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Phil
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User Since
Mar 11 2013, 3:47 PM (351 w, 4 d)

Recent Activity

May 10 2016

Phil added a comment to T71932: Divers can go too deep, dive depth should have realistic limitations.

With rebreathers it is possible to dive up to 200 meters and more, but this is not the common case. Normally, like it is already said, you stay above 50 meters, but keep in mind that we are out of the hobby-area and the scenario is playing in the future!

May 10 2016, 5:59 AM · Arma 3
Phil added a comment to T63807: When in the inflatable boat, there are no magazines on short MX rifle trough it's loaded.

Confirmed.
You can see a magazine in your rifle, but other players not.

May 10 2016, 12:59 AM · Arma 3
Phil added a comment to T63804: Explosives Dont Destroy Fences.

Tried it with different explosives and different objects. Fences and walls et cetra were destroyed.
What explosiv did you use?

May 10 2016, 12:59 AM · Arma 3
Phil added a comment to T63477: The random placement for the mortar unit doesnt work.

Tried to reproduce it with blufor-mortars and 20/40/60/80 random placement and all were placed somewhere in the area, but not where I placed them.

May 10 2016, 12:41 AM · Arma 3
Phil added a comment to T63471: Mines will not explode when you are an explosive specialist.

CONFIRMED for all anti-personal mines (common, bounding and tripwire APERS).
When sealing over the mines as explosive specialist they doesn't trigger, getting on your feeds will trigger them immediately.

May 10 2016, 12:41 AM · Arma 3
Phil added a comment to T63470: Editor - Add Module " Random spawn Mines /roadbombs.

Just add a lot of mines and set "appearance" only to fifty percent (or whatever) in the editor. The mines will spawn only randomly.

May 10 2016, 12:41 AM · Arma 3
Phil added a comment to T63464: Editor - Add new spawn system!!.

Duplicate of 0005070
Also it is possible, but you have to write a script (or change the script).

May 10 2016, 12:41 AM · Arma 3
Phil added a comment to T63463: Arma 3 Ai life.

Well, maybe don't hit the helmet next time ;)
Same experience as the others, hitting the head (also other parts of the body) is fatal.

May 10 2016, 12:41 AM · Arma 3
Phil added a comment to T63459: Jamming / Malfunctions of small arms.

For the DayZ standalone something like this is planned and due to the same developer/related engines it would be really nice.

May 10 2016, 12:41 AM · Arma 3
Phil added a comment to T63436: Have the ability to set Respawn options in the mission editor.

As far as I know, it is possible. You need to change the respawn script, but I don't know what must be changed.

May 10 2016, 12:40 AM · Arma 3
Phil edited Steps To Reproduce on T62429: Blood spout out of bones.
May 10 2016, 12:00 AM · Arma 3

May 9 2016

Phil added a comment to T62427: Measuring of distance in-game.

Ever tried to measure it with a vehicle? The RWS-systems are measuring the distance.

May 9 2016, 11:59 PM · Arma 3
Phil edited Steps To Reproduce on T62426: Shooting position (object) clapped up.
May 9 2016, 11:59 PM · Arma 3
Phil edited Steps To Reproduce on T62423: Swimming at land.
May 9 2016, 11:59 PM · Arma 3
Phil edited Steps To Reproduce on T62412: Weapon doesn't change for others in the Multiplayer.
May 9 2016, 11:59 PM · Arma 3
Phil added a comment to T62033: Z-Fighting in Rubble.

I'll post this note for MadDogX:
You closed 0004914, saying it is a duplicate. Here are two different problems described! I've made a video of the bug in 0004914 and will open a new post in three days. Maybe it would be possible to reopen instead 0004914.
Thanks

May 9 2016, 11:43 PM · Arma 3
Phil added a comment to T61140: Helicopters get destroyed when they go underwater.

The point is that the chopper is going down even if you contact the water only with one tire!
With a car you can drive into the sea and nothing happens until your engine block gets flooded.

May 9 2016, 10:52 PM · Arma 3
Phil added a comment to T59562: Weapons unequipable.

Sometimes it also helps to first take the object from the "crate" (car or whatever) to "ground" and pick it up afterwards.

May 9 2016, 7:01 PM · Arma 3
Phil added a comment to T59142: Divers can go too deep, dive depth should have realistic limitations.

With rebreathers it is possible to dive up to 200 meters and more, but this is not the common case. Normally, like it is already said, you stay above 50 meters, but keep in mind that we are out of the hobby-area and the scenario is playing in the future!

May 9 2016, 6:41 PM · Arma 3
Phil added a comment to T58652: Player drowns when in water unless he is a diver character even if his head is above the surface..

Seems to work with mouth over water, just tried and didn't drowned.

May 9 2016, 3:24 PM · Arma 3
Phil added a comment to T58512: Missing inventory picture of MXC with suppressor.

Confirmed.

May 9 2016, 3:18 PM · Arma 3