be WIP...

May 10 2016, 3:24 AM · Arma 3
Chortles added a comment to T67544: . 408 closing chamber animation missing.

So no worse than Arma 2, just no better?

May 10 2016, 3:24 AM · Arma 3
Chortles added a comment to T66990: M320R LRR name.

Right now the underbarrel grenade launcher used in the game is dubbed 3GL, so in the context of "only vanilla/non-addon content" there is no naming conflict.

May 10 2016, 3:03 AM · Arma 3
Chortles added a comment to T66968: Tactical and Jogging Paces have Incorrect Sighted Animations.

I would describe the issue differently:
(Here I use "ADS" to mean aiming down the weapon's iron sights or optic; its equivalent in the Arma 3 keybinds is "Optics" but I choose to use "ADS" for brevity. Likewise, I describe the default movement speed as "run", not "jog", and "unsighted" view -- that is, not ADS and crosshairs visible if enabled -- is considered the default view in this explanation.)

When moving without ADS the paces do not present the error; likewise, ADS while walking does not present the error, and ADS while running correctly forces the character into combat pace for the duration of ADS.

The error is that when the player manually toggles combat pace from the default unsighted view and then aims down the sight, the character's movement speed instead changes to run and there is a different "weapon bobbing at bottom of screen" animation than when normally running. From THIS state, "de-toggling combat pace" causes the character to return to combat pace and thus enter "aiming through sight" view (ADS) while leaving ADS will cause the character to return to the normal run. HOWEVER, from the aforementioned state where the character runs with the different first-person-view animation, clicking the ADS button (which would NORMALLY -- and in the prior stable build did -- just cause the character to leave ADS) causes the character to 'revert' to unsighted view and combat pace.

TL;DR: The current situation essentially "reverses" the ADS/running/combat pace dynamic from the way that it was in the prior stable build, where if you manually toggled combat pace from the default non-ADS view and then ADS you would CONTINUE moving at combat pace UNINTERRUPTED, while in the current situation attempting to ADS instead forces the character into running speed with the different "weapon bob" animation, and attempting to "de-toggle" combat pace instead CAUSES combat pace-movement-with-ADS.

At this time the only way to simulate the prior situation (with the prior stable build) is to be simultaneously pressing "combat pace toggle" and "optics"/ADS so that the effects counteract one another.

The error is also present on dev build 0.59.105634 as well as the stable build.

May 10 2016, 3:02 AM · Arma 3
Chortles added a comment to T65673: "ACRE like" support for VOIP.

If what was on the devblog was accurately representative of how detailed the radio implementation in DayZ will be, then no, DayZ is not "getting this feature".

May 10 2016, 2:08 AM · Arma 3
Chortles added a comment to T65407: Cannot load texture a3\structures_f\data\windows\reshq_glass_nohq.paa again....

I reproduced this issue in the Editor after only placing a BLUFOR Marksman and a BLUFOR Support crate before clicking Preview.

May 10 2016, 1:58 AM · Arma 3
Chortles added a comment to T65402: [0.55.103923] Game crash upon picking up a weapon into an empty gear slot.

Just replicated with the BLUFOR Rifleman (Light) and suppressed MXC.

May 10 2016, 1:58 AM · Arma 3
Chortles added a comment to T65210: Controler Support Needs Attn..

Needs more details as to what's actually meant by "controller support is very much lacking".

May 10 2016, 1:51 AM · Arma 3
Chortles edited Steps To Reproduce on T65046: Dev build MXM rechambered for 6.5 mm but still using 7.62 mm suppressor.
May 10 2016, 1:45 AM · Arma 3
Chortles added a comment to T65046: Dev build MXM rechambered for 6.5 mm but still using 7.62 mm suppressor.

One may also place a BLUFOR Support box before clicking Preview, and upon using it may be found that the Sound Suppressor (6.5 mm) is not compatible with the MXM.

May 10 2016, 1:45 AM · Arma 3
Chortles added a comment to T65031: Wrong Ammunition marksman.

Issue corrected as of build v0.53.103754

As of build v0.53.103754 the BLUFOR Marksman spawns in with the loaded magazine and six (6) spare 6.5 mm 30Rnd STANAG magazines, for a total of two-hundred-ten (210) rounds of rifle ammunition, in the default loadout.

May 10 2016, 1:45 AM · Arma 3
Chortles added a comment to T65031: Wrong Ammunition marksman.

I am also using the same development build (v0.53.103608) and I can confirm that this is an issue with the current dev build.

More specifically, the previous situation was that the same twenty-round magazine chambered in 7.62 x 45 mm (nice touch, I actually would want this back) was used in both the EBR; however, as of this dev build there is only a single twenty-round magazine chambered in 7.62 x 51 mm (I actually preferred the "not-so-cliche" 7.62 x 45 mm choice) but which is ONLY compatible with the EBR, while the MXM has been rechambered for 6.5 mm STANAG caseless and therefore those magazines are now compatible with all of the MX series weapons.

If this "rechambering" is indeed correct and intentional by the devs, then the problem appears to be that the BLUFOR Marksman's default loadout has not been corrected to replace the 7.62 mm magazines with the 6.5 mm STANAG caseless magazines.

EDIT: The submitted file is visual proof of this issue being reproduced, as well as the same file used as visual proof of the issue described in ticket # 0006682 (MXM suppressor compatibility was not updated).

EDIT: As of build v0.53.103696 this issue has not yet been corrected.

May 10 2016, 1:45 AM · Arma 3
Chortles added a comment to T64958: Port All ArmA2 Units, Weapons & Vehicles to ArmA3.

"As it is ArmA 3 is now a 'futuristic tactical shooter' not a 'military simulator'."

I cannot help but imagine a BI dev looking at this sentence and smugly thinking to himself, "Just as planned."

I wouldn't be surprised if 2035 and the "future warfare" look was chosen specifically because the devs themselves were bored of modern warfare...

"the ArmA series was a milsim... no longer I guess..."

Considering how people are showing up to Arma for other things BESIDES DayZ -- that is, things which they can't get in BF3 or COD -- why is it impossible to believe that maybe, just maybe, the devs feel the same way as them?

May 10 2016, 1:43 AM · Arma 3
Chortles added a comment to T63875: Make sprinting realistic.

+1 to gotmiki!

EDcase, your idea is interesting but the main pitfall to implementation would seem to be how... seemingly "we were obligated to do this so we're not going to put effort into it" the current deadzone implementation is.

May 10 2016, 1:02 AM · Arma 3
Chortles added a comment to T63875: Make sprinting realistic.

It APPEARS that in dev build 0.55.103923 all non-walk speeds got nerfed but without any turning change; maybe someone hasn't found out how to differentiate turn speeds between the movement speeds and thus it's "one turn speed for everything"? One might hope that RV4 doesn't work like that, but who knows.

May 10 2016, 1:02 AM · Arma 3
Chortles added a comment to T63292: Incorrect caliber markings on MXM Sniper Rifle.

As of the dev build v0.53.103608 the weapon has since been rechambered to the same 6.5 mm STANAG caseless caliber as the rest of the MX series and uses the same magazines as the rest of the MX series.

May 10 2016, 12:36 AM · Arma 3
Chortles added a comment to T62718: Animating vehicle doors.

Wasn't this already done on dev branch and then retracted/removed?

May 10 2016, 12:13 AM · Arma 3
Chortles added a comment to T62503: Rounds used by MXM and Mk14 EBR are listed as 7.62 x 45mm..

I'm actually cool with the round being listed as 7.62 x 45 mm... at this point 7.62 x 51 mm seems almost boring by now to see in the future warfare-themed game, and it was actually funny to see a however-subtle case of "CZECH STRONG" in the alpha.

May 10 2016, 12:03 AM · Arma 3

May 9 2016

Chortles added a comment to T61676: Sound suppressor on pistol obstructs iron sights.

The issue has popped up again with the 4-five pistol -- although its "high profile" sights are so tall specifically in case of use with a sound suppressor, the misalignment of the Sound Suppressor (.45 ACP) on the model undoes this. Examples of what should instead be presented can be seen here:
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT5TSRF9Os71_uTgirH9ss51sDK0FcQg8DI6uBrYmx9znrF5BWOfw
http://i.imgur.com/4gJe7.jpg
http://www.aacblog.com/wp-content/uploads/Clint_TR45-600x433.jpg

Speaking of which, the ironsights are NOT co-witnessing with the MRD as depicted here:
http://i1042.photobucket.com/albums/b425/racer88_bucket/Gun%20Stuff/FNP-45T-RMR_0005.jpg

May 9 2016, 11:17 PM · Arma 3
Chortles added a comment to T61235: The Nuclear Submarine.

Note that the below-waterline compartments were for surface warfare vessels, apparently -- and there was only a limited level of submarine simulation.

EDIT: I was talking about VBS2's maritime simulation.

May 9 2016, 10:55 PM · Arma 3
Chortles added a comment to T59083: Low CPU/GPU Utilization.

For what it's worth, dev neokika said that for the June 1st livestream they used a work machine with an i7, 8gb and a GTX 660, "And Arma 3 runs very well on it, with great visual quality", and for the second stream "during it we were having very smooth gameplay, >40 fps all the way", but that the video stream didn't reflect how fast and smooth it was for the devs playing.

So that at least is a guideline to what a dev was using...

May 9 2016, 5:17 PM · Arma 3
Chortles added a comment to T59011: Sliding across ground proned.

Seconding that confirmation that the issue can be reproduced in 0.54.103957 by the described method.

May 9 2016, 4:15 PM · Arma 3
Chortles added a comment to T58793: Implement a visual stance indicator.

I like the silhouette and arrows, would vote to keep.

May 9 2016, 3:32 PM · Arma 3