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Goomer
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Mar 9 2013, 9:45 PM (580 w, 6 d)

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May 10 2016

Goomer added a comment to T80711: Easy way to significantly improve the clunky action menu.

I have a few ideas how to improve the action-menu and some menus around it.
The use-key could spawn (and close) a little menu in the middle of the screen that is to be controlled either via mouse-cursor or scroll-wheel (which will not open the menu) whenever multiple world-actions are possible. Self-actions could be off-loaded to the inventory, and the squad controls need to have its own menu, simply because of its many options, similar to the inventory. That way the first few numerical keys (and the scroll-wheel) can be used for changing weapons (including put). Objects that have options and are being looked at need to be highlighted somehow.

What needs to be done amongst other things is, to remove the abillity to accidentally "do" something because you either didnt know the menu was open, or you tab the use key numeral times because you're "in a fucking hurry".

May 10 2016, 10:05 AM · Arma 3
Goomer added a comment to T80711: Easy way to significantly improve the clunky action menu.

A combination of both context-sensitive-action-button and a action-scroll-menu would work perfectly fine. Use context-sensitive-actions for time-critical stuff, such as dragging a person, and if you have the time to heal someone, then you also have the time to scroll.

I also think that the action-list should show-up in the center of the screen. But that's a personal opinion. And maybe have the object whose actions are highlighted in the scroll-menu be outlined, as suggested in the video.

May 10 2016, 10:03 AM · Arma 3
Goomer added a comment to T80514: DX11 ERROR.

Device removed errors usually mean the device that is used to render the game is suddenly not available anymore.
It could be that the driver crashed (and recovered) or has turned off the device to reduce power consumption (i.e. on laptops).

May 10 2016, 9:55 AM · Arma 3
Goomer added a comment to T80500: Lack of microphone choose option.

Windows control panel > Sound > Recording: Right-click on the desired device and set it as default.

May 10 2016, 9:55 AM · Arma 3
Goomer added a comment to T80181: The throw of the mini-grenade has a very long range..

Shoot either through the fence or throw the grenade against the nearest object (like a house)?

May 10 2016, 9:45 AM · Arma 3
Goomer added a comment to T80181: The throw of the mini-grenade has a very long range..

Golf balls are lighter and fly further than bricks when thrown, too.
Just because they're both grenades doesn't mean their physical properties are the same.

May 10 2016, 9:45 AM · Arma 3
Goomer added a comment to T80175: When ever i start up ArmA 3 it says directx 10 is not supported by your adapter..

That is an interesting dxdiag file. Are you trying to play on a tablet? :o

May 10 2016, 9:45 AM · Arma 3
Goomer added a comment to T80105: Pick Up weapon should be priority over inventory with single weapon in weaponholder [PICTURE].

I'd like to see addactions removed that have a dedicated key assigned to them. Like inventory. Or does anyone else here see a reason why it should be in the menu?

May 10 2016, 9:42 AM · Arma 3
Goomer added a comment to T80024: On Game Startup Mouse Position is other than where it is actually shown (gets worse when lowering screen resolution).

I have also noticed that the cursor is not resized to fit the in-game resolution, until you alt-tab out and back in.

May 10 2016, 9:40 AM · Arma 3
Goomer added a comment to T80024: On Game Startup Mouse Position is other than where it is actually shown (gets worse when lowering screen resolution).

Just because there's a work around, doesn't mean it doesn't need fixing.

May 10 2016, 9:40 AM · Arma 3
Goomer edited Steps To Reproduce on T79804: Precache assets on map load.
May 10 2016, 9:33 AM · Arma 3
Goomer added a comment to T79765: Addon Builder +other tools, do not scale correctly with Windows Display settings.

Disable DPI-scaling in the applications properties until this is fixed.
Most applications don't scale well. Although i'm suprised since WPF applications are supposed to scale very well, without further doing by programmers.

May 10 2016, 9:32 AM · Arma 3
Goomer added a comment to T79750: RESOLVED.

What do you expect when these things fall to the ground almost perfectly upright? Looks fine to me.
The problem i'm having with this is, that explosions or bullets don't apply any force to ragdolls. Thus making them and their equipment always collapse in the same way if they're on even ground.

May 10 2016, 9:32 AM · Arma 3
Goomer added a comment to T79254: [Audio] Multiple vehicles near you don't work well with the rain sound effect..

Not a bug and not enough variation in the samples.

May 10 2016, 9:14 AM · Arma 3
Goomer added a comment to T79152: Too much bass on vehicle sounds..

Interesting...

May 10 2016, 9:11 AM · Arma 3
Goomer added a comment to T79152: Too much bass on vehicle sounds..

Have you considered that the headphones suck?

May 10 2016, 9:11 AM · Arma 3
Goomer added a comment to T78536: CLOSED.

BI stated that they have looked at other methods, and this was the best solution so far that didn't look silly (like crawling up/down a 45° slope).
At least they changed the stance from standing up to a crouch.

May 10 2016, 8:54 AM · Arma 3
Goomer added a comment to T78473: Please give the players animation of opening doors..

That is not as easy as it sounds. The animation system is very restrictive right now. But they're working on it.
When they finish that, we may get other improvments that we can actually see. Like having the player grab the door handle or something.

May 10 2016, 8:52 AM · Arma 3
Goomer added a comment to T78473: Please give the players animation of opening doors..

I see the words, but i don't understand...

May 10 2016, 8:52 AM · Arma 3
Goomer added a comment to T78473: Please give the players animation of opening doors..

Sounds are ineed more important than animations. You clear buildings and shoot people in arma. So its common sense to at least add sounds to the doors.

As for animations: The "put" animation should be enough for a start.

May 10 2016, 8:52 AM · Arma 3
Goomer added a comment to T78416: ARMA 3 CTD consistantly.

*cough* %localappdata%

May 10 2016, 8:51 AM · Arma 3
Goomer added a comment to T78416: ARMA 3 CTD consistantly.

That is not true. %appdata% leads to appdata\roaming. The arma logs are not stored in appdata\roaming\arma 3. %localappdata% leads to appdata\local.
Unless of course your system somehow messed up its environment variables.

May 10 2016, 8:51 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

But mooooooom! D:

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

@Triada: How old are you, 10?

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

@Triada: Do you brush your teeth? What's with the questions?

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

@Triada: And nothing. It would be foolish to give the impression that everyone has this problem. Calm your tits.

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

@Triada: I have one and i've never seen it happening. :o

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

@SteveB117: Of course. And i wish to see as many people as possible enjoy this game.
Just poking at you for calling it an "upgrade".

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

From hi-end Radeon HD 6 series to a low-mid-range nVidia GTX 7 series? That doesn't sound like an upgrade...

May 10 2016, 8:48 AM · Arma 3
Goomer added a comment to T78215: Allow us to create medics and engineers in Virtual Arsenal for Zeus scenarios.

There are quite a few soldier classes. One of them being "B_medic_F". The units abillities are defined there, i bet. It shouldn't be too hard to make the loadout-module look at the loadout first and then decide what class to spawn, or even change the class on the fly.

May 10 2016, 8:46 AM · Arma 3
Goomer added a comment to T78115: SUV excessively easy to roll - undrivable.

The SUV has been hard to control since its introduction.

May 10 2016, 8:43 AM · Arma 3
Goomer added a comment to T77993: Absence detonation of explosive objects! (3 video).

@Killzone_Kid: I didn't mean the barrels in arma can have different fluids inside. But we don't know what the devs intent to have inside them either. They could very well be empty.

May 10 2016, 8:40 AM · Arma 3
Goomer added a comment to T77993: Absence detonation of explosive objects! (3 video).

Bullets, rockets or mines only explode if you throw them into a extremely hot fire for very long times. Some of them may even just burn to crisp.
If barrels explode and what will cause them to explode depends on the fluid. It is unlikey that anything in those cans will explode when hit by bullets.

May 10 2016, 8:40 AM · Arma 3
Goomer added a comment to T77993: Absence detonation of explosive objects! (3 video).

Add more realism? Most things don't explode when you throw bullets at them.

May 10 2016, 8:40 AM · Arma 3
Goomer added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

Can repro with ALL weapons and NO addons. (SP, Editor)

May 10 2016, 8:32 AM · Arma 3
Goomer added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

Yes.

May 10 2016, 8:32 AM · Arma 3
Goomer added a comment to T77627: Keys pressed during Alt-Tab or Steam Overlay Opening are locked in.

Looks like the game doesn't get the time to recognize the tab-key-up event before minimizing. I've also noticed that hitting a key (up and down) between two frames (after one frame has finished drawing and before the next is drawn) is not caught. Which means that input is only monitored at certain times (bad, especially for mouse input).

May 10 2016, 8:30 AM · Arma 3
Goomer added a comment to T77259: A164, Portable AA and gunships lag when engaging or firing.

Here's a short video of it happening: http://youtu.be/9h0UhM30Yjo
The shared mode sound format was set to 24 Bit, 192 KHz.
When i set it to 24 Bit, 44.1 KHz, the performance improved significantly.

This also happens when nothing else but me is on the map in a cheetah, holding the fire button down for a few seconds.

May 10 2016, 8:22 AM · Arma 3
Goomer added a comment to T77215: f35.

The answer is always 42.

May 10 2016, 8:21 AM · Arma 3
Goomer added a comment to T77039: Severe FPS loss during sustained cannon fire.

Does this mean i can finally use 192khz in shared mode? :U
I'm hyped.

May 10 2016, 8:16 AM · Arma 3
Goomer added a comment to T77019: Need to Implement downgrade feature..

I'm pretty sure Valve is responsible for hosting updates (and game content), so you might want to ask them instead.

May 10 2016, 8:15 AM · Arma 3
Goomer added a comment to T76947: Graphical glitch when you are looking trough RCO, ACRO or MRCO while moving crouched and using Zafir.

upvoted.

May 10 2016, 8:14 AM · Arma 3
Goomer added a comment to T76890: Parachutes immortal.

And then parachutes explode when they hit the ground.

May 10 2016, 8:12 AM · Arma 3
Goomer added a comment to T76814: Ai can see in the dark and know right where you are even when you use a suppressed weapon..

Speed of sound is known to be changing more then just sounds, depsite being labelled as a sound mod (yet it is a weapon mod). I bet that's your issue.

May 10 2016, 8:10 AM · Arma 3
Goomer added a comment to T76418: Annoying: When out of 40mm HE, 40mm Smoke is automatically reloaded.

And every time a smoke grenade is fired, it switches back to HE (if there are any).

May 10 2016, 7:59 AM · Arma 3
Goomer added a comment to T75981: Changes in Sound Device mutes the game. .

Same with the SoundBlaster Z. Changing from headphones to speakers or vice versa mutes the game.

Maybe edit the caption so it makes more sense? Like "Changing sound devices mutes game"?

May 10 2016, 7:49 AM · Arma 3
Goomer added a comment to T75578: Distance view bug.

Terrain detail is reduced over distance, including its form. Increase terrain detail and view distance to fix.

May 10 2016, 7:39 AM · Arma 3
Goomer edited Steps To Reproduce on T75441: Fatigue does not regenerate while in a vehicle.
May 10 2016, 7:36 AM · Arma 3
Goomer added a comment to T75289: Unable to rebind Countermeasure controls (aircraft).

If you're trying to replicate Arma 2 OA controls, why aren't you using the Arma 2 preset?

May 10 2016, 7:32 AM · Arma 3
Goomer added a comment to T75250: WY55 Hellcat sound issue.

Sound in Arma 3 is very general. Not very bad. You can't do much with what's provided. Until some more love goes into the sound department, we'll have to put up with it.

May 10 2016, 7:31 AM · Arma 3
Goomer edited Steps To Reproduce on T75222: Infantry turn speed increases when running into objects.
May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75222: Infantry turn speed increases when running into objects.

This is still an issue with 1.40. Here's a demonstreation video: http://youtu.be/98_r7n4bmds

May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75222: Infantry turn speed increases when running into objects.

Turning with the "Turn left" and "Turn right" keys while running is exactly as fast as mouse turning while running into objects.
When standing still, key-turn speed returns to normal. Whereas mouse-turn speed stays the same when running or standing still, and NOT running into objects.

May 10 2016, 7:30 AM · Arma 3
Goomer edited Steps To Reproduce on T75213: Double-Tab keybindings fire regardless of modifier being pressed.
May 10 2016, 7:30 AM · Arma 3
Goomer edited Steps To Reproduce on T75212: Increase power line visiblity.
May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75211: Headgear blocking scope on Zafir.

This bug only seems to occur when prone. Going into your inventory while looking through the scope will also always block the view completely. Having NVGoggles equipped does not make a difference.
Aside from the inventory, the headger is shoved in and out of the screen by the spastic idle-animation.

May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75211: Headgear blocking scope on Zafir.

I know right?

May 10 2016, 7:30 AM · Arma 3
Goomer edited Steps To Reproduce on T75211: Headgear blocking scope on Zafir.
May 10 2016, 7:30 AM · Arma 3
Goomer added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

I was shot down once and landed on top of a tree. Helicopter was not functional, and i couldn't get out. Had to quit the game.

May 10 2016, 7:28 AM · Arma 3
Goomer added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

@zero_sum: Yes, that does ring a bell. I've experienced this bug with the invade and annex missions, but was unable to repro in an empty mission.

May 10 2016, 7:23 AM · Arma 3
Goomer added a comment to T74939: Standing near burning wrecks or staring at it causes severe FPS drop.

There were other tickets describing the same issue. It's stated there that this only occurs in missions with (some) revive scrpts.

May 10 2016, 7:23 AM · Arma 3
Goomer added a comment to T74666: Flashlight is too weak.

They're about as indestructable as the Cyber-Demon in Doom.

May 10 2016, 7:17 AM · Arma 3
Goomer added a comment to T74442: Dropped weapon weaponHolder adjacent to a dead body should link to body items.

A weapon can block a body from being accessed. So i'd like improvement in this matter.

May 10 2016, 7:12 AM · Arma 3
Goomer added a comment to T74216: (A)RCO - Medium range scope reticles are blurry / out of place.

They could just increase the distance where DOF actually starts blurring. At least that's how i imagine this could be fixed. Not sure if their implementation actually allows for such a change.

May 10 2016, 7:07 AM · Arma 3
Goomer added a comment to T73520: Remove the hardware-based graphics limiter.

I don't know how the engine handles these things, but im fairly certain that disabling such a limiter would result in an out-of-memory exception (CTD). Or even worse: invisible (or pink :D) objects/effects.

May 10 2016, 6:44 AM · Arma 3
Goomer added a comment to T71454: Turning the head is sluggish.

I can confirm this. It's like trying to turn a bag of sand.

May 10 2016, 5:46 AM · Arma 3
Goomer added a comment to T71076: Night Sky is too boring.

Stars can also be planets or moons. As for the night sky being too bright: in comparison to the terrain that is not illuminated by the moon, yes. Even the moonless night sky does shine. Albeit not much.

May 10 2016, 5:34 AM · Arma 3
Goomer added a comment to T70752: Something obstructs view of 3d-sights when shooting Zafir..

Related to http://feedback.arma3.com/view.php?id=16852.

May 10 2016, 5:23 AM · Arma 3
Goomer added a comment to T70716: Normal interface size cuts off the ammo counter..

I remember there being an issue when the stance-indicator was introduced. Maybe reset or delete your profile?

May 10 2016, 5:22 AM · Arma 3
Goomer added a comment to T70716: Normal interface size cuts off the ammo counter..

Have you restarted the game after changing the UI size?

May 10 2016, 5:22 AM · Arma 3
Goomer added a comment to T70319: Eject from Helicopters.

Of course you can eject from (some) helicopters. The rotors are blown off and the pilot is ejected.
Also, landing without utilizing auto-rotation correctly (e.g. engine is not destroyed) is a death sentence.

May 10 2016, 5:07 AM · Arma 3
Goomer added a comment to T70110: Free look use mouse smoothing although set to zero.

Looks like it's not mouse-smoothing then. Would it be too hard to just change head-behavior when the free-look-key is pressed and released?

May 10 2016, 5:00 AM · Arma 3
Goomer added a comment to T69588: Inconsistent rate of fire depending on FPS.

@DR_Death: That's a thing that was introduced with console games. Consoles are cancer for the pc. I'd like to know if this has been the case since OFP or was introduced with Arma 3.

May 10 2016, 4:41 AM · Arma 3
Goomer added a comment to T69085: Easy way to significantly improve the clunky action menu.

I have a few ideas how to improve the action-menu and some menus around it.
The use-key could spawn (and close) a little menu in the middle of the screen that is to be controlled either via mouse-cursor or scroll-wheel (which will not open the menu) whenever multiple world-actions are possible. Self-actions could be off-loaded to the inventory, and the squad controls need to have its own menu, simply because of its many options, similar to the inventory. That way the first few numerical keys (and the scroll-wheel) can be used for changing weapons (including put). Objects that have options and are being looked at need to be highlighted somehow.

What needs to be done amongst other things is, to remove the abillity to accidentally "do" something because you either didnt know the menu was open, or you tab the use key numeral times because you're "in a fucking hurry".

May 10 2016, 4:21 AM · Arma 3
Goomer added a comment to T69085: Easy way to significantly improve the clunky action menu.

A combination of both context-sensitive-action-button and a action-scroll-menu would work perfectly fine. Use context-sensitive-actions for time-critical stuff, such as dragging a person, and if you have the time to heal someone, then you also have the time to scroll.

I also think that the action-list should show-up in the center of the screen. But that's a personal opinion. And maybe have the object whose actions are highlighted in the scroll-menu be outlined, as suggested in the video.

May 10 2016, 4:20 AM · Arma 3
Goomer added a comment to T63875: Make sprinting realistic.

I think seperating the direction you look and the direction you move to, would properly account for innertia and not brake controls and make it feel like you're steering a 500 pound bag of sand (negative mouse acceleration, brought to you by satan himself). Sort of like as if you're running on ice? Very much like GTA 4's character controls. Just don't fuck with the mouse-controls. Becuase that's where the fun ends.

May 10 2016, 1:03 AM · Arma 3
Goomer added a comment to T62515: Vehichles blowing up without any warning is a bit unrealistic, isn't it?.

@gutsnav:
Only armoured vehicles explode when their hull-damage value reaches 1.
Cars on the other hand will explode only when their fuel-damage value reaches 1.

@strangere:
Arma 3 does support some sort of armor simulation. However, it is not configured. Addons can enable it though (and need to configure it).

May 10 2016, 12:04 AM · Arma 3

May 9 2016

Goomer added a comment to T62328: Selected firemode resets under various circumstances..

I can confirm what k0rd said.

May 9 2016, 11:56 PM · Arma 3
Goomer added a comment to T62214: This isn't Arma.

Not a bug. Post invalid.

May 9 2016, 11:49 PM · Arma 3
Goomer added a comment to T62200: Can't go from crouched to standing when moving.

I honestly dont know. It worked fine when i tried it in the editor, but not in the vehicle showcase.

May 9 2016, 11:48 PM · Arma 3
Goomer added a comment to T62200: Can't go from crouched to standing when moving.

Keep your retarded comments to yourself.
Under certain circumstances this is not possible.

May 9 2016, 11:48 PM · Arma 3
Goomer added a comment to T61912: White pixels surrounding all in game foliage..

This is a problem with alpha-to-coverage. Turn it off until the game is updated.

May 9 2016, 11:35 PM · Arma 3
Goomer edited Steps To Reproduce on T61832: Screen offset.
May 9 2016, 11:25 PM · Arma 3
Goomer added a comment to T61817: Arma 3 crashing.

Visit the Intel website and search for drivers?

May 9 2016, 11:24 PM · Arma 3
Goomer added a comment to T60923: Inventory needs a REAL "All" option, "Take stack" option.

If you get killed looting a body, you shouldn't be looting a body.

May 9 2016, 10:35 PM · Arma 3
Goomer added a comment to T60662: Changing Weapon makes u Stop walking!.

I was in the army for 2 years. We have been trained to assemble our rifle while sprinting. So you might as well just be able to change your weapon.

May 9 2016, 9:53 PM · Arma 3
Goomer added a comment to T60345: Ugly postprocess/HDR with overcast sky.

@ Make Love Not War: Way to be an asshole.

Anyways. I see plenty of shadows in the screenshots provided.
Ever heard of diffuse light?

May 9 2016, 9:41 PM · Arma 3
Goomer added a comment to T60345: Ugly postprocess/HDR with overcast sky.

That's exactly what the world looks like without the added light and the blue and yellow colors from the clear sky and sun.

May 9 2016, 9:41 PM · Arma 3
Goomer added a comment to T59900: Some controls still active while chatting.

@the_Demongod: The issue is that all controls are active. You walk around, throw grenades...

May 9 2016, 7:18 PM · Arma 3
Goomer added a comment to T59900: Some controls still active while chatting.

Oh yes. I can't say how many times i've killed or almost killed team mates while trying to chat. And you cannot expect me to reset my controls every time i start arma and want to chat.

May 9 2016, 7:18 PM · Arma 3
Goomer added a comment to T59135: Too much ambient light from muzzle flash when using suppressor at night..

Make a new ticket. This probably wont be looked at again.

May 9 2016, 6:41 PM · Arma 3
Goomer added a comment to T58985: Blue "grain" and/or outline on grass and bush textures etc., caused by ATOC.

Use the search function before posting a bug report. It's odd though that i don't have this problem with my GTX570.

May 9 2016, 4:14 PM · Arma 3