Page MenuHomeFeedback Tracker

WolveNZ
User

Projects

User does not belong to any projects.

User Details

User Since
Jul 19 2013, 2:51 AM (363 w, 6 d)

Recent Activity

May 10 2016

WolveNZ edited Steps To Reproduce on T70077: Prone Stances, Cannot view down sights doing extra stances.
May 10 2016, 4:59 AM · Arma 3
WolveNZ edited Steps To Reproduce on T70076: in 3rd Person Stances Element is not visable.
May 10 2016, 4:59 AM · Arma 3
WolveNZ added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

It shouldn't be overly difficult for the Dev's, but I think that it would take a considerable ammount of man hours to rectify bugs brought up by such, it could end up breaking allot of the cofig work that has been the base of the ArmA Series...

But, that is only why I think it hasnt been done, not that its a game breaking problem that ruins the game or a aspect of it.

May 10 2016, 4:52 AM · Arma 3
WolveNZ added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

@DemonMustang

The reason why the engine is of discussion is with the calculations required for the chambered round. The only way to do this without a modification to the engine would be to have a script, that at the end of the day would have to present a magazine with a extra round inside of it, and take into account if the magazine that is being loaded is at full capacity or not that would end up being a bloated, slow and of course buggy if not implemented at a deeper level.

May 10 2016, 4:52 AM · Arma 3
WolveNZ added a comment to T69896: "ACP-C2" 1911 handgun too many rounds in the magazine and no bullet in chamber accounting.

Couldnt it just be that the Rounds are slightly stacked? New, Modern Materials allow the Mag walls to be thinner and the Frame to also be thinner, allowing for the rounds to be on a slight offset, allowing the extra two rounds (Over the 7)....

I do think that if possible, their should be the bullet in chamber accounted for... But im not sure of the Feasibility as the Engine was never developed to tend for such..

May 10 2016, 4:52 AM · Arma 3
WolveNZ added a comment to T69243: User interface for APCs, helis and guided missiles looks dated, is incoherent and un-immersive.

This would be great, Just adding in my 2c but the Interiors in a couple of the RusFed Vehicles in ArmAII is what convinced me to buy the game!

May 10 2016, 4:28 AM · Arma 3

May 9 2016

WolveNZ added a comment to T60025: No female soldiers models available.

Seeing that Norway Introduced Female conscription recently as an example, yes, this would be a good thing to have, but its not overly urgent at all.

May 9 2016, 8:59 PM · Arma 3
WolveNZ added a comment to T58799: Deploying a weapon / proper use of bipods.

@samogon

Thats some very good points their! I always found it a bit strange how much kick the MX SW has in the game, even when prone...

@NordKindchen

Camouflage is still important, thats why we seen Millions still being put into the development! But the problem of the camo inside ArmAIII still stands but shouldnt be mentioned here in a bi-pod disscussion...

May 9 2016, 3:44 PM · Arma 3
WolveNZ added a comment to T58799: Deploying a weapon / proper use of bipods.

Jupp, Really need this feature, not just Bipods as said before but also being able to rest a weapon on the side of a wall or tree.

I feel the best way to do this would be an automatic, if obj detected next to any side of the weapon then have a reduced sway, if bipod is active then reduced even more

May 9 2016, 3:44 PM · Arma 3
WolveNZ added a comment to T58799: Deploying a weapon / proper use of bipods.

Jupp, Action menu would be bad, its already cluttered enough as it is!

May 9 2016, 3:44 PM · Arma 3