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captainwacky91
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User Since
Jun 21 2013, 1:22 AM (595 w, 6 d)

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May 10 2016

captainwacky91 edited Steps To Reproduce on T71501: Module "Live Feed - Init" does not draw PiP with certain player interactions with vehicles.
May 10 2016, 5:47 AM · Arma 3
captainwacky91 added a comment to T71381: UGV's should be more "Autonomous," should be allowed to work in groups.

How exactly does one change the severity and priority? I thought that was reserved for developers and moderators....

May 10 2016, 5:43 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T71381: UGV's should be more "Autonomous," should be allowed to work in groups.
May 10 2016, 5:43 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T70682: [Feature Request] Module (Live Feed- Set Source) should set "target" default as what source sees, not the player.
May 10 2016, 5:21 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T70401: Identical weapons platforms present in every factions armory.
May 10 2016, 5:11 AM · Arma 3
captainwacky91 added a comment to T70291: Guerilla Force.

Kind of asking for the world here, especially with how late in development this game is in.

Also there *is* going to be a guerrilla faction, which is why the Tavor rifles are present but unused. There is also plenty of evidence for a police force being planned. Whether these replace the "insurgent/insurrectionists" usually found under their respective BLUFOR/OPFOR tags, or will be completely separate forces remain to be seen.

Needless to say, please do some research before making a ticket. Not trying to be rude or anything, but a lot of these "asking for everything" type requests do nothing but make developers take longer to find an issue that's actually problematic.

May 10 2016, 5:06 AM · Arma 3
captainwacky91 added a comment to T70167: Additional less lethal APERS mine needed.

There are "less lethal" alternatives.

That being said, the entire purpose of a mine is to be frustratingly lethal. It can be used as a method to prevent players from moving into areas that the level designer doesn't need/want the player to go through.

As long as the designer makes it obvious enough that there are mines, I see no problem with how mines are currently implemented.

May 10 2016, 5:02 AM · Arma 3
captainwacky91 added a comment to T70133: AI have bizarre choice structure while using "get in" waypoint..

Yes, the waypoint is very much attached.

What I found peculiar is that when one plays as commander of the group, the vehicle connected to the "get in" waypoint does not show up in the commands menu as an option to use the "board" command with. It's as if the vehicle is "off limits", despite it being unlocked and large enough to transport the entire group. One can interact with it through the scroll menu (so I can board it and drive it myself), but not through the commands menu.

May 10 2016, 5:01 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T70133: AI have bizarre choice structure while using "get in" waypoint..
May 10 2016, 5:01 AM · Arma 3
captainwacky91 added a comment to T69940: Planet curvature for ArmA maps....

The mathematics involved in completing such a feat would consume a gigantic amount of processes, of which there would be minimal gain (if any) in terms of gameplay.

Keeping things on a flat plane reduces a lot of unnecessary calculations. That being said, if the maps of Altis and Stratis were to be combined into a gigantic 600 km^2 region, then the need for such a feature might be needed. However, the current draw distance (that the game engine allows) is too short to allow the player to view the curvature of the Earth, even if their altitude was high enough to see such a thing in real life.

May 10 2016, 4:53 AM · Arma 3
captainwacky91 added a comment to T69753: Set building damage.

This would be very useful for mission campaigns where one can see buildings destroyed from missions previous.

May 10 2016, 4:47 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69576: Units have trouble traversing metal grate stairs..
May 10 2016, 4:40 AM · Arma 3
captainwacky91 added a comment to T69565: Please put a new CHERNARUS MAP in final release....

Asking for a bit much here. Dev's are probably overloaded by doing tasks like designing interiors alone..... asking for an entire map to be ported over would be a task that would (realistically) set BiS back to Q2 2014 if they were to seriously tackle it.

One of the few times I'll actually say this, but I think it would be appropriate for the modding community to take care of a task of this nature. Heck, if I'm not mistaken, they've already begun such a process. Might even already be done.

May 10 2016, 4:40 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69551: AI with the constraints "Stealth" and "Free to Engage, Fire at Will" will use grenades..
May 10 2016, 4:40 AM · Arma 3
captainwacky91 added a comment to T69537: asthma inhaler.

Although the sarcastic/sardonic/satiric nature of this post probably will not please the majority of the community (or the moderators), I do agree that the stamina rates should be fixed. Running 60 meters should not trigger the low stamina visual, and I feel that a lot of people will not have such a negative opinion towards the low stamina visual if it's effects weren't triggered so frequently.

That being said, I like the low stamina effect in itself, because it is an effective way at making the player aware of things that usually only the character could be aware of. After a solid minute of pulsating grey screen, I feel like shit just as much as the character probably does. It just doesn't need to be tripped up after what's more or less a brisk jog.

Personally, I think it should start after the player runs a non-stop distance the equivalent of 3/4ths the airstrip (however long that is), but that's the call of the game designers.

May 10 2016, 4:39 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69534: Can fire rockets through open Ifrit, but grenades do not "register"..
May 10 2016, 4:39 AM · Arma 3
captainwacky91 added a comment to T69528: Ghosthawk UH-80.

Helicopters are no different from other vehicles. Just because a missile hits the vehicle doesn't mean it should blow up immediately (if at all).

Good design of a vehicle is whether or not the crew makes it out alive (or at least lives long enough to die hitting the ground, in the case of the helicopter).

May 10 2016, 4:39 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69369: Helicopter Pilot AI does not "cooperate" with Player activities as Gunner.
May 10 2016, 4:33 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69355: Player unit retains character profile cosmetic settings.
May 10 2016, 4:32 AM · Arma 3
captainwacky91 added a comment to T69355: Player unit retains character profile cosmetic settings.

Ah! And you are correct! It even retains the facial features as well. Would be very odd to see a person of Chinese descent as an Iranian combatant. I will again update this ticket, thanks to your clarification!

May 10 2016, 4:32 AM · Arma 3
captainwacky91 added a comment to T69320: [DEV] Opfor recon units are using non existing weapon classname.

Confirmed

May 10 2016, 4:31 AM · Arma 3
captainwacky91 added a comment to T69235: Proposal for expansions into Naval/Maritime Warfare.

@Dr Death

I thought it was a US/UK NATO group.

That being said, one could say that the UK invested in some patrol vessels from Sweden or Germany.

May 10 2016, 4:28 AM · Arma 3
captainwacky91 added a comment to T69235: Proposal for expansions into Naval/Maritime Warfare.

@Dr Death

I thought NATO had maritime units, why specifically does the USMC and USN need to be involved?

May 10 2016, 4:28 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69235: Proposal for expansions into Naval/Maritime Warfare.
May 10 2016, 4:28 AM · Arma 3
captainwacky91 added a comment to T69167: silenced sniper rifle.

Keep in mind there is a difference between Silenced and Suppressed.

Weapons that truly are "James Bond/COD" quiet generally have an ultra effective suppressor that is engineered for that weapon, and even integrated into its design (MP5SD).

The kinds of supressors that have been included in Arma 3 (so far) are supposed to be interchangeable, and thusly are not engineered specifically for any one weapon, so they won't be as effective.

May 10 2016, 4:25 AM · Arma 3
captainwacky91 added a comment to T69056: FLIR WH will pick up muzzle flash from autocannon.

@InstaGoat

Not sure if you are implying mine is a copy or not. That being said, your ticket does better illustrate the problem at hand.

May 10 2016, 4:18 AM · Arma 3
captainwacky91 added a comment to T69056: FLIR WH will pick up muzzle flash from autocannon.

@Raoul1234

No worries, I don't expect everyone to be well versed in every single subject.

That being said, you are correct and I should change it to a general health issue.

Not only is it a health issue, but one literally can't see a damn thing with it. It whites out the *entire* field of vision when the flash occurs.

May 10 2016, 4:18 AM · Arma 3
captainwacky91 added a comment to T69056: FLIR WH will pick up muzzle flash from autocannon.

There are varying states of epilepsy. Some folks trigger more from sounds than vision. For some it takes a very strong pattern to trigger, while others may not take much.

Some folks can and do play videogames because of this, but it is recommended that they don't. That being said, I wasn't aware/prepared for the screen-filling strobelight effect, and while I myself am not an epileptic, I do know that exposure to something as strong as what is shown above will cause some people real problems.

May 10 2016, 4:18 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T69056: FLIR WH will pick up muzzle flash from autocannon.
May 10 2016, 4:18 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T68932: GREENFOR weaponry needs reskinning to match camouflage patterns.
May 10 2016, 4:13 AM · Arma 3
captainwacky91 added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

Amazing structure to your write-up! It details many problems I have seen, and many I never even noticed!

Please excuse any potential mis-use of the nomenclature, as some of this is new to me.

I myself have found lots of frustration in "dumb" ATGM's. When playing as a gunner for the Mi-48, I considered it a "game-over" scenario when I ran out of ammunition for the auto-cannon and guided/homing/FaF missiles. When using "aimed" missiles, the gunner is completely at the random whim of the pilot, and because of this it is completely impossible to line up a shot in a single-player setting. Similar problems occur with the "Ghost-hawk" gunship, as the pilot seems to prefer turning on the side opposite of the player/gunner. When the Ghost-hawk does maneuver in a manner beneficial to the player, velocity is not matched and the targets-of-opportunity speed past the player's FOV.

I have also found it immersion breaking to have vehicles that cannot possibly be in the LOS (either by weather conditions/draw-distance or by mere geography) be "called out/identified" from rather extreme distances. I have also observed that the pilot does not take waypoints into consideration for specifying targets, either. I have experienced helicopters engaging targets on the other side of the map (targets that are supposed to be engaged later on in the mission), instead of targets near a surrounding waypoint (a "search and destroy" waypoint, for example), simply because the targets being currently engaged are closer.

Cameras are currently a mess with both the Mi-48 and the Blackfoot. Both ships have their cameras placed "in" the auto-turrets. This isn't so much a problem with the Mi-48, but the Blackfoot suffers miserably as the muzzle-flash occupies the entire screen. This makes FLIR-WH an incredibly useless tool, as with every shot fired a brilliant flash of white obscures the entire screen, causing headaches and other (more serious) potential health concerns. FLIR-BH also suffers from the same flash problems, but it is not as prone to causing headaches.

Lastly, I have noticed that vehicles do not undergo a kind of "encumbrance", unlike human character models. A Ghost-hawk filled with passengers operates in the same manner as an emptied Ghost-hawk. I feel that adding weapon weights would possibly be going "overboard" with the flight model, but cargo like personnel should be considered.

Please forgive me if you have mentioned any of these, as there was a *lot* of things you covered in your original ticket! Thank you for taking your time to read this, and please go on ahead and modify your ticket if anything I provided was helpful!

May 10 2016, 4:04 AM · Arma 3
captainwacky91 added a comment to T68500: [RESOLVED] Large transport aircraft for airdropping vehicles, troops.

I'll just leave this here......

http://www.youtube.com/watch?v=dgg3iRaVnbw

May 10 2016, 3:56 AM · Arma 3
captainwacky91 added a comment to T68500: [RESOLVED] Large transport aircraft for airdropping vehicles, troops.

@Raoul1234 Yeah I am aware it was a concept, but that doesn't mean that with the mythical future tech it couldn't be accomplished today. Plus, one must have a *little* suspension of disbelief with any video game.

May 10 2016, 3:56 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T68493: AI walk in circles when transitioning from coast/water to land..
May 10 2016, 3:55 AM · Arma 3
captainwacky91 added a comment to T68405: Arma 3 Not Ready for Beta?.

What exactly do you hope to accomplish in abusing the Feedback Tracker? All this is going to do is result in getting a ban.

May 10 2016, 3:53 AM · Arma 3
captainwacky91 added a comment to T68394: Take your Time Bohemia!.

Although the thought and sentiment are well and good, please realize that this is for reporting bugs and the like. Messages of this nature do not actually help BiS in finding problems with the game.

May 10 2016, 3:52 AM · Arma 3
captainwacky91 added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

@twistking

You are absolutely right, modern tanks and apc's tend to be very conservative with their space, so it would be even less real estate to have to work on, as compared to the roomier light vehicles.

May 10 2016, 3:47 AM · Arma 3
captainwacky91 added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

Seriously a must have. Right now, such a detail oversight is a legacy hold-over dating back to Arma II. I was surprised they released the beta without full 3D models for the interiors of these vehicles.

May 10 2016, 3:47 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T68212: Aerial insertions for vehicles.
May 10 2016, 3:46 AM · Arma 3
captainwacky91 added a comment to T68093: OPFOR Infantry helmets are not ergonomic, need cosmetic redesigns to "match" animations and models..

That they do. Retracting the eyepiece retraction is the easiest (and that usually means the best) fix, as no animation changes are needed and very little effort is required.

Thank you for having this issue fixed. If I had the ability to close my tickets, I would have done so when the fix was first applied.

May 10 2016, 3:41 AM · Arma 3
captainwacky91 edited Steps To Reproduce on T68093: OPFOR Infantry helmets are not ergonomic, need cosmetic redesigns to "match" animations and models..
May 10 2016, 3:41 AM · Arma 3
captainwacky91 added a comment to T68055: Requesting Hangliders.

Bump....

May 10 2016, 3:40 AM · Arma 3
captainwacky91 added a comment to T68055: Requesting Hangliders.

Isn't all about the fact it's in the top 10. How long it remains there is a factor to possibly consider as well.

Get something like 100+ downvotes, someone will HAVE to acknowledge it.

May 10 2016, 3:40 AM · Arma 3
captainwacky91 added a comment to T67611: AI does not react to enemy lasers.

Can confirm, this is indeed a problem. Lasers from other units are visible to me, suggesting that it is the AI that is unaware.

May 10 2016, 3:26 AM · Arma 3
captainwacky91 added a comment to T67604: setPiPEffect command does not work.

Confirmed. Even using the new module has a limited set of visual effects, none of which really work properly, and the AI seems focused on the player, despite the use of the "setTarget" module.

This PiP thing would be crazy great......if only it would *work*.

May 10 2016, 3:26 AM · Arma 3
captainwacky91 added a comment to T67355: Night Vision Googles by faction..

It would be nice to see, especially if BiS decides to stick with OPFOR's crazy looking HUD setup. Currently all scopes, binoculars, NV just get placed over the opaque eye pieces.

May 10 2016, 3:16 AM · Arma 3
captainwacky91 added a comment to T66912: Iranian infantry man more modern that Iranian SF?.

@ST. Jimmy

They certainly don't appear to be practical. Current vision modifying methods have the character model bring said object directly over the eyes.....where the obviously opaque HUD panels are.

This means the wearer must be getting whatever's on the panel through a video camera, and it's safe to assume its the camera located on the left "cheekbone" of the helmet. This means that instead of the stereoscopic vision (with the source located in front of the face)humanity regularly enjoys, for some inexplicable reason some handful of Iranian generals thought it would be a good idea to nix that evolutionary trait their soldiers have adjusted to (and used their entire lives) for a monoscopic view, located to the *side* of the face.

This would be utter hell for a human being to adjust to, with absolutely no benefit at all. The eyes are perfectly located on the head; move the head to the left or right and you still have an unobstructed cone of vision. However if you move that vision to the left side of your face, you will have an obstructed view every time you swivel your head to the right. It's like closing your left eye and focusing the right eye as far left as possible without moving your head. A fair amount of your vision will be obscured with your fuzzy nose on the left side. Same concept would apply here, only this time you would be your entire head obstructing your view, on the right.

The problems mentioned above are the tip of the iceberg if such a product were to exist, as these are serious impairments to basic motor-visual skills. Not to say there might be some trade-offs to be had. A visual system could be hooked up to weapons sights, making any "out of cover" exposure a non-issue. A camera filter would be all it would require to change one's vision to NV. Binoculars would be obsolete. Gyroscopes in the helmet could potentially turn any soldier into a controller for a turret, in a manner similar to how Apache pilot's operate.

That being said, if BiS seriously implemented any of these perks, OPFOR would be an unstoppable machine (as comfort and ergonomics don't matter to software). A simple revision of OPFOR's helmet cosmetics would be the least resource consuming method to solving the problem.

May 10 2016, 3:00 AM · Arma 3
captainwacky91 added a comment to T66912: Iranian infantry man more modern that Iranian SF?.

What exactly does "assigned" mean? Is it assigned to a person to be reviewed and thusly validated? Or has it already been validated, and someone is working on the solution?

May 10 2016, 3:00 AM · Arma 3
captainwacky91 added a comment to T66542: Civilian module and life simulation..

because "Arma isn't SimCity"

I remember that I first got into FPS's on the PC and military games in general because of Sim City.

Every time I had a very complex city going on, I thought to myself: "Would be very cool to see a huge column of tanks just storm downtown....."

May 10 2016, 2:45 AM · Arma 3
captainwacky91 added a comment to T65011: [Feature request] More ships, boats & underwater vehicles.

http://en.wikipedia.org/wiki/Skjold-class_patrol_boat
http://en.wikipedia.org/wiki/Houbei-class_missile_boat
http://en.wikipedia.org/wiki/Sea_Fighter
http://en.wikipedia.org/wiki/Mark_V_Special_Operations_Craft
http://en.wikipedia.org/wiki/Cyclone-class_patrol_ship
http://en.wikipedia.org/wiki/Armidale_class_patrol_boat
http://en.wikipedia.org/wiki/USS_Independence_(LCS-2)

I am fairly certain any number of craft designed in a fashion similar to these would be perfect for the island setting.

May 10 2016, 1:44 AM · Arma 3
captainwacky91 added a comment to T64553: Weather conditions / seasons (snow etc.).

I like the idea for a changing weather/climate system based around the seasons, as they already have something for phases of the moon in place.

That being said, Greece doesn't really get a lot of snow.......

However, I am aware that the community is at work with landmasses other than Greece, so I do see the purpose and use for such a system. The only problems would be anything concerning the "how" portion of implementation, and whether it would be worth it in the end.

How many people are working on A3, specifically the "requests"? How much processing power would seasonal conditions eat up? How long would it take to build/test/implement such a system? What potential bugs could erupt from seasons? How much editing and adjustments would have to be in place so that the simulation remains realistic? Would there have to be other unplanned skins/models/objects (think camos, vehicles with skis, water turning to ice) built in order for the AI and player to adapt to the environments?

I think it might be a bit much to request this late on in the development, but it could be an idea for a future expansion (or most likely the next engine).

May 10 2016, 1:28 AM · Arma 3