Page MenuHomeFeedback Tracker

Jesse-Lacey
User

Projects

User does not belong to any projects.

User Details

User Since
May 5 2015, 8:45 PM (319 w, 5 d)

Recent Activity

May 10 2016

Jesse-Lacey edited Steps To Reproduce on T82715: No keybind for Open/Close Ramp.
May 10 2016, 11:13 AM · Arma 3
Jesse-Lacey added a comment to T82715: No keybind for Open/Close Ramp.

Thankyou for aknowledging this request, I actually thought about one more thing that's been the same way since Alpha, the Collision Lights could also use a bindable key as well. If you happen to notice this that would be amazing, if not I consider them to be a lower priority since I usually leave them on at all times.

May 10 2016, 11:13 AM · Arma 3
Jesse-Lacey added a comment to T82279: Marksmen DLC - Stuck After Reload When Bipod Deployed.

After further testing on the new patch, I was able to cycle over 30 magazine and reloads without the bug when the bipod is deployed. However, if you are prone and the bipod is not deployed it happens to me 100% of the time. I have no had one good reload while prone without the bipod deployed on the new patch. Also, if you are close enough to a vehicle, ladder or any other interaction like that where you move into or onto an object you can do so and fix the bug. If you don't have those nearby or someone who can kill and revive you, you just have to repawn.

May 10 2016, 10:57 AM · Arma 3
Jesse-Lacey added a comment to T82279: Marksmen DLC - Stuck After Reload When Bipod Deployed.

I understand this bug is caused by mods, but that doesn't make it any less of a bug. For units that use mods in operations, especially ACRE and Task Force Radio are essential to good communication, the in game radio is not able to do half of what these mods can do. So you can't just expect these units to turn off all mods. Which means you either have to sacrifice some really awesome weapons, or find away to avoid the bug. The bug happens even when the bipod is not deployed and you are just laying down. So the best solution so far is to remember to move to the sitting position before reloading, but that has a lot of risks.

I really hope that the devs will take a second look at this because it's not enough to just ask people to disable mods in a game that's designed to be usable with or without mods installed. The bug only happens when using weapons from the Marksman DLC like the MAR-10, and only when prone, I'm sure that there is some way to fix it and I consider it pretty important since many thousands of ARMA 3 players use mods. I was going to post a new thread about it till I found this one, and I know a lot of players that have experienced this bug.

EDIT:: I found another report of this bug where they said it is being worked on in the Dev branch, which is great to hear.

May 10 2016, 10:57 AM · Arma 3
Jesse-Lacey added a comment to T79701: rotor damage during slingloading with CSAT.

I tested this out today, I wanted to try the TARU, but not having really used it I decided to switch to the regular flight model, I tried lifting a Zamak first and although the sling load worked fine implying that it wasn't overweight I broke the ATRQ Rotor at about 40% throttle. So I went down to a hunter, then a quadbike, and then ammo box and every time the ATRQ Rotor broke during take off. I use an x55 HOTAS, so I have a very precise throttle and was ascending at less than 1 mp/s, so there's really no way to be more gentle than that, and increasing throttle would just increase the stress on the rotors and make them more likely to clip, but this seemed different, if the rotors hit both should die. I tried it again later with the advanced flight model and didn't have any trouble at all, it just takes a lot more throttle on take off at which point you are able to take off and land and even turn really hard if you want.

May 10 2016, 9:30 AM · Arma 3
Jesse-Lacey added a comment to T71076: Night Sky is too boring.

A lot of this is off track it seems but I agree with the OP. I grew up in a small town of about 12,000 people, and at night you can clearly see the milky way, even if you can't see it as clearly as in those pictures you can still see it by the sheer concentration of stars. In game when you are on the highest point in Altis you are far enough from large light sources that it should be more visible. But it would add so much to the game, even if you sacrifice a little bit of realism when you are in Kavala or Pyrgos it would make night time so much better to look at. It wouldn't make combat any better, but when flying helicopters and away from combat areas it would really be something nice. Just imagine it, I think it would add a lot of ambience to night ops. I really hope they update this later on, because most of Altis is open land where there isn't much in the way of light sources, those are the areas where when you look up it just seems really well, boring, places where you should look up and almost get lost in what you are seeing. People in cities might not understand this, but you really don't have to go that far into the countryside to see how brilliant the milky way looks.

May 10 2016, 5:35 AM · Arma 3