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darling
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Apr 4 2013, 10:52 PM (573 w, 19 h)

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May 10 2016

darling added a comment to T73329: Explosives and mines should be detonated by a grenade.

#12482(c4) and #6096(explosives and mines) are related to this issue

May 10 2016, 6:38 AM · Arma 3
darling added a comment to T73329: Explosives and mines should be detonated by a grenade.

Agreed, I removed the mention of duplicate. You might still want to mark them as related tough.

May 10 2016, 6:38 AM · Arma 3
darling added a comment to T73316: Self propelled artillery vehicles can fly!.

As this is fixed now and #14929 is closed you can close this issue.
(Using the close button next to 'monitor')

26-09-2013 Sochor and Scorcher dangerous recoil fixed

May 10 2016, 6:38 AM · Arma 3
darling added a comment to T73147: Ladder at Kavala hostpital.

Fixed in dev build as of 17-09-2013:
Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)

duplicate of #13339

May 10 2016, 6:30 AM · Arma 3
darling added a comment to T73092: Car brakes are unrealistically weak..

I just tested a few cars on the airfield.
Getting them up to 100km/h and braking until the came to a complete stop.
The stopping distance for all the cars was between 35 and 50 meters.
Which is very realistic, have you tested on different surfaces?

May 10 2016, 6:29 AM · Arma 3
darling added a comment to T72894: New optics not working.

Possibly a duplicate of #13925 'None of the new weapons sights work on any weapon'
Do you use the Alwarrens attachments mod?

May 10 2016, 6:24 AM · Arma 3
darling added a comment to T72433: Why don't we have this for roads? wow !.

Thanks for pointing this game out, it looks really interesting. The vehicle physics look great.

Arma isn't a specialized driving simulator and doesn't really need this level of realism, although it would be fantastic if it could do this. I don't see this working well in a big multiplayer game though. Can you imagine the amount of data required to keep track of dirt and mud shapes over a 270km² map? :)

May 10 2016, 6:12 AM · Arma 3
darling added a comment to T72301: [FIXED] Thermal image of bluefor ECH helmet incorrect.

Ok, it looks like this has been fixed. Probably today:

  • Various characters models and textures tweaks, most notably the US flag being removed from AS and SMDI maps
May 10 2016, 6:09 AM · Arma 3
darling edited Steps To Reproduce on T72301: [FIXED] Thermal image of bluefor ECH helmet incorrect.
May 10 2016, 6:09 AM · Arma 3
darling added a comment to T72284: None of the new weapons sights work on any weapon.

They seem to work for me, night-vision and thermal on several different weapons.
What exactly is the problem you experience?
Does the normal 'visual light' setting on the scope work?

May 10 2016, 6:09 AM · Arma 3
darling added a comment to T72241: Feature Request.

Duplicate of:
#0000928: Putting explosive on boat hull
#0005947: Planting charges on vehicles/buildings

May 10 2016, 6:07 AM · Arma 3
darling added a comment to T72239: Hand Gestures.

Duplicate of #10567

May 10 2016, 6:07 AM · Arma 3
darling added a comment to T72194: Offroad does not have a right side view mirror..

In a lot of countries you need either an unobstructed rear view mirror inside or a right side mirror. One of the two is sufficient.

May 10 2016, 6:06 AM · Arma 3
darling added a comment to T72018: Wrong reflection in the car`s rearview mirror.

Have a look at #10671. All vehicles have problems with their mirrors. They either not mirror correctly and/or they all show an image from a 'camera' situated 1m behind the vehicle.

May 10 2016, 6:01 AM · Arma 3
darling added a comment to T72018: Wrong reflection in the car`s rearview mirror.

The rear view mirror in the offroad is the only vehicle mirror that works correctly at the moment, all the others have problems. (see #10671)

This issue is a duplicate of #3372 (which is reviewed)

May 10 2016, 6:01 AM · Arma 3
darling added a comment to T71966: Rain Visible In Large Buildings.

Probably a duplicate of #3988

May 10 2016, 6:00 AM · Arma 3
darling added a comment to T71921: We need a amphibious assault ship.

It would be great to have the ability to make amphibious landings. I would suggest that an actual
landing craft is more important for gameplay than a LPD. We already have amphibious vehicles,
but I dont't think they are seaworthy engough to be launched from a LPD (but I may be wrong).

It might maken more sense to include a large air cushioned landing craft. Large enough to land main
battle tanks. Like the United States Navy's LCAC. Altis has many places on it's coastline where
the vessels could land.

For the NATO side the successor of the current LCAC, the Ship-to-Shore Connector (SSC)
from http://en.wikipedia.org/wiki/Landing_Craft_Air_Cushion:
Current projections foresee the inventory rising to 60 SSC LCAC-100s in 2031 and 72 SSC LCAC-100s on 2034.

And for the CSAT side the Zubr-class LCAC. (http://en.wikipedia.org/wiki/Zubr-class_LCAC)
Apparently they are still being build, so they could be in service in the arma3 timeframe.
And the Greek navy has 4 in service at the moment, which suggests the are suitable for the Mediterranean environment.

Some forum dicussion on the forum about large ships and landing crafs and engine support:
http://forums.bistudio.com/showthread.php?158865-How-realistic-are-the-introduction-of-Aircraftcarrier-LHD-s-and-LCAC-s-on-ARMA-3
http://forums.bistudio.com/showthread.php?157367-The-answer-you-were-waiting-for-carriers-are-possible-in-arma-3
http://forums.bistudio.com/showthread.php?154612-Ships-in-full-gam

May 10 2016, 5:59 AM · Arma 3
darling added a comment to T71895: Create task - death player - switch - not visible.

The update of 28-08-2013 has the following in the changelog:

Fixed: Tasks were not updated for players waiting for respawn

Could this be fixed already?

May 10 2016, 5:58 AM · Arma 3
darling added a comment to T71895: Create task - death player - switch - not visible.

Can you test if your issue is resolved with that update? If it is you can set the 'Resolution' to fixed.

May 10 2016, 5:58 AM · Arma 3
darling added a comment to T71841: Rain inside buildings..

Duplicate of #3988

May 10 2016, 5:57 AM · Arma 3
darling added a comment to T71822: Mirrors and Video in Cars flicker.

Could this be related to #436?

May 10 2016, 5:56 AM · Arma 3
darling edited Steps To Reproduce on T71780: The top level of the Kavala hospital should be enterable.
May 10 2016, 5:55 AM · Arma 3
darling added a comment to T71740: (Request) Buryable Chemlights.

Duplicate of #12556

May 10 2016, 5:54 AM · Arma 3
darling added a comment to T71698: Ladders works revers on Altis.

Looks like this has been fixed in the dev branch as of 17-09-2013.
Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)

Confirmed this works correctly now.

May 10 2016, 5:52 AM · Arma 3
darling added a comment to T71692: Make headlights stronger.

For high beam headlights have a look at #12808 (and vote)

May 10 2016, 5:52 AM · Arma 3
darling added a comment to T71648: Quad-copters are able to open doors.

Duplicate of #0012844

May 10 2016, 5:51 AM · Arma 3
darling added a comment to T71422: HEMMT mirrors mirror the same side.

There is indeed only one 'rear view camera' approximately 1m behind the vehicle.
Related to #10671

May 10 2016, 5:45 AM · Arma 3
darling added a comment to T71208: Handheld UAV terminal model.

This looks like a duplicate of #12657 , but I do agree

May 10 2016, 5:38 AM · Arma 3
darling added a comment to T71167: High beam for headlamps - vehicle lights.

Well, I would rater keep the current angle as the light is less visible from a distance if you want to keep a low profile. I do think I would actually switch between low/high beam while driving.

It seems like a reasonably easy function to implement. Use the L key to switch on the light. Use the Shift+L combination to switch the upper limit of the light source.

May 10 2016, 5:37 AM · Arma 3
darling added a comment to T71167: High beam for headlamps - vehicle lights.

High beam lights allow you to see further ahead when driving in the dark. As most road cars have dual lights this obviously has some usefulness. They could also be used for illuminating a larger area, for example when guarding a road.

I don't think this works at the moment, but a short flash from the headlights could be used to temporally blind an opponent. Giving you time to get away while their eyes adapt to the dark again.

There is no need to add new light sources to the vehicles. Only the light distribution of the existing lights needs to change when switching between high and low beam.

May 10 2016, 5:37 AM · Arma 3
darling added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

Agreed, in real life these repairs will take a long time. Track repair is probably the only one doable outside of a workshop with special equipment. And when the track damage was caused by an explosion the damage will not be limited to to track, but also affect road wheels etc.

Still, I think it will create interesting game situations. Providing security for the tank crew, deciding if it is safe enough to repair, getting a support vehicle in, etc.

Compare it to the medical system. That is even more unrealistic, patching up severely wounded soldiers and sending them back into battle. I will welcome a more complex system there, but absolute realism will not always create compelling gameplay.

Anyway, if the repair time is configurable you can always set this to 8 hours if you wish to do so.

May 10 2016, 5:37 AM · Arma 3
darling added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

Repairing the track should definitely take some time. 30 minutes is obviously to long for a game, but 3-5 minutes for a full repair would add interesting situations. Especially in cooperation with supporting infantry as they will need to secure area to allow the crew to repair.

Maybe the repair time should be configurable on er per-mission basis to allow for more and less realistic values.

May 10 2016, 5:37 AM · Arma 3
darling added a comment to T71098: Driver of Zamak transport has no death pose..

Still true in 1.03.110300 (dev branch)
For both CSAT and AAF Zamak trucks.

May 10 2016, 5:35 AM · Arma 3
darling added a comment to T70902: "Look Out of Window" for common vehicles.

Maybe you should be able to move your view around a little.
From side to side using the lean (Q and E) keys.
Up and down using stance adjust (Ctrl+W and Ctrl+S).
I think up and down is the most important. When cresting a hill for example you cannot see what is in front of you, you can't even see the hood of your vehicle.
When looking out of the smaller side window your view is also very limited.

Two or three different 'stances' would be useful here.

May 10 2016, 5:28 AM · Arma 3
darling added a comment to T70631: Titan MPRL are -~*MaGiC*~- (Homing on targets without lock, no matter which direction they are fired, more inside).

Yes, reported in this bug report.
Now you have created a recursive, never-ending bug report :)

May 10 2016, 5:19 AM · Arma 3
darling added a comment to T70605: Rear view mirror doesn't show the car itself.

Related to #10671

May 10 2016, 5:18 AM · Arma 3
darling added a comment to T70551: Code appearing on screen.

There is not enough information in this bug report. For the devs to be able to do anything they will need the error message at the very least.

I don't think Talia is a BIS map. Therefore this error is probably caused by a third party script. And the creator of that script is responsible for fixing this error.

Also I'm guessing you are using arma2 content. Arma2 units don't work well in arma3 because of the changes in the clothing system. Maybe this explains the error when you looked at another player.

May 10 2016, 5:17 AM · Arma 3
darling added a comment to T70267: Java Integration: Available in beta stage.

The forum has some discussion about Java integation:

http://forums.bistudio.com/showthread.php?146924-ARMA-3-Alpha-Java-Virtual-Machine

May 10 2016, 5:06 AM · Arma 3
darling added a comment to T70179: Ladders at airbase pier don't work.

This is a duplicate of bug #3812 (that is closed)

May 10 2016, 5:03 AM · Arma 3
darling added a comment to T69030: Mirrors at almost any vehicle reflect environment incorrectly.

A short update concerning the two new civilian cars added to the game.

SUV
left mirror is correct, shows part of the car and is placed correctly.
right side mirror shows the same image as left (but mirrored).

Hatchback
Has no mirrors but three camera feeds.
rear view: works, but is not mirrored. Which is strange if you are used to a mirror and takes some getting used to.
left(driver) side rear view: works correctly, but also not mirrored
front view camera: why? Would only be useful if it was night vision, like in some BMW and Mercedes-Benz cars.

Also you are not able to read the rear view screen in the dark without an external light source behind you.
Start the car away from any light source and the screens will be black, turn your rear to a street lamp and you
will be able to see the image.

May 10 2016, 4:17 AM · Arma 3
darling added a comment to T68885: Add IR/Thermal Sight.

They where added to the development branch today :)

Added: NVS optics (Image Intensification)
Added: Nightstalker optics (Image Intensification + Daytime + Thermal Imagery Amber)
Added: TWS optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)
Added: TWS MG optics (Daytime + Thermal Imagery White-Hot + Thermal Imagery Black-Hot)

May 10 2016, 4:12 AM · Arma 3
darling added a comment to T68737: ladder bug on Stratis Air Base's pier pillar.

This is a duplicate of bug #3812 (that is closed)

May 10 2016, 4:06 AM · Arma 3
darling added a comment to T68535: People in Zamak looks like immortal.

Looks like this has been fixed in the dev branch today. ( Related #12739 )

09-10-2013:
Fixed: Zamak driver can get in again, and also die

May 10 2016, 3:58 AM · Arma 3
darling added a comment to T68393: Mirrors in any Vehicle are not suitable to depend on them.

Duplicate of #10671

May 10 2016, 3:52 AM · Arma 3
darling added a comment to T68147: AI Zamak drivers have no death state when dead in the driving position..

These reports are about the same bug: #10515 #10174 and #12739
This problem still exists in 1.03.110300 (dev branch)

May 10 2016, 3:43 AM · Arma 3
darling added a comment to T65742: I would Like to Request Official Database Support (Microsoft SQL Server,MySQL, SQLite) for Dedicated Servers.

I guess that when the implement the Java scripting api in arma3 it will be possible to connect to all popular database servers using standard JDBC drivers.
http://forums.bistudio.com/showthread.php?146924-ARMA-3-Alpha-Java-Virtual-Machine

May 10 2016, 2:11 AM · Arma 3
darling added a comment to T65149: Rocket Launcher Vaulting.

Seems to be a duplicate of http://feedback.arma3.com/view.php?id=814

May 10 2016, 1:49 AM · Arma 3
darling added a comment to T64578: Switching from RPG to carbine causes vault animation to play..

I was not able to reproduce this in 0.53.103721, it might have been fixed already.

The second bug(floating weapon) still exists, there is a separate bug report for this:
http://feedback.arma3.com/view.php?id=814 .

May 10 2016, 1:29 AM · Arma 3
darling added a comment to T63530: Metal Shed is too difficult to penetrate.

Penetration is far better modeled now, I think this one can be closed.
see: http://www.youtube.com/watch?v=XCADVi8zLEw

May 10 2016, 12:43 AM · Arma 3

May 9 2016

darling added a comment to T61739: The mirrors in the Hunter and the civilian offroad are not mirrored..

This issue is still present on the current dev branch (0.77.108982).
Related to #10671

May 9 2016, 11:19 PM · Arma 3