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Iratus
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User Since
Mar 8 2013, 7:25 PM (404 w, 23 h)

Recent Activity

Jul 17 2016

Iratus created T119446: Fuel Gauge in Strider offset.
Jul 17 2016, 3:41 PM · Arma 3

Jun 13 2016

Iratus added a comment to T74941: TransportAmmo of ammotrucks too low.

this has been resolved a few patches ago, ammo transports now have way more ammo in their storage.
(well the Bobcat still only has 3000 but that's kinda okay as delivering ammo is not its primary role)

Jun 13 2016, 5:12 PM · Arma 3
Iratus added a comment to T70758: Compass/heading for SDV driver & gunner (optics).

this has been resolved a few patches ago. Ticket can be closed.

Jun 13 2016, 5:03 PM · Arma 3

May 10 2016

Iratus edited Steps To Reproduce on T74942: Hellcat rotor breaks if someone stands next to it.
May 10 2016, 7:23 AM · Arma 3
Iratus edited Steps To Reproduce on T74941: TransportAmmo of ammotrucks too low.
May 10 2016, 7:23 AM · Arma 3
Iratus edited Steps To Reproduce on T73587: Supply drop Module drops multiple Crates in Multiplayer.
May 10 2016, 6:45 AM · Arma 3
Iratus added a comment to T73225: Binoculars & Rangefinder not shwoing in Inventory.

It seems that the binocular/Laserdestinator do work in singleplayer but do not work in multiplayer.

May 10 2016, 6:32 AM · Arma 3
Iratus added a comment to T71387: UGV´s dont turn out the light!.

Also in Multyplayer, if the UGV is not local on your machine (i.e. when you are not playing on the server), you can't turn off the lights even if you are controlling the drone. It switches the lights back on immideately.

May 10 2016, 5:44 AM · Arma 3
Iratus added a comment to T71314: The UAV (Darter) lands only on helipads.

They do land on helipads when there are any "close" to their landing waypoint. Since they employ the same behaviour as "full size" helicoptes do, "close" can be quite a distance away. This is somewhat confusing.

May 10 2016, 5:42 AM · Arma 3
Iratus added a comment to T70758: Compass/heading for SDV driver & gunner (optics).

Unfortunately he does not have a bearing indicator. He has elevation, magnification, vision mode (Vis, NV, WHOT etc.) and a range indicator. An additional bearing indicator would be useful.

May 10 2016, 5:24 AM · Arma 3
Iratus edited Steps To Reproduce on T70758: Compass/heading for SDV driver & gunner (optics).
May 10 2016, 5:24 AM · Arma 3
Iratus edited Steps To Reproduce on T70754: Driver in Ifrit: View too low.
May 10 2016, 5:23 AM · Arma 3
Iratus added a comment to T70485: It should be able to command your AI not to use their sound supressor..

@Killzone_Kid I think this is not an issue while building the scenario, where the designer could unassigne the supressors. As far as I understand it, he sugests that there should be an option to order your men to take off (or put on) their supressors while you play the mission.
Currently you can only do that if a object is present that allows for inventory-access, for example a ammo box. If such an object is present, you can order the AI to pick up things (Inventory) from it, which opens up the inventory-screen for said AI soldier (and thus allows to remove or attach attachments).

May 10 2016, 5:14 AM · Arma 3
Iratus edited Steps To Reproduce on T69272: unable to access cargospace inside vehicles if vehicle is not local.
May 10 2016, 4:29 AM · Arma 3
Iratus added a comment to T65000: Ammunition: 100Rnd_65x39_caseless_mag default ammo is firing tracers.

These are not "non tracer" magazines but "normal" magazines. It is common practice to put a tracer round between every 3 or 4 normal rounds for machineguns/autorifles to help aiming, especially at larger ranges. Thus one would assume that the normal (not specially labeled) magazines have those tracers.
Soldiers not necessarily *need* them, but they help. And a experienced soldier will certainly use every trick that helps him being more effective. Same goes for the tracers at the end of a magazine.
Maybe add a feature-request for additional "non tracer" magazines?

May 10 2016, 1:44 AM · Arma 3
Iratus added a comment to T64964: close.

I would like to see this (being able to set the tripwire) for the tripwire mines.

May 10 2016, 1:43 AM · Arma 3
Iratus edited Steps To Reproduce on T64838: Helicopters do not touch the roof if landed on a tank.
May 10 2016, 1:39 AM · Arma 3
Iratus added a comment to T64201: handgrenades no longer timed / airburst.

They seem to have a timer of about 6 seconds, so they usually reach the ground before this time has elapsed. You can get them to burst in the air if you throw them from the top of the "Kill Farm" in the direction of the sea at Stratis045068 (tested on version 0.53.103342).

6 Seconds sometimes feel a bitlong in a game, but depending on the type of grenade it's realistic.

May 10 2016, 1:16 AM · Arma 3
Iratus edited Steps To Reproduce on T64200: One passenger seat in Ifrit is not used.
May 10 2016, 1:16 AM · Arma 3
Iratus added a comment to T64200: One passenger seat in Ifrit is not used.

This is now fixed with version 0.53.103558

:)

May 10 2016, 1:16 AM · Arma 3
Iratus added a comment to T64050: Divers with SDAR should switch to Stanag on land.

Did some testing:

  • If divers do have 30 round STANAG magazines in their inventory, they do not switch to/reload with that ammo.
  • When divers are given a pistol and a SDAR with 30 round STANAG magazines (and no dual purpose rounds!), they still prefer to close up and use their pistol.
  • When equiped with a SDAR and 30 round STANAG magazines only (no Pistol), they tend to move up verry close to the enemy (~10m) before firing. They also fire verry slowly even at those colse ranges.

(all testing was done on dry land and with build 0.53.103342)

May 10 2016, 1:11 AM · Arma 3
Iratus added a comment to T62567: Explosives/mines dissapear when picked up via right-mouse.

this is solved now =)
Ticket may be closed.

May 10 2016, 12:06 AM · Arma 3
Iratus edited Steps To Reproduce on T62567: Explosives/mines dissapear when picked up via right-mouse.
May 10 2016, 12:06 AM · Arma 3

May 9 2016

Iratus added a comment to T61981: Unit with Waypoint stuck to it cannot be edited. Both have to be deleted..

Holding left shift give you access to units beneath waypoints.

For example to edit a vehicle with a waypoint ontop of it, just hold left shift and then double-klick it.

May 9 2016, 11:38 PM · Arma 3
Iratus edited Steps To Reproduce on T61892: Mines get buried on concrete/inside buildings.
May 9 2016, 11:34 PM · Arma 3
Iratus added a comment to T61158: Cant run and shoot in the same time..

Suggesting the following fix to this "problem":
Give firing the weapon piority over moving. I.E. when holding LMB while also holding the W key, the soldier would stand still as long as the weapon is firing (at full-auto this means until LMB is released or the magazine runs dry). This would remove the "stutter-step" and still allow players to quickly react to threats. It's basically the same as releasing W the moment you are starting to fire - it just happens automatically.
And if one whants to move and shoot at the same time, one can still use tactical pace (that's what it is for).

May 9 2016, 10:52 PM · Arma 3
Iratus added a comment to T60197: Bouncing anti-personnel mine makes barely any damage.

I can not confirm this. One APERS Bounding mine usualy kills a complete fireteam. "Normal" APERS mines tend to kill the unfortunate one that steped on them.

Migt be related to the difficulty settings? I used Elite difficulty while testing it. (Version was 0.50.102571)

May 9 2016, 9:34 PM · Arma 3
Iratus added a comment to T60058: Items destroyed from select containers despite available space in inventory.

It also happens with most mines and explosives. See 0004200.

May 9 2016, 9:24 PM · Arma 3