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Fennek
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User Since
Mar 11 2013, 5:13 PM (431 w, 5 d)

Recent Activity

May 8 2021

Fennek updated the task description for T158420: House in Hanoi changes texture on lower LOD.
May 8 2021, 11:30 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek updated the task description for T158420: House in Hanoi changes texture on lower LOD.
May 8 2021, 11:29 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158420: House in Hanoi changes texture on lower LOD.
May 8 2021, 6:18 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek changed Severity from severity:none to severity:minor on T158416: RSNA75 radar operator exit can be stuck.
May 8 2021, 4:46 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158416: RSNA75 radar operator exit can be stuck.
May 8 2021, 4:45 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158415: M41A3 Walker Bulldog Cannon Smoke effect starts behind muzzle.
May 8 2021, 4:13 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158414: Vest Army (Crewman M69) LOD clips through back.
May 8 2021, 4:12 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158413: M1919A4 on tripod elevation too high.
May 8 2021, 3:54 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158412: TOW launcher sight is light blue.
May 8 2021, 3:50 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158410: TOW launcher elevation unlimited.
May 8 2021, 3:49 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158409: M101 gun shells LOD shift position.
May 8 2021, 3:48 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire
Fennek created T158408: Wobbling wheels, M54 gun truck.
May 8 2021, 3:47 PM · Arma 3 Creator DLC - S.O.G. Prairie Fire

Feb 27 2021

Fennek added a comment to T122806: discrete zeroing camera point (for animated iron sights) causes bad camera offset.

I noticed that if you deploy the grenade launcher (bipod) then everything works correctly, as soon as you end deployment, it is busted again.

Feb 27 2021, 2:41 PM · Arma 3

Feb 22 2021

Fennek updated the task description for T156918: Diag option "HitPoints" doesn't show all hitpoints (length cutoff).
Feb 22 2021, 1:39 AM · Arma 3
Fennek created T156918: Diag option "HitPoints" doesn't show all hitpoints (length cutoff).
Feb 22 2021, 1:31 AM · Arma 3

Dec 29 2020

Fennek updated the task description for T155901: enablePersonTurret = false results in glitched camera.
Dec 29 2020, 6:47 AM · Arma 3
Fennek edited Steps To Reproduce on T155901: enablePersonTurret = false results in glitched camera.
Dec 29 2020, 6:34 AM · Arma 3
Fennek created T155901: enablePersonTurret = false results in glitched camera.
Dec 29 2020, 6:31 AM · Arma 3
Fennek added a comment to T154778: Glitching and death when sprinting onto an edge while falling .

It can also be reproduced just on the stair case of Land_Factory_Main_F -> when running down the stairs you can get into the glitched state, and "slide" along the level platform.
https://abload.de/img/20201227203028_10nkd5.jpg

Dec 29 2020, 6:17 AM · Arma 3

Nov 1 2020

Fennek updated the task description for T154778: Glitching and death when sprinting onto an edge while falling .
Nov 1 2020, 10:12 PM · Arma 3
Fennek updated the task description for T154778: Glitching and death when sprinting onto an edge while falling .
Nov 1 2020, 10:09 PM · Arma 3
Fennek created T154778: Glitching and death when sprinting onto an edge while falling .
Nov 1 2020, 10:00 PM · Arma 3

Oct 19 2020

Fennek updated the task description for T82243: Improved & Fixed bullet explosion mechanic.
Oct 19 2020, 1:17 AM · Arma 3

Oct 18 2020

Fennek created T154411: New traverseTurret and elevateGun script command.
Oct 18 2020, 10:28 PM · Arma 3

Jul 29 2017

Fennek updated the task description for T126316: Hand IK does not work for drivers when turned in (tanks).
Jul 29 2017, 11:28 AM · Arma 3
Fennek created T126316: Hand IK does not work for drivers when turned in (tanks).
Jul 29 2017, 1:45 AM · Arma 3

May 28 2017

Fennek updated the task description for T125167: Technical feature requests & fixes for improving large caliber weapons and artillery.
May 28 2017, 11:14 PM · Arma 3
Fennek created T125167: Technical feature requests & fixes for improving large caliber weapons and artillery.
May 28 2017, 11:11 PM · Arma 3

May 21 2017

Fennek added a comment to T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.

There is some spilling because of the effect described in this ticket https://feedback.bistudio.com/T120542 under b) that gets magnified when bullet damage is too large. When bullet damage is reduced however it can be mitigated. Both issues should be fixed imo.

May 21 2017, 11:31 PM · Arma 3

May 20 2017

Fennek added a comment to T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.

Not necessarily true. The wiki could have been right, but some change in development resulted in the handledamage beeing changed (possibly unintentionally) to the state it is now.

May 20 2017, 11:39 PM · Arma 3

May 16 2017

Fennek renamed T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event from Additions to handleDamage EH: "caused damage" to handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.
May 16 2017, 11:16 PM · Arma 3
Fennek renamed T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event from Additions to handleDamage EH, or creation of handleDamageV2 EH to Additions to handleDamage EH: "caused damage".
May 16 2017, 10:49 PM · Arma 3
Fennek updated the task description for T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.
May 16 2017, 10:49 PM · Arma 3
Fennek created T124814: handleDamage EH triggers for every hitpoint, instead of just hitpoints damaged from an event.
May 16 2017, 10:46 PM · Arma 3

May 14 2017

Fennek created T124788: A3 CarX Sample has wrong boneName parameter in wheel classes.
May 14 2017, 12:32 AM · Arma 3

Feb 27 2017

Fennek updated the task description for T123542: animsources "reloadburst" / "multigun" and new cfgWeapon properties "reloadTimeBurst" and "simultaneousShot".
Feb 27 2017, 10:19 PM · Arma 3
Fennek created T123542: animsources "reloadburst" / "multigun" and new cfgWeapon properties "reloadTimeBurst" and "simultaneousShot".
Feb 27 2017, 10:16 PM · Arma 3

Feb 6 2017

Fennek updated the task description for T123209: AI positions for weapon deployment on Buildings/ Terrain objects.
Feb 6 2017, 10:17 PM · Arma 3

Feb 5 2017

Fennek created T123209: AI positions for weapon deployment on Buildings/ Terrain objects.
Feb 5 2017, 5:16 PM · Arma 3

Jan 11 2017

Fennek updated the task description for T122806: discrete zeroing camera point (for animated iron sights) causes bad camera offset.
Jan 11 2017, 11:18 PM · Arma 3
Fennek updated the task description for T122806: discrete zeroing camera point (for animated iron sights) causes bad camera offset.
Jan 11 2017, 11:15 PM · Arma 3
Fennek updated the task description for T122806: discrete zeroing camera point (for animated iron sights) causes bad camera offset.
Jan 11 2017, 11:10 PM · Arma 3
Fennek edited Steps To Reproduce on T122806: discrete zeroing camera point (for animated iron sights) causes bad camera offset.
Jan 11 2017, 11:03 PM · Arma 3
Fennek created T122806: discrete zeroing camera point (for animated iron sights) causes bad camera offset.
Jan 11 2017, 11:02 PM · Arma 3

Jan 4 2017

Fennek edited Additional Information on T122654: Inconsistency with soldier terrain collision geometry between crouch stances.
Jan 4 2017, 11:26 PM · Arma 3
Fennek updated the task description for T122654: Inconsistency with soldier terrain collision geometry between crouch stances.
Jan 4 2017, 10:30 PM · Arma 3
Fennek created T122654: Inconsistency with soldier terrain collision geometry between crouch stances.
Jan 4 2017, 10:02 PM · Arma 3

Dec 11 2016

Fennek updated the task description for T121856: Independent Damage States - a replacement for the Hitpoint dependency system.
Dec 11 2016, 12:25 PM · Arma 3
Fennek added a comment to T121856: Independent Damage States - a replacement for the Hitpoint dependency system.

For an equivalent usability this replacement needs one more feature - the damagestates themself need to be usable as animation sources in model.cfg, like the Hitpoints currently are.

Dec 11 2016, 12:24 PM · Arma 3

Dec 6 2016

Fennek updated the task description for T121856: Independent Damage States - a replacement for the Hitpoint dependency system.
Dec 6 2016, 6:55 PM · Arma 3

Dec 5 2016

Fennek added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

Alternative (more workintensive) to untangle this issue: define damage states independantly, that way we can get rid of Hitpoint dependency entirely. https://feedback.bistudio.com/T121856

Dec 5 2016, 10:30 PM · Arma 3
Fennek updated the task description for T121856: Independent Damage States - a replacement for the Hitpoint dependency system.
Dec 5 2016, 10:03 PM · Arma 3
Fennek created T121856: Independent Damage States - a replacement for the Hitpoint dependency system.
Dec 5 2016, 10:02 PM · Arma 3

Nov 20 2016

Fennek created T121475: Configurability of recoil force on cannons + give shotShell simulation same new features as shotBullet..
Nov 20 2016, 9:38 PM · Arma 3
Fennek added a comment to T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).

Dr. Muerrte, this damage system works the same for everything. Infantry and Vehicles.
This has nothing to do with bloody tactics and stuff - it is a large issue for reliable damage modelling (which has plagued combat in A3 a great deal), especially when trying to improve the damage models by making firegeometry and hitpoints more detailed - which is what i'm doing for a total conversion, otherwise i would have never bothered to investigate deeply how the damage actually works.

Nov 20 2016, 3:24 PM · Arma 3

Nov 19 2016

Fennek created T121429: non-stabilized turrets not functioning correctly in some cases.
Nov 19 2016, 2:12 AM · Arma 3

Nov 1 2016

Fennek added a comment to T71576: AI continues firing salvo after a target has been eliminated [vehicles/infantry].

suggestion: Put a delay in the AI's retargeting procedure, so it keeps its crosshair on the target until a burst is complete. While this does not solve the "issue" (which comes due to the fact that AI bursts are implemented as long mechanical burst, which means all rounds will complete no matter what), it solves the issue of AI shooting unintentionally at friendlies or into the environment, after their target has been killed.

Nov 1 2016, 9:39 PM · Arma 3
Fennek added a comment to T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).

another issue that relates to "invulnerable" infantry / inconsistent damage to infantry comes from the way the dependencies in the hitpoint systems are defined. https://feedback.bistudio.com/T120765

Nov 1 2016, 9:26 PM · Arma 3
Fennek edited Additional Information on T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.
Nov 1 2016, 9:21 PM · Arma 3
Fennek created T120765: Seemingly "invulnerable" Infantry due to hitpoint depency using "max" operator.
Nov 1 2016, 9:20 PM · Arma 3
Fennek added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

Then decouple the updating from setHit and give us a script command that enforces an update to the hitpoints, so the hitpoints we read with getHit match the internal values, and also trigger hardcoded game functionality (death, handshaking, limping, vehicle engine damage, etc) in case a child hitpoint was damaged enough to trigger the parent.

Nov 1 2016, 8:57 PM · Arma 3

Oct 28 2016

Fennek added a comment to T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.

It might be arkward, but it is alot less arkward, than setting damage 1 to the Neck of a soldier and have nothing happen. One look at the Hitpoint configs will tell you what hitpoints you should damage and which ones not.

Oct 28 2016, 2:00 PM · Arma 3

Oct 27 2016

Fennek created T120705: When damage is applied to HitPoints via script, dependent Hitpoints do not update accordingly.
Oct 27 2016, 6:51 PM · Arma 3

Oct 15 2016

Fennek updated the task description for T120586: Snake produces excessive blood decals.
Oct 15 2016, 2:30 PM · Arma 3
Fennek updated the task description for T120586: Snake produces excessive blood decals.
Oct 15 2016, 2:29 PM · Arma 3
Fennek created T120586: Snake produces excessive blood decals.
Oct 15 2016, 2:27 PM · Arma 3

Oct 12 2016

Fennek updated the task description for T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 12 2016, 10:05 PM · Arma 3
Fennek updated the task description for T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 12 2016, 2:50 PM · Arma 3
Fennek updated the task description for T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 12 2016, 2:42 PM · Arma 3
Fennek updated the task description for T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 12 2016, 2:41 PM · Arma 3
Fennek updated the task description for T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 12 2016, 2:37 PM · Arma 3
Fennek created T120542: technical suggestions for A3 damage system improvements (infantry and vehicles).
Oct 12 2016, 2:32 PM · Arma 3

Jul 13 2016

Fennek added a comment to T118330: Gunner searchlights not working.

It's very irritating.

Jul 13 2016, 4:29 PM · Arma 3

Jun 30 2016

Fennek updated the task description for T118960: Enter / Change Position Menu for Vehicles.
Jun 30 2016, 11:34 PM · Arma 3
Fennek updated the task description for T118960: Enter / Change Position Menu for Vehicles.
Jun 30 2016, 11:32 PM · Arma 3
Fennek created T118960: Enter / Change Position Menu for Vehicles.
Jun 30 2016, 11:30 PM · Arma 3

Jun 1 2016

Fennek updated the task description for T116969: Implementation of Explosive Hit Propability.
Jun 1 2016, 2:41 AM · Arma 3
Fennek updated the task description for T116969: Implementation of Explosive Hit Propability.
Jun 1 2016, 2:35 AM · Arma 3
Fennek created T116969: Implementation of Explosive Hit Propability.
Jun 1 2016, 2:27 AM · Arma 3

May 10 2016

Fennek edited Steps To Reproduce on T85846: Terrible Clipping on Tank Engines.
May 10 2016, 12:49 PM · Arma 3
Fennek added a comment to T85686: Changing hitpoint system to a chance system.

it would also make artillery more realistic. Right now, without cover, the 155 covers a huge radius where everyone just dies or gets seriously injured from one hit, making artillery and other explosives way too strong against infantry.

May 10 2016, 12:45 PM · Arma 3
Fennek set Category to category:engine on T85685: _ca textures (dxt5 compression) don't receive shadows.
May 10 2016, 12:45 PM · Arma 3
Fennek added a comment to T85436: BIS_fnc_exportCuratorCostTable broken - Formulas are incorrect.

mismatched decimal symbols - doesnt that depend on system/user settings?

May 10 2016, 12:38 PM · Arma 3
Fennek set Category to category:featurerequest on T85404: Add possibility for Artillery Computer to calculate low angle solution.
May 10 2016, 12:37 PM · Arma 3
Fennek set Category to category:featurerequest on T84871: Improve Vehicle Pathfinding by making small stone walls destructable.
May 10 2016, 12:19 PM · Arma 3
Fennek set Category to category:featurerequest on T84746: Export option for Splendid Config Viewer.
May 10 2016, 12:15 PM · Arma 3
Fennek set Category to category:config on T84709: classes in typicalCargo[] get ignored.
May 10 2016, 12:14 PM · Arma 3
Fennek edited Additional Information on T83575: Modifier for usercontrolls by damage.
May 10 2016, 11:42 AM · Arma 3
Fennek edited Additional Information on T83574: Use of controllactions as animationsources.
May 10 2016, 11:42 AM · Arma 3
Fennek added a comment to T83553: More animation sources to improve model.cfg capability.

FIRSTLY steeringwheel animation source for TankX and throttle Animationsource for PlaneX needs to be fixed! They don't work but are very important. Particulary for TankX vehicles that are not enclosed. Throttle animation is also important for animating the engine on the plane properly. Related http://feedback.arma3.com/view.php?id=25207

rpm source also need fixing for PlaneX simulation (ticket #17020)

Scratch the engine and oil temperature thing and exchange it for a direct link to the bodyheat, the one which is used for FLIR (vehicles and humans alike)- it is already simulated (basic but still), so why not utilize it directly?

A usefull thing would be acceleration animation sources (time derivative of velocity) for all sorts of stuff. Preferably for all 3 translational directions (in model/object space) if available, but at least for forward acceleration. PlaneX have all the 3D data, it would be nice to be able to use it.

it would also be really usefull to allow integer division for animation sources, so that the floating point gets deprecated.
Say, if you want to make a digital clock you have to write a complex script and do constant updates, when all you want is to display digital values

For the 1minute digit you want the floating point value as integer, for the 10 minute digit you want the floating point value/10 as integer. Especially for animationsources that are 100% floatingpoint like ammo count for ammo counter displays and such things.

For weapons we could really need an animation source for having the weapon holstered or not. It would be very usefull for weapons with folding stocks or other collapsable stuff (e.g. LAW AT Launcher).

Rotation of the model in the world around all 3 axis in modelspace would also be very usefull to have for every simulation class, not just planes& helicopters

May 10 2016, 11:41 AM · Arma 3
Fennek added a comment to T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.

This is a different matter.
If you set hideProxyInCombat=0, you disable the option to turn in/out for the entire vehicle and every passenger will be forced to turn out, not just the driver. For some vehicles this may be usable (single person vehicles), but for others this is no good.

It doesnt fix the problem that you can't kill a driver by penetrating shots when he is turned in in a normal tank, because this command is unusable for a normal tank.

May 10 2016, 11:25 AM · Restricted Project, Arma 3
Fennek set Category to category:featurerequest on T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.
May 10 2016, 11:25 AM · Restricted Project, Arma 3
Fennek set Category to category:featurerequest on T82942: Please enable commandline & splendid cam in VA.
May 10 2016, 11:21 AM · Arma 3
Fennek set Category to category:featurerequest on T82565: Scriptcommand to exert force/torque on a PhysX Object.
May 10 2016, 11:08 AM · Arma 3
Fennek set Category to category:featurerequest on T82246: Multi Ammo Magazine function.
May 10 2016, 10:56 AM · Arma 3
Fennek edited Additional Information on T82243: Improved & Fixed bullet explosion mechanic.
May 10 2016, 10:56 AM · Arma 3
Fennek set Category to category:featurerequest on T82141: CfgWeapon Option - Enable fire only when deployed.
May 10 2016, 10:53 AM · Arma 3
Fennek edited Steps To Reproduce on T80954: Tank engine behaviour discrepancy.
May 10 2016, 10:15 AM · Arma 3
Fennek added a comment to T80432: CLOSED.

i support this, my custom weapon uses the old sound because it was very fitting. The new sound doesnt really fit to the weapon

May 10 2016, 9:53 AM · Arma 3
Fennek edited Steps To Reproduce on T80344: Refine vehicle crew turn-in/ turn-out behaviour.
May 10 2016, 9:50 AM · Arma 3