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Tholozor
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User Since
Mar 5 2013, 11:37 PM (615 w, 4 d)

Recent Activity

May 10 2016

Tholozor added a comment to T83382: inputAction doesn't detect RMB click.

Not sure if this is related, but I've noticed when binding RMB to a control it detects it as Hold Sec. Mouse Button for a half-second then switching to normal Sec. Mouse Button. Issue does not occur when binding Sec. Mouse button with a modifier (Ctrl, Shift, Alt).

Tested on stable branch with two different mice and no addons.

May 10 2016, 11:36 AM · Arma 3
Tholozor edited Steps To Reproduce on T76097: Allow equipment other than uniforms to utilize hiddenSelectionsMaterials.
May 10 2016, 7:51 AM · Arma 3
Tholozor added a comment to T75830: Implementation of modifier keys in controls is poor.

I've noticed this as well with changing stances. If I press my stance adjustment key and let it go quickly while initiating forward movement, it will adjust my stance up after the adjustment key has already been fully released.

May 10 2016, 7:45 AM · Arma 3
Tholozor edited Steps To Reproduce on T75407: BLUFOR T-Shirt Combat Uniform has only one "camo" hiddenSelection.
May 10 2016, 7:35 AM · Arma 3
Tholozor added a comment to T75184: Mission 13 "Camp Maxwell" still does not work!.

Duplicate of >16602

May 10 2016, 7:29 AM · Arma 3
Tholozor added a comment to T74961: Black screen at Camp Maxwell; no visual but game is still (somewhat) playable.

I've found that running a flush command helps progress some of the scripts that are apparently getting hung up.

Any time a piece of dialogue or anything else gets 'stuck,' try and run a flush command, been working for me so far.

EDIT: Confirmed I was able to 'flush' my way through that portion of Maxwell and progress to Tipping Point.

May 10 2016, 7:24 AM · Arma 3
Tholozor edited Steps To Reproduce on T74519: Rain particles appear sideways when time acceleration is zero.
May 10 2016, 7:13 AM · Arma 3
Tholozor added a comment to T74519: Rain particles appear sideways when time acceleration is zero.

Confirmed fixed.

May 10 2016, 7:13 AM · Arma 3
Tholozor added a comment to T73861: No rain under nods.

Night Optic Devices. NV Goggles, NV Scopes, etc.

May 10 2016, 6:53 AM · Arma 3
Tholozor added a comment to T73270: AI fire at a robotically constant rate of fire (exactly 0.7 seconds between shots) on single shot mode..

Agreed, would be nice if the interval was randomized, perhaps also with an additional modifier respective to the unit's skill.

May 10 2016, 6:33 AM · Arma 3
Tholozor added a comment to T73197: INDEP Officer uniform displays OPFOR Officer uniform in first-person.

Confirmed, fixed.

May 10 2016, 6:31 AM · Arma 3
Tholozor added a comment to T73197: INDEP Officer uniform displays OPFOR Officer uniform in first-person.

Confirmed fixed at latest by 1.11.114607

May 10 2016, 6:31 AM · Arma 3
Tholozor edited Steps To Reproduce on T73197: INDEP Officer uniform displays OPFOR Officer uniform in first-person.
May 10 2016, 6:31 AM · Arma 3
Tholozor added a comment to T73030: Quad-copter UAVs do not stat still when enemies are present..

By default the UAV will attempt to 'engage' targets it sees, as that's its default behavior when airborne. You can override this by giving the UAV a waypoint and setting the waypoint behavior to Never Fire. You should be able to take direct control at that point and the behavior should stay the same.

I agree though, there should be a better way to control UAV behavior in the UAV Terminal, perhaps like a series of buttons on the side of the screen to change behavior and settings on the fly instead of having to make a new waypoint.

May 10 2016, 6:28 AM · Arma 3
Tholozor edited Steps To Reproduce on T73004: Moon lighting via Sun off-angle?.
May 10 2016, 6:27 AM · Arma 3
Tholozor added a comment to T72175: Can not aim in the prone- looking out position (ctrl + "A" OR "D").

I believe that's intentional.

May 10 2016, 6:06 AM · Arma 3
Tholozor added a comment to T72175: Can not aim in the prone- looking out position (ctrl + "A" OR "D").

Intentionally disabled until it can be fixed.

May 10 2016, 6:06 AM · Arma 3
Tholozor added a comment to T72050: Naming a unit "Switch" generates an error.

Still true as of 1.11.114607

May 10 2016, 6:02 AM · Arma 3
Tholozor edited Steps To Reproduce on T72050: Naming a unit "Switch" generates an error.
May 10 2016, 6:02 AM · Arma 3
Tholozor added a comment to T71827: Cannot remove NVGs from OPFOR, removed NVGs from BLUFOR still work.

OPFOR and INDEP units use different classnames:
"NVGoggles_OPFOR"
"NVGoggles_INDEP"

May 10 2016, 5:56 AM · Arma 3
Tholozor added a comment to T71569: Reverse Flag Patches Are Wrong.

The stars should -always- face forwards, like being carried on a pole.

http://i380.photobucket.com/albums/oo249/elvenastm6/Operation%20Red%20Wing/MGJS.jpg
http://www.crossfitsouthbay.com/wordpress/wp-content/uploads/2011/05/luttrell.jpg

It's correct the way it is right now.

May 10 2016, 5:49 AM · Arma 3
Tholozor added a comment to T71561: Uniform flag patches.

Or alternatively, a hiddenSelection.

May 10 2016, 5:49 AM · Arma 3
Tholozor edited Steps To Reproduce on T71541: Boonie hats do not fully generate shadows on characters.
May 10 2016, 5:48 AM · Arma 3
Tholozor added a comment to T71456: BIS_fnc_ambientAnim does not remove new NV goggles.

Fixed for some time.

May 10 2016, 5:46 AM · Arma 3
Tholozor edited Steps To Reproduce on T71456: BIS_fnc_ambientAnim does not remove new NV goggles.
May 10 2016, 5:46 AM · Arma 3
Tholozor added a comment to T71329: Ability to "pre-plan" Autonomous vehicle path and waypoints.

You have to right-click on the position of the waypoint you set, at the end of the arrow.

May 10 2016, 5:42 AM · Arma 3
Tholozor added a comment to T71325: Use real names for vehicles and weapons.

BI might possibly leave it as-is due to the 'Arma-verse,' and it could be easily accomplished by the community with a simple config file that changes all the displayName of the base classes, but up-voted nonetheless.

May 10 2016, 5:42 AM · Arma 3
Tholozor added a comment to T70753: Add option to prevent players from changing clothes in game.

How about a command that uses a boolean?
unit enableClothesSwitch true;
unit enableClothesSwitch false;

May 10 2016, 5:23 AM · Arma 3
Tholozor added a comment to T70693: We need backpacks for use with parachutes.

One possible way to do it would be to have the Parachute act as a container where it can only hold a single backpack and nothing else. Once on the ground the backpack could be placed either on the ground to be picked up or back in the player's inventory.

May 10 2016, 5:21 AM · Arma 3
Tholozor added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

One way BI could possibly make things a bit closer to reality is to have damage and penetration values defined in the config for the ammo itself, and not the magazine or weapon. However, when loaded into a specific weapon, the weapon itself can have value -modifiers- which can very slightly affect the characteristics of the rounds being fired, such as barrel length, rate-of-fire, etc. affecting damage, penetration, accuracy, etc.

May 10 2016, 5:04 AM · Arma 3
Tholozor added a comment to T70046: Unrealistic boat physics.

Also, take note that the Speedboat is using a dual jet drive, as opposed to a dual prop drive.

Jet drives on marine engines do not reverse the same way that propellers do; jet drives have a cover that the operator can control that covers the output nozzle to force the outgoing water to go back the other way, but not until it's already being spit out of the back of the drive. It can't completely shoot the water out the other direction.

Compared to propeller drives, jet drives are significantly less efficient in propulsion output, and you'll run higher RPMs to achieve the same kind of speeds as a prop drive. Their only main advantage is that they're easier to operate in shallow water.

The Speedboat is actually pretty accurate.

May 10 2016, 4:58 AM · Arma 3
Tholozor added a comment to T69877: short range missiles are 30KM not 30 meters.

At 30km you'd be better off using something like the Patriot, it's way too far for SHORAD.

I do agree that the locking range on MANPADS is too short to feel effective, but it doesn't need to be that long, just enough to provide a sense of security to the operator, and a sense of threat to the aircraft.

May 10 2016, 4:51 AM · Arma 3
Tholozor added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

It depends on the type of radar and the avionics system that interprets the data. The Longbow system on the Apache can track numerous targets, and prioritize the most dangerous. Provided the aircraft is equipped with radar-guided Mavericks, they could possibly engage as many targets as they have missiles in a short amount of time.

AESA radars are also be capable of tracking multiple targets, such as on naval vessels and some aircraft.

As far as launching all the missiles at once, I don't think that's necessarily a good idea, or even practical.

May 10 2016, 4:46 AM · Arma 3
Tholozor added a comment to T69048: diver backpack / rebreather issue, cloning backpack model are twisted.

Confirmed, I also noticed that managing the contents of any of those backpacks will mirror to all the others.

May 10 2016, 4:18 AM · Arma 3
Tholozor added a comment to T68189: Player character uses same voice regardless of speaker selection in profile.

Confirmed.

May 10 2016, 3:45 AM · Arma 3
Tholozor added a comment to T67382: Wrong items visible in vest / BLUFOR vests always show 5.56mm 30 round stanag models.

I agree, it would be nice if pouches on a player's vest would fill with proxy models of the magazines in their inventory (same with pistol holsters), but that would mostly be eye candy. To get around this kind of 'issue,' an alternative method would be to simply place a pouch cover over the slot so no specific magazine type is visible.

May 10 2016, 3:17 AM · Arma 3
Tholozor added a comment to T66990: M320R LRR name.

There is another GL the US is using called the M320, it's already seen extensive use in the field.

https://en.wikipedia.org/wiki/M320_Grenade_Launcher_Module

May 10 2016, 3:03 AM · Arma 3
Tholozor added a comment to T66799: Cannot fire over cubicle walls in Military Offices in some stances.

Still present in Beta 0.77.109243

May 10 2016, 2:55 AM · Arma 3
Tholozor added a comment to T66799: Cannot fire over cubicle walls in Military Offices in some stances.

Apparently this also affects low-standing as well.

May 10 2016, 2:55 AM · Arma 3
Tholozor edited Steps To Reproduce on T66799: Cannot fire over cubicle walls in Military Offices in some stances.
May 10 2016, 2:55 AM · Arma 3
Tholozor added a comment to T66767: Legs change vertical angle based on direction while underwater.

[0.61.106023] This appears to have been fixed.

May 10 2016, 2:54 AM · Arma 3
Tholozor edited Steps To Reproduce on T66767: Legs change vertical angle based on direction while underwater.
May 10 2016, 2:54 AM · Arma 3
Tholozor added a comment to T65495: Editor problems with placement of Grouped vehicles.

By default the editor places grouped units in their default formation (Wedge) when created, regardless of placement position in the editor. Open the unit's editing tab and change it from "In Formation" to "None." Keep in the mind the units will attempt to move into the default formation unless it is changed.

May 10 2016, 2:01 AM · Arma 3
Tholozor added a comment to T65416: DEV Build: AI dialogue gets transmitted twice on infantry showcase.

I can confirm that CBA causes the issue.

May 10 2016, 1:58 AM · Arma 3
Tholozor added a comment to T65380: Problem with animation is also causing camera start to shake.

Already been fixed for an upcoming update: #0006685

May 10 2016, 1:57 AM · Arma 3
Tholozor added a comment to T65360: Boonie Hats:.

Known issue #0002336

May 10 2016, 1:56 AM · Arma 3
Tholozor added a comment to T65302: Dev build 0.53.103754.. Problem with 'Walk' function.

Duplicate of #0006685

Use the search function guys.

May 10 2016, 1:55 AM · Arma 3
Tholozor added a comment to T65242: Grenade launcher (attached on rifels) uses wrong sound with supressor attached.

Duplicate of #0001679

May 10 2016, 1:52 AM · Arma 3
Tholozor added a comment to T65176: Still some lacks in animations..

Not to be a downer on the issue, but how often is someone going to be looking down while they're driving?

It just doesn't seem like it's taking away from the experience; the animated steering wheel animations were a god-send enough.

May 10 2016, 1:50 AM · Arma 3
Tholozor added a comment to T65087: Conflicting animations when walking slowly and weapon down.

Duplicate of #0006712

May 10 2016, 1:47 AM · Arma 3
Tholozor added a comment to T65076: Walking model animation stuck with lowered weapon.

I've noticed that it seems like the animation is attempting to rapidly switch between the two walking-weapon-lowered animations, with one arm swung freely, and the other with both hands on the weapon. Walking at an angle works just fine, only seems to occur walking forwards.

May 10 2016, 1:47 AM · Arma 3
Tholozor added a comment to T65073: !alive check for multiple playable units does not work when slot not filled.

You could also use isNull.

May 10 2016, 1:47 AM · Arma 3
Tholozor added a comment to T65058: Charging handle returns too slowly after reload.

I believe the term you're looking for is the "bolt."

I do agree though, the bolt goes forward way too slowly, it should basically slam to the front.

May 10 2016, 1:46 AM · Arma 3
Tholozor added a comment to T65049: Walking animation with lowered rifle completely broken (1st and 3rd person).

Duplicate of #0006712

*Actually referencing the same problem*
This one has more votes though.

May 10 2016, 1:45 AM · Arma 3
Tholozor added a comment to T64178: Vehicle livery selection (camo, numbers, squadrons, nose art, pilot name).

Definitely agree, being able to define a texture selection for vehicles such as aircraft tail codes would be absolutely superb.

May 10 2016, 1:15 AM · Arma 3
Tholozor added a comment to T63142: Zeroing inccorect.

You have to remember that the zero range is only calibrated for a target that would be at level elevation with your weapon. Firing at targets at lower or higher elevations will change where your rounds actually land.

If the turrets had actual fire control systems with laser rangefinders and built-in GPS systems to determine the slant range, then we could get accurate impacts.

May 10 2016, 12:31 AM · Arma 3
Tholozor added a comment to T63138: Add switch modes for a Laser and the flashlight.

What about illuminators? The PEQ-15A (as the IR pointer is modeled in-game after) has both an infrared pointer and infrared illuminator (basically a flashlight only visible under NVGs for anyone not familiar with the term). Granted the NVGs themselves aren't that affected by lack of ambient light (yet, I hope) as they should be to necessarily need an illuminator, but it's the point of switching between modes on said types of devices.

We have a key combo to cycle grenade types, why not one to cycle attachment modes? Ctrl + L or something?

May 10 2016, 12:31 AM · Arma 3
Tholozor added a comment to T62515: Vehichles blowing up without any warning is a bit unrealistic, isn't it?.

Maybe vehicles could monitor how much damage they accumulate over time. If it's a lot of damage very quickly (e.g. getting hit with a rocket), it could cause an explosion. If it's some damage over a longer period of time, then it would burn out, and possibly get a chance for an engineer to start repairs.

May 10 2016, 12:04 AM · Arma 3

May 9 2016

Tholozor edited Steps To Reproduce on T61923: -Disregard-.
May 9 2016, 11:35 PM · Arma 3
Tholozor added a comment to T61886: Item Suggestions for Underwater Night Operations.

NVGs already work with the existing diving mask too, don't see the need for a completely new item.

May 9 2016, 11:34 PM · Arma 3
Tholozor edited Steps To Reproduce on T61510: Cannot fire non-SDAR weapon while surfaced.
May 9 2016, 11:09 PM · Arma 3
Tholozor added a comment to T59922: Backpacks do not stack in crates.

Definitely agreed. Backpacks with no items in them should be stacked. If you've scripted a crate to supply an entire platoon, who wants to scroll through a massive list of single rucks to find one they want?

May 9 2016, 7:19 PM · Arma 3
Tholozor edited Steps To Reproduce on T58868: Special heads do not fit some headgear.
May 9 2016, 4:04 PM · Arma 3
Tholozor edited Steps To Reproduce on T58844: Shooting positions flip when shot.
May 9 2016, 4:03 PM · Arma 3
Tholozor added a comment to T58829: Larger compass.

Agreed, it's even harder to read the mils on the outer ring.

May 9 2016, 4:03 PM · Arma 3