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Ezcoo
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Mar 6 2013, 9:16 PM (329 w, 53 m)

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Mar 30 2017

Ezcoo added a comment to T124140: [Feature Request] Locally Mute Player Script Command.

Upvote from here :)

Mar 30 2017, 10:56 PM · Arma 3
Ezcoo created T124139: Custom textures set with setObjectTexture command do not show in 1st person view in WY-55 Hellcat.
Mar 30 2017, 10:37 PM · Arma 3

May 10 2016

Ezcoo added a comment to T85706: Game crash at startup.

The crash happens with mods disabled too (the latest crash dumps should be without mods enabled).

May 10 2016, 12:45 PM · Arma 3
Ezcoo set Category to category:gamecrash on T85706: Game crash at startup.
May 10 2016, 12:45 PM · Arma 3
Ezcoo edited Additional Information on T84991: Arma 3 Units web service: authenticate users with Steam API instead of Bohemia account.
May 10 2016, 12:23 PM · Arma 3
Ezcoo edited Additional Information on T84664: Replace the buggy and laggy VON implementation with sophisticated third party technology.
May 10 2016, 12:13 PM · Arma 3
Ezcoo added a comment to T83903: Sudden game crash when minimized.

I'm afraid I'm unable to reproduce the issue as it was just random crash. I thought I'd file a report thanks to the excellent reporting functionality in error message.

This ticket can be closed on my part :)

May 10 2016, 11:51 AM · Arma 3
Ezcoo set Category to category:gamecrash on T83903: Sudden game crash when minimized.
May 10 2016, 11:51 AM · Arma 3
Ezcoo edited Steps To Reproduce on T83709: Possible fix for laggy and choppy VON/VoIP channels.
May 10 2016, 11:46 AM · Arma 3
Ezcoo added a comment to T83354: The official squad management UI resets its menu position constantly.

Up

May 10 2016, 11:35 AM · Arma 3
Ezcoo added a comment to T83354: The official squad management UI resets its menu position constantly.

Up

May 10 2016, 11:35 AM · Arma 3
Ezcoo edited Steps To Reproduce on T83354: The official squad management UI resets its menu position constantly.
May 10 2016, 11:35 AM · Arma 3
Ezcoo added a comment to T83300: Game doesn't launch at all when BattlEye is enabled.

Hi,

to my great surprise, it indeed did fix the problem. I'm not getting the error message either anymore (it appeared also before I set the arma3battleye.exe to run as administrator), even though no data has changed which I find surprising.

But most importantly, it's working now! Thanks!

May 10 2016, 11:33 AM · Arma 3
Ezcoo added a comment to T83300: Game doesn't launch at all when BattlEye is enabled.

Apparently the BE error was caused by old Windows 10 build that I was using (10074). I updated manually to RTM version (10240) and the error's fixed now.

May 10 2016, 11:33 AM · Arma 3
Ezcoo edited Steps To Reproduce on T83300: Game doesn't launch at all when BattlEye is enabled.
May 10 2016, 11:33 AM · Arma 3
Ezcoo edited Steps To Reproduce on T83247: Sniper ghillie suits glow in the dark on Chernarus.
May 10 2016, 11:31 AM · Arma 3
Ezcoo added a comment to T83247: Sniper ghillie suits glow in the dark on Chernarus.

Example spot where the suits do glow unnaturally (on Chernarus): [5831.71,5910.15,0.00198364]

May 10 2016, 11:31 AM · Arma 3
Ezcoo added a comment to T82987: "Unusual process exit" popup window: Add link to Bohemia WIKI page explaining the exit codes.

Alright, thanks for info and super quick response!

May 10 2016, 11:22 AM · Arma 3
Ezcoo edited Steps To Reproduce on T82987: "Unusual process exit" popup window: Add link to Bohemia WIKI page explaining the exit codes.
May 10 2016, 11:22 AM · Arma 3
Ezcoo added a comment to T82975: Super ugly night sky [VIDEO].

Try to turn depth of field graphics setting off and see if the issue persists.

May 10 2016, 11:22 AM · Arma 3
Ezcoo added a comment to T82683: Bullets don't penetrate the stands on radiotowers.

The issue is apparently fixed on 1.48, so this ticket can be closed on my part.

May 10 2016, 11:12 AM · Arma 3
Ezcoo edited Steps To Reproduce on T82683: Bullets don't penetrate the stands on radiotowers.
May 10 2016, 11:12 AM · Arma 3
Ezcoo added a comment to T82649: The tall grass absorbs almost all damage if eg. vehicle is inside it.

Screenshot attached. This issue is apparently already reproduced and should be soon fixed according to David [Foltyn], so this ticket can be closed on my part.

May 10 2016, 11:11 AM · Arma 3
Ezcoo edited Steps To Reproduce on T82649: The tall grass absorbs almost all damage if eg. vehicle is inside it.
May 10 2016, 11:11 AM · Arma 3
Ezcoo edited Steps To Reproduce on T82190: Cannot access server list after using "Remote" selection in multiplayer server list menu.
May 10 2016, 10:54 AM · Arma 3
Ezcoo edited Steps To Reproduce on T73447: Incorrect rendering of sea surface at high altitudes and when sun is high on the sky.
May 10 2016, 6:42 AM · Arma 3
Ezcoo added a comment to T70753: Add option to prevent players from changing clothes in game.

@Redjevel: I'd still absolutely prefer the option to disable all changing of clothes, also from clothes of the side of the player. But after this would have been implemented, your suggestion would be nice to have as well.

TL;DR, we really need the option to disable the ability to change the clothes of character completely.

May 10 2016, 5:23 AM · Arma 3
Ezcoo edited Steps To Reproduce on T70753: Add option to prevent players from changing clothes in game.
May 10 2016, 5:23 AM · Arma 3
Ezcoo added a comment to T70253: Unable to disable global- and group-channels with disableChannels[] in Description.ext.

@DarkWanderer

There's a system channel already. System messages are shown in that channel (that looks like global channel, I believe). So global channel is not mandatory anymore.

May 10 2016, 5:05 AM · Arma 3
Ezcoo added a comment to T70253: Unable to disable global- and group-channels with disableChannels[] in Description.ext.

This is very critical feature, I believe 99% of the server admins and MP mission designers would love this feature.

We have the system channel now for BE and mission messages, so there's no absolute need for global channel, instead we really need an option to disable the global channel. Just join any MP PvP, TvT or such server and observe how huge problem the global channel is! It's dedicated for revealing locations of allies to the enemy, insulting and flamebaiting.

The global channel is not necessary. The option to make it disappear is necessary. The most important single function of the whole command "disablechannels" is to disable the global channel.

May 10 2016, 5:05 AM · Arma 3
Ezcoo added a comment to T69314: Digital battlefield..

I've always wanted to see more systems related to enhanced situational awareness, just like these kind of "commander modules" that gather and combine information into one module. They could also be part of EW that I've always wanted to see more in the game as well! Definitely upvoted.

May 10 2016, 4:30 AM · Arma 3
Ezcoo added a comment to T69190: Sounds are inaudible over unrealistically short distances.

@blackjack.tom

The sensitivity of human senses tends to be logarithmic as well. So they kind of "neutralize" each other, resulting in linear line in linear scale if we meter the perceived relative loudness of sounds by human with dBs. For example, 80 dB sound source is perceived as twice as loud than 40 dB sound source by human.

May 10 2016, 4:26 AM · Arma 3
Ezcoo added a comment to T69190: Sounds are inaudible over unrealistically short distances.

Agreed, this was my first impression when I went in editor to test the sound engine enhancements.

IRL even regular assault rifle shots can be heard miles away even in very dense environment like forest, where there are lots of obstacles between sound source and observer. At 750 m distance, especially when there aren't any obstacles between sound source and observer, the shots should be rather loud and quite crisp bangs than barely hearable. The distance effect can be achieved pretty well by adding longer and more intensive reverb to the shots fired in distance.

May 10 2016, 4:26 AM · Arma 3
Ezcoo added a comment to T69079: Please disable Pilot to Copilot switch-seat transition.

You can change the seat actually currently.

May 10 2016, 4:19 AM · Arma 3
Ezcoo added a comment to T68831: Combat Life Saver.

@Haligan, I think you misunderstood me, that's pretty much exactly like I meant it.

I have medic training IRL as well (obligatory army though, so I haven't been in "real" combat situation), but our trainers told pretty unambiguously that if member of group gets wounded, the CLS is the primary selection as the member who gets to the patient, gives him life-saving immediate first aid and then evacs him to cover (so that medic can start treating the wounded there), aided by other members if there's need. To my knowledge, every member of the group doesn't have the same level of first aid training than CLS. Of course, every single soldier out there has some kind of training in first aid, but to my knowledge (based on our lessons about the subject) CLS has stronger first aid training than other group members but not as strong than what the medic has.

Of course, there might be differencies between armies, but that's what they taught me about how it goes in US Army and furthermore in NATO.

Edit: To clarify it a little bit more, with evacing the patient into cover I mean evacing the patient from under direct enemy fire into primary cover/to the medic so that medic can start treating him, but not any further – that's medic's task in regular conditions.

May 10 2016, 4:10 AM · Arma 3
Ezcoo added a comment to T68831: Combat Life Saver.

I was taught in medic training that Combat Life Saver is new group member type (invented and being brought into use by NATO) who is otherwise regular soldier/group member but has stronger first aid/medical training than other group members. CLS is responsible for giving the life-saving, immediate first aid (like applying tourniquet and pressure bandage on fatal wounds) and evacing the patient in cover under fire. When there aren't any wounded people, CLSs fight like regular group members. CLSs are kind of between regular group member and medic - not being fully either of them, but having some abilities and tasks of both. CLSs don't replace medics, instead they support them. I was positively surprised to see this in game, because it seems very likely that CLSs will become a global standard in future, at least in NATO.

TL;DR, Combat Life Saver is correct term and should not be changed.

May 10 2016, 4:10 AM · Arma 3
Ezcoo added a comment to T68148: Beta helicopter physics.

@DennisModem, I agree with you that I'd like to see the same kind of flight dynamics than in A2:OA (well, TOH version actually but rather OA's flight model than A3's current one(s)). And yeah, those turns are used in real life (one could ask: why not?) but my point was that I believe that you have to do them currently even in situations where you wouldn't have to do them IRL.

It seems that fixing the flight models is hard due to engine design, so I'd be very happy if at least the inconsistency between the authority of different control methods and the ranges and linearity of some analogue axises could be fixed, and the responsiveness of controls that was present in the last (stable) Alpha builds could be retrieved. Those two would help _a lot_ really.

Thanks to oukej for nice explanation again! It always relieves your "pain" a little bit when you see comments from devs, so you can be sure that they're aware of your issue/opinion at least ^^

May 10 2016, 3:43 AM · Arma 3
Ezcoo added a comment to T68148: Beta helicopter physics.

My summary/opinion about the choppers on the forums (http://forums.bistudio.com/showthread.php?147740-Helicopter-physics-impressions-simplified&p=2437066&viewfull=1#post2437066):

I get the impression that you're trying to apply the schema of fixed-wing aircraft handling to choppers. I'm not sure if I'm right but that's the impression that I get. It just doesn't work, choppers can't be flown like jets, they're completely different kind of machines. However, I agree that controls of the choppers are really sluggish at this moment (the controls were great in the latest Alpha builds, I want them back so badly ). It feels so weird that if you keep your collective down to keep the lift at very minimum and tip the chopper back that 10 degrees, the thousands of kilograms weighing large block of metal starts to gain altitude! It feels like you're flying a sheet of paper rather than chopper.

I'm absolutely sure that it makes flying choppers much more difficult, because it's pretty much impossible to kill your speed and decrease your altitude at the same time with most of the choppers now – partially caused by the reasons mentioned by b101_uk. This causes a lot of issues to regular (or newbie) chopper pilots, because when they try to slow down to land, they tip their nose back and lower the collective, but – thanks to the flight model – they still end up skyrocketing to high altitude, then shot down by AA within 5 seconds. You have to make highly unrealistic maneuvers to make a fast insertion like doing circles, multiple U-turns and snaking, and sometimes it feels that you simply can't slow down (especially with PO-30 Orca), the speed can even increase when you turn.

How should it be improved then? In my opinion, there are four crucial fixes that should be made:

  1. increasing the mass of choppers
  2. increasing the amount of inertia of choppers (most of them feel like that they don't have it at all atm in stable build)
  3. retrieving the responsiveness of controls that was present in the last (stable) Alpha builds, there was almost no input lag at all
  4. fixing the inconsistency between the authority of different control methods and the ranges and linearity of some analogue axises (check b101_uk's post)

But what are the influences of these fixes to the newbies and regular pilots? How to avoid them crashing all the time then?

I believe that all those fixes would make it not only more realistic but also much easier to fly choppers, because if you want to slow down, you can do it without gaining altitude thus being able to approach your LZ faster and in cover, that would decrease the risk of getting shot down by AA remarkably, and on the other hand, the responsiveness of the controls allows you to make accurate corrections. Additionally, pilots should always be "one step forward" from the situation, so that you're kind of "realizing your plan" all the time instead of touching the controls first and then thinking. This could be taught to players with simple chopper training mission in the singleplayer included in the core game. It could contain simply exercises of basic handling of choppers, eg. hovering, taking off, proper landings and also some more theoretical stuff like that "always being one step forward" (like planning the flight route and LZ before taking off), fast and tactical insertions, how to avoid getting shot down by AA, eg. flying in cover and how to make autorotation in case of engine failure (well, it should be made possible by devs first ). Very simple to create (I can barely script and even I have done a mission like that!), but big influence to the players.

Edit: Thanks to Oukej for nice explanation!

May 10 2016, 3:43 AM · Arma 3
Ezcoo added a comment to T68148: Beta helicopter physics.

Fully agree that the AH-9 and MH-9 felt absolutely great in Alpha. Loved flying those! I hope that the flight models of those in Alpha will make it back to the game as soon as possible.

At least some choppers should have more weight and inertia as well, it's now quite hard to kill your speed with nose up without gaining altitude a lot.

May 10 2016, 3:43 AM · Arma 3
Ezcoo added a comment to T67767: Underwater, the deeper you dive the darker it should get.

Duplicate of http://feedback.arma3.com/view.php?id=6807

May 10 2016, 3:31 AM · Arma 3
Ezcoo added a comment to T67473: Support for missions download from HTTP mirrors (primary) , FTP mirrors and STEAMWORKSHOP cloud.

@Adanther, good points as well :)

+1 !

May 10 2016, 3:21 AM · Arma 3
Ezcoo added a comment to T66597: duration of respiration under water.

One can definitely stay underwater for 3-4 minutes. Without training it's unlikely to happen, but with training not very hard to achieve. My personal static apnea record is 4:00, and it was only about a month after I started training apnea.

However, I agree that with regular character the 3-4 minutes static apnea is a little bit too long. The time before passing out is much shorter if you swim underwater already btw.

May 10 2016, 2:49 AM · Arma 3
Ezcoo added a comment to T66429: AI ALWAYS sees you..

Maybe you're approaching them at too low distance? AI can hear too, and your movement affects a lot to it. On the other hand, if they spot you once, they will keep tracking you and if they loose visual contact, they'll try to estimate your movement and location until they spot you again.

Here's really good quote by armapirx:

"Arma3 AI doesn't see through bushes and trees' foliage. Tests in editor showed that. But the AI is very good at keeping track of player's position and movement exactly in a similar way, as we have slowly vanishing symbols of enemies on the map (with the option extended map info enabled). It's only that AI's tracking is better and more accurate, than those symbols are.

I'm not sure about the grass. While laying prone appears to significantly increase camouflage factor, the grass itself doesn't appear to block AI's view. You can crawl through a grass close enough for a pistol kill, but once you've been spotted, it's game over.

Still, by using tactical movement and changing position frequently, it's possible to confuse the AI about where you are and to flank them. Laying behind a single tree and picking them off doesn't work and honestly that's how it should be. It's either flank the AI or they will flank you.

AI doesn't see behind its arc of vision. It's possible to approach very close to them, until they actually hear you and only then turn at you. Based on my observations and tests, I think that "seeing" through walls is rather orienting towards heard sound. Try sneaking on them with slow movement and see the difference.

Stealth approach is very usefeul, when setting up for an attack or performing recon. But after "going loud", you'd better be on the move! AI is hard to beat and smart, but in tests designed to check it's capabilities and used skills one by one, it appears that it doesn't cheat. I do suffer from the situations, when I'm being fired at from behind the trees, but I do the same, when I have a suspicion or report that the AI might be or is hiding there. Actually I'm worse, because I throw grenades blindly, just in case, while AI doesn't.

I'm not sure about effectiveness of the silencers in Arma3. It appears, that they do have some value, but I haven't played with them enough to say anything for sure. As far as real life goes, silencers don't make you absolutely silent and undetectable, so don't expect shooting anyone in a room, without alarming the guys behind the wall. A silencer may delay finding you, if used from a distance, but they will find you eventually, unless you change the position."

May 10 2016, 2:41 AM · Arma 3
Ezcoo added a comment to T66195: Add Things to Building interiors. No bare bones ghost towns. Needs more immersion.

-1

Not because of the idea itself, but because of numerous very remarkable issues that could result in adding more furniture, like even worse FPS (which is a no-no!), troubles with AI pathfinding and glitches with character collision.

May 10 2016, 2:31 AM · Arma 3
Ezcoo added a comment to T65995: Strange Fractal Lines.

I've been experiencing these too, they appear and disappear randomly during the gameplay. Not very disturbing, but noticeable.

May 10 2016, 2:23 AM · Arma 3
Ezcoo added a comment to T65944: ..

While the idea is good in my opinion, I think that it could cause many issues in MP because people wouldn't know if it's a script kiddie or engine that breaks your vehicle. It could also affect to eg. some missions too much. Maybe in SP and as option it would be neat though.

May 10 2016, 2:20 AM · Arma 3
Ezcoo added a comment to T65922: [Feature request – awesomeness warning] Proper collision lights for aircrafts.

What's this then? https://www.youtube.com/watch?v=BHKjCmrzWbQ

May 10 2016, 2:19 AM · Arma 3
Ezcoo added a comment to T65922: [Feature request – awesomeness warning] Proper collision lights for aircrafts.

I watched a video of NH-90 recently and it indeed did have same kind of lights than choppers have in game, so MulleDK19 might be right. But isn't the majority of choppers using the strobing lights though? The strobing lights look also so much cooler and can be spotted better, I think... ^^

May 10 2016, 2:19 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65922: [Feature request – awesomeness warning] Proper collision lights for aircrafts.
May 10 2016, 2:19 AM · Arma 3
Ezcoo added a comment to T65794: Birds not startled by gunshots.

This worked perfectly in Battlefield 2. Realistic and balanced solution in my opinion. I'd love to see this in Arma 3!

Moving carelessly near the birds could cause them to startle too.

Edit: Couldn't find a video that shows how good solution it was in BF2, but here's a video of the birds themselves: https://www.youtube.com/watch?v=YYAiXArL1Ic

May 10 2016, 2:13 AM · Arma 3
Ezcoo added a comment to T65776: Players in vehicles/aircraft take too much damage when they hit something.

Maybe related to this? http://feedback.arma3.com/view.php?id=6365

May 10 2016, 2:13 AM · Arma 3
Ezcoo added a comment to T65776: Players in vehicles/aircraft take too much damage when they hit something.

Reproduced here, had yesterday a long flight marathon in MP and noticed that the character really gets more and more damaged with time when piloting. I'm almost sure that it's caused by the small impacts during landings. The chopper doesn't get damaged (except instruments, HUD starts flashing way too easily), but your character does – a bit. When you land multiple times, the damage increases and becomes noticeable.

I landed very, very carefully every time (no landings with speed or fast descend) and the character got still damaged with time (after about 20-30 mins / 8-10 careful landings). I'm pretty sure that it's impossible to avoid in practice at this moment. The moaning and PP effects become irritating after a while, because you just can't avoid being wounded all the time.

I'd suggest modifying the collision damage factors of characters that are in chopper, because they are currently way too sensitive to it.

May 10 2016, 2:13 AM · Arma 3
Ezcoo added a comment to T65769: working mini map at static cockpit screen in air vehicles etc..

+1

I have always wanted a minimap screen in choppers especially!

May 10 2016, 2:13 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65706: The whole character is visible in 1st person view despite of obstacles between POV and eg. legs.
May 10 2016, 2:09 AM · Arma 3
Ezcoo added a comment to T65692: The sky and the clouds are visible even in thick fog.

Ah, that's exactly what I meant. Thanks for fixing it! :)

If it's possible, the sky could glow a little bit because of the light that gets through the fog.

May 10 2016, 2:08 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65692: The sky and the clouds are visible even in thick fog.
May 10 2016, 2:08 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65666: There is no fog between sky and player in any circumstances.
May 10 2016, 2:08 AM · Arma 3
Ezcoo added a comment to T65637: Lacking titles of buttons in control setting menu with stable build 0.54.103957.

This ticket can be closed, a ticket about the same issue http://feedback.arma3.com/view.php?id=7308 has been assigned.

May 10 2016, 2:07 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65637: Lacking titles of buttons in control setting menu with stable build 0.54.103957.
May 10 2016, 2:07 AM · Arma 3
Ezcoo added a comment to T65631: No more text on button to UNDO/CANCEL the keybinds into the options menu.

Made a similar ticket just after you, didn't notice this at all for some reason (maybe you were writing the ticket when I began to make my own :P)

http://feedback.arma3.com/view.php?id=7275

May 10 2016, 2:06 AM · Arma 3
Ezcoo added a comment to T65625: Commands List for designing Missions.

There is already a list that is being updated all the time: http://community.bistudio.com/wiki/scripting_commands

I'm not very talented scripter myself but I think that there aren't any fixed variables, the scripter has to create them himself: http://community.bistudio.com/wiki/Variables

May 10 2016, 2:06 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65624: Corrupted graphics (flashing bluish polygons all over the screen) in stable build 0.54.103957.
May 10 2016, 2:06 AM · Arma 3
Ezcoo added a comment to T65624: Corrupted graphics (flashing bluish polygons all over the screen) in stable build 0.54.103957.

I don't think that overheating would cause the corruption, because the temperature of components is not high at all when I'm playing A3. (GPU less than 50°C, CPU less than 60°C).

May 10 2016, 2:06 AM · Arma 3
Ezcoo added a comment to T65593: Ear ringing when someone shooting an unsuppressed high caliber gun near yo/temporary loss of hearing ability caused by explosion.

+1

Nice suggestion. I think ACE in A2 had this. I'd be very careful with the effects caused by regular rifles though, because it could lead to continuous ear ringing in certain missions (eg. DM). But with high caliber guns, explosions, AT, cannons, mortars, arty etc. it would be very neat feature!

May 10 2016, 2:05 AM · Arma 3
Ezcoo added a comment to T65591: Win7 High Contract pop up turns game teal blue and white.

It's maybe related to alt-tabbing in general, not sure though.

I get the same bug if I alt-tab from game to desktop and back when it's night. The HDR / lightning auto-adjust seems to go crazy. I noticed that it gets fixed if you set the daytime to day for a while (noticed this with dev build editor dev con camera) and let the accommodation to work for some seconds. It's interesting that the speed of simulation affects to the speed of accommodation. Eg. with accTime 0.1 it takes about 10 times longer than with accTime 1.0 from the accommodation to work.

May 10 2016, 2:05 AM · Arma 3
Ezcoo added a comment to T65587: the ambient sounds of a engagement sounds too wrong.

In Arma 2 the sounds lost the high frequencies the more, the more far the sound traveled, so I'm pretty sure that Arma 3 will have it too. I just hope that they increase the native maximum range of sounds, eg. large explosions should be heard miles away like in JSRS.

May 10 2016, 2:05 AM · Arma 3
Ezcoo added a comment to T65528: Modders should have possibility to adjust the colour of water and amount of haze and light in different depths.

"These settings are configurable in island's config..."

OK, then I have read wrong information. Thanks for the info, that's more than nice to know! :)

Edit: For my part, this ticket can be closed.

May 10 2016, 2:03 AM · Arma 3
Ezcoo added a comment to T65528: Modders should have possibility to adjust the colour of water and amount of haze and light in different depths.

Was that a joke?

When I dive in the local lake here the water colour is brownish (like bland coffee), just like in the attached pic. The brownish colour is caused by the humus in the water. The seas have much more clear and bluish water because there is almost no humus at all in the water.

May 10 2016, 2:03 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65528: Modders should have possibility to adjust the colour of water and amount of haze and light in different depths.
May 10 2016, 2:03 AM · Arma 3
Ezcoo added a comment to T65497: Only blue color channel should be enabled when diving in very deep depths.

This looks fixed in both stable and dev build, so this can be closed for my part.

May 10 2016, 2:01 AM · Arma 3
Ezcoo added a comment to T65497: Only blue color channel should be enabled when diving in very deep depths.

Is there any progress on this? The newest dev build seems to have some underwater lighting issues fixed, but the difference between surface and bottom lighting is still significantly small.

May 10 2016, 2:01 AM · Arma 3
Ezcoo added a comment to T65497: Only blue color channel should be enabled when diving in very deep depths.

Heh, I hope that they'll fix this... It would have very noticeable effect, because you would "feel" and "see" your depth much better, when it would get dark and all blue in deep water. Not a major issue, but because I think we'll have exciting missions underwater in the future, it would be nice to have the small details fixed :P

May 10 2016, 2:01 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65497: Only blue color channel should be enabled when diving in very deep depths.
May 10 2016, 2:01 AM · Arma 3
Ezcoo added a comment to T65496: The engine of any vehicle turns on when braking with engine off.

I played for a while with the handbrake and it seems to do the job well. Maybe it was implemented just to solve this issue? For my part, this ticket can be closed/rejected.

May 10 2016, 2:01 AM · Arma 3
Ezcoo edited Steps To Reproduce on T65496: The engine of any vehicle turns on when braking with engine off.
May 10 2016, 2:01 AM · Arma 3
Ezcoo added a comment to T65193: Airplane systems.

+1

It would be very neat to have more detailed damage values for the jets too, they were quite OP in A2 because they were completely functional in practice even if they had only 1 HP left.

May 10 2016, 1:51 AM · Arma 3
Ezcoo added a comment to T64724: Remove the sounds of combat in the main menu.

This seems to be fixed in current dev build! Thank you devs, it sounds so much better now :)

May 10 2016, 1:34 AM · Arma 3
Ezcoo edited Steps To Reproduce on T64724: Remove the sounds of combat in the main menu.
May 10 2016, 1:34 AM · Arma 3
Ezcoo added a comment to T64616: Digital Watches with built in stopwatch and timer.

"A digital watch won't be any different then a analog watch I think, it just displays the time in a digital format."

I understand that, with my previous comment I meant that the time acceleration and lack of time sync would be probably much more noticeable with digital watch.

May 10 2016, 1:31 AM · Arma 3
Ezcoo added a comment to T64616: Digital Watches with built in stopwatch and timer.

That's the problem: to my knowledge, there's no time sync between clients at all. You need a custom script to sync it between clients and there might still be issues.

May 10 2016, 1:31 AM · Arma 3
Ezcoo added a comment to T64616: Digital Watches with built in stopwatch and timer.

Wouldn't there be many issues with digital watch? Many missions don't have 1:1 time acceleration, and there is still no proper time sync. It would be one great mess if each player had different time and the time would skip randomly (eg. 20 minutes after every 5 minutes).

Edit: The timer and countdown would be neat features though. I believe that sync would be still needed.

May 10 2016, 1:31 AM · Arma 3
Ezcoo added a comment to T64186: Weapons: Flashbang Stun Grenades & GL Flashbang Grenades.

Those can be scripted as well. Here are examples of scripted flashbang and tear gas: https://www.youtube.com/watch?v=ZDfcIWQMniY

May 10 2016, 1:16 AM · Arma 3
Ezcoo added a comment to T63690: The colored square next to your teammates isn't always there..

Do you mean the hexagon marker? I think that it's attached only on the members of same group instead of the side. Difficulty settings affect it too, with harder settings the hexagons are not visible at all.

May 10 2016, 12:51 AM · Arma 3
Ezcoo added a comment to T63448: Fallen objects have no collision detection with characters or bullets..

I'm wondering if this happens on purpose... I think that the AI would have serious problems in advancing with e.g. APCs and tanks if the fallen trees had collision enabled (think about a couple of trees fallen on the road...)

May 10 2016, 12:40 AM · Arma 3
Ezcoo added a comment to T63265: Editor: Inconsistent Load Times.

Please use search before posting new ticket, thanks.

Known duplicates:

http://feedback.arma3.com/view.php?id=95
http://feedback.arma3.com/view.php?id=3044
http://feedback.arma3.com/view.php?id=3221
http://feedback.arma3.com/view.php?id=3656

Please use the first one, it's the first one and the most accurate about the issue.

May 10 2016, 12:35 AM · Arma 3
Ezcoo edited Steps To Reproduce on T63257: Add sound for handbrake pull.
May 10 2016, 12:34 AM · Arma 3
Ezcoo added a comment to T63254: Movement sound played in left channel.

Sound card: Xonar DGX
Audio driver version: 7.12.8.1800
Headphones: Steelseries Siberia v2
OS: Win 7 64-bit

May 10 2016, 12:34 AM · Arma 3
Ezcoo edited Steps To Reproduce on T63254: Movement sound played in left channel.
May 10 2016, 12:34 AM · Arma 3
Ezcoo added a comment to T63211: Airconditioning in Offroad Car to low.

I bet that this is easter egg made on purpose ^^

May 10 2016, 12:33 AM · Arma 3
Ezcoo added a comment to T63172: Placing Helicopter on Landing strip, spawns too far east.

Did you try to set value in the "Special" field from "In Formation" to "None"? It might fix the issue.

May 10 2016, 12:32 AM · Arma 3
Ezcoo added a comment to T63116: Items spawned in through the editor are not placed in the locations requested.

Have you tried to set the "Special" field from "In Formation" to "None"?

May 10 2016, 12:30 AM · Arma 3
Ezcoo added a comment to T63051: Just a suggestion but have good 3 dimensional directional sound for headphones.

Yeah, some enhancement in the audio positioning would be appreciated. Xonar DGX / Steelseries Siberia v2 / Win 7 here, and sometimes it's really hard to locate the source of the sound, sometimes e.g. gunshots are played from totally wrong direction (happened at least in A2 sometimes), resulting in great loss in situational awareness and frustrating moments when you find out that you have run 800 m to wrong direction to catch a sniper...

May 10 2016, 12:28 AM · Arma 3
Ezcoo added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

Don't see much difference in 0.54.103957, the mid range textures look the same (way too low-detailed / blurry) for me.

May 10 2016, 12:24 AM · Arma 3
Ezcoo added a comment to T62855: Please Provide an anchor option for boats..

+1

The water element begins to be pretty realistic already IMO, but this is one of the must-features that are lacking atm

The anchor should be visible underwater too!

May 10 2016, 12:17 AM · Arma 3

May 9 2016

Ezcoo added a comment to T62299: Starting a round.

Agreed, this is high priority issue IMO. With more than +15 people the probability that someone of the players is AFK is almost 100 % in practice, that makes it impossible to start/restart a mission if there isn't admin online. Many good rounds have ended due to this already.

I'm sure that there are existing tickets about the issue, but couldn't find either a single one.

May 9 2016, 11:55 PM · Arma 3
Ezcoo added a comment to T61809: Serious damage incurred when slow flying and colliding with AI soldier.

Same bug appeared in Arma 2 too – hit parachuting character with e.g. C-130, and the plane will explode but the character will remain undamaged.

May 9 2016, 11:24 PM · Arma 3
Ezcoo added a comment to T61778: Allow on screen instruments when flying.

Really nice idea indeed. Voting up!

May 9 2016, 11:21 PM · Arma 3
Ezcoo added a comment to T61663: You can dive for an unlimited amount of time without a rebreather.

Wasn't able to repro this, my character died after some tens of seconds to hypoxia. Version 0.50.102571 here.

May 9 2016, 11:16 PM · Arma 3
Ezcoo added a comment to T61637: Green flamable barrels falling down wrong.

Voting down because of the completely wrong priority and severity class, this should be low / minor instead of high / major. Please reserve the major severity class to game-breaking bugs, this is just a visual glitch and thus minor issue with low priority.

May 9 2016, 11:15 PM · Arma 3
Ezcoo added a comment to T61627: Setting Lightning to 100% produces no effect.

Have been wondering this too, confirmed.

May 9 2016, 11:15 PM · Arma 3