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Traumaau
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User Since
Mar 6 2013, 5:20 AM (337 w, 3 d)

Recent Activity

May 10 2016

Traumaau edited Steps To Reproduce on T82068: Sonic cracks can be heard from too far away.
May 10 2016, 10:51 AM · Arma 3
Traumaau edited Steps To Reproduce on T81570: M320 LRR Camo resing position incorrect.
May 10 2016, 10:34 AM · Arma 3
Traumaau added a comment to T72341: A-143 will steer for no reason at all.

I had this as well, assumed it was my old joystick, guess not.

May 10 2016, 6:10 AM · Arma 3
Traumaau edited Steps To Reproduce on T72307: Blufor AI call out FIA independants as enemy targets even though they are set to be friendly.
May 10 2016, 6:09 AM · Arma 3
Traumaau edited Steps To Reproduce on T72306: Motorboat can hold 3 hidden passengers.
May 10 2016, 6:09 AM · Arma 3
Traumaau edited Steps To Reproduce on T72303: AI will shoot invisible gunner of autonomous static weapons indefinitely..
May 10 2016, 6:09 AM · Arma 3
Traumaau added a comment to T72259: Artillery: AT Mine Cluster = Mine Cluster.

Confirmed.

May 10 2016, 6:08 AM · Arma 3
Traumaau added a comment to T72250: Crew in FIA:s armed offroad are civilians.

Same, the civ gunner dismounts when combat initiates. Not really an issue there though. Driver stayed in for me.

May 10 2016, 6:08 AM · Arma 3
Traumaau added a comment to T70793: Turning turret requires engine to be turned on.

I'd add that the turret of the marshal can turn even if the engine is inoperable, like when it is out of fuel. Another layer of broken!

May 10 2016, 5:25 AM · Arma 3
Traumaau edited Steps To Reproduce on T70791: Prevent lighthouse's from illuminating the land behind them..
May 10 2016, 5:24 AM · Arma 3
Traumaau added a comment to T70782: Commander hatch does not open when turned out.

Commander hatch does not open when turned out. That would have been sufficient.

May 10 2016, 5:24 AM · Arma 3
Traumaau added a comment to T70642: Chatbox Interface - Interact-able (Feature Request ).

It is for me, but what ever key opens the type box.

May 10 2016, 5:20 AM · Arma 3
Traumaau added a comment to T70642: Chatbox Interface - Interact-able (Feature Request ).

When your chat type box is open ("/" by default) press page up/page down to scroll chat history.

Also when chat type box is open pres up/down arrow keys to swap channels, I use this and unbind the "," and "." keys so I never accidentally swap channels when opening map.

May 10 2016, 5:20 AM · Arma 3
Traumaau added a comment to T70555: 'No Entry confiq.bin.CfgSkeletons'.

Do you use -world=empty or -skipintro command in your game shortcut?

May 10 2016, 5:17 AM · Arma 3
Traumaau added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

Feel free to vote as you like, but you claim to be wanting realism with no 'artificial' balance. Yet are all over me for suggesting a more authentic DAGR. I don't get you.

Edit: So is it just the wording? You hate the word balance? If so I think you're a bit stuck on that word. I'm not looking for a perfectly balanced game where both sides are basically the same. If I did I would argue for 8 hellfires in place of the DAGR's to be on par with the 8 skalpals of the Kajman.

I just want it to be believable, and right now the DAGR is a joke.

May 10 2016, 5:16 AM · Arma 3
Traumaau added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

They are OP compared to their real life counter part (as linked in additional info), nerf is a common term used to describe making a feature/weapon/skill etc. weaker. I chose balance as it is a balance issue and also the most accurate of the available category's.

May 10 2016, 5:16 AM · Arma 3
Traumaau added a comment to T70534: DAGR rocket needs to be adjusted for authenticity.

I did a keyword search for DAGR, the word DAGR is not in that ticket once so I missed it. Also that only addresses targeting in regards to the DAGR.

May 10 2016, 5:16 AM · Arma 3
Traumaau edited Steps To Reproduce on T70534: DAGR rocket needs to be adjusted for authenticity.
May 10 2016, 5:16 AM · Arma 3
Traumaau added a comment to T70528: The crosshair inside of the MX 6.5mm gun.

lol you placed your unit inside a rock. Those dark lines on the screen are some of the rock edges viewed from inside the rock, place your unit on the runway and it will be fine.

The A3 cross hairs will 'snap' to the point of impact, the rounds originate from the top of the magazine if I'm not mistaken so that's why you see it where it is while inside an object.

May 10 2016, 5:16 AM · Arma 3
Traumaau added a comment to T70519: no entry config.bin.CfgSkeletons.

Do you have mods on?

I encountered this issue when I accidentally installed a mod wrong (had a space in the mod folder name).

Edit: Did you remove -world=empty recently? I am now able to repro this bug by using that shortcut command, no mods. This is consistent with my previous encounter as the incorrectly installed mod loaded no world as a side effect.

-skipIntro also produces this bug.

Ver. 0.74.108135

May 10 2016, 5:16 AM · Arma 3
Traumaau added a comment to T70389: Aiming Crosshairs Problems .

You want to aim at anything? How about a yellow hand rail? I know where one is.

May 10 2016, 5:10 AM · Arma 3
Traumaau added a comment to T70389: Aiming Crosshairs Problems .

Just had a go on the bridge, the cross hair only snapped to the yellow rail when I... wait for it... aimed at it! firing then... wait for it... hit the yellow rail!

This is actually a perfect example of what you don't understand, the new cross hairs adapt like this to compliment the new stance adjust system, it's intuitive feedback to tell you that your adjusted position is good or bad based on your surroundings. When my recoil on that bridge made the cross hair snap to the yellow rail... I adjusted up, problem (if you can even call it that) solved.

May 10 2016, 5:10 AM · Arma 3
Traumaau added a comment to T70389: Aiming Crosshairs Problems .

I can aim properly, if your recoil makes you point at obstructions adjust your position accordingly, or continue to struggle.

May 10 2016, 5:10 AM · Arma 3
Traumaau added a comment to T70389: Aiming Crosshairs Problems .

falconx, you fail to see why it's there. But whatever there are many like you who think they are too elite for a cross hair, use those elite mad skillz to goto Configure > Game > Difficulty > disable weapon crosshair. Brush up your knowledge of the other settings while you're there, maybe then we can avoid useless tickets like this.

Also disabling crosshair means you will no longer see lock boxes, enjoy.

May 10 2016, 5:10 AM · Arma 3
Traumaau added a comment to T68906: Group Icons.

The group leader gets chevrons with in his hex, the rest are subordinates. There is also contextual icons for medics, and engineers that show up with in the hex.

Ranks mean little as the highest rank in the group will be put in command by default, further command structure differences will effect who is selected for command if the current CO leaves/dies.

Give an example of how it would be valuable to see rank at a glance.

May 10 2016, 4:12 AM · Arma 3
Traumaau added a comment to T67690: Rangefinder doesn't give range when pointed on a certain building.

You'll find that this applies to all objects beyond 1500m. I don't know if this is intended or a bug, but I would like to see the max range extended to at least 2000m.

May 10 2016, 3:29 AM · Arma 3
Traumaau added a comment to T63256: Rook-40 suppressor not aligned to barrel correctly..

Just noticed that my search filters had an obscure setting, this is a dupe. My bad. Plz close.

May 10 2016, 12:34 AM · Arma 3
Traumaau edited Steps To Reproduce on T63256: Rook-40 suppressor not aligned to barrel correctly..
May 10 2016, 12:34 AM · Arma 3
Traumaau edited Steps To Reproduce on T63113: No handbrake tyre screech when engine is off..
May 10 2016, 12:30 AM · Arma 3
Traumaau added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

Awesome vid. Voted.

May 10 2016, 12:15 AM · Arma 3

May 9 2016

Traumaau added a comment to T61550: LMB can't be bound to select action from menu..

Yes it can, some buttons have to be dragged from the right hand side of the options box when binding keys. Primary mouse button is one of them.

May 9 2016, 11:11 PM · Arma 3
Traumaau added a comment to T61149: Show accurate map position on veterna/elite diffuculty if the player has a GPS..

@ExploitedYouth Yea I know it wont show you on the paper map, it's a question of realism Vs. gameplay. I think it's a boring step that need not be there. I like the ring idea but it seemed odd that it persists when your soldier knows his exact location via GPS.

In the end I'd rather play the game than match up grids, just one more function that I think should be done by the soldier 'under the hood'. Much like the red ring itself, I view it as a general indicator that the soldier has done himself if you will. You have to then refine it, but why should I if I have a GPS?

May 9 2016, 10:52 PM · Arma 3
Traumaau added a comment to T61149: Show accurate map position on veterna/elite diffuculty if the player has a GPS..

@Kid18120 The GPS gives a 6 digit grid, that's accurate to 100m, the ring is 1km. A 100m ring if you have a GPS would be fine too.

May 9 2016, 10:52 PM · Arma 3
Traumaau edited Steps To Reproduce on T61149: Show accurate map position on veterna/elite diffuculty if the player has a GPS..
May 9 2016, 10:52 PM · Arma 3
Traumaau added a comment to T61032: Cannot change weapon ranging with optic/sight attached.

Not a bug, working as intended.

May 9 2016, 10:39 PM · Arma 3
Traumaau added a comment to T60584: The speed of running.

Agreed, sprint is a bit too fast. Made worse by being able to sprint up steeper hills than in A2. All other movement speeds seem fine to me.

May 9 2016, 9:50 PM · Arma 3
Traumaau added a comment to T59138: Feature request: Stance indicator.

Could be a small silhouette of a soldier in prone, crouch or standing with either an up, down, left, right arrow to indicate stance adjust for that posture. A dash or nothing at all would indicate no stance adjust for the current posture.

May 9 2016, 6:41 PM · Arma 3
Traumaau added a comment to T59135: Too much ambient light from muzzle flash when using suppressor at night..

Confirmed, it's as if the suppressor remembers that it was fired and lets it go when removed.

May 9 2016, 6:41 PM · Arma 3
Traumaau added a comment to T59135: Too much ambient light from muzzle flash when using suppressor at night..

Added two more screens to better/further show this effect, especially when using night vision. I think this should be a higher priority as it pretty much kills stealthy gunplay at night.

Plz don't let this make it to release, notice that this ticket was made 1 day after initial alpha release :(

May 9 2016, 6:41 PM · Arma 3
Traumaau added a comment to T59135: Too much ambient light from muzzle flash when using suppressor at night..

Updated this with pics to show that while the muzzle flash has changed for the better the ambient light cast on the weapon, shooter and immediate surroundings is still unchanged between suppressed and un-suppressed.

May 9 2016, 6:41 PM · Arma 3
Traumaau edited Steps To Reproduce on T59135: Too much ambient light from muzzle flash when using suppressor at night..
May 9 2016, 6:41 PM · Arma 3
Traumaau added a comment to T58891: Doesn't go back to the old stance after running..

I'm unable to reproduce this.

May 9 2016, 4:05 PM · Arma 3
Traumaau added a comment to T58847: Units spawn inside some objects in Editor Preview mode.

Use elevation setting when placing a unit (bottom left corner, it's in meters. It's ok to place a unit just a little above the surface and have then fall down onto it.

May 9 2016, 4:04 PM · Arma 3
Traumaau added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

Jeez relax, I was giving you my interpretation as to why they gave Iran the EBR.

I did down vote as I disagree, I also had an answer that I think was valuable and I will not hesitate to call out BS when I see it. That's what I limited my comment to.

Claiming that someone is wronging vets because they put this item there is a guilt trip attempt.

May 9 2016, 3:20 PM · Arma 3
Traumaau added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

Alternate future setting, creative license to do as they please.

Wait for full release to get the explanation you feel so entitled to. And stop with the pathetic guilt trip.

May 9 2016, 3:20 PM · Arma 3
Traumaau added a comment to T58463: Better support for binding modifier keys with mouse buttons / wheel.

Yea I could really use Ctrl/Shift/Alt mods for all my mouse keys. That would sort out all my outstanding binds and then some. Upvoted.

May 9 2016, 3:15 PM · Arma 3