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Impulse9
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User Since
Mar 8 2013, 3:18 AM (615 w, 6 d)

Recent Activity

May 10 2016

Impulse9 edited Steps To Reproduce on T71916: HMMET Wheel Clearance.
May 10 2016, 5:59 AM · Arma 3
Impulse9 added a comment to T71914: Unable to transfer into Combat Stance from Weapon Idle..

I have enough problems with my players doing this already with existing weapon idle to active shooting.

Having a safe method to transition would do no harm.

I do not want to have to account for hardware issues or OS level doubleclick rates (wireless mice/input delays/polling rates/performance issues) causing double click (to fire) type behavior for clients.

May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71915: Ifirit Top Mirrors Inverted/Improper View Angle.
May 10 2016, 5:58 AM · Arma 3
Impulse9 added a comment to T71914: Unable to transfer into Combat Stance from Weapon Idle..

Aware that a fire action will change you to a ready state, but... that is not always the desired action.
It is not exactly safe to use a fire action when you are wanting to go into a ready state.

I don't want to sound too serious about this, but many a mission or game session has been damaged by inadvertent fire actions happening due to mouse clicks or double clicks. I would really like to see a passive change in stance w/o inadvertent fires occurring.

May 10 2016, 5:58 AM · Arma 3
Impulse9 added a comment to T71914: Unable to transfer into Combat Stance from Weapon Idle..

Simple explanation.

You are standing weapon idle/resting.
You would expect CTRL+W or CTRL+S to transition you into standing high/low weapon ready.
That is it.

At present you need to either double tap control, or transition to crouch and then stance adjust back up. It feels a bit odd, but there would be plenty of times when you are walking where it would feel a bit more natural to go from walking idle, to peeking up higher over a wall or something of that sort with the existing stance adjusts, even if it does bring your weapon to active.
Same with walking and ducking down a bit and going to weapon ready, or combat jog. Reaction to contact or just wanting to get a way a bit faster at a ready, vs jumbling though even more keysteps from ones that already exist.

May 10 2016, 5:58 AM · Arma 3
Impulse9 added a comment to T71914: Unable to transfer into Combat Stance from Weapon Idle..

I am only requesting the ability to transfer from walking idle to combat stances in the (combat standing to combat standing high and combat standing low)
See one step from normal standing to + or - one step from the prior state.

Once your in a combat stance, you would assume the prior normal control method of transitioning combat elevated stance adjustments.
Double taping control when in one of the standing states, would reset you back to resting idle.

May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71914: Unable to transfer into Combat Stance from Weapon Idle..
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71913: No Collision with on High Tension Power Lines..
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71906: Vehicle Geometry with Buildings.
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71905: Surfaces Config.
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71903: Vehicle Exhaust not rendered on Thermal Views.
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71902: Clouds have odd rotational effect..
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71891: Wall Object on Road - 25391972 Altis.
May 10 2016, 5:58 AM · Arma 3
Impulse9 added a comment to T71890: Wall Object on Road - 25331983 Altis.

A GPS grid's accuracy is based on the total number of digits used.
I provided an 8 digit grid, thus 10m accuracy.
A 6 digit grid would be 100 meter accuracy.

This was not done to confuse, but to give better detail.
A 10 digit grid would be a 1 meter accuracy.

May 10 2016, 5:58 AM · Arma 3
Impulse9 added a comment to T71890: Wall Object on Road - 25331983 Altis.

These are not duplicate tickets.
They are referencing two different wall objects.

This Ticket refers to Grid 253198, with a wall intersecting the road.

The Ticket marked as duplicate refers to Grid 253197, which is a long wall placed on the road.

May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71890: Wall Object on Road - 25331983 Altis.
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71887: Get In (Default Action).
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71884: Sterographic Effect can lead to nausea/headaches..
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71880: 12:3 GUI - Header Bar, only renders Orange on Center Display.
May 10 2016, 5:58 AM · Arma 3
Impulse9 edited Steps To Reproduce on T71881: Year is not displayed in Date/Time area.
May 10 2016, 5:58 AM · Arma 3
Impulse9 added a comment to T67938: Ifrit's mirrors reflect sky.

As per closed ticket (duplicate)

Top Mirrors for Ifrit are pointing downwards from Driver position, yet render reverse view, inverted.

Should be pointing down towards rear wheels, at underbody.

Video
http://youtu.be/Ipdb8p6wWAg [^]

May 10 2016, 3:36 AM · Arma 3