Page MenuHomeFeedback Tracker

Takelmeifter
User

Projects

User does not belong to any projects.

User Details

User Since
Sep 1 2013, 4:09 PM (455 w, 5 d)

Recent Activity

May 10 2016

Takelmeifter edited Additional Information on T84766: Group map markers to a parent marker for map visibility when zoomed out.
May 10 2016, 12:16 PM · Arma 3
Takelmeifter added a comment to T78976: Virtual Arsenal - assign randomised objects to arsenal loadouts.

i don't see how it would be awfully complex for BI, as drakeziel mentioned, it's apparently already possible using SQF.

I am talking about the arsenal module though yes, for use in Zeus (which is where i don't think the .sqf solution would work, assuming the .sqf goes in a mission folder or similar)

May 10 2016, 9:06 AM · Arma 3
Takelmeifter added a comment to T78976: Virtual Arsenal - assign randomised objects to arsenal loadouts.

edited to clarify - i'm interested in an in-game solution to this. i kinda guessed that with some extra files you could perhaps do it, but an in-game solution would still be preferable and, i would imagine, vastly quicker

May 10 2016, 9:06 AM · Arma 3
Takelmeifter edited Steps To Reproduce on T78976: Virtual Arsenal - assign randomised objects to arsenal loadouts.
May 10 2016, 9:06 AM · Arma 3
Takelmeifter added a comment to T75251: Adapt Campaign Mission: Bingo Fuel - strange mission alternative (SPOILER ALERT).

It seems my impatience got the better of me. I will not let it happen again, Master.

Although, there is no HVT objective after the divert fuel task is cancelled. Might make it more obvious.

May 10 2016, 7:31 AM · Arma 3
Takelmeifter edited Steps To Reproduce on T75251: Adapt Campaign Mission: Bingo Fuel - strange mission alternative (SPOILER ALERT).
May 10 2016, 7:31 AM · Arma 3
Takelmeifter added a comment to T74966: You can drive for miles with engine off.

also, you can move quite some distance with the clutch in. i'm not sure about miles though

May 10 2016, 7:24 AM · Arma 3
Takelmeifter edited Steps To Reproduce on T74609: Stratis airbase Assault course step-through ramp bad placement.
May 10 2016, 7:15 AM · Arma 3
Takelmeifter added a comment to T74476: Driver suffers from Parkinson when UI PiP is displayed while in vehicle [VIDEO].

This might be related to your own system, more PIP = more stuff for the computer to do so that might be your end rather than the game. i'll try it out myself and post my specs when i do. your specs might be handy aswell

May 10 2016, 7:12 AM · Arma 3
Takelmeifter added a comment to T74476: Driver suffers from Parkinson when UI PiP is displayed while in vehicle [VIDEO].

I can't reproduce using 3 PIP displays (strider has 5 PIP displays but the right side of strider has 3 of them - one rearview + 2 wing) so this could either be performance or to do with the UI PIP you have on

using nvidia GTX 560 2GB (latest driver)
intel i5 3570k
8GB RAM
64-bit win 7

May 10 2016, 7:12 AM · Arma 3
Takelmeifter added a comment to T74419: Sunglasses do not affect sunglare effect at all.

We don't know that, maybe it's not been thought of. Upvoted because it gives a purpose to the goggles slot beyond looks

May 10 2016, 7:11 AM · Arma 3
Takelmeifter edited Steps To Reproduce on T72317: Pop-up hostage targets are indistinguishable from normal pop up targets in editor.
May 10 2016, 6:09 AM · Arma 3
Takelmeifter added a comment to T72316: Pop-up hostage targets are indistinguishable from normal pop up targets in editor.

double posted somehow
sorry

May 10 2016, 6:09 AM · Arma 3
Takelmeifter edited Steps To Reproduce on T72316: Pop-up hostage targets are indistinguishable from normal pop up targets in editor.
May 10 2016, 6:09 AM · Arma 3
Takelmeifter added a comment to T72280: MQ4A Greyhawk bombs are bugged.

also getting this issue, but the buzzard bombs work fine

May 10 2016, 6:08 AM · Arma 3
Takelmeifter added a comment to T71754: Ejector seats for when we get jets.

I honestly don't think having an animation is necessary, as surely pressing eject (or cycling through the action menu to get to it) is a decent indicator of how long it takes to do all that. why delay it any longer? IRL, if you are going to eject, you go straight for whatever mechanism there is to eject with. you don't first spend a second or so trying to remember what that thing that you do when you want to escape from a crashing jet fighter is. "oh, the wings are destroyed. hmmmm, what to do what to do. OOOHHHH, what's this lever do" *PUMF* "WHEEEEEEEE"
jk, but spending longer than necessary to eject is a bit odd for an emergency situation. I would have thought that pressing eject in the action menu is like pulling the lever rather than looking around for it.

/upvoted

May 10 2016, 5:54 AM · Arma 3