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bigpickle
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User Since
Mar 6 2013, 3:54 PM (580 w, 11 h)

Recent Activity

May 10 2016

bigpickle added a comment to T81548: Add possibility to add multiple sounds per tail.

+1 Couldnt agree more. Also the tail effects added to explosions too would be logical.

May 10 2016, 10:34 AM · Arma 3
bigpickle edited Steps To Reproduce on T79012: Bomb Config Suggestion.
May 10 2016, 9:07 AM · Arma 3
bigpickle edited Steps To Reproduce on T79011: New Bombs Inherit From Rockets.
May 10 2016, 9:06 AM · Arma 3
bigpickle added a comment to T78624: Loss of 60% Joystick Throttle Traverse.

Well that changes your joystick map entirely not just for a selected application. This means it will change all of my other maps for other games, so its not a viable option.

May 10 2016, 8:56 AM · Arma 3
bigpickle edited Steps To Reproduce on T78624: Loss of 60% Joystick Throttle Traverse.
May 10 2016, 8:56 AM · Arma 3
bigpickle added a comment to T73473: Sound of falling bodies is missing.

Is there any sound feature added lately that isnt added already broken

May 10 2016, 6:42 AM · Arma 3
bigpickle added a comment to T73443: Reduce/Disable Panting sound..

i hate heavy panting its shit

May 10 2016, 6:42 AM · Arma 3
bigpickle added a comment to T72981: AI Rate of Fire changes with distance from player.

Really? still marked as a new issue when its dated 2013-09-17 19:39

May 10 2016, 6:26 AM · Arma 3
bigpickle added a comment to T72981: AI Rate of Fire changes with distance from player.

This has been in every arma game that i can remember. take the time to fix this devs please, it wreaks havoc when making sounds too as what sounds good at zero feet sounds bad farther away.

May 10 2016, 6:26 AM · Arma 3
bigpickle added a comment to T72705: Game crashes to desktop after two or three "preview" runs on multiplayer missions on Altis only.

still broken, happen to me the other day

May 10 2016, 6:19 AM · Arma 3
bigpickle added a comment to T71230: Character Ragdoll has become very unrealistic....

The stupid "bobbing like an apple on water" has been there since the start, but now, when i thought it could get any worse....
Right now I wish they would just import the death anims from arma 2 and scrap the rag doll because it is outright terrible.

May 10 2016, 5:39 AM · Arma 3
bigpickle added a comment to T71064: AI Flinch after being shot.

bis don't know how to change this, if they did they would have done it already

May 10 2016, 5:34 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Tummble weed. Seroiusly this feedback tracker is not to be taken seriously when it comes down to it.
It seems to me that unless you have the ear of the Devs or its a simple fix the bugs get ignored.
Such a dissapointment.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Arma 3 bugtracker, not mod bug tracker.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Turn your mod off, then there will be no error

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

I'll believe they can fix it when they do.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

acknowledged = Forsaken

I handed this bug to you on a plate fellas, what a total let down. I'm gonna remember this when you expect me to put my hand in my pocket again.

May 10 2016, 5:22 AM · Arma 3
bigpickle updated subscribers of T70699: Fired Event Handler Global Issue.

@japapatramtara,

Any news about how fixing this bug is going? (Its been sat on assigned with now news for a long time now)

Regards

Bp

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Is there any update on how resolving this bug is going?

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Thanks for the update guys, best of luck trying to fix it.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Now campaign is done, is there a chance I can have some information about how the progress is going on this bug and its massive implications for global and local events.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Rgr thank you for the reply even though my post was full of frustration.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Still nothing, no mention not activity related to this issue. Devs don't give a crap about this because modders making the game sound better is clearly the current idea.

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

main post updated with extra information

May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T70699: Fired Event Handler Global Issue.

Test mission is now attached.

May 10 2016, 5:22 AM · Arma 3
bigpickle edited Steps To Reproduce on T70699: Fired Event Handler Global Issue.
May 10 2016, 5:22 AM · Arma 3
bigpickle added a comment to T69936: switchCamera doesnt work while sprinting or with the weapon lowered.

I found this out with my sound mod too

May 10 2016, 4:53 AM · Arma 3
bigpickle added a comment to T69495: All new weapons accuracy needs fix.

See what I am actually saying naysayers, Its same with cross hairs, reticule and iron sight.

I understand the point of the cross hairs and how they are used, you are all correct in what your saying which means the issue is still there, as the rounds always go to the top right of the cross hair/reticule and iron sight.

Thanks machineabuse for rewording what I'm trying to say.

May 10 2016, 4:37 AM · Arma 3
bigpickle added a comment to T69495: All new weapons accuracy needs fix.

It not only happens with cross hairs but with iron sights and new scopes, zafir is offset the worst, cross hairs show example the most where rounds travel into and out of the top right corner of the cross hair, not withi9n as your are suggesting.

May 10 2016, 4:37 AM · Arma 3
bigpickle edited Steps To Reproduce on T69495: All new weapons accuracy needs fix.
May 10 2016, 4:37 AM · Arma 3
bigpickle edited Steps To Reproduce on T69494: Surface mapping Incorrect.
May 10 2016, 4:37 AM · Arma 3
bigpickle added a comment to T69056: FLIR WH will pick up muzzle flash from autocannon.

I cant think of 1 vehicle weapon that isn't a risk to epileptics or anyone if I'm honest, they all have the most insane muzzle flash. Its sexy lighting but maybe the player should be shielded from it so its not lost to other players looking at them.

May 10 2016, 4:18 AM · Arma 3
bigpickle added a comment to T68985: Random Client + Server Crashes since BETA Release, Faulty Modul: PhysX3_x86.dll.

Fore sure the old PhysX crash!

May 10 2016, 4:15 AM · Arma 3
bigpickle added a comment to T68023: Closure Sounds Gone.

Glad for the reminder, it appears to be fixed, with recent updates.

May 10 2016, 3:39 AM · Arma 3
bigpickle added a comment to T68023: Closure Sounds Gone.

class Single : Mode_SemiAuto {
begin1[] = {"A3\sounds_f\weapons\MX\mx-st-full-1", 1.41254, 1, 1200};
begin2[] = {"A3\sounds_f\weapons\MX\mx-st-full-2", 1.41254, 1, 1200};
soundBegin[] = {"begin1", 0.5, "begin2", 0.5};

closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6", 1.58489, 1, 30};
closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7", 1.58489, 1, 30};
soundClosure[] = {"closure1", 0.5, "closure2", 0.5};

Every small arms weapon has them, its the sound of the working parts closing after firing the weapon.

May 10 2016, 3:39 AM · Arma 3
bigpickle added a comment to T68023: Closure Sounds Gone.

25/09/13

I'm flabbergasted to see that this bug which has been present since the end of the alpha when it was broken by an update, still has not been corrected even after the games release.

May 10 2016, 3:39 AM · Arma 3
bigpickle added a comment to T68023: Closure Sounds Gone.

08/12/13

Still no mention, no fix.

May 10 2016, 3:39 AM · Arma 3
bigpickle edited Steps To Reproduce on T68023: Closure Sounds Gone.
May 10 2016, 3:39 AM · Arma 3
bigpickle added a comment to T67826: No EAX/Environment audio in the game!.

Absolutely criminal that this has to be voted and is not stock! BIS wake up and get this done.

May 10 2016, 3:33 AM · Arma 3
bigpickle edited Steps To Reproduce on T67245: No water impact sounds.
May 10 2016, 3:12 AM · Arma 3
bigpickle added a comment to T66658: 5.1 sound issues.

I have just tested what ppl were saying, I agree about the footsteps for sure but i also get way more bass in my left headphone than my right at the same time too. Its strong enough over time to give me ear ache, meaning I HAVE to resort to using stereo mode.

May 10 2016, 2:51 AM · Arma 3
bigpickle added a comment to T66658: 5.1 sound issues.

Currently with 5.1 systems and headphones the left channel/speaker is muffled compared to the right. I suspect it maybe that the LFE/Bass frequencies are unbalanced towards the left making the right feel sharper.

May 10 2016, 2:51 AM · Arma 3
bigpickle edited Steps To Reproduce on T66658: 5.1 sound issues.
May 10 2016, 2:51 AM · Arma 3
bigpickle added a comment to T66499: Why change to pistol when picking up rifle?.

This is exactly the sort of stuff I wanted to see gone from Arma. Along with cant reload secondary and move at the same time.

May 10 2016, 2:44 AM · Arma 3
bigpickle added a comment to T66488: When i close the game after playing i get this message after Arma 3 has crashed.

Metalcraze 0 BIS 1

May 10 2016, 2:43 AM · Arma 3
bigpickle added a comment to T66488: When i close the game after playing i get this message after Arma 3 has crashed.

Every Exit I get this crash. Getting tiresome now. Please Fix this BIS.
Its been this way for the last 3-4 dev builds.

SB Recon 3D sound card, with on board sound turned off.

Problem signature:

Problem Event Name:	APPCRASH
Application Name:	arma3.exe
Application Version:	0.59.105.814
Application Timestamp:	51a5b408
Fault Module Name:	XAudio2_6.dll
Fault Module Version:	9.28.1886.0
Fault Module Timestamp:	4b6b0791
Exception Code:	c0000005
Exception Offset:	000250ec
OS Version:	6.1.7601.2.1.0.256.1
Locale ID:	2057
Additional Information 1:	0a9e
Additional Information 2:	0a9e372d3b4ad19135b953a78882e789
Additional Information 3:	0a9e
Additional Information 4:	0a9e372d3b4ad19135b953a78882e789
May 10 2016, 2:43 AM · Arma 3
bigpickle edited Steps To Reproduce on T66292: Fog Sound Bug.
May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

Anyone of the naysayers have any real experience with tracers

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

nato have RED, non nato use GREEN

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

yeah of course, but being a small light source is crucial.

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

Dr Death, why are you in such denial about tracers.

They dont glow the path they go? wtf does that even mean?
Why would you want to discourage something from making this game better, it looks like your thinking "Ive got a shit rig and adding more light sources makes me think it couldn't run it as well, so screw everyone I'm down voting and trying to convince ppl to vote no cos i dont want it.

May 10 2016, 2:35 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

I very much doubt it would strain anyone's rig. Its a tiny light source not a large one like a fire or such.

Did you ever use BD Tracer mod for Arma2?

I had an awful right back then and there was a virtually no fps drop at all in a full on fire fight with that mod running.

Get away from thinking that light source means fires or that equivalent lighting up the environment for tens of meters, the light source used for the tracer would only be equal to the bullet size.

May 10 2016, 2:34 AM · Arma 3
bigpickle added a comment to T66290: Make Tracers A Light Source.

tracer are not a light source in real life! seriously?

May 10 2016, 2:34 AM · Arma 3
bigpickle edited Steps To Reproduce on T66290: Make Tracers A Light Source.
May 10 2016, 2:34 AM · Arma 3
bigpickle added a comment to T66273: Bullet Impacts Gone.

Sry mate, it seems to be working now and i cant get it to reproduce, maybe it was just a freak incident.

This can be deleted sry for the wasted time.

May 10 2016, 2:34 AM · Arma 3
bigpickle edited Steps To Reproduce on T66273: Bullet Impacts Gone.
May 10 2016, 2:34 AM · Arma 3
bigpickle edited Steps To Reproduce on T66231: Mortars Have Become Bugged.
May 10 2016, 2:32 AM · Arma 3
bigpickle added a comment to T66223: Virtual artillery is bugged, impacts are far off target.

This also happens with AI fired and player fired mortars!

May 10 2016, 2:32 AM · Arma 3
bigpickle added a comment to T66223: Virtual artillery is bugged, impacts are far off target.

http://youtu.be/HmTK7BKx64k

May 10 2016, 2:32 AM · Arma 3
bigpickle edited Steps To Reproduce on T66223: Virtual artillery is bugged, impacts are far off target.
May 10 2016, 2:32 AM · Arma 3
bigpickle added a comment to T66176: camSetDir command is bugged.

Needs to be fixed, just tested and confirmed bug

May 10 2016, 2:30 AM · Arma 3
bigpickle edited Steps To Reproduce on T66145: Vibrating chopper stick.
May 10 2016, 2:29 AM · Arma 3
bigpickle edited Steps To Reproduce on T66029: please delete me.
May 10 2016, 2:24 AM · Arma 3
bigpickle edited Steps To Reproduce on T65995: Strange Fractal Lines.
May 10 2016, 2:23 AM · Arma 3
bigpickle edited Steps To Reproduce on T65994: Springing AI When On Rubble.
May 10 2016, 2:23 AM · Arma 3
bigpickle edited Steps To Reproduce on T65993: Weapon Vibrating.
May 10 2016, 2:23 AM · Arma 3
bigpickle edited Steps To Reproduce on T65992: Too Much AI/Player Friction.
May 10 2016, 2:23 AM · Arma 3
bigpickle edited Steps To Reproduce on T65977: Objects Sinking.
May 10 2016, 2:23 AM · Arma 3
bigpickle edited Steps To Reproduce on T65936: Silencer/Grenade Launcher/Thrown Grenade Bugs.
May 10 2016, 2:19 AM · Arma 3
bigpickle edited Steps To Reproduce on T65934: No water splash sounds.
May 10 2016, 2:19 AM · Arma 3
bigpickle added a comment to T65861: Ctrl & Shift Block Arrow Movement Key.

Ive tried it on other games as i said in my first post. SHIFT seems to be the main culprit, I've recently discovered that right control how ever does not effect the left arrow key, so that's LEFT SHIFT,RIGHT SHIFT & LEFT CONTROL KEY are the problem keys.

I've tested with another keyboard and mouse combo and still the same result.

May 10 2016, 2:16 AM · Arma 3
bigpickle added a comment to T65861: Ctrl & Shift Block Arrow Movement Key.

I own Microsoft SideWinder X4. I don't get this in any other games.

May 10 2016, 2:16 AM · Arma 3
bigpickle edited Steps To Reproduce on T65861: Ctrl & Shift Block Arrow Movement Key.
May 10 2016, 2:16 AM · Arma 3
bigpickle edited Steps To Reproduce on T65745: Fire Heat Haze Not Present.
May 10 2016, 2:11 AM · Arma 3
bigpickle edited Steps To Reproduce on T65744: No Secondary Exlposions.
May 10 2016, 2:11 AM · Arma 3
bigpickle edited Steps To Reproduce on T65730: Runway Texture Missing.
May 10 2016, 2:11 AM · Arma 3
bigpickle added a comment to T65701: engine sounds pop in/out from far distance.

still there i think.

It seems to be when the chopper turns to face you that the class RotorHighOut pops in instead of fading in.

Dazhbog, it would really help if we could have an explanation of how the sound cone works, then it would be easier to diagnose. We were told that that info specifically would be given to us.

May 10 2016, 2:09 AM · Arma 3
bigpickle added a comment to T65701: engine sounds pop in/out from far distance.

Also occlusion is still not working as fragmachine said, if you get in a vehicle set a chopper to fly over you, or indeed every sound is just as clear inside as it is out.

May 10 2016, 2:09 AM · Arma 3
bigpickle added a comment to T65701: engine sounds pop in/out from far distance.

with the latest update (28/06/13) the sound pop is even worse now up to three pops. I've been sound modding arma since arma2, I always thought it was associated with the sound cone :/ didn't realize it was in fact the doppler effect

May 10 2016, 2:09 AM · Arma 3
bigpickle added a comment to T65689: Body Hit Sounds.

Reproducibility always

May 10 2016, 2:08 AM · Arma 3
bigpickle edited Steps To Reproduce on T65689: Body Hit Sounds.
May 10 2016, 2:08 AM · Arma 3
bigpickle edited Steps To Reproduce on T65623: Sound Attenuation Broken.
May 10 2016, 2:06 AM · Arma 3
bigpickle added a comment to T65537: Hand launched Flares.

delete this ticket

May 10 2016, 2:03 AM · Arma 3
bigpickle edited Steps To Reproduce on T65537: Hand launched Flares.
May 10 2016, 2:03 AM · Arma 3
bigpickle added a comment to T65530: How Tactical reloads and reloads should be made.

Tactical reload isn't needed if you place your tracers right or round count. In the thick of it the only time you do a tactical reload is when your about to enter some kind of building/compound or after a grenade assault.

Making it take a long time to do a tactical reload if there's rounds left sucks, i cant believe people are dreaming up ways to slow down ArmA3 after ArmA2's sluggish laborious animations. ArmA3 is a breath of fresh air dont kill it.

May 10 2016, 2:03 AM · Arma 3
bigpickle edited Steps To Reproduce on T65511: Gaming Mouse Support.
May 10 2016, 2:02 AM · Arma 3
bigpickle added a comment to T65509: [Feature Request] Weapon: Crossbows.

play crysis

May 10 2016, 2:01 AM · Arma 3
bigpickle edited Steps To Reproduce on T65405: Rocket Launcher Crashes Game.
May 10 2016, 1:58 AM · Arma 3
bigpickle edited Steps To Reproduce on T65357: Sounds Distance.
May 10 2016, 1:56 AM · Arma 3
bigpickle edited Steps To Reproduce on T65356: Crater Texture Rasied.
May 10 2016, 1:56 AM · Arma 3
bigpickle added a comment to T65292: this inflame true on more objects.

Voted up, this is so needed!

May 10 2016, 1:54 AM · Arma 3
bigpickle added a comment to T65281: breathing noises..

agreed upvoted

May 10 2016, 1:54 AM · Arma 3
bigpickle added a comment to T65252: Analogue throttle only using half its range.

"I'm trying to explain how to make it work using the configuration as it is now"

But, as people keep saying it doesnt work, yes the controls can be mapped as you said, but the problem is the lower half of the traverasble area on the throttle stick is not usable.

May 10 2016, 1:53 AM · Arma 3
bigpickle added a comment to T65252: Analogue throttle only using half its range.

It doesnt work for helicopters, you still only get the upper 40% of controllers axis as usable.

May 10 2016, 1:53 AM · Arma 3
bigpickle added a comment to T65252: Analogue throttle only using half its range.

Works for aircraft but it doesnt for helicopters, thats where its really needed!

May 10 2016, 1:53 AM · Arma 3
bigpickle added a comment to T65252: Analogue throttle only using half its range.

Throttle issue still present no matter how it is bound to the axises

May 10 2016, 1:53 AM · Arma 3
bigpickle edited Steps To Reproduce on T65161: Switching to Secondary Is Now Even Slower.
May 10 2016, 1:49 AM · Arma 3
bigpickle edited Steps To Reproduce on T65160: Quad Driver Animation.
May 10 2016, 1:49 AM · Arma 3
bigpickle added a comment to T65049: Walking animation with lowered rifle completely broken (1st and 3rd person).

Also it forces you into lowered animation after sprint

May 10 2016, 1:45 AM · Arma 3
bigpickle edited Steps To Reproduce on T65048: Closure Sound Effect Not Working.
May 10 2016, 1:45 AM · Arma 3