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blackjacktom
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May 7 2013, 10:44 AM (360 w, 2 d)

Recent Activity

May 10 2016

blackjacktom added a comment to T77964: removePrimaryMagazines & removeHandgunMagazines.

There's probably a better way but you could try something like this:

{this removeMagazine _x;}forEach(getArray (configFile >> "CfgWeapons" >> (handgunWeapon this) >> "magazines"));

May 10 2016, 8:39 AM · Arma 3
blackjacktom added a comment to T76989: Add scripting command to add/remove weapons to/from turrets.

Unless there is already a way to do this these commands would be really helpful. People have apparently been wanting it for a long time (earliest request I could find was nearly 6 years old).

May 10 2016, 8:15 AM · Arma 3
blackjacktom added a comment to T74825: Explosion effects appear on each surface penetrated..

Same in stable, no damage is done to nearby units.

May 10 2016, 7:20 AM · Arma 3
blackjacktom edited Steps To Reproduce on T74825: Explosion effects appear on each surface penetrated..
May 10 2016, 7:20 AM · Arma 3
blackjacktom added a comment to T74670: disableAI, isEnabledAI and enabledAI.

We already have disable and enable AI.

May 10 2016, 7:17 AM · Arma 3
blackjacktom edited Steps To Reproduce on T74650: Turned-out Marid commander has poor visability.
May 10 2016, 7:16 AM · Arma 3
blackjacktom added a comment to T74363: AA guns should have "zeroing".

I don't think calculations would be a problem, every AI unit has to make the same calculations.

May 10 2016, 7:10 AM · Arma 3
blackjacktom added a comment to T73741: When wearing enemy uniforms, your charter appears naked to other players.

probably related #0015298

May 10 2016, 6:50 AM · Arma 3
blackjacktom added a comment to T73657: addUniform is NOT Global.

Would this explain addUniform not working in multiplier even when put in unit inits?

May 10 2016, 6:48 AM · Arma 3
blackjacktom added a comment to T73620: Helicopter gunners cannon firing very inconsistent..

Cannot reproduce in 1.06.

May 10 2016, 6:46 AM · Arma 3
blackjacktom edited Steps To Reproduce on T73620: Helicopter gunners cannon firing very inconsistent..
May 10 2016, 6:46 AM · Arma 3
blackjacktom added a comment to T73619: Rear side window of Strider easily penetrated..

Still present in 1.06

May 10 2016, 6:46 AM · Arma 3
blackjacktom edited Steps To Reproduce on T73619: Rear side window of Strider easily penetrated..
May 10 2016, 6:46 AM · Arma 3
blackjacktom added a comment to T73495: Crosshair Control.

#13989

May 10 2016, 6:43 AM · Arma 3
blackjacktom added a comment to T73243: [FIXED dev 1.03.111052]Heli AI gunner locks place higher target.

Getting an AI gunner to fire at all seems difficult.

May 10 2016, 6:32 AM · Arma 3
blackjacktom added a comment to T73140: nearestBuilding freezes the game.

It's fixed in dev version.

May 10 2016, 6:30 AM · Arma 3
blackjacktom added a comment to T73019: Sprint key exits optics view..

Confirmed fixed for me

May 10 2016, 6:27 AM · Arma 3
blackjacktom edited Steps To Reproduce on T73019: Sprint key exits optics view..
May 10 2016, 6:27 AM · Arma 3
blackjacktom added a comment to T72628: The swamp bamboo thickets/bushes seem far too resistant to gunfire and explosives..

Could not reproduce, 9mm smgs worked fine through the bamboo. The auto cannon HE rounds do penetrate but they also have the exploding effect at the point of penetration, pretty sure that is a bug.

May 10 2016, 6:17 AM · Arma 3
blackjacktom added a comment to T72589: Miniguns are too weak. Very little damage..

It's not extended armour. They do the same amount of damage as a 6.5 round. The RoF for the miniguns is extremely low and this combined with the pinpoint accuracy (#0001834, #0001747) they have makes them pretty useless.
The RoF is tied to the framerate (#0009828) so unless they add more shots per frame or add some splash damage they are always going to be terrible.

May 10 2016, 6:17 AM · Arma 3
blackjacktom edited Steps To Reproduce on T72587: nearestBuilding / nearestObject cause game to hang on Altis.
May 10 2016, 6:16 AM · Arma 3
blackjacktom added a comment to T72587: nearestBuilding / nearestObject cause game to hang on Altis.

didn't see dupe in search

May 10 2016, 6:16 AM · Arma 3
blackjacktom added a comment to T72578: Enable lock-on with bombs on CAS Jets like in ArmAII.

I would think all cas planes would be able to have a CCIP, more fun then having a lock as well.

May 10 2016, 6:16 AM · Arma 3
blackjacktom added a comment to T72096: Servers and missions should be able to force cloud settings.

Wouldn't most people have view distances smaller than the height of the clouds.

May 10 2016, 6:04 AM · Arma 3
blackjacktom added a comment to T72078: nearestBuilding crashes the game with Altis.

Would adding a parameter for the radius of the area searched like nearObjects has fix this?

May 10 2016, 6:03 AM · Arma 3
blackjacktom added a comment to T71340: UAV ignores new waypoints if it has reached a LAND waypoint..

Still present in 1.06

May 10 2016, 5:42 AM · Arma 3
blackjacktom edited Steps To Reproduce on T71340: UAV ignores new waypoints if it has reached a LAND waypoint..
May 10 2016, 5:42 AM · Arma 3
blackjacktom added a comment to T71275: Cycle waypoint for Unmanned vehicles.

duplicate of #0012852

May 10 2016, 5:41 AM · Arma 3
blackjacktom added a comment to T71211: Suggestion: Add a cycle waypoint to the UAV terminal control..

When you say custom loiter radius do you mean having an option to change the radius of a loiter waypoint?

May 10 2016, 5:39 AM · Arma 3
blackjacktom added a comment to T70888: Bearing to targets in target menu change with direction.

confirmed fixed

May 10 2016, 5:28 AM · Arma 3
blackjacktom added a comment to T70888: Bearing to targets in target menu change with direction.

Uploaded an image of the problem and a reproduction.

May 10 2016, 5:28 AM · Arma 3
blackjacktom edited Steps To Reproduce on T70888: Bearing to targets in target menu change with direction.
May 10 2016, 5:28 AM · Arma 3
blackjacktom added a comment to T70828: RPG "Alamut" reticle calibration issue..

Can you please include more detailed descriptions in your tickets, I had to load up the editor to see what this is about.

The problem is that rockets fall short of the ranges when using the marked reticule.
eg. to hit a target at 300m you have to use the 500m marking.

It was definitely working in a previous dev build.

May 10 2016, 5:26 AM · Arma 3
blackjacktom added a comment to T70726: Heli controls problem (yaw).

Helicopter's tail rotors aren't usually powerful enough to turn the helicopter when it is travelling at speed's greater than ~70km/h.

May 10 2016, 5:23 AM · Arma 3
blackjacktom added a comment to T70723: NIght is broken.

@AD2001 I believe it's called a 'joke'.

Do you have a time and date this happens because I couldn't reproduce it.

May 10 2016, 5:22 AM · Arma 3
blackjacktom added a comment to T70579: Task modules not functioning the way they are supposed to... e.g.task 2 wont assign or complete....

Have you tried linking whatever triggers the second task to the second task destination as well?

May 10 2016, 5:18 AM · Arma 3
blackjacktom added a comment to T70569: Smoke grenade zeroing is off.

Still present in 1.22 and seems to have gotten even worse (see attached picture).

May 10 2016, 5:17 AM · Arma 3
blackjacktom added a comment to T70569: Smoke grenade zeroing is off.

Still present in 1.06 with all underbarrel launchers.

May 10 2016, 5:17 AM · Arma 3
blackjacktom edited Steps To Reproduce on T70569: Smoke grenade zeroing is off.
May 10 2016, 5:17 AM · Arma 3
blackjacktom added a comment to T70305: Dirt still gets kicked up when explosive is shot at the starting player, even when in another player.

It happens to any unit that you switch into and then leave. Also when re-spawning in multiplayer on your old corpses.

May 10 2016, 5:07 AM · Arma 3
blackjacktom added a comment to T69971: BTR-K top speed too high.

Another vehicle it was suggested it could be based on, and looks more like, was the 2T Stalker which has a road speed of ~100km/h.

May 10 2016, 4:55 AM · Arma 3
blackjacktom added a comment to T69440: AI gets stuck rearming on equipment change.

When vehicle crew dismount they also can get stuck in a loop, forever rearming from their vehicles or another nearby source.

For a simple reproduction:

Place an AI Marshall APC.
Give it a "GET OUT" waypoint.
When it reaches the waypoint they dismount and get stuck in the loop.

May 10 2016, 4:35 AM · Arma 3
blackjacktom added a comment to T69427: Zafir 7.62mm fire mode.

The AI also use the Zafir in semi-auto mode. Perhaps this is related.

May 10 2016, 4:35 AM · Arma 3
blackjacktom added a comment to T69425: As a gunner/commander default command keys cannot be changed.

#0010736 is related

May 10 2016, 4:34 AM · Arma 3
blackjacktom added a comment to T69294: Larger FOV for driver's 1st person view. (Simple vehicle config setting fix)..

For some reason the FOV for drivers in the Marshall and Marid is larger than other vehicles.

May 10 2016, 4:30 AM · Arma 3
blackjacktom added a comment to T69190: Sounds are inaudible over unrealistically short distances.

@InstaGoat
Don't forget that decibels are a logarithmic scale. I think an increase 6db is approximately doubling the perceived loudness.

May 10 2016, 4:26 AM · Arma 3
blackjacktom added a comment to T69175: Action menu: unavailable actions should grey out and become unclickable -- not disappear!.

@galzohar

I think what he means is that actions that become unavailable while you are using the action menu become greyed out.

May 10 2016, 4:26 AM · Arma 3
blackjacktom added a comment to T69095: Arrow keys control AI vehicle movement, cannot unbind..

Thanks tarciop, that works well.

May 10 2016, 4:22 AM · Arma 3
blackjacktom edited Steps To Reproduce on T69095: Arrow keys control AI vehicle movement, cannot unbind..
May 10 2016, 4:22 AM · Arma 3
blackjacktom added a comment to T68867: Optics mi-48 is too dirty.

I don't think this issue is anything about balance, it just doesn't really make any sense. It doesn't even look dirty, just grey.

May 10 2016, 4:11 AM · Arma 3
blackjacktom added a comment to T68689: PiP Scopes.

They aren't PiP so you can't have two different levels of zoom. PiP uses to many resources to be used this way.

Personally I think the current 3d scopes are much better than the old 2d overlay.

May 10 2016, 4:04 AM · Arma 3
blackjacktom added a comment to T68167: Helicopter gun dispersion too LOW.

#0001747, #0001834 both related issues.

May 10 2016, 3:44 AM · Arma 3
blackjacktom edited Steps To Reproduce on T67987: Dramatic changes in gunfire pitch / bad doppler effect implementation.
May 10 2016, 3:38 AM · Arma 3
blackjacktom edited Steps To Reproduce on T67294: Vehicles report out of ammo early..
May 10 2016, 3:14 AM · Arma 3
blackjacktom added a comment to T66364: Roll inputs between keyboard and Joystic are halfed (VIDEO).

I can confirm that it happens with an xbox 360 controller. I am not using any extra software.

May 10 2016, 2:38 AM · Arma 3
blackjacktom added a comment to T63562: Ability to Save/Create Custom Control Preset's.

Any new info on this? Would be useful as my 360 controller loses the binds every now and then and I have to remap it.

May 10 2016, 12:44 AM · Arma 3

May 9 2016

blackjacktom added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

Tested in latest build 0.71.107443 using the in game vertical speed meter and a 360 controller.

Collective raise and lower get the same (max) values when assigned to keys or axis as the keyboard inputs.

Analogue collective is a bit weird. Collective up actually covers collective up and collective down nearly entirely. Collective down only covers about the last 5%. So by assigning collective up (analogue) to one axis you can fly fairly well.

I think collective (analogue) should be renamed as both collective controls are analogue and it seems to be confusing people. Also collective up (analogue) and collective down (analogue) controls changed into one.

May 9 2016, 9:42 PM · Arma 3
blackjacktom added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

There already is a ticket for the roll axis http://feedback.arma3.com/view.php?id=8002.

Both collective forward / backwards and the rudder / pedals seem to work fine.

May 9 2016, 9:42 PM · Arma 3
blackjacktom added a comment to T60382: Helicopter collective ascent/descent rates are not consistent among devices.

You can assign the normal collective up / down to an axis and it will work. It's not just off and on.

And I assume collective (analogue) is supposed to be assigned to a joysticks throttle or similar and therefore works as intended.

This should be marked as fixed, however roll still has the same problem (not being able to reach 100% either way).

May 9 2016, 9:42 PM · Arma 3
blackjacktom added a comment to T59682: MX SW With suppressor is semi-auto only.

Additionally other MX weapons have semi and burst fires modes with a suppressor and semi and full auto modes without.

May 9 2016, 7:09 PM · Arma 3