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Apr 2 2013, 9:28 PM (609 w, 3 d)

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Jun 10 2016

gutsnav created T117553: Consolidation of all "MTP" textures to one saturation and value level.
Jun 10 2016, 5:30 AM · Arma 3

Jun 8 2016

gutsnav added a comment to T117418: Make a millitary camp in Tanoa.

The northeastern island has Gendarmerie or military training areas and camps, and the volcano has a radar dome. There are also more than two airports. You should probably explore the island more before requesting changes to it.

Jun 8 2016, 5:35 PM · Arma 3
gutsnav added a comment to T117419: The islands from Tanoa are too isolated.

Placing bridges between some of the islands would leave them exposed to the open ocean which is generally not a good idea in the middle of the Pacific. You will have to take a ferry, boat, amphibious vehicle, or aircraft between islands.

Jun 8 2016, 5:33 PM · Arma 3
gutsnav updated the task description for T74733: V-280 instead of V-22 Osprey.
Jun 8 2016, 6:48 AM · Arma 3
gutsnav added a comment to T83075: Ghillie/Camo to match Tanoa.
Jun 8 2016, 6:43 AM · Arma 3
gutsnav added a comment to T81489: U.S forces should use OCP or MARPAT, not MTP..

They are US Army units. We just don't see any other countries' units in the game aside from CTRG, which now appears to be a multi-national taskforce.

Jun 8 2016, 6:40 AM · Arma 3
gutsnav added a comment to T65810: Make MTP camouflage more multi-terrain, now it's a desert camo.

The US Army will be using the "Scorpion W2" pattern by 2018. This is a bit darker than the current Operation Enduring Freedom pattern. It is not MTP. There are differences between Scorpion W2 and all the previously fielded patterns in both the British and US armies.

Jun 8 2016, 6:35 AM · Arma 3

May 10 2016

gutsnav added a comment to T80901: The dispersion for Pawnee miniguns is neglible, making the guns useless.

I agree. The dispersion of the Arma 2 AH-6 was really good, and I wish it was still like that :P

May 10 2016, 10:14 AM · Arma 3
gutsnav added a comment to T80899: All Doors in the game indestructible! Please make them destructable..

It'd be so sick if they could be destroyed.

May 10 2016, 10:14 AM · Arma 3
gutsnav edited Steps To Reproduce on T80114: Lighthouse [Small] produces no light.
May 10 2016, 9:42 AM · Arma 3
gutsnav added a comment to T80002: Helo DLC feedback 5 - Helos explode with almost every crash.

They only usually explode from a reasonable crash when the helicopter tips a little less than 90 degrees to the side. Crash landings are possible, it's just that this bug makes rolling the helicopter impossible.

May 10 2016, 9:39 AM · Arma 3
gutsnav edited Steps To Reproduce on T79959: Option in video settings for lens flares.
May 10 2016, 9:38 AM · Arma 3
gutsnav added a comment to T79959: Option in video settings for lens flares.

Yeah, it seems that all of the lights in the game were dimmed down as well. Like flares used to light up the landscape & stuff like that. It's weird that the Alpha had better lighting than the full version.

May 10 2016, 9:38 AM · Arma 3
gutsnav added a comment to T79921: Radar broken in helicopters.

Barely any helicopters have radar, except for some attack and scout helicopters. They mostly just have missile and enemy radar warning systems. We do seriously need those (radar isn't properly simulated in Arma anyway, but hey we can improve it).

May 10 2016, 9:37 AM · Arma 3
gutsnav added a comment to T79921: Radar broken in helicopters.

Helicopters should at least have radar warning receivers and missile launch detection... It's pretty much a standard for military helicopters now.

May 10 2016, 9:37 AM · Arma 3
gutsnav edited Steps To Reproduce on T79783: Wildcat FFV boundaries too limiting.
May 10 2016, 9:33 AM · Arma 3
gutsnav added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

I think that the Taru's loadmaster should at least have the "Hook" option and be able to deploy the sling hooks. He could let the pilots concentrate on flying and deploy the hooks when the time is right.

May 10 2016, 9:32 AM · Arma 3
gutsnav added a comment to T79774: Loadmaster of the Mi-290 Taru not functional.

The loadmaster is eye candy (For now :D). People would complain if they couldn't sit there, though.

May 10 2016, 9:32 AM · Arma 3
gutsnav added a comment to T79565: Passengers of a hunter vehicle can be killed from under the vehicle.

This isn't an issue with the Hunter. It's an issue with weapon collision. Weapons can pass through objects and shoot through things they normally couldn't. I would recommend renaming the ticket and providing a more clear bug statement.

May 10 2016, 9:26 AM · Arma 3
gutsnav added a comment to T79197: Custom Loadouts.

This works perfectly fine for me and my friends, could you maybe post exactly what you put in the "init" box of the vehicle?

May 10 2016, 9:12 AM · Arma 3
gutsnav added a comment to T79183: New one or two man helicopters.

We already have the MH-9, an that's pretty light plus you can take off the benches. And I'm not sure what use we would have for a 1-man civilian helicopter... I'm pretty sure the Kiowa is a 2-seater, but that's a military helicopter and isn't an ultralight. Why don't you mod your own?

May 10 2016, 9:12 AM · Arma 3
gutsnav added a comment to T79016: Vehicle Damage Model Improvement Considerations.

Yep. Unless you get the fuel on you, you'll likely get away with minor injuries and no eyebrows.

May 10 2016, 9:07 AM · Arma 3
gutsnav added a comment to T79016: Vehicle Damage Model Improvement Considerations.

We already have many of the effects described in this ticket (broken windows, smoking engine, damage textures). They just aren't noticeable enough (or nonexistent). The main problem is that vehicles explode. It's fine if there's a fireball, like when the fuel leaks out and starts burning, but vehicles don't explode unless they have something to make them blow up (stored ammunition). Sure in "The A-Team" they do, but that's because they are loaded with Hollywood explosives. What I am saying (mainly), as represented in this ticket, is that the crew really shouldn't die from an explosion when the vehicle is dead. RPGs or AGMs are what is going to kill the crew, not the vehicle itself.

May 10 2016, 9:07 AM · Arma 3
gutsnav edited Steps To Reproduce on T79016: Vehicle Damage Model Improvement Considerations.
May 10 2016, 9:07 AM · Arma 3
gutsnav added a comment to T78808: person using mod of uniforms or weapons can appear with underwear and with invisible weapon for other player.

Either you aren't using the mods required by the server, or they are using mods that they shouldn't.

May 10 2016, 9:01 AM · Arma 3
gutsnav added a comment to T78666: A-164 Has a harder time taking off from short/rough runways than other jets.

The Yak-130 (Neophron) is designed to take off from short runways as well as grass fields. That's why there's flaps that cover the forward facing air intakes.

May 10 2016, 8:57 AM · Arma 3
gutsnav added a comment to T78665: Terrain deformation and destructible objects.

try vbs3

May 10 2016, 8:57 AM · Arma 3
gutsnav added a comment to T78660: [FEATURE REQUEST] Option to start the editor with a totally clean map....

This isn't possible without making your computer implode. Millions of objects are placed on the terrain, and removing that... Unless NASA has Arma installed I'm not sure you could do it. Anyway, you could probably just load up the terrain in Terrain Builder or whatever and remove the objects.

May 10 2016, 8:57 AM · Arma 3
gutsnav added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

Just my opinion, but whatever.

Anyway, how could you get this back then? Was it a script or did you have to use 'this animate' or something? I wish there was a way to go back to that version.

May 10 2016, 8:56 AM · Arma 3
gutsnav edited Steps To Reproduce on T78641: RH-9 Kawosa variant of xH-9 series.
May 10 2016, 8:56 AM · Arma 3
gutsnav added a comment to T78581: Ignore this..

You can place the VR blocks in Zues. Look under "Empty", "Structures [Virtual Reality]".

May 10 2016, 8:55 AM · Arma 3
gutsnav added a comment to T78544: Titan compact TOP mod.

This is sort of already implemented...

  1. Lock onto the vehicle with the weapon system.
  1. When the "Do Not Fire" symbol disappears, you can now hide anywhere you like.
  1. Basically how this works is the Titan locks onto the vehicle's signature and position, then when fired it searches for the target and tracks it with its high-tech warhead.
  1. Now just fire in any direction, preferably to the side or backwards, just don't hit the hill / building.
  1. The missile will fly over the hill and hit the target.
May 10 2016, 8:54 AM · Arma 3
gutsnav edited Steps To Reproduce on T78535: Animations for Actions Inside Vehicles.
May 10 2016, 8:54 AM · Arma 3
gutsnav added a comment to T78525: Lack of Cirrus / High level clouds.

This issue has been resolved. could this be marked accordingly or something, please? Thanks.

May 10 2016, 8:54 AM · Arma 3
gutsnav edited Steps To Reproduce on T78525: Lack of Cirrus / High level clouds.
May 10 2016, 8:54 AM · Arma 3
gutsnav added a comment to T78525: Lack of Cirrus / High level clouds.

These were also present in Take on Helicopters.

May 10 2016, 8:54 AM · Arma 3
gutsnav added a comment to T78511: Please remove ridiculous poses of dead soldiers(9 images).

There's a mod that fixes this well. I think it also adds bodies being affected by bullets, like being thrown backwards when a .45 slams you in the face.

May 10 2016, 8:53 AM · Arma 3
gutsnav added a comment to T78494: Aircraft cannot perform rollon landings under realistic/ideal conditions.

Not usually. Unless the main rotor assembly is tilted backwards, which is something I've never seen, it should stay right where it is unless pilot input is provided or someone built the damn thing backwards.

May 10 2016, 8:53 AM · Arma 3
gutsnav added a comment to T78490: Powered Exoskeleton in the Arma3.

Cool idea, but I'm not sure it would add enough gameplay for the devs to work on it given the amount of work they have. Maybe a mod or a developer side project like Karts?

May 10 2016, 8:53 AM · Arma 3
gutsnav edited Steps To Reproduce on T78489: TKOH Damage model.
May 10 2016, 8:53 AM · Arma 3
gutsnav added a comment to T78485: Player ejected from helicopter upon death.

Been testing, happens with every helicopter.

May 10 2016, 8:53 AM · Arma 3
gutsnav added a comment to T78485: Player ejected from helicopter upon death.

It happens (as far as I know) in the MH-9, AH-9, Wildcat, Wildcat (Unarmed), and that's all I've found. It happens in SP and MP. It makes sense for the passenger benches or the people hanging off the side, but not for the pilots or people inside. Anyway, shouldn't they be strapped in? From my experience you're supposed to strap in if there is a chance you could fall off.

May 10 2016, 8:53 AM · Arma 3
gutsnav added a comment to T78485: Player ejected from helicopter upon death.

Does "Acknowledged" mean you guys aren't planning on fixing this? Or is it a feature? It's not really that clear.

May 10 2016, 8:53 AM · Arma 3
gutsnav edited Steps To Reproduce on T78485: Player ejected from helicopter upon death.
May 10 2016, 8:52 AM · Arma 3
gutsnav added a comment to T78429: All IFV's: no internal lights in infantry compartment.

Yes, lights are used inside enclosed compartments suck as in IFVs. Red is the color used when light discipline is needed, as Red is the least visible color at ranges (Plus it doesn't destroy your night vision). These lights are really useful for reading maps or just not tripping over your own boots. Also used in helicopters, cargo aircraft, aircraft cockpits, etc. There are also white lights in some vehicles, but these are usually used during the day or when stealth / night vision is not an issue.

Having interior lights would be an amazing feature for Arma 3. I hate being blind inside the IFVs.

May 10 2016, 8:51 AM · Arma 3
gutsnav added a comment to T78379: The list of actions that AI not able to do, but should do..

The AI are pretty good with light discipline in combat situations. They only turn on the flashlight in close quarters or to blind you, and use the laser only to "spot out" targets (Being you or friendlies).

May 10 2016, 8:50 AM · Arma 3
gutsnav added a comment to T78320: AI Squadmates attack enemy drones that you have placed..

The "empty" means that there is no AI pilot. Then it can't be used by anyone. Not a bug, but rather a feature likely for scripting things & mission makers.

May 10 2016, 8:48 AM · Arma 3
gutsnav added a comment to T78259: OPFOR VR Suit takes more damage.

This is true with all OPFOR. It's unreasonably hard to kill them.

May 10 2016, 8:47 AM · Arma 3
gutsnav added a comment to T78227: [Request] implementing shotguns for improved CQC.

There is an animation ingame for loading a shotgun (along with other features like attaching scopes).

May 10 2016, 8:46 AM · Arma 3
gutsnav added a comment to T78185: Laser Designation Visibility when flying.

And we have no TGP or functioning MFDs on any aircraft (well, maybe the Wildcat, but it has no laser designator) to strike from long ranges.

May 10 2016, 8:45 AM · Arma 3
gutsnav added a comment to T78156: New weapon sway changes and fatigue are way to high.

Hell no. The new system is pretty close to how it is. Try lowering your weapon when not in use or take off your ruck before an engagement. It'll help you recover from all that running around and getting shot at.

May 10 2016, 8:44 AM · Arma 3
gutsnav added a comment to T78115: SUV excessively easy to roll - undrivable.

This is just getting ridiculous, I can't even make a low speed U-turn without rolling. Going around a slight turn at the speed limit causes 2 wheels to lift off the ground. It's like there's a weight attached 2 meters above the car, so every turn is deadly.

May 10 2016, 8:43 AM · Arma 3
gutsnav added a comment to T78115: SUV excessively easy to roll - undrivable.

Yeah this is ridiculous. The BMW X6 doesn't roll that easy.

May 10 2016, 8:43 AM · Arma 3
gutsnav added a comment to T78092: Add the possibility of adding eventhandlers to ammunitions defined in cfgAmmo.

We really need this.

May 10 2016, 8:43 AM · Arma 3
gutsnav added a comment to T78085: Fatique is unrealistic.

The new system is pretty realistic. You do realize that the soldiers are carrying over 50 lb of gear, and running over hills while shooting at enemy soldiers. If you're having problems, try running with your weapon down, don't run in a crouched position unless you have to (usually in firefights, so it doesn't matter there), and drop your ruck before an engagement. You won't have to drop the ruck on patrol, because all you're doing is walking. This update actually causes you to think, instead of just running around in a ghillie suit and an anti-material rifle with 4 anti tank mines in your ruck and a Javelin on your back.

May 10 2016, 8:42 AM · Arma 3
gutsnav added a comment to T78001: More Weapons / New weapons.

Umm.. Yeah they're working on new weapons (Marksman DLC). Though a 7.62 MXM would be nice...

May 10 2016, 8:40 AM · Arma 3
gutsnav edited Steps To Reproduce on T77984: Different underwear for factions.
May 10 2016, 8:40 AM · Arma 3
gutsnav added a comment to T77969: Sprinting step-over animation not used.

Great for urban environments.

May 10 2016, 8:39 AM · Arma 3
gutsnav edited Steps To Reproduce on T77944: AI should use dead zone aiming.
May 10 2016, 8:39 AM · Arma 3
gutsnav added a comment to T77942: Ghillie suits have flat faces.

You mean the Balaclavas? That's supposed to be there...

May 10 2016, 8:39 AM · Arma 3
gutsnav added a comment to T77942: Ghillie suits have flat faces.

Oh. Weird. Do you think you could add some pictures please?

May 10 2016, 8:39 AM · Arma 3
gutsnav added a comment to T77940: Implement patrol dogs (or K9s).

This would both take a lot of time & effort and be really badass.

May 10 2016, 8:39 AM · Arma 3
gutsnav added a comment to T77937: Missing VR Training Mission?.

It is possible to play it in the MP scenarios (like "ZGM 4+1 Bootcamp") or in the Editor in the VR map.

May 10 2016, 8:39 AM · Arma 3
gutsnav added a comment to T77936: Aggiungete veicoli....

He is basically asking for civilian helicopters, the ability to carry vehicles in helicopters, and the ability to open / close doors in vehicles.

Direct translation - It would be nice to add vehicles such as engines, civil helicopters, helicopters that can transport vehicles, etc. (put the possibility to open and close the windows)

May 10 2016, 8:39 AM · Arma 3
gutsnav added a comment to T77931: Mode-Switcher of fire is never fixed for any primary weapon!.

This problem is pretty annoying. Especially with weapons that have under barrel grenade launchers.

May 10 2016, 8:38 AM · Arma 3
gutsnav added a comment to T77929: Assault Pack [Digi] shows up as white texture with ARMA 3 in black text stamped on it.

Weird. Is it supposed to be an AAF camo Fast Pack? Or was it from the totally cooler and more badass 2012 version of Arma 3 with Russian PMC camo?

May 10 2016, 8:38 AM · Arma 3
gutsnav edited Steps To Reproduce on T77925: Faction specific RCWS turrets on MRAPs, etc..
May 10 2016, 8:38 AM · Arma 3
gutsnav added a comment to T77859: Virtual Arsenal: underwear instead of uniforms.

It would be nice to have these clothes available... Great for guerilla operations and cqb environments. It would also add a lot of possibilities for scenarios. Like having maybe scientists being held hostage or priests in the churches or VIP businessmen in suits. Currently all the civilians wear shorts, sandals, & a t-shirt.

May 10 2016, 8:37 AM · Arma 3
gutsnav added a comment to T77843: canon barrel through wall [tank].

Related to http://feedback.arma3.com/view.php?id=18322

May 10 2016, 8:36 AM · Arma 3
gutsnav added a comment to T77822: Virtual Arsenal improvements.

The problem is that the Virtual Arsenal is actually on the "VR" map... So you can't do it on a multiplayer match other than one that is on the VR map.

May 10 2016, 8:35 AM · Arma 3
gutsnav added a comment to T77792: GM6 Lynx and M320 LRR not zeroed correctly.

Be sure you are holding your breath. Also be aware that your rounds may land slightly up and to the right of where you were aiming. This is caused by the minute imperfections from the lack of a bipod as well as being a right - handed shooter, as well as the weapon sway. Because you are right - handed (in game), there is not as much stabilisation to the right & top side of the weapon. You may have noticed that the sight picture moves up and to the right after every shot. Because of the length of the rifle and the power of the propellant, the bullet will be slightly off - target because the barrel will move slightly from the massive explosion that just occurred inside it before the bullet has time to exit (Remember that there is less resistance force on the right and top side of the barrel, so it is much more likely to move in those two directions). This tiny imperfection in the bullet's trajectory will be multiplied over such a long distance. If you don't know what I mean, get a pencil or a pen or something. Now put one end on a table and your finger on the other (Don't press down, just hold it). It's pretty stable now, right? But if you press down on one end, even the slightest movement will send the pencil flying across the table. now just imagine the table as your shoulder and the pressure as the recoil of the weapon. When you moved your finger to send the pencil flying, that was simulating imperfections of your grip on the rifle, weapon sway, or whatever else would cause the weapon to move in some direction after being fired.Two other things, though I'm not sure if they will be simulated in Arma 3 (Marksman DLC? :3), are windage and the Coreolis affect. I won't explain those, but I think you get the point.

So the lesson of this story is that the rifle isn't the problem, it's human imperfection. Yay BIS for simulating human nature :P

Sorry, I'm an engineer and love this crap.

May 10 2016, 8:35 AM · Arma 3
gutsnav added a comment to T77566: disabling explosives.

Many explosive devices have anti-tampering mechanisms, especially anti infantry mines such as the Claymore. Sadly Arma 3's Claymore is not implemented to its full potential (As with many of the mines). Currently they can only be manually detonated. You can still use this to your advantage. If you are spotted, retreat without being seen to a position overlooking your last. Then when the enemy walks up to your original position to investigate, blow them into dog food with the Claymore.

May 10 2016, 8:29 AM · Arma 3
gutsnav added a comment to T77565: IR-grenades (any) are "green" for any aircraft if the pilot is of AAF fraction..

Are you sure the IND side are not set to "friendly to everyone"?

May 10 2016, 8:29 AM · Arma 3
gutsnav added a comment to T77424: Remove locking on Heat Seeking (IR) missiles.

Ah crap it's acknowledged... Oh well. The Stinger missiles in Arma 2 were way better than in Arma 3. I still don't get why awesome features like that would be removed or not brought over to Arma 3 (like armored vehicle interiors, etc.).

May 10 2016, 8:26 AM · Arma 3
gutsnav added a comment to T77418: Vehicle Color/Camo drop-down menù in editor.

They sort of made this... Check the Development Branch.

May 10 2016, 8:26 AM · Arma 3
gutsnav added a comment to T77384: More Realistic Combat sounds.

Getting shot at sounds like someone snapping a clipboard next to your head. Then you will hear a shot. You'll hear it later depending on how far away the shooter is. The frequency will be lower the farther he is as well.

FeralCircuis is right, bullets usually only "zip" when traveling slower than sound, which is only when they ricochet. Subsonic rounds (which are used with supressors) typically will not zip because the "zip" noise is caused by the round spinning through the air.

May 10 2016, 8:25 AM · Arma 3
gutsnav added a comment to T77312: Parallax free HUD's needed for aircraft.

This x1000

May 10 2016, 8:24 AM · Arma 3
gutsnav added a comment to T77306: Additional colour variants for default weapons and weapon items.

Already made a ticket a while back. http://feedback.arma3.com/view.php?id=16739

May 10 2016, 8:23 AM · Arma 3
gutsnav added a comment to T77267: Weapon Cocking..

This would be sweet. Even better with bolt - action rifles!

May 10 2016, 8:23 AM · Arma 3
gutsnav added a comment to T77231: What Happened to old Arma 3 pre-alpha lighting?.

The current lighting is unrealistic when looking DIRECTLY at the light. The blinding effect and "Snowflake" or "Halo" around the light is caused when the light shines directly on your eyes. A combination of moisture and refraction, along with the contrast between the light and the dark environment, causes this effect. How it should be implemented is that the effects shown in the photos above should only happen when the light shines on your face (Just have the same thing as the Sun has when you look at it). Otherwise the lights are fine, because there will be no "Halo" effect when the lights do not shine in your eyes.

+1

May 10 2016, 8:22 AM · Arma 3
gutsnav edited Steps To Reproduce on T77230: Ability to pick up / place IEDs.
May 10 2016, 8:22 AM · Arma 3
gutsnav added a comment to T77216: t-100 ai crew.

I'll try and explain this better. I think he is saying that when telling the driver to turn in a direction, the driver would turn in that direction but return to the direction he was heading before the command was given when the commander released the "turn in x direction" key. For example, the vehicle is moving at a direction of 0 degrees (North). The commander tells the driver to turn left, and holds that key until the desired heading is reached (45 degrees for our purposes). After releasing that key, the driver will then return to a heading of 0 degrees. Instead of making a half-turn, as the commander intended, the driver would do a sort of jockey like maneuver. I am not certain if this applies to other vehicles (I am fairly sure, but I haven't tested it), if there is a way around this (like maybe tapping the turn key), or if this issue is still present. I hope this has helped in solving this problem.

May 10 2016, 8:21 AM · Arma 3
gutsnav edited Steps To Reproduce on T76788: Radar Guided Missiles Affected by Flares.
May 10 2016, 8:09 AM · Arma 3
gutsnav added a comment to T76787: TACTICAL Pilot Helmet (HUD visor) - [Feature Request].

We already sort of have this, apart from different colors, brightness, or properly simulated waypoints. Great idea, but they may not do this because it is 'more like a simulation'. Derp derp derp.

+1

May 10 2016, 8:09 AM · Arma 3
gutsnav added a comment to T76756: Flares are useless (launcher).

The flares are now completely useless. It's so bad that I would rather use a chemlight than a flare.

May 10 2016, 8:08 AM · Arma 3
gutsnav added a comment to T76756: Flares are useless (launcher).

Real flares are like a new sun in the sky. Blindingly bright. That's why they're called "Star Shells".

May 10 2016, 8:08 AM · Arma 3
gutsnav added a comment to T76756: Flares are useless (launcher).

The flares are about as useful as the flashlight. I'd rather use a lighter tied to a balloon. Real flares would be almost blinding and light up the whole battlefield like someone decided to switch on the sun :P

May 10 2016, 8:08 AM · Arma 3
gutsnav edited Steps To Reproduce on T76681: Weapon collision.
May 10 2016, 8:06 AM · Arma 3
gutsnav added a comment to T76676: Instant death if player moves more than ~300m from target tank.

"Tactical freedom" Lol good one

May 10 2016, 8:06 AM · Arma 3
gutsnav added a comment to T76670: Player characters neck stretches when exiting the A-164 Wipeout while in 3rd person view..

"Acknowledged"??? Surely this can't be a feature...

May 10 2016, 8:05 AM · Arma 3
gutsnav edited Steps To Reproduce on T76639: UAV Pilot still tracks laser.
May 10 2016, 8:05 AM · Arma 3
gutsnav edited Steps To Reproduce on T76551: Dead bodies knock down objects.
May 10 2016, 8:03 AM · Arma 3
gutsnav added a comment to T76550: Animation for attaching scopes & attachments.

Marksman DLC maybe?

May 10 2016, 8:03 AM · Arma 3
gutsnav edited Steps To Reproduce on T76550: Animation for attaching scopes & attachments.
May 10 2016, 8:03 AM · Arma 3
gutsnav added a comment to T76537: Bridge Destruction.

I destroyed a bridge by hitting it with a car.

May 10 2016, 8:02 AM · Arma 3
gutsnav added a comment to T76530: Advanced helicopter flight dynamics.

Don't get your hopes up. The awesome Arma 3 from 2012 is in the trash for some reason (Maybe a DLC in 5 years :P)

May 10 2016, 8:02 AM · Arma 3
gutsnav added a comment to T76518: Helicopter climbing while pitching.

Helicopters actually do work this way. Real life pilots (only when they need to stop quickly) lower the collective while pitching up to slow down without raising altitude.

May 10 2016, 8:02 AM · Arma 3
gutsnav edited Steps To Reproduce on T76466: Unable to disable mine markers.
May 10 2016, 8:01 AM · Arma 3
gutsnav added a comment to T76404: New jets HUD issue.

Still not fixed...

May 10 2016, 7:59 AM · Arma 3
gutsnav edited Steps To Reproduce on T76404: New jets HUD issue.
May 10 2016, 7:59 AM · Arma 3