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User Since
Mar 6 2013, 12:06 AM (615 w, 4 d)

Recent Activity

Mar 14 2018

Sniper_Party added a comment to T82093: Optics mil-dot spacing is incorrect.

Confirming that this is still an issue.

Mar 14 2018, 8:05 PM · Arma 3
Sniper_Party changed Severity from severity:minor to severity:major on T82093: Optics mil-dot spacing is incorrect.
Mar 14 2018, 8:03 PM · Arma 3

Nov 27 2017

Sniper_Party added a comment to T126030: MPclient can't take items in deadbody's vest/uniform/bag When change equipments on eden..

There doesn't even be any need to change the target's inventory; merely opening the loadout editor on them and pressing "ok" to exit without making any changes will render anything inside his uniform/vest/backpack unlootable.

Nov 27 2017, 3:42 PM · Arma 3

Jul 12 2016

Sniper_Party updated the task description for T82093: Optics mil-dot spacing is incorrect.
Jul 12 2016, 12:41 PM · Arma 3
Sniper_Party added a comment to T82093: Optics mil-dot spacing is incorrect.

Updating with recent pictures and to confirm issue still exists.

Jul 12 2016, 7:16 AM · Arma 3
Sniper_Party updated the task description for T82093: Optics mil-dot spacing is incorrect.
Jul 12 2016, 7:14 AM · Arma 3
Sniper_Party updated the task description for T82093: Optics mil-dot spacing is incorrect.
Jul 12 2016, 7:09 AM · Arma 3

May 10 2016

Sniper_Party added a comment to T82093: Optics mil-dot spacing is incorrect.

Oh thanks, da12thMonkey, I had not thought about using the 1mx1m object. The observed angle of the object should, at 250m, be 4mil:

a = s*1000/d

s = 1
d = 250

a = 1*1000/250
a = 4

This is what it looks like to me: http://cloud-4.steamusercontent.com/ugc/38620363499573714/D9F0FC29207FD8AB329B664F70BD1D06AC4EC043/

You can clearly see the target size does not match what it is supposed to be.

EDIT: attached picture for easier access

May 10 2016, 10:52 AM · Arma 3
Sniper_Party added a comment to T82093: Optics mil-dot spacing is incorrect.

Size is consistent, but every single soldier being 1,96m tall is extremely unrealistic, even if the mil-dots are correct and the issue is with the size of the models.

I haven't got a primary source but according to this thread http://forums.bistudio.com/showthread.php?150149-Soldier-s-Height&p=2340429&viewfull=1#post2340429 the soldier height should be 1,82m "according to samples released".

Thank you for the exact measurements. In my opinion they serve to highlight the issue instead of writing it off.

May 10 2016, 10:52 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T82093: Optics mil-dot spacing is incorrect.
May 10 2016, 10:52 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T79930: High DPI mouse turning causes unit to teleport around.
May 10 2016, 9:37 AM · Arma 3
Sniper_Party added a comment to T76901: Ragdoll related scripting commands.

Whoops. Similar to ID 0004063: http://feedback.arma3.com/view.php?id=4063 added tags on the other one to make it easier to find in the search.

May 10 2016, 8:12 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T76901: Ragdoll related scripting commands.
May 10 2016, 8:12 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T70057: Setting civilians hostile results in some players not being able to enter all vehicles.
May 10 2016, 4:58 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T69911: Detected By triggers activate after timeout even if all detecting units are dead.
May 10 2016, 4:52 AM · Arma 3
Sniper_Party added a comment to T69440: AI gets stuck rearming on equipment change.

Repro mission uploaded and updated the description etc to better match current behaviour I can be certain of.

May 10 2016, 4:35 AM · Arma 3
Sniper_Party added a comment to T69440: AI gets stuck rearming on equipment change.

If possible, a working temporary fix is to delete all cargo from any nearby vehicles. This of course means you can't place any ammo or equipment crates either, so it's a pretty shoddy workaround.

May 10 2016, 4:35 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T69440: AI gets stuck rearming on equipment change.
May 10 2016, 4:35 AM · Arma 3
Sniper_Party added a comment to T63176: Adding NVGs using addWeapon lets you use them, but does not add the item.

@falconx1:

I'm aware of the correct way to do it, which is why I described the addWeapon-method as old (it was used for NVGs in the previous games). I reported this because, even if the command should not be used, the way it functions is clearly not intentional.

You would know this if you read the previous comments, where someone already told me to use addItem and I responded with almost this exact same message.

May 10 2016, 12:32 AM · Arma 3
Sniper_Party added a comment to T63176: Adding NVGs using addWeapon lets you use them, but does not add the item.

@SaMatra: Yes, I know you're supposed to use addItem, which is why I described the addWeapon command as "old"; it is the one the previous games used. Regardless of whether you're supposed to use the addWeapon command, however, it doesn't seem like being able to add invisible but useable NVGs would be an intended feature.

It is a minor issue (and I probably should've put severity as trivial), but it is a bug and I thought I'd report it.

May 10 2016, 12:32 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T63176: Adding NVGs using addWeapon lets you use them, but does not add the item.
May 10 2016, 12:32 AM · Arma 3
Sniper_Party added a comment to T63076: SWITCH and IF control statements seem completely broken.

Like DarkDruid said, use the execVM command to execute sqf scripts. It works fine, I just tested it.

May 10 2016, 12:28 AM · Arma 3
Sniper_Party added a comment to T62879: AI does not select weapon appropriate for a threat.

Can you also confirm my finding that if you remove the Alamut from the same units and give them an NLAW, they flawlessly switch to the launcher?

May 10 2016, 12:18 AM · Arma 3
Sniper_Party edited Steps To Reproduce on T62879: AI does not select weapon appropriate for a threat.
May 10 2016, 12:18 AM · Arma 3
Sniper_Party added a comment to T62879: AI does not select weapon appropriate for a threat.

This seems to be an issue with the OPFOR launcher, as the same units engage the same targets fine if given an NLAW.

May 10 2016, 12:18 AM · Arma 3

May 9 2016

Sniper_Party added a comment to T61999: weapons shoot high in CQB.

This discussion is amazingly confusing and so I went into the editor and tested it myself, aiming at the nose and using the standard BLUFOR rifleman, my findings:

At 20, 50, and 75m, the bullet hits the target in the head.
At 100m, it goes very slightly above.
At 150m and beyond, it goes above, though I'm not sure how much.
At 300m the bullet hits approximately at the point of aim.

This seems realistic to me, I don't see what the problem is.

May 9 2016, 11:39 PM · Arma 3
Sniper_Party added a comment to T61999: weapons shoot high in CQB.

@Kid18120
Yeah like I said, I don't see a problem.

Reiber what weapon and sight were you using? Maybe the issue is with a particular scope/rifle combination, but I already tested both the MX with RCO and the Katiba with ARCO (both of which work realistically) and I'm not going to go over all of the different combinations in the alpha just to test an issue which, frankly, seems like a load of bollocks.

May 9 2016, 11:39 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

I tried. Still didn't work.

Procedure:

  1. Restart into safe mode
  2. Use Driver Cleaner on NVIDIA
  3. Restart normally
  4. Install Beta Drivers again
  5. Restart computer
  6. Try to run the alpha again
  7. Observe crash

I then installed the drivers again and now it works.

May 9 2016, 4:05 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

arma3.rpt for one crash:

"=====================================================================

C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe

"C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe"

Exe timestamp: 2013/03/06 01:37:50
Current time: 2013/03/06 01:44:27

Type: Public Alpha
Branch: Stable

Version: 0.5.102571

Item STR_DISP_OPT_DISABLED listed twice
Item STR_WORD_DIST100 listed twice
Item STR_WORD_DIST1000 listed twice
Item STR_WORD_DIST200 listed twice
Item STR_WORD_DIST500 listed twice
Item STR_WORD_DIST2000 listed twice
Item str_disp_hintc_continue listed twice
Updating base class Default->GdtAsphalt, by a3\map_data\config.bin/CfgSurfaces/carpet/
Updating base class Default->GdtStratisDirt, by a3\map_data\config.bin/CfgSurfaces/mud/
Updating base class RscControlsGroup->RscControlsGroupNoScrollbars, by a3\ui_f\config.bin/RscDisplayMain/controls/ModIcons/
Updating base class RscPicture->RscPictureKeepAspect, by a3\ui_f\config.bin/RscDisplayMain/IconPicture/
Updating base class RscListBox->RscCombo, by a3\ui_f\config.bin/RscDisplayCustomizeController/Steepness/
DX11 - Initializing DX11 engine.
DX11 - Detecting best GPU adapter.
DX11 - Detected best GPU adapter 0 : "NVIDIA GeForce GTX 460", benchmark result = 1000, level coef = 100, total result = 100000
DX11 - Using DXGI adapter 0.

  • adapter description : NVIDIA GeForce GTX 460
  • adapter vendor ID : 4318
  • adapter device ID : 3618
  • adapter subsys ID : 2203914307
  • adapter revision : 161
  • dedicated video memory : 1025966080
  • dedicated system memory : 0
  • shared system memory : 3220779008

Error: JoystickDevices - CoInitilizeEx return 80010106
Detected Joystick: T.16000M

0 ... X Axis [1,30]
1 ... Y Axis [1,31]
5 ... Z Rotation [1,35]
6 ... Slider [1,36]

Error: CoInitilizeEx (XAudio2-1st trial) return 80010106
Error: Audio - enumeration output devices failed.
Warning: Audio device creation failed, attempt to create default audio:
SamplesPerSec: 44100, channels: 2, bitsPerSample: 16
Error: CoInitilizeEx (XAudio2-2nd trial) return 80010106
Error: Mastering voice creation failed - no sound will be played, with error: 88960001.
DX11 error : Cannot create DX11 device : E_OUTOFMEMORY
Resolution failed: 1920x1080x (60 Hz)
ErrorMessage: Cannot create DX11 device:

Adapter (NVIDIA GeForce GTX 460) Fullscreen
Resolution 1920x1080, format R8G8B8A8_UNORM, refresh 60 Hz
Error E_OUTOFMEMORY"
May 9 2016, 4:05 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

Installed the new NVIDIA Beta drivers, which has fixed the issue.

May 9 2016, 4:05 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

After turning off my computer for the night and attempting to run the alpha again, the problem came back. I reinstalled the beta display drivers and it works again.

Is this an issue with the drivers not maintaining installation properly after a reboot or an issue with the game?

May 9 2016, 4:05 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

It appears I have to reinstall the beta drivers after every single game reboot. Have installed as administrator etc, but to me it looks like a driver issue and not an Arma 3 one.

May 9 2016, 4:05 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

Contents of Arma 3 Alpha folder in User/AppData/Local: http://www.sendspace.com/file/19uhzf

May 9 2016, 4:05 PM · Arma 3
Sniper_Party added a comment to T58890: Crash upon startup: Cannot create DX11 device.

Tried reinstalling directx, display drivers, and the game. Still doesn't work.

May 9 2016, 4:05 PM · Arma 3
Sniper_Party edited Steps To Reproduce on T58890: Crash upon startup: Cannot create DX11 device.
May 9 2016, 4:05 PM · Arma 3