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V-zwo_Null
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User Since
May 15 2013, 6:28 PM (359 w, 6 d)

Recent Activity

May 10 2016

V-zwo_Null added a comment to T79292: Units assigned via assignAsCargo no longer get in a vehicle.

Looks like similar to
http://feedback.arma3.com/view.php?id=20930

May 10 2016, 9:15 AM · Arma 3
V-zwo_Null added a comment to T79288: AI will not get in passenger slots in any vehicle.

Similar reports
http://feedback.arma3.com/view.php?id=20934

http://feedback.arma3.com/view.php?id=20920

May 10 2016, 9:15 AM · Arma 3
V-zwo_Null added a comment to T79278: AI won't move in Cargo by group leader command.

Similar to
http://feedback.arma3.com/view.php?id=20930

May 10 2016, 9:15 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T79278: AI won't move in Cargo by group leader command.
May 10 2016, 9:15 AM · Arma 3
V-zwo_Null added a comment to T74846: Game freeze while loading.

Hardware issues.

May 10 2016, 7:21 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T74846: Game freeze while loading.
May 10 2016, 7:21 AM · Arma 3
V-zwo_Null added a comment to T73959: Thermal footprints.

JohnnieChode said:
@V Did I say it was real? STFU idiot.

You should be banned from this tracker, from the forum and yes, from ingame chat.

May 10 2016, 6:55 AM · Arma 3
V-zwo_Null added a comment to T73959: Thermal footprints.

Do you see any footprints in real?
http://www.youtube.com/watch?v=nTxRlIXYZAw

May 10 2016, 6:55 AM · Arma 3
V-zwo_Null added a comment to T73959: Thermal footprints.

This is science fiction.

May 10 2016, 6:55 AM · Arma 3
V-zwo_Null added a comment to T73796: Make "DayZ" items inventory items.

8 downvotes. I do not get it. Why?

upvoted!

May 10 2016, 6:51 AM · Arma 3
V-zwo_Null added a comment to T73673: Wrong brake behavior of tracked vehicles.

Hey @Fireball

This is not the Handbrake.
The handbrake is without function in tracked vehicles. ;-)

This ticket is for the behavior of tracked vehicles when AI is using the brake.
AI will never use the handbrake. In any case, the normal brake is used by AI to stop a vehicle and actually not configurable for any player.

May 10 2016, 6:49 AM · Arma 3
V-zwo_Null added a comment to T73673: Wrong brake behavior of tracked vehicles.

@Fireball
@Orakel

The problem is the brake behavior by using the "real" brake on a tracked vehicle, actually used only by AI-Drivers.

Normal, you will use "S", while you move forward, if you want to stop your vehicle. This looks normal but its not the brake. At the moment, you can't assign a key for the brake in the settings menu.

This is only possible in your config file (Playername.Arma3Profile).

It is absolute wrong that your tracks are instantly blocked and your vehicle will slide 50 m to full stop.

Before this one mentioned patch, all was fine.

This is definitely too much.

And @Devs please unlock the brake key in menu. So everybody can enjoy this bug.

May 10 2016, 6:49 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T73673: Wrong brake behavior of tracked vehicles.
May 10 2016, 6:49 AM · Arma 3
V-zwo_Null added a comment to T73671: Name (and the german translation) of the "M_Titan_AP" is wrong.

@AD2001

source?

May 10 2016, 6:49 AM · Arma 3
V-zwo_Null added a comment to T73671: Name (and the german translation) of the "M_Titan_AP" is wrong.

We have AT, we dont need any amor piercing.

May 10 2016, 6:48 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T73671: Name (and the german translation) of the "M_Titan_AP" is wrong.
May 10 2016, 6:48 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T73384: Soldiers should be able to reammo static weapons.
May 10 2016, 6:40 AM · Arma 3
V-zwo_Null added a comment to T73384: Soldiers should be able to reammo static weapons.

Thats the problem @AD2001.

The static AT Titan uses "1Rnd_GAT_missiles". This is a complete other Ammo as for the mobile Titan Launcher.

May 10 2016, 6:40 AM · Arma 3
V-zwo_Null added a comment to T73288: On build 1.03.110339 when raising the self-propell howitzer gun higher than 40 degree and fire the vehicle will fly..

Recoil is too far through the model. The end of the gun will hit the ground.

May 10 2016, 6:37 AM · Arma 3
V-zwo_Null added a comment to T72200: Airplanes, UAV, is unable to enter the "Hangar".

Map? Coordinates?

May 10 2016, 6:06 AM · Arma 3
V-zwo_Null added a comment to T72039: [DEV Branch] BTR-K has no Turn out option.

It takes a moment until the hull is also warm.
I make a screenshot tomorrow if I do not forget it.

May 10 2016, 6:02 AM · Arma 3
V-zwo_Null added a comment to T72039: [DEV Branch] BTR-K has no Turn out option.

Oh, i missunderstand this issue.

Btw, the BTR-K has more logical errors as it seems.

In TI, its seems the engine in placed in the rear. But there is no space for a enginge. There is the passenger space.
Logically, the engine would have to be in the front. There is in my opinion not much space in front of the crew. Or they have the BTR-K built with an engine of a Ford Fiesta?

May 10 2016, 6:02 AM · Arma 3
V-zwo_Null added a comment to T72039: [DEV Branch] BTR-K has no Turn out option.

The Gunner has no "Turn out". The turret is remote controlled.

May 10 2016, 6:02 AM · Arma 3
V-zwo_Null added a comment to T71655: After hovering the Darter can only move forward or backwards with mouse control.

Looks like a issue with your controls.

May 10 2016, 5:51 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T71643: Armored UGV with a turret, Engine is always on.
May 10 2016, 5:51 AM · Arma 3
V-zwo_Null added a comment to T71507: Hunter MK19 No Impact Registered past 1000m.

MK19 truck? What is it?
Are you using any Mods?

You should check your viewdistances.

May 10 2016, 5:47 AM · Arma 3
V-zwo_Null added a comment to T71426: Runway numbers are wrong.

Look at my Ticket
http://feedback.arma3.com/view.php?id=13047

Looks as though this is the cause of the problem.
The path of the UAV on runway is exactly 20 ° after landing and will cross the green field.

May 10 2016, 5:45 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T71406: UAV (AI) gets some damage after landing while leaving runway.
May 10 2016, 5:44 AM · Arma 3
V-zwo_Null added a comment to T71359: Unable to connect to UAVs if you're use by a script added UAV terminals.

@Paramedic256

Are you sure, the drones you want to control are on your side? Not empty? Or enemy?

May 10 2016, 5:43 AM · Arma 3
V-zwo_Null added a comment to T71359: Unable to connect to UAVs if you're use by a script added UAV terminals.

"(unitBackpack this) additemCargo ["B_UavTerminal",1];"

I use this way.

"addWeapon "B_UavTerminal";" will add it to the correct slot, but will delete existing Items in it.

Oh and a other point is, you can can't connect to "Empty" UAV's/UGV's.
Choose them from the correct Side. Not Empty.

May 10 2016, 5:43 AM · Arma 3
V-zwo_Null added a comment to T71158: Titan AP Missile type is shown in inventory as "Armour Piercing", but it is does not peirce armour.

Confirmed:

snippet from config:
descriptionShort = "Type: Armor Piercing<br />Rounds: 1<br />Used in: Titan MPRL Compact";

May 10 2016, 5:37 AM · Arma 3
V-zwo_Null added a comment to T70979: ACE healing system in vanilla arma 3?.

Use the forum!

May 10 2016, 5:31 AM · Arma 3
V-zwo_Null added a comment to T70971: [FIXED] 3rd Person view on MK6 Mortar is useless.

Use the computer or aiming device.

May 10 2016, 5:31 AM · Arma 3
V-zwo_Null added a comment to T70851: Pilot con not eject out of crashing helicopter.

How many helicopters has ejectiv seats in real?

I know only 2 types from one producer. No one of them are still in Arma3.

May 10 2016, 5:27 AM · Arma 3
V-zwo_Null added a comment to T70829: RPG-42 AA missles marked like HE in GUI.(Or vice versa).

Ah, ok, the class of the launcher is called "launch_RPG32_F"

May 10 2016, 5:26 AM · Arma 3
V-zwo_Null added a comment to T70829: RPG-42 AA missles marked like HE in GUI.(Or vice versa).

For all your tickets, its called RPG-32, not RPG-42.

May 10 2016, 5:26 AM · Arma 3
V-zwo_Null added a comment to T70635: Nonfunctional Thermal Tex for IndFor + Ineffective Thermopro suit for Opfor (Pics Included).

Its this

U_I_CombatUniform

May 10 2016, 5:19 AM · Arma 3
V-zwo_Null added a comment to T70580: Add some handgun attatchments like ACO..

We need only lights and lasers.

May 10 2016, 5:18 AM · Arma 3
V-zwo_Null added a comment to T70411: Anti-Personal Tripwire Mine(s).

here's another upvote

May 10 2016, 5:11 AM · Arma 3
V-zwo_Null added a comment to T70333: Debug Console Does Not Let You Paste Pre Created Scripts.

How you paste the script?

Strg + V ???

Ok, i see your edit in the description.

May 10 2016, 5:08 AM · Arma 3
V-zwo_Null added a comment to T70200: all weapon work under water.

Some weapons even work underwater even though they are not specifically provided for.

https://www.youtube.com/watch?v=AGwkHktkTxU

May 10 2016, 5:03 AM · Arma 3
V-zwo_Null added a comment to T70200: all weapon work under water.

OMG

May 10 2016, 5:03 AM · Arma 3
V-zwo_Null added a comment to T70164: You could shoot the tires and they should deflate and not explode.

I have never seen exploding tires in arma3.

May 10 2016, 5:02 AM · Arma 3
V-zwo_Null added a comment to T70157: Dynamic terrain affected with fire.

And in the forest? Then burns down everything? Please imagine the amount of smoke. The forest fire could reach my graphics card. XD

May 10 2016, 5:02 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T70151: Userdefined text/image overlay for ammo boxes and crates via additional input line in editor.
May 10 2016, 5:02 AM · Arma 3
V-zwo_Null added a comment to T70144: Tires explode and don't get flat.

nore infos please.

fire with what?

May 10 2016, 5:01 AM · Arma 3
V-zwo_Null added a comment to T69663: Selected grenade reset, after entering and exiting vehicle.

The firemode (Semi, Full) is also resetted.

May 10 2016, 4:43 AM · Arma 3
V-zwo_Null added a comment to T69663: Selected grenade reset, after entering and exiting vehicle.

Yes, and you can switch the scope mode anytime, hidden in background. While running, crouching or whatever.

May 10 2016, 4:43 AM · Arma 3
V-zwo_Null added a comment to T69624: Mortars should have limited Illum and smoke grenades.

Working Flares. Smoke also works.
These Flares are very poor. But they work.

https://dl.dropboxusercontent.com/u/71356477/Screenshots/Arma/2013-07-08_00002.jpg
https://dl.dropboxusercontent.com/u/71356477/Screenshots/Arma/2013-07-08_00003.jpg

May 10 2016, 4:42 AM · Arma 3
V-zwo_Null added a comment to T69624: Mortars should have limited Illum and smoke grenades.

I tried this in the alpha. They work. Its a short illumination. They falling a bit too fast.

May 10 2016, 4:42 AM · Arma 3
V-zwo_Null added a comment to T69624: Mortars should have limited Illum and smoke grenades.

You can add this Ammo manually.

this addMagazine "8Rnd_82mm_Mo_Flare_white";
this addMagazine "8Rnd_82mm_Mo_Smoke_white";

May 10 2016, 4:42 AM · Arma 3
V-zwo_Null added a comment to T69553: AMV smoke screen issue.

Normally the smokescreen is controlled by the commander. We should wait for a update that gives the amv the missing commander slot.
This should fix this problem.

May 10 2016, 4:40 AM · Arma 3
V-zwo_Null added a comment to T69538: AI's not moving anymore, after todays update BETA (development) 0.71.107360 in editor preview.

I had the same problem after commanding to attack a vehicle. the normal animation of the AI was fully stopped.

May 10 2016, 4:39 AM · Arma 3
V-zwo_Null added a comment to T69517: Empty HitPoints in cfgVehicles.

How did you made ​​this screenshot? I mean from where?

May 10 2016, 4:37 AM · Arma 3
V-zwo_Null added a comment to T69514: Diver subsonic gun/ammo sucks on land.

Yes its the supressor. Usually subsonic ammunition must be used, which has a much lower energy. Of course, a silencer works well with normal ammunition, but you can then also remove the supressor because the bullet itself produces a loud bang.

May 10 2016, 4:37 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T69501: Huge FPS drop while firing Titan AP and Titan AT.
May 10 2016, 4:37 AM · Arma 3
V-zwo_Null added a comment to T68707: picked up "Rangefinder" won't work.

Look like, they fixed it.

May 10 2016, 4:05 AM · Arma 3
V-zwo_Null added a comment to T68707: picked up "Rangefinder" won't work.

@InstaGoat

You can take Laserbatteries as much as you want. The Laserdesignator will not work properly.

this addWeaponCargo ["Laserdesignator", 5];
No one of these will work!

this addWeaponCargo ["Laserdesignator", 1];
this addWeaponCargo ["Laserdesignator", 1];
this addWeaponCargo ["Laserdesignator", 1];
this addWeaponCargo ["Laserdesignator", 1];
this addWeaponCargo ["Laserdesignator", 1];
These will work!

May 10 2016, 4:05 AM · Arma 3
V-zwo_Null added a comment to T68707: picked up "Rangefinder" won't work.

Right, i am a german.

May 10 2016, 4:05 AM · Arma 3
V-zwo_Null edited Steps To Reproduce on T68707: picked up "Rangefinder" won't work.
May 10 2016, 4:05 AM · Arma 3
V-zwo_Null added a comment to T68257: GREEN does not have "Supply Box" and BLUE does not have vehicle ammo.

Please add the missing Vehicle Ammo Box for NATO to your description.

May 10 2016, 3:48 AM · Arma 3