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JNC
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User Since
Mar 7 2013, 1:20 AM (611 w, 19 h)

Recent Activity

May 10 2016

JNC added a comment to T67683: Flare round jittering when you shooting it directly into the ground or buildings (with video)..

I was going to add a handy pic of the bug but couldnt figure out how to change my characters gear soooo... yea

+1

May 10 2016, 3:29 AM · Arma 3
JNC added a comment to T66998: Bullet casings.

Yup, like 20 or 30 casings than they start disappearing. Would be neat for aircraft strafing runs too, having the casings make it all the way to the ground at least.

May 10 2016, 3:03 AM · Arma 3
JNC edited Steps To Reproduce on T66993: New horizon - distant detail.
May 10 2016, 3:03 AM · Arma 3
JNC edited Steps To Reproduce on T66988: Detailed Structural Damage.
May 10 2016, 3:03 AM · Arma 3
JNC added a comment to T66988: Detailed Structural Damage.

When a helicopter crashes there's already a small debree field, and explosions already have little bits flying everywhere. If this were added it would make since as currently those little "bits" are just being created as the helicopters are never missing any parts.

May 10 2016, 3:03 AM · Arma 3
JNC added a comment to T66978: Choppers dont sink (Video).

Hmm when I tried this nobody left the heli and we all died... even though I touched down very gently. The heli did sink all the way to the bottom though.

May 10 2016, 3:02 AM · Arma 3
JNC added a comment to T66975: Add more 2035-style war technology.

http://www.natoexhibition.org/

http://www.nypost.com/p/news/opinion/opedcolumnists/item_cRlyg3lsJH4jTFhCA3XFKM

Since A3 is a "combat simulator" (i hope) than honestly i dont want to see to many crazy "weapons of the future" but I certainly agree with advances in C&C and other navigational or communications gadgitry.

+1

May 10 2016, 3:02 AM · Arma 3
JNC added a comment to T66971: 2 parts of the runway texture are missing.

Yup

May 10 2016, 3:02 AM · Arma 3
JNC added a comment to T66967: Hurricanes - just completely impossible to fly in conditions..

Ok, I understand severe weather but natural disasters?? Nobody is going to be fighting when the winds outside will just carry you away.

May 10 2016, 3:02 AM · Arma 3
JNC added a comment to T66963: Firing from Choppers.

Yeah it's a dup.

May 10 2016, 3:02 AM · Arma 3
JNC added a comment to T65840: Helo controls in latest update are way too sensitive..

http://en.wikipedia.org/wiki/MD_Helicopters_MH-6_Little_Bird

According to the wiki max speed for the little bird is 282km/h. From an altitude of 10,000 feet I was able to reach 434km/h without any indicators of imminent structural failure or even buffeting... then I did a hammerhead and 180 degree turn at sea level. All without loosing any blades or the entire main rotor or blacking out. =D

The controls were a little touchy but I was satisfied after adjusting the dead zones and sensitivity.

May 10 2016, 2:15 AM · Arma 3
JNC added a comment to T65777: Chopper flight seems very strange, pointing nose down actually slows you down for a sec.

It is strange, if you takeoff in the AH-9 to a few hundred feet and than point the nose straight down with rudder and a turning cyclic (to keep you pointing down and spinning) you wont loose much altitude... just spin around in a tight circle :D

May 10 2016, 2:13 AM · Arma 3
JNC added a comment to T65435: Crouched + NLAW + Binoculars = No movement animation.

confirmed

pic att.

May 10 2016, 1:59 AM · Arma 3
JNC added a comment to T65170: The cockpit of the helicopter is unreadable using night-vision goggles..

Most acft also have day / night switch for instrument lightings... (dim / bright) etc

May 10 2016, 1:50 AM · Arma 3
JNC added a comment to T65170: The cockpit of the helicopter is unreadable using night-vision goggles..

Not that I know of

May 10 2016, 1:50 AM · Arma 3
JNC added a comment to T64896: Explosions causing slight damage vs static defenses (mortar).

I've noticed the 40mm grenade launcher is minimally effective vs vehicles as well. Crew usually survive direct hits while in vehicles with little / no protection.

May 10 2016, 1:40 AM · Arma 3

May 9 2016

JNC added a comment to T61883: Speedboat minigun cannot adjust vertically.

It's good now! Works as expected in current build.

Thanks guys!

May 9 2016, 11:34 PM · Arma 3
JNC edited Steps To Reproduce on T61883: Speedboat minigun cannot adjust vertically.
May 9 2016, 11:34 PM · Arma 3
JNC edited Steps To Reproduce on T61882: Speedboat breakdown.
May 9 2016, 11:34 PM · Arma 3
JNC edited Steps To Reproduce on T61859: Sealed vehicle instantly floods if in water.
May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61857: Stepped on AP mine - crashd to desktop.

Sorry, never used RS before! Files have been attached

May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61857: Stepped on AP mine - crashd to desktop.

I tried to reproduce the crash several times exactly as I had been playing prior to it but, A3 never crashed. I also noticed that my character was never "thrown" as he was at the time of the crash.

Im playing Alpha 0.5.102571

May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61857: Stepped on AP mine - crashd to desktop.

Reports added at:

http://rapidshare.com/files/316503413/Arma3%20-%20AP%20mine%20crash%20reports.rar

May 9 2016, 11:29 PM · Arma 3
JNC edited Steps To Reproduce on T61857: Stepped on AP mine - crashd to desktop.
May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61851: Bullet hole decals - too few.

Yeah, I tried it again and I only got 10 bullet decals before they started vanishing.... why should it matter what you're shooting at as to how many bullet holes it can contain?

May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61851: Bullet hole decals - too few.

Yes, this too ^

May 9 2016, 11:29 PM · Arma 3
JNC edited Steps To Reproduce on T61851: Bullet hole decals - too few.
May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61848: Missing realistic effects to weather elements.

This is all very true, I would like to add a request:

Please add option to change cloud height! (6000 feet default)

+1

May 9 2016, 11:29 PM · Arma 3
JNC added a comment to T61845: Grenade impact - kinetics way off.

I just tried it with current alpha version and it isn't as prominent (not "way off"). It seems more evident on damaged vehicles.

If a grenade detonates next to an empty hunter (all passenger vehicles seem to work) and damages it, the next grenade you throw at it will jar the vehicle upon impact.. smoke grenades, frag grenades... haven't tried any other thrown objects.

When I made this thread the impact was enough to move a vehicle several feet however now it only shakes the vehicle. Regardless, a 1 pound objects impact should not move a multi-ton armored vehicle at all when thrown by a soldier.

May 9 2016, 11:25 PM · Arma 3
JNC edited Steps To Reproduce on T61845: Grenade impact - kinetics way off.
May 9 2016, 11:25 PM · Arma 3
JNC added a comment to T61839: Vehicle repair.

I dont want this feature for alpha. Is this feedback site not ment to improve the end result?

Unless they state that A3 will have all previous features, or the alpha has previous features, I'm not going to assume it is so. Crazier things have happened! =/

May 9 2016, 11:25 PM · Arma 3
JNC added a comment to T61839: Vehicle repair.

and I do not mean the repair specialist, I mean something like a landing pad or garage that can bring a vehicle to "like new" condition (weapons & fuel too).

May 9 2016, 11:25 PM · Arma 3
JNC edited Steps To Reproduce on T61839: Vehicle repair.
May 9 2016, 11:25 PM · Arma 3
JNC added a comment to T61836: DAR Rockets and RPG rockets phase through solids! (well, air hangars).

I fired all my rockets and 7.62mm from AH-9 into green hangers next to taxi-way on stratis airfield and none penetrated hanger structure... none of the structures were destroyed either =(

May 9 2016, 11:25 PM · Arma 3
JNC added a comment to T61752: Chemlight color is changing.

How do you get chemsticks btw?

May 9 2016, 11:20 PM · Arma 3
JNC added a comment to T61580: Unable to crouch with NLAW/RPG.

Enormous recoil? Almost all modern AT weapons are recoiless rocket launchers lol

I've attached a pic of a soldier firing an AT4 (one of NLAW predecessors) in the prefered firing position. If anything, recoiless weapons will push you forward, not back.

May 9 2016, 11:12 PM · Arma 3
JNC added a comment to T61516: 'overcast' clouds penetrating sky dome.

Cant be having that nonsense!

May 9 2016, 11:09 PM · Arma 3
JNC edited Steps To Reproduce on T61423: Cannot climb radio tower antenna.
May 9 2016, 11:06 PM · Arma 3
JNC added a comment to T61420: truck tires whine on dirt as if on pavement.

Yea i made a ticket for this too, lol

May 9 2016, 11:06 PM · Arma 3
JNC edited Steps To Reproduce on T61416: Cargo lift.
May 9 2016, 11:06 PM · Arma 3
JNC added a comment to T61411: The ingame world is not preloaded in the editor at any point, resulting in painfully long loading times when using "Preview".

Now that you've explained your reasoning it makes since, thx!

May 9 2016, 11:05 PM · Arma 3
JNC added a comment to T61411: The ingame world is not preloaded in the editor at any point, resulting in painfully long loading times when using "Preview".

10 seconds is painful?

May 9 2016, 11:05 PM · Arma 3
JNC added a comment to T61410: Grenades/explosives do damage through all cover.

I noticed same thing

May 9 2016, 11:05 PM · Arma 3
JNC added a comment to T61407: Suggestion : Special forces techniques.

Cool thoughts!

Is this not safer than French method?
http://static3.businessinsider.com/image/50d4e1696bb3f78745000008-900/.jpg
It would only take a few seconds more to get everyone out

May 9 2016, 11:05 PM · Arma 3
JNC added a comment to T61389: Where are the shotguns?.

Moar user content such as this is planned. It's only alpha after all.

A list of "at the very least, these things WILL be in finished game" would be nice

May 9 2016, 11:04 PM · Arma 3
JNC added a comment to T61388: Mortar upside down after using the artillery computer.

ROFL i noticed this too! They even added the "flip mortar" option (or whatever) I guess they think this is normal operation

haha...

ITS NOT BI, please fix

May 9 2016, 11:04 PM · Arma 3
JNC added a comment to T61388: Mortar upside down after using the artillery computer.

bump!

May 9 2016, 11:04 PM · Arma 3
JNC added a comment to T61383: Gauges of helicopters are not visible throught nightvision nvg.

Actually... in the first pic the instruments arent even illuminated, that's just ambient light

Please add instrument lighting of any kind!

May 9 2016, 11:04 PM · Arma 3
JNC added a comment to T61383: Gauges of helicopters are not visible throught nightvision nvg.

Yup, instruments were bright as hell with NVs on.

Please add an "NV Mode" for instrument clusters

+1

May 9 2016, 11:04 PM · Arma 3
JNC added a comment to T61369: Realistic Wounding System.

http://wiki.ace-mod.net/Features

Many players (myself included) were not quite so hardcore as to use some of those features as it would sometimes put your character out of commision for extended periods (low on blood, player passes out for several minutes) which leaves you with a black screen and sounds until he wakes up.... toooo hardcore for me.

+1 though

May 9 2016, 11:00 PM · Arma 3
JNC added a comment to T61365: Vehicle damage - wheels and burned out model.

Totally agree! Current damage system (pretty much everything, not just visual) is very basic.

help us BI, you're our only hope !

May 9 2016, 10:59 PM · Arma 3
JNC added a comment to T61365: Vehicle damage - wheels and burned out model.

indeed, thx!

May 9 2016, 10:59 PM · Arma 3
JNC added a comment to T61362: Take away the black around the scopes when zooming in.

http://feedback.arma3.com/view.php?id=2510

Please search the forums before posting a new ticket

resource allocation? why is it any different than using an ACOG or red dot? just add magnification and change the eye relief!!!

May 9 2016, 10:59 PM · Arma 3
JNC added a comment to T61356: 1st person vehicle weapons are almost useless.

You can also just hold RMB and you will kinda lean down to the screen but not "go into gun cam"

May 9 2016, 10:59 PM · Arma 3
JNC added a comment to T61315: Too easy to spot enemies on long range compared with short range,.

Yea, that seems like a quick fix but if they cant implement anything better by release than that would be a move in the right direction at least.

May 9 2016, 10:58 PM · Arma 3
JNC added a comment to T61315: Too easy to spot enemies on long range compared with short range,.

If human visual acuity were accuratly represented than objects "too far away" would semply blend in with environment. If you look at a hill side 10 miles away do you see grass and trees, no, you see greens and browns, you would only see the finer details if optics were used and only THAN would they need to be generated and put a load on processors.

http://en.wikipedia.org/wiki/Visual_acuity

May 9 2016, 10:58 PM · Arma 3
JNC added a comment to T61292: Sky always seems sunny underwater.

Added a couple pics

Also noticed that the player does not travel with waves... you just bob up and down a little; they dont carry you anywhere. =/

May 9 2016, 10:57 PM · Arma 3
JNC added a comment to T61266: Thermals, and their use as mechanics..

Nice find Cychou! Much better contrast for sure

http://www.youtube.com/watch?v=2UwzcjkQB-4

May 9 2016, 10:56 PM · Arma 3
JNC added a comment to T61266: Thermals, and their use as mechanics..

Panel is not necessary (this isnt a flight sim or anything) but the functions (at least some) are needed.

May 9 2016, 10:56 PM · Arma 3
JNC added a comment to T61266: Thermals, and their use as mechanics..

If the panel shown in pic section were functional in game than there would be no issue. =P

May 9 2016, 10:56 PM · Arma 3
JNC added a comment to T61266: Thermals, and their use as mechanics..

It would add complexity BUT I feel that A3 should be complex! I like that if you know you arent skilled at using an in-game feature, YOU DONT USE IT and let someone more skilled take the position instead, otherwise, you may kill your character or others.

FLIR systems are highly adjustable for the above mentioned reasons. If there is an "auto mode"... there needs to be a manual mode.

I've att. some example pics.

May 9 2016, 10:56 PM · Arma 3
JNC added a comment to T60989: Helicopters lose altitude really slow even after losing main rotor..

already reported

thx!

May 9 2016, 10:37 PM · Arma 3
JNC added a comment to T60984: Aim sights hit where you're not aiming.

Yes this does happen in RL but A3 hit boxes are a little jacked atm so it's possible it's being exagerated. I, however, just tried hitting rocks (and other objects) both by aiming at them and otherwise and it appeared that my rounds were just going threw them so... I cant hit anything even if i try apparently

May 9 2016, 10:37 PM · Arma 3
JNC added a comment to T60984: Aim sights hit where you're not aiming.

I noticed that the grenade launcher seems to fire about 20m to the right at 300m as well... and there was no wind.

May 9 2016, 10:37 PM · Arma 3
JNC added a comment to T60980: Mortars extremely accurate.

Maybe when they fix wind it will? Wind doesnt seem to do anything currently other than blow trees and grass =[

May 9 2016, 10:37 PM · Arma 3
JNC added a comment to T60980: Mortars extremely accurate.

In a perfect world, we would have weather conditions (wind, rain, overall climate) affecting the accuracy of the artillery so a simple circle reticle wouldnt cut it. Plus the inaccuracy should scale some with distance and, especially, weapon type.

May 9 2016, 10:37 PM · Arma 3
JNC added a comment to T60980: Mortars extremely accurate.

Thanks! Hopefully the Devs take notice! =)

May 9 2016, 10:37 PM · Arma 3
JNC added a comment to T60980: Mortars extremely accurate.

the study was using a 120mm I think (that's a big explosion even if it is 400 feet away) AND it was at max range of 7200 meters! so something closer would be more accurate (i assume) Johnofwax

May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60980: Mortars extremely accurate.

Yea I think that's why I never saw them used much... it's no fun when you can put an MLRS or 120mm + mortar round EXACTLY where you want anywhere on the map

current artilery = not balanced

May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60980: Mortars extremely accurate.

Based off the study, only 50% of rounds landed within a 108-144m area at max range (depending on round type). Thats 414 feet from one another and that's the inner most circle... presumably where the target would be located. more than a football field apart on average

CANNOT drop a mortar shell into a mason jar 5 miles away... fyi

May 9 2016, 10:36 PM · Arma 3
JNC edited Steps To Reproduce on T60980: Mortars extremely accurate.
May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60977: Weapon flash does not illuminate structures.

firing from inside a building still illuminates the ground and stuff if you're near a window or something but not inside of building and YES nobody would be able to see anything except muzzle flash so if angle was wrong your shots would be "invisible" at night.

May 9 2016, 10:36 PM · Arma 3
JNC edited Steps To Reproduce on T60977: Weapon flash does not illuminate structures.
May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60966: Can't leave a sinking Helo.

This issue has been reported several times, search for similar titles.

Dieing instantly in water sounds like A2! Wonder why that would happen in A3 since it now has underwater gameplay

May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60965: Evidence of battle.

I added another picture relating to "evidence of battle". It's a picture of craters left by bombs or artillery. These types of craters kinda exist already when a plane crashes except they are above ground.

Currently explosive devices only produce a large decal. Could craters be added to ordnance and large explosives? Preferably below ground craters rather than current above ground ones? and that's a road going through the middle so those are quite large craters fyi.

The fact that water is in the craters is irrelevant. That would be a nice feature but i am not interested in that.

May 9 2016, 10:36 PM · Arma 3
JNC edited Steps To Reproduce on T60965: Evidence of battle.
May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60963: Ambidextrous weapon transition.

haha funny pics

Well if you go prone there does not appear to be any movement restrictions so you are capable of the same firing positions... just not physically on side.

There is already a ticket for supine firing options

May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60959: Chemlights too weak.

IDK EITHER!!! maybe Helperman could take a pic for us?

May 9 2016, 10:36 PM · Arma 3
JNC added a comment to T60938: Pilot hand blends in collective handle.

"be one with the collective young grasshoppa..."

May 9 2016, 10:35 PM · Arma 3
JNC edited Steps To Reproduce on T60935: Killed crew = broken heli.
May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60927: Improvised transport.

Added your friends pic goldblaze - awesome!

I know gear and such is commonly affixed to combat vehicles in various manners but that would take too long I think. And you wouldnt do that in battle, just moving between camps and such, otherwise you'd loose your things.

May 9 2016, 10:35 PM · Arma 3
JNC edited Steps To Reproduce on T60928: Rotor wake .
May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60927: Improvised transport.

dont get shot at in the air, or hit gust of wind, or go too fast, or sneeze too hard. lolz

May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60927: Improvised transport.

Yea i'm not sure how it would be regulated.

We should be able to fire from vehicles but if any of those guys in pics started getting shot at they would likely all GTFO and find cover rather than immediatly return fire.

I mainly intended it for vehicles that do not normally support passengers (such as chopper) or irregular seating positions... but pilling onto a tank is cool too :D

May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60927: Improvised transport.

Not balanced you may be saying? Try riding into battle like that and see what happens =P

May 9 2016, 10:35 PM · Arma 3
JNC edited Steps To Reproduce on T60927: Improvised transport.
May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60926: Passengers just there to look pretty.

"I dont want to do something tooo good".... wth kinda answer is that?!

yea, there are several similar tickets, myself included
http://feedback.arma3.com/view.php?id=2448

May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60922: More detailed damage models.

talk about tailrotor issues!

May 9 2016, 10:35 PM · Arma 3
JNC edited Steps To Reproduce on T60922: More detailed damage models.
May 9 2016, 10:35 PM · Arma 3
JNC added a comment to T60915: Left handed weapons.

I hadnt even considered the tactical applications!

GJ guys

May 9 2016, 10:34 PM · Arma 3
JNC edited Steps To Reproduce on T60915: Left handed weapons.
May 9 2016, 10:34 PM · Arma 3
JNC added a comment to T60899: Helicopter Co-Pilot Does Not Assume Control of Weapons.

Perhaps the little bird does not have dual controls for weapons? It's a possability

+1

May 9 2016, 10:34 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

http://www.youtube.com/watch?v=NpGSKKgWWks&feature=player_embedded

Trijicon ftw!

May 9 2016, 10:20 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Coyote suggested it be optional as well. Personnaly, I'd like to see it as default =]

May 9 2016, 10:19 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Just merge ACE mod with A3 and call it "hard core" mode

fukit!

May 9 2016, 10:19 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Only the area viewed through the scope is zoomed, not the peripheral areas. I think the scope should be closer than is shown in the pics (more like the 4x pic). If it's too small than tracking moving targets will be exceedingly difficult.

May 9 2016, 10:19 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Area around scope lense could be made blurry, this would prevent need for weapon retexture, more realistic as suggested by Verox, AND they could slightly increase the time it takes to put the scope in your face, thus preventing people from "no scopeing"

May 9 2016, 10:19 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

I FULLY AGREE that A2 is a simulator rather than an FPS, however, in RL you do not shove your eyeball into the rear of the scope (many people do though and become injured) and not all situational awarness is lost. I've attached another picture from an RL scope.

It's called eye relief, I think the Devs could work with this.

May 9 2016, 10:19 PM · Arma 3
JNC added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Very good idea! The picture is acutally 2D though (still a cool feature). I'm not sure A3 supports 3D otherwise.

bumped!

May 9 2016, 10:19 PM · Arma 3
JNC edited Steps To Reproduce on T60872: More specific editor details.
May 9 2016, 10:19 PM · Arma 3