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Fennecus
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User Since
May 13 2013, 5:41 PM (605 w, 1 d)

Recent Activity

May 10 2016

Fennecus added a comment to T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].

Looks like motion blur has a bad reputation. I guess it's because some games use it excessively and it's definitely not a feature i like to have when turning around or something like that. Nevertheless motion blur is a powerful technic to make cgi look much more realistic as it's covering the fact that we only have a "few" pictures in a second and not a fluently image as in reality. Comparing the two gifs i added in the decription, i like the motion blurred one much better and i see no reason why this would give someone motion sickness.

May 10 2016, 10:36 AM · Arma 3
Fennecus set Category to category:featurerequest on T81605: Add motionblur to belt feed and ejected rounds and belt [with gif].
May 10 2016, 10:36 AM · Arma 3
Fennecus added a comment to T79480: Different animations for tactical reloads.

Duplicate: ID 0008974

May 10 2016, 9:23 AM · Arma 3
Fennecus added a comment to T78298: Blowing up/being hit with explosives inside vehicles is almost unaudible.

This goes along with other sounds as well. For example you almost can't hear the sound of your horn even if it's an unarmored vehicle you are sitting in.

May 10 2016, 8:48 AM · Arma 3
Fennecus added a comment to T78212: Kajman height displayed in MFD not matching game HUD height.

I think the Kajman HUD shows you the height from your player to the ground and the game user interface shows you the height from the wheels of the Kajman to the ground. Would probebly make more sense the other way around.

May 10 2016, 8:46 AM · Arma 3
Fennecus edited Steps To Reproduce on T78213: Blurry view on some optics.
May 10 2016, 8:46 AM · Arma 3
Fennecus edited Steps To Reproduce on T78048: Offroad (repair) floating in air.
May 10 2016, 8:41 AM · Arma 3
Fennecus added a comment to T77315: paratroopers explode when landing on buildings.

It's a CBA related bug: http://dev.withsix.com/issues/74393
It should be fixed with the newest CBA version released today.

May 10 2016, 8:24 AM · Arma 3
Fennecus added a comment to T76756: Flares are useless (launcher).

Pushing this ticket as it gets far too little attention

May 10 2016, 8:08 AM · Arma 3
Fennecus added a comment to T76756: Flares are useless (launcher).

I really liked firefights at night without nightvision. But without effective flares this isn't possible anymore. I hope they bring them back as they are more realistic and add alot to gameplay and immersion at night.

This ticket needs more votes!

May 10 2016, 8:08 AM · Arma 3
Fennecus added a comment to T76189: A-164 Wipeout cockpit protection.

A hit from a 30mm cannon should be devastating no matter what. I would prefer to decrease AI's accuracy against air units.

May 10 2016, 7:54 AM · Arma 3
Fennecus added a comment to T74889: Incorrect mirror position.

duplicate: http://feedback.arma3.com/view.php?id=10671

May 10 2016, 7:22 AM · Arma 3
Fennecus edited Steps To Reproduce on T74559: Wheeled APC/AFV's are too slow in reverse.
May 10 2016, 7:14 AM · Arma 3
Fennecus added a comment to T74258: AFV-4 Gorgon mirrors do not show surroundings.

duplicate http://feedback.arma3.com/view.php?id=10671

May 10 2016, 7:08 AM · Arma 3
Fennecus added a comment to T74007: Moored Mines are too sensitive.

Some naval mines are triggered by a proximity fuze rather than a contact fuze.

May 10 2016, 6:56 AM · Arma 3
Fennecus added a comment to T73432: The 'M6 SLAM mine' no longer detonates by the presence of foot soldiers..

Slams use a magnetic influence sensor that can not be triggered by humans. They also have a passive infrared sensor that detects vehicles by sensing the change in background temperature but I am not sure if the infrared signature of a human is enough to trigger the mine, too.

May 10 2016, 6:42 AM · Arma 3
Fennecus added a comment to T73236: Incorrect mirror reflection.

duplicate: http://feedback.arma3.com/view.php?id=10671

May 10 2016, 6:32 AM · Arma 3
Fennecus added a comment to T73065: Tracked vehicles have inversed controls while in reverse.

Video should be watchable now.

May 10 2016, 6:28 AM · Arma 3
Fennecus edited Steps To Reproduce on T73065: Tracked vehicles have inversed controls while in reverse.
May 10 2016, 6:28 AM · Arma 3
Fennecus added a comment to T73057: Fog fills houses.

For what reason AD2001?

May 10 2016, 6:28 AM · Arma 3
Fennecus added a comment to T73028: Driving tracked vehicles in reverse, controls are inverse.

Closed

plz visit the original ticket ID 0011996

May 10 2016, 6:27 AM · Arma 3
Fennecus added a comment to T73028: Driving tracked vehicles in reverse, controls are inverse.

I never drove a tracked vehicle in real life but my understanding is that when i steer to my right hand side, the right track gets slower then the left one resulting in a turn to the right (while i drive forward). When i drive backwards and steer to my right hand side, again the right track gets slower then the left one resulting in a turn to the right side of the vehicle (left side regarding to the driving direction). But the opposite happens ingame.

May 10 2016, 6:27 AM · Arma 3
Fennecus edited Steps To Reproduce on T73028: Driving tracked vehicles in reverse, controls are inverse.
May 10 2016, 6:27 AM · Arma 3
Fennecus edited Steps To Reproduce on T73022: AMV-7 Marshall bugs (turn out, zoom in, crew visible).
May 10 2016, 6:27 AM · Arma 3
Fennecus added a comment to T72254: Truck side mirrors show interchanged images, mirrored images not correct..

Check this ticket: http://feedback.arma3.com/view.php?id=10671

I think there are only 1 or 2 mirrors in the game that work correctly and it doesnt get any better with the new vehicles. Sometimes the image isnt mirrored correctly, sometimes it doesnt show the correct perspective, sometimes the mirror is oriented incorrectly and sometimes it doesnt even have the pip-functionality. Oh and in some vehicles you cant even see the mirrors from the driver seat. And last but not least some vehicles dont even have mirrors.

May 10 2016, 6:08 AM · Arma 3
Fennecus added a comment to T72253: AA missiles fired from ZSU-39 Tigris always come out from the left pod.

Same issue with the Cheetha (copy/pasted turret)

May 10 2016, 6:08 AM · Arma 3
Fennecus added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

I still can't fully reload a Kajman with a Hemtt that should have a payload of 15000kg and there should be an indicator that shows how much ammo is left in the truck.

May 10 2016, 6:08 AM · Arma 3
Fennecus added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

I ran into this problem a few days ago and it took me forever to figure out why the vehicles didn't rearm correctly. I didn't even knew that supply vehicles and vehicle ammo boxes have a limited capacity as there is no indicator that shows how much ammo or fuel is left inside them.

Plz fix asap

May 10 2016, 6:08 AM · Arma 3
Fennecus edited Steps To Reproduce on T72214: Incorrect sight alignment in "higher crouch stance".
May 10 2016, 6:07 AM · Arma 3
Fennecus added a comment to T71858: Power lines stay in air after power pole got destroyed.

Fixed in latest dev

May 10 2016, 5:57 AM · Arma 3
Fennecus edited Steps To Reproduce on T71858: Power lines stay in air after power pole got destroyed.
May 10 2016, 5:57 AM · Arma 3
Fennecus added a comment to T71858: Power lines stay in air after power pole got destroyed.

New dev patch:

"20-09-2013
EXE rev. 10300
Size: ~ 388 MB MB
...
Configured power line wires to be destroyed along with powerline towers
..."

I am on stable, can someone test it so i can close the ticket if it works correctly?

May 10 2016, 5:57 AM · Arma 3
Fennecus added a comment to T71404: Panther can´t pop smoke - the model suggests it can.

Its possible from the commander seat

May 10 2016, 5:44 AM · Arma 3
Fennecus added a comment to T70708: pistols do as much damage as a BB Gun.

I followed your steps to reproduce with the latest dev build. For me its:

1-2 head
3 torso
7 arms
10-16 legs (I got the feeling that the leg-hitbox is buggy which leads to those huge varieties)

This result makes me wonder why a shot to the arm is more lethal then to a leg.

May 10 2016, 5:22 AM · Arma 3
Fennecus added a comment to T70424: Z-fighting on far away objects when in any stance lower than standard crouch.

Seems like this issue occurs on Altis in any stance, but gets less intense when you are in higher stances. Plz fix this, it makes long range shooting and reconnaissance really annoying.

May 10 2016, 5:12 AM · Arma 3
Fennecus edited Steps To Reproduce on T70424: Z-fighting on far away objects when in any stance lower than standard crouch.
May 10 2016, 5:12 AM · Arma 3
Fennecus added a comment to T70424: Z-fighting on far away objects when in any stance lower than standard crouch.

Would be nice to know why someone votes this down. Next time comment please.

May 10 2016, 5:12 AM · Arma 3
Fennecus added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

I never drove a tracked vehicle in real life but my understanding is that when i steer to my right hand side, the right track gets slower then the left one resulting in a turn to the right (while i drive forward). When i drive backwards and steer to my right hand side, again the right track gets slower then the left one resulting in a turn to the right side of the vehicle (left side regarding to the driving direction). But the opposite happens ingame.

May 10 2016, 5:09 AM · Arma 3
Fennecus added a comment to T70355: Driving tracked vehicles in reverse, controls are inverse.

Something strange happened and this tickets seems to exist 2 times. One with the ID: 0011996 and a somehow newly created one with the ID: 0014669. Would be nice if a mod could delet the newer one.

May 10 2016, 5:09 AM · Arma 3
Fennecus edited Steps To Reproduce on T70355: Driving tracked vehicles in reverse, controls are inverse.
May 10 2016, 5:09 AM · Arma 3
Fennecus added a comment to T70352: Panther, Kamysh cargo space cannot hold default loadout.

Same issue in the marid and marshall. At least some time ago, havnt tested since the latest patch.

May 10 2016, 5:09 AM · Arma 3
Fennecus added a comment to T70012: BTR-K Commanders Independent Viewer positioning request.

APCs are still wip, i am sure they will add it soon.

May 10 2016, 4:56 AM · Arma 3
Fennecus added a comment to T69907: Computer reboots after firing missile.

I always update my graphic driver with nvidia geforce experience which automatically deinstalls the previous driver. But i will manually deinstall/install the drivers as soon as i have time to be sure that everything works fine.

I tried to reproduce the issue with all settings on low/disabled and the resolution on the lowest value possible. I had no crashes and set the values higher step by step. Even with all settings on the highest value possible the system didnt crash but as soon as i set my resolution on native it rebootes again.

May 10 2016, 4:52 AM · Arma 3
Fennecus added a comment to T69907: Computer reboots after firing missile.

No unexpected reboots for months. It seems to be fixed, but for whatever reason i can't change the ticket's status.

May 10 2016, 4:52 AM · Arma 3
Fennecus added a comment to T69907: Computer reboots after firing missile.

Nothing is overclocked and the temperatures are looking fine.

May 10 2016, 4:52 AM · Arma 3
Fennecus added a comment to T69907: Computer reboots after firing missile.

I looked again they arent there. I also searched for them in the subfolders "players", "squads" and "mpmissionscache". Maybe they cant be created because the computer reboots immediately.

May 10 2016, 4:52 AM · Arma 3
Fennecus added a comment to T69907: Computer reboots after firing missile.

Where can i find them? They dont seem to be in C:\Users\<Name>\AppData\Local\Arma 3\

May 10 2016, 4:52 AM · Arma 3
Fennecus added a comment to T69907: Computer reboots after firing missile.

I think the drivers are listed in the dxdiag file

May 10 2016, 4:52 AM · Arma 3
Fennecus edited Steps To Reproduce on T69907: Computer reboots after firing missile.
May 10 2016, 4:52 AM · Arma 3
Fennecus edited Steps To Reproduce on T69800: Vehicle inventory status doesnt show up.
May 10 2016, 4:48 AM · Arma 3
Fennecus added a comment to T69750: Commander camera on Strider..

duplicate of http://feedback.arma3.com/view.php?id=9782

May 10 2016, 4:47 AM · Arma 3
Fennecus added a comment to T69666: Tail lights of vehicles do not cast red light on environment.

Related to my ticket http://feedback.arma3.com/view.php?id=8486 which was closed because its a duplicate of http://feedback.arma3.com/view.php?id=344 which however focuses on the reverse lights only.

May 10 2016, 4:43 AM · Arma 3
Fennecus added a comment to T69030: Mirrors at almost any vehicle reflect environment incorrectly.

Semiconductor can you add the new Tempest CSAT heavy truck with its variants to the to-do-list. Their mirrors arent correctly adjusted, too.

May 10 2016, 4:17 AM · Arma 3
Fennecus added a comment to T69030: Mirrors at almost any vehicle reflect environment incorrectly.

22-11-2013

    No new EXE (auto-tests failed)
    Size: ~75 MB

        (...)
        Functional mirrors for Gorgon
        (...)

Can someone who plays the dev-version check if this works correctly?

May 10 2016, 4:17 AM · Arma 3
Fennecus added a comment to T69030: Mirrors at almost any vehicle reflect environment incorrectly.

Ifrit mirrors arent working correctly too and you almost cant see them from the inside. Same problem with the right mirror from the marid. Oh, and the offroad doesnt even have a right mirror xD

May 10 2016, 4:17 AM · Arma 3
Fennecus added a comment to T69030: Mirrors at almost any vehicle reflect environment incorrectly.

I dont get why this isnt even assigned yet. This issue is still present 3 weeks before release. Not a single mirror in the game works like it should be, making them completly useless and driving backwards in first person view almost impossible. They were so proud of the pip functionality but in its current state its not usable.

Ticket needs more votes. Developers take notice and fix it please, cant be too difficult.

May 10 2016, 4:17 AM · Arma 3
Fennecus edited Steps To Reproduce on T68896: Tripflare.
May 10 2016, 4:12 AM · Arma 3
Fennecus added a comment to T68369: Extendable Camera on Strider (Fennek).

I already made a ticket for it. Check: http://feedback.arma3.com/view.php?id=9782

May 10 2016, 3:52 AM · Arma 3
Fennecus added a comment to T68178: Disable TrackIR in optics.

Workaround:
You can assign a key in your trackir software to pause the tracking. I think its F9 by default.

May 10 2016, 3:45 AM · Arma 3
Fennecus added a comment to T68169: MSE-3 Marid stopping distance.

Got fixed meanwhile

May 10 2016, 3:44 AM · Arma 3
Fennecus added a comment to T68169: MSE-3 Marid stopping distance.

Got fixed meanwhile

  • closed -
May 10 2016, 3:44 AM · Arma 3
Fennecus edited Steps To Reproduce on T68169: MSE-3 Marid stopping distance.
May 10 2016, 3:44 AM · Arma 3
Fennecus added a comment to T68144: Strider - retractable sensor head.

Resolved in version 1.40

May 10 2016, 3:43 AM · Arma 3
Fennecus added a comment to T68144: Strider - retractable sensor head.

@ arziben
English isnt my first language so i dont know whats the correct term but it can actually hide in the vehicle.
Watch (6:44): http://www.youtube.com/watch?v=Hw2vkzS2ir0

May 10 2016, 3:43 AM · Arma 3
Fennecus edited Steps To Reproduce on T68144: Strider - retractable sensor head.
May 10 2016, 3:43 AM · Arma 3
Fennecus added a comment to T68141: Zamak wheels sink into the ground.

Fixed

May 10 2016, 3:43 AM · Arma 3
Fennecus added a comment to T68141: Zamak wheels sink into the ground.

Seems to be fixed in the latest dev build

May 10 2016, 3:43 AM · Arma 3
Fennecus edited Steps To Reproduce on T68141: Zamak wheels sink into the ground.
May 10 2016, 3:43 AM · Arma 3
Fennecus added a comment to T68132: A couple of issues with the CH-49 Mohawk.

Burst 180 refers to the countermeasures. Press g as Pilot and you know what i mean.

May 10 2016, 3:42 AM · Arma 3
Fennecus added a comment to T68129: AMV-7, MSE-3 & Strider amphibious vehicles, lack of overlap between wheel drive mode & propeller drive modes leads to NO drive..

Its been an age since this ticket got assigned and its still not fixed yet

May 10 2016, 3:42 AM · Arma 3
Fennecus added a comment to T68129: AMV-7, MSE-3 & Strider amphibious vehicles, lack of overlap between wheel drive mode & propeller drive modes leads to NO drive..

Okay you are right, i tested your map and had the same problems.
Before the last dev build i was able to reproduce the "getting stuck" problem even in the airbase area where the water isnt as shallow as in your example. But at least in this area the problem seems to be fixed now as i cant reproduce it there anymore.

May 10 2016, 3:42 AM · Arma 3
Fennecus added a comment to T68129: AMV-7, MSE-3 & Strider amphibious vehicles, lack of overlap between wheel drive mode & propeller drive modes leads to NO drive..

Seems to be fixed for all vehicles in latest dev build

May 10 2016, 3:42 AM · Arma 3
Fennecus added a comment to T67336: Reload animation of rifle not as it should be.

When it comes to weapon manipulation the instruction videos from Magpul Dynamics are probably one of the best resources you can have.

Here is an example of a tactical reload:
http://www.youtube.com/watch?v=7Mc93WZpQUg

speed reload:
http://www.youtube.com/watch?v=g6Ta8t16lrk

Without making too much advertising here i highly recommend:
"Magpul Dynamics - The Art of the Tactical Carbine"
"Magpul Dynamics - Art of Tactical Carbine Volume 2"
"Magpul Dynamics - Art of the Dynamic Handgun"
"Magpul Dynamics - Art of the Precision Rifle"
"Magpul Dynamics - Art of the Dynamic Shotgun"

There might be alot of other very good training videos out there i am not aware of.

May 10 2016, 3:16 AM · Arma 3
Fennecus edited Steps To Reproduce on T66848: Stop lights, reverse lights and taillights should be a source of light.
May 10 2016, 2:57 AM · Arma 3
Fennecus added a comment to T66290: Make Tracers A Light Source.

I found another very good example of tracers lighting up the environment:
watch 0:37
http://www.youtube.com/watch?NR=1&feature=endscreen&v=uYyObFLb7QE

May 10 2016, 2:35 AM · Arma 3
Fennecus added a comment to T65474: re: 0006333: M14 EBR Irons Aiming point.

Still broken in dev. 0.77.109704. Plz fix it, its a major bug.

May 10 2016, 2:00 AM · Arma 3
Fennecus added a comment to T65086: Bullet holes/impacts on objects and vehicles fade too fast and have a very low resolution / improved damage model.

Still not assigned, i wonder if they will ever replace their placeholders in this game.

May 10 2016, 1:47 AM · Arma 3
Fennecus added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

Is your retexture project for Altis still alive NordKindchen? And is there a "alpha-version" with some areas already covered so peoble can test the performance and the look of it?

May 10 2016, 12:25 AM · Arma 3
Fennecus added a comment to T62606: Easy to implement but major impact improvement for the animations.

Love your tickets NordKindchen, upvote.

May 10 2016, 12:08 AM · Arma 3

May 9 2016

Fennecus added a comment to T61061: "Touch off bombs" has priority over EVERYTHING..

Seems to be fixed, I appreciate that.

May 9 2016, 10:41 PM · Arma 3
Fennecus added a comment to T61061: "Touch off bombs" has priority over EVERYTHING..

Submitted over 1 year ago and still not fixed. Sometimes I got the feeling BIS likes to frustrate people.

May 9 2016, 10:41 PM · Arma 3
Fennecus added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@tyl3r99

click on My Account on top of the screen then change the email-options under Preferences.

May 9 2016, 10:27 PM · Arma 3