Page MenuHomeFeedback Tracker

Piratebear
User

Projects

User does not belong to any projects.

User Details

User Since
Sep 22 2015, 3:52 PM (482 w, 5 d)

Recent Activity

May 10 2016

Piratebear added a comment to T84330: Vehicle direction command keys not listed in Controls.

Yes, but by bound movement keys, not just arbitrary hardcoded keys that someone considered movement keys during development.

Movement. Is done via movement keys. Yes.

Commanding. Is done via keys bound to commanding. Yes.

Arrow keys. Are not movement keys. They CAN be. But they don't HAVE to.

Players. Bind their own keys. That's what controls are for.

You can change pretty much every keybinding. Just not the "Command XYZ" functions bound to the arrow keys. Because it is not listed. At least no regular user can. I'm sure it can be manually coded somewhere in a config file. But that's not the point. It should be bindable in options.

May 10 2016, 12:03 PM · Arma 3
Piratebear edited Steps To Reproduce on T84330: Vehicle direction command keys not listed in Controls.
May 10 2016, 12:03 PM · Arma 3
Piratebear added a comment to T84329: Quick Menu - Disembark preferred option for AI in vehicles.

I've just found out via testing with quads that the Disembark option simply stays selected when hovering over the vehicle and then moving the cursor away. So just touching the vehicle when moving the mouse is sufficient to make the player command "Disembark" when clicking anywhere else. Tested in first person. Reproduction unreliable. Happens sometimes but not always.

Edit: Further testing, I found a way that seems to reliably work. 3 AI, 2 in an MBT (Kuma) as driver and gunner, 1 in an APC (Gorgon) as driver, me as commander in the APC. Selecting the gunner AI of the tank I don't control gives me "Disembark" as default option regardless of cursor position.

May 10 2016, 12:03 PM · Arma 3
Piratebear edited Steps To Reproduce on T84329: Quick Menu - Disembark preferred option for AI in vehicles.
May 10 2016, 12:03 PM · Arma 3
Piratebear added a comment to T84314: I don't know why my game keeps dropping to below 10 fps everytime I do anything that isn't in the menu..

In the Arma 3 Launcher, try the following:

  • Click on "Parameters"
  • Select "Advanced" tab
  • Click "Advanced" category
  • Check "CPU Count" option and set it to "8"
  • Check "MaxMem" and set it to something around 4000.
  • Start the game (without mods of course).

The idea is that maybe auto-detect doesn't work and the 8 cores are not all in use.

Furthermore, open up your graphics card utility, any software monitoring your graphics card will do. Check the graphics card GPU clock if it is actually running at high performance (1000+ MHz) or if it is constantly in energy saving mode (300 MHz).

The idea is that sometimes the driver does not work optimally and doesn't set the graphics card to high performance. Modern graphics cards almost always go down to saving power when in 2D mode (desktop or little load). I've had a case where the GPU wouldn't fire up when a game was started. Try updating all relevant drivers and see if the problem persists.

May 10 2016, 12:03 PM · Arma 3
Piratebear added a comment to T83220: Ai helicopters with door gunners fly straight at enemies outside of their gunners traverse.

Even worse, when enemy spotted, the AI pilot will get stuck in a permanent attack pattern until fuel runs out or the helo is shot down. Movement orders, disengage orders did not change anything. As long as there is one spotted infantryman on the ground, the helicopter will perform a strafe like in an attack plane (the gunners are unable to shoot), turn around and repeat.

The only way to work around this was by telling the pilot to cease fire which automatically tells the gunners to cease fire. If a GhostHawk with gunners and an AI pilot is supposed to attack infantry, the only way to make it work is by telling the pilot to cease fire, moving him towards the enemy, then telling him to open fire so the gunners get a short time window to fire before the pilot turns away. Then you need to repeat the procedure, tell the pilot to cease fire, move the helicopter in position and tell him to open fire which will make him repeat the strafing pattern, rendering him unable to attack.

So the problem is that there is no distinction between attack planes / fixed gun helicopters and attack helicopters / transport helicopters with gunners. The latter should not engage in a plane AI pattern.

May 10 2016, 11:31 AM · Arma 3
Piratebear added a comment to T82827: Anti-aircraft vehicles like the IFV Cheeta fire single shot at aircraft.

Currently seems to work. Source: Me placing gunners in Cheetahs and watching them shoot down enemy aircraft with lots of aerial explosions. Resolved or coincidence?

May 10 2016, 11:17 AM · Arma 3
Piratebear added a comment to T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..

While this is certainly a workaround (as is looking around and quickly looking back), the issue is still unaffected as instead of pressing Alt and using the mouse, players would have to additionally map the keypad or go through the financial effort of getting TrackIR which is certainly recommended but it shouldn't be a necessity.

As for the keypad, it holds my equipment keys and I would have to bind separate keys for looking around. This is not an appropriate option to me, especially when I use the mouse for looking around in every other circumstance from being infantry to being a tank commander to sitting in a helicopter.

May 10 2016, 9:33 AM · Arma 3
Piratebear added a comment to T79781: Helicopter Cyclic left/right mouse controls affect parachute steering..

I have always wondered why parachuting feels so dumb and spongy and you can't look around. Now this makes sense.

May 10 2016, 9:33 AM · Arma 3
Piratebear added a comment to T79120: The AI infantry is too accurate at shooting at the pilot of a littlebird..

I second this, having been shout out of a Hummingbird from behind again. Full crew, no injuries, no vehicle damage, after a few seconds of being shot at, about 500-1000m at full speed doing maneuvers to dodge, by a coaxial MG on a tank. It doesn't happen always but weirdly often. I agree that aiming accuracy should depend on speed and range.

May 10 2016, 9:10 AM · Arma 3
Piratebear added a comment to T70281: Separate Controls for Parachute Moviments.

Similar to issue 21423.

May 10 2016, 5:06 AM · Arma 3