Page MenuHomeFeedback Tracker

Fennek
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 11 2013, 5:13 PM (323 w, 23 h)

Recent Activity

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 · Arma 3
Fennek set Category to category:featurerequest on T83066: remove hardcoded "viewdriverinexeternal=0" for tanks.
May 10 2016, 11:25 AM · 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
Fennek edited Steps To Reproduce on T79744: Technical proposal for body armor system.
May 10 2016, 9:32 AM · Arma 3
Fennek added a comment to T79519: Motion sickness (because of camera shaking).

I dont get motionsickness from it, but it's unrealistic.
If you feel acceleration there is no wild shaking. Shaking only occurs if you have turbulences, and acceleration in random directions in short order.

Or does your entire body shake if you accelerate in a car? No it doesnt! Same with an airplane or helicopter. Remove it. Replace it by blackout/redout viewlimitations if you must.

May 10 2016, 9:24 AM · Arma 3
Fennek added a comment to T79489: The Use Of Physics Supported Cloth.

A flag is a very simple object. Clothing, Truckcovers etc are not so simple.
I'm against it. Attention to detail is better invested elsewhere.

May 10 2016, 9:23 AM · Arma 3
Fennek edited Steps To Reproduce on T79313: Animation Source for Aircraft Groundspeed.
May 10 2016, 9:16 AM · Arma 3
Fennek added a comment to T79310: Make radar on aircrafts more realistic.

Instead of a fixed cone, a config value for radar cone angle would be very usefull

May 10 2016, 9:16 AM · Arma 3
Fennek edited Steps To Reproduce on T79262: Missile Lock Sound affected by vehicle attenuation.
May 10 2016, 9:14 AM · Arma 3
Fennek edited Steps To Reproduce on T79227: Animation Sources and Eventhandler for Missile and Weapon Locking.
May 10 2016, 9:13 AM · Arma 3
Fennek edited Steps To Reproduce on T78531: CfgAmmo Option for generic non-kinetic Ammo.
May 10 2016, 8:54 AM · Arma 3
Fennek edited Steps To Reproduce on T78436: Tank Controls cause Extreme stuttering during turning (esp. on slopes).
May 10 2016, 8:51 AM · Arma 3
Fennek added a comment to T78372: Make Certain Items In Backpack Unusable.

They should instead just overhaul the goddamn action menu. This thing you propose will not fix anything. You trade one inconvenience for another (accidentally placing explosives vs. no space in vest to put explosive in it).

Instead they should make explosives deployable from the gear menu and remove them from action menu. Placing explosives isnt something you need urgently all the time, like firing a weapon or throwing a grenade is.

May 10 2016, 8:50 AM · Arma 3
Fennek added a comment to T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.

i had a look at the physx source code in the hopes to maybe find something valuable, but the solver and all that is fine. It's, like i assumed earlier, the clutch that is the sole problem.
I would have hoped to offer a simple solution but adding new controll inputs into the physx framework is beyond my limited programming abilities.

BIS needs to implement a way to modify the clutch strength depending on drive situations, because i dont see Nvidia pulling their finger regarding this.

Especially not now since the code is accessable with permission to modify to nvidia partners.

May 10 2016, 8:28 AM · Arma 3
Fennek added a comment to T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.

I guess i was wrong to say the operation of the clutch is properly simulated with physx. I did more reasearch on this topic and started a topic on the nvidia physx forum.

It seems to me as if the characteristics of the physx clutch system are responsible for this problem. In case you stand still and give thrust the resistance produced by the clutch can be so high that any acceleration of the engine is prevented.
Here is the topic https://devtalk.nvidia.com/default/topic/764824/physx-and-physics-modeling/clutch-strength-question/

May 10 2016, 8:28 AM · Arma 3
Fennek added a comment to T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.

I compiled the whole thread in the physx forum as image (4MB) as i can't figure out how to make it viewable to public and have gotten no reply from the forum guys
http://abload.de/img/compiledeqsy5.jpg

May 10 2016, 8:28 AM · Arma 3
Fennek added a comment to T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.

Vehicle turbo does nothing but to change throttle to 1.0 (or to whatever value it is set in the config). If you do not push "turbo" you don't drive at maximum throttle. It's an illusion, the turbo is not a turbo, it's standard throttle. The regular accelerator is a retarder instead, not applying full throttle.

To have a kick down effect give you any use it requires a proper working clutch in the first place. And kickdown doesnt solve 0-speed torque. It can only improve the acceleration once you are in motion, depending how efficient the autogearbox operates. Right now all of them operate very efficient so this wouldn't have a big influence.

May 10 2016, 8:28 AM · Arma 3
Fennek added a comment to T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.

i think i found the underlying problem in the physx implementation of the clutch.
Let's hope Nvidia will implement a solution in a timely manner so it can be fed back into Arma 3

https://devtalk.nvidia.com/default/topic/764824/physx-and-physics-modeling/clutch-strength-question/?offset=7#4277592

Edit: for some reason my posts are hidden, will try to unhide them so you can see the discussion

May 10 2016, 8:28 AM · Arma 3
Fennek edited Steps To Reproduce on T77541: Vehicle Engine can't rev up if vehicle faces resistance to movement.
May 10 2016, 8:28 AM · Arma 3
Fennek edited Steps To Reproduce on T77540: Tanks stuttering at slow speed.
May 10 2016, 8:28 AM · Arma 3
Fennek added a comment to T77522: Tanks don't drive straight at low speed.

no it isn't related. Faster tanks (e.g. Moira) also have this issue. With the slow acceleration it takes longer to get out of the banana-mode to higher speed however, so it makes it feel worse.

May 10 2016, 8:28 AM · Arma 3
Fennek edited Steps To Reproduce on T77522: Tanks don't drive straight at low speed.
May 10 2016, 8:28 AM · Arma 3
Fennek edited Steps To Reproduce on T77521: Strange Shadow Behaviour on Mora APC.
May 10 2016, 8:28 AM · Arma 3
Fennek edited Steps To Reproduce on T77402: EBR iron sights missaligned.
May 10 2016, 8:26 AM · Arma 3
Fennek edited Steps To Reproduce on T77116: UH-60 Guns wrong hiteffects.
May 10 2016, 8:18 AM · Arma 3
Fennek added a comment to T77031: Vehicle Gearbox Diagnosis Script [Feature Req].

just noticed that there is a similar request
http://feedback.arma3.com/view.php?id=18434

May 10 2016, 8:16 AM · Arma 3
Fennek edited Steps To Reproduce on T77031: Vehicle Gearbox Diagnosis Script [Feature Req].
May 10 2016, 8:16 AM · Arma 3