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Uncertain
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User Since
Mar 6 2013, 9:19 PM (353 w, 1 d)

Recent Activity

May 10 2016

Uncertain added a comment to T62734: invisibility illusion issue.

A solution to this problem is already being worked on at 0003505:
http://feedback.arma3.com/view.php?id=3505

May 10 2016, 12:14 AM · Arma 3

May 9 2016

Uncertain added a comment to T62209: 3GL Launcher not functioning correctly.

With scripts you can add a few more ammo types that are only 'secretly' available in the alpha, and one of the ammo types I found is a working 3-round grenade magazine thing for the 3GL.

I actually thought it was broken until I read your explanation of it. XD

May 9 2016, 11:49 PM · Arma 3
Uncertain added a comment to T61795: Multiplayer server filter combination 'max-ping' + 'hide passworded' results in 0 servers.

I've had this problem repeatedly for years, upvoted.

May 9 2016, 11:21 PM · Arma 3
Uncertain added a comment to T61788: The Littlebird's tracer rounds..

The YouTube link takes me to "This video is private. If the owner of this video has granted you access, please log in."

May 9 2016, 11:21 PM · Arma 3
Uncertain added a comment to T61389: Where are the shotguns?.

I imagine there are no shotguns for the same reason that there are no planes and no Independent units.

May 9 2016, 11:04 PM · Arma 3
Uncertain added a comment to T61320: Night Vision while aiming down your weapons sights?.

Neh, that would remove a lot from it. Instead, I imagine that the modular weapon system will allow you to put various NV-specialised scopes onto your weapons.

May 9 2016, 10:58 PM · Arma 3
Uncertain added a comment to T61222: Arma III + Fraps = Blackscreen.

I cannot reproduce it either. I run Fraps, I run Arma 3 with Fraps still running, everything works.

May 9 2016, 10:55 PM · Arma 3
Uncertain added a comment to T60819: Firing from vehicles.

They fire out of HMMWV windows in real life, so if there are any balancing issues then I think they're worth taking on. It would also make AT weaponry more valuable, which I think would be a good thing.

May 9 2016, 10:04 PM · Arma 3
Uncertain added a comment to T60722: automatically reopen GPS (minimap).

I'd appreciate this feature, and I've seen other people asking modders to mod it into Arma 2 before.

May 9 2016, 9:55 PM · Arma 3
Uncertain added a comment to T60690: stealth mode no whisper?.

I wonder if Arma 2's hand gestures are coming back. I think in reality those gestures would be used in that kind of situation.

May 9 2016, 9:54 PM · Arma 3
Uncertain added a comment to T60677: No signs of wounds after been shot except of UGGH, UGGH....

I think First Aid Kits and Medkits are separate things. Only medics can use Medkits, while FAKs are like the new Bandages.

May 9 2016, 9:54 PM · Arma 3
Uncertain added a comment to T60675: Landing helicopter on roof of water tank (?) leaves several foot gap.

Same issue as 0002040:
http://feedback.arma3.com/view.php?id=2040

May 9 2016, 9:54 PM · Arma 3
Uncertain added a comment to T60658: Moon is not in phase.

Or otherwise perhaps a script command that sets the moon phase for historic mission makers to use.

May 9 2016, 9:53 PM · Arma 3
Uncertain added a comment to T60656: Two images of rifleman firing when at night.

Looks cool, but I can't reproduce it. I'm using a Radeon HD 7700 and one monitor.

May 9 2016, 9:53 PM · Arma 3
Uncertain added a comment to T60648: Remove weapon switch and reload from the scrolling action menu..

You address this at the end of your description, but reload only appears in the menu if you have an alternate magazine type the gun could take. I do think these things can clutter the menu a bit, but the only time it gave me a ton of trouble was when I was carrying an M32 and about 5 grenade types.

An interface upgrade would be nice, but I have no idea how much work it would be at this point.

May 9 2016, 9:52 PM · Arma 3
Uncertain added a comment to T60617: Grass Draw distance Should be max..

Grass is the bane of my life, so it sounds like a good point to me. However, I believe a lot of PvP servers in Arma 2 set the grass draw distance to be the same for everyone using scripts.

May 9 2016, 9:51 PM · Arma 3
Uncertain added a comment to T60521: Cannot fire after dropping weapons outside a container, and then taking a pistol from a container..

Here's a video of it for clarity:
http://www.youtube.com/watch?v=_xqE9HchSMA

May 9 2016, 9:47 PM · Arma 3
Uncertain edited Steps To Reproduce on T60521: Cannot fire after dropping weapons outside a container, and then taking a pistol from a container..
May 9 2016, 9:47 PM · Arma 3
Uncertain added a comment to T60506: Overhaul of Squad communications.

I also feel that the AI's comms sound very emotional, like they're constantly freaking out. They don't sound like a trained army to me.

I couldn't properly enjoy Arma 2 until I found a mod that completely disabled all radio chatter text and sound. It's bearable in Arma 3 as it is, but I have the Radio volume off and of course there's a constant spam of useless information in the bottom-left, because in multiplayer nobody thinks to turn the auto-report feature off.

May 9 2016, 9:47 PM · Arma 3
Uncertain added a comment to T60461: Rook-40 pistol shoots upwards from aiming point.

Cannot reproduce. I fired an unmodified Rook at a concrete wall a few times, at distances from about 10m to point-blank, with and without use of iron sights. All shots were accurate.

May 9 2016, 9:45 PM · Arma 3
Uncertain added a comment to T60339: NVGs In Binoc Spot.

Kid18120's method works for now, confirmed.

There are addGoggles and removeGoggles commands in the script system already, but their descriptions are incomplete and they appear to have no function yet, so my guess is that they're already working on this.

May 9 2016, 9:40 PM · Arma 3
Uncertain added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

There's an Arma 2 controls preset in the options.

May 9 2016, 9:38 PM · Arma 3
Uncertain added a comment to T60266: Binoculars Animation - unnecessary switch to the main weapon while changing stance.

"Binoculars should behave more like a weapon so that you take them out with B but enter the 'scope-mode' with mouse button 2 (default key for aiming), just like with rifles."

I prefer Arma 3's binocular system to the one in Arma 2, just because my guy no longer holds them right in front of his eyes unless he's actually looking through them.

If we reverted to Arma 2's binoculars, but added the ability to jog/run/sprint with them and made characters hold them at their sides when they weren't being looked through, I'd be happy.

May 9 2016, 9:37 PM · Arma 3
Uncertain added a comment to T60065: No damage detail for helicopter / vehicles.

I made a mission that spawns a bunch of cars with a random amount of damage applied to each one.

A fully-orange vehicle will technically show signs of damage, but you have to get really close to notice it. Every vehicle's damaged texture currently seems to be the same as its usual texture but with tiny, subtle dark splotches all over the paintwork.

May 9 2016, 9:24 PM · Arma 3
Uncertain added a comment to T59897: Zooming Veichle sights with right mousebutton, does not zoom out..

I had this same problem. I then left the vehicle, and the bug was still in effect when I re-entered it 5 minutes later.

I should also mention that the bug didn't occur immediately for me, I was zooming in and out and firing for a good few minutes beforehand. I don't remember anything appearing to trigger it.

May 9 2016, 7:18 PM · Arma 3
Uncertain added a comment to T59893: Optics in veichles does not work if bound to the same key as zoom/focus..

This was in Arma II, and I also have both actions bound to right-mouse. I never thought of it as a bug, but I always got around it by pressing Numpad 0 (default Arma II key) to use vehicle optics. It still works for me in this alpha.

May 9 2016, 7:17 PM · Arma 3
Uncertain added a comment to T59761: Game crashes system when returning to full screen from windowed or minimized..

It happened repeatedly to me today, while I was doing some scripting and editing and was alt-tabbing out a lot to read scripting forums. Most of the time it would be quite happy to alt-tab in and out, but occasionally it would break and give me a permanent blank, black screen instead. I did get out of it the first time by pressing alt-tab a few times and then alt-escape, but subsequent occurences of the bug failed to respond to this.

I could get to the ctrl-alt-tab screen from there, using Windows 7, but clicking any of its controls or trying the Task Manager just made them fade out again, as normal, but without any consequence. I eventually had to turn the PC off with its Off button, and restart.

It happened three times before I stopped, and each time I think it was about 5 minutes before it went black.

Specs:
One monitor, 1920 x 1080 (32 bit) (60Hz);
Intel Core i5-3570K CPU, 8192MB RAM;
AMD Radeon HD 7700 w/ 729 MB memory;
Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130104-1431).

May 9 2016, 7:12 PM · Arma 3
Uncertain added a comment to T59662: Open Map and Swimming -> diving?!.

I like this. You probably should drown and get your eyes full of salt if you decide to get a map out and open the whole thing up while swimming.

May 9 2016, 7:08 PM · Arma 3
Uncertain added a comment to T58989: Head Shot Hit Box.

I just did a little test video on this, I'm not entirely sure that I have the right idea about the problem, but hopefully it might help.

A few shots with the default BLUFOR Rifleman MX at various close ranges, with zeroing unchanged at 300m: http://youtu.be/OrMO7ciXZTs

The only miss is while prone, though I'm not sure where the bullet went, nor whether it was my fault or the game misplacing the bullet.

May 9 2016, 4:14 PM · Arma 3
Uncertain added a comment to T58989: Head Shot Hit Box.

After watching it again, I'm reminded of the distance between where the sight is and where the actual gun barrel is. That would probably ensure a point-blank hit even if the sight was aimed far too high.

May 9 2016, 4:14 PM · Arma 3
Uncertain added a comment to T58984: Super spec ops soldier can't walk while transitioning to pistol..

Agreed on both points, the primary reason I never used pistols in Arma games is their weird animation issues that make your guy break into a dance in the middle of a firefight.

May 9 2016, 4:14 PM · Arma 3
Uncertain added a comment to T58829: Larger compass.

Yep, I also thought ACE got it right.

You can almost gauge the bearing just by looking at where the compass is pointing, though, like if a target was WNW it might be at bearing 290. No use for accurate readings of course, just some workaround advice.

On a similar note, I loved the watch in Arma 2, and I have no idea why it was replaced with Arma 3's watch.

May 9 2016, 4:03 PM · Arma 3
Uncertain added a comment to T58749: Chopper bounches when you nose dive.

I was lobbing M203s or the equivalent at vehicles earlier. I discovered that while the Hunter and Ifrit always blow up after 3 direct grenade hits, the Ka-60 does not, so maybe it has more armour than it should. Not sure.

I wonder if the difference between the editor and multiplayer could be due to the Extended Armor difficulty option?

May 9 2016, 3:28 PM · Arma 3
Uncertain added a comment to T58710: Mortar fired me....

Could it have been the mortar-flipping catapult effect?
Example: http://www.youtube.com/watch?v=KMoMv9vHRp4

May 9 2016, 3:27 PM · Arma 3