Page MenuHomeFeedback Tracker

javelin10
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 8 2013, 5:16 PM (579 w, 6 d)

Recent Activity

May 10 2016

javelin10 added a comment to T76507: Heavy breathing is followed by painful, distant grunting..

Wheezing and gasping yes but no "ow" sounds for fatigue. Player sounds like my children whining on a long walk...

May 10 2016, 8:02 AM · Arma 3
javelin10 added a comment to T75762: Weapon cloning(duping).

Duping is a critical issue for all persistent maps, and important on most others.

May 10 2016, 7:44 AM · Arma 3
javelin10 added a comment to T75758: [Multiplayer] Attachments on weapons disappear when moving the weapon into any container.

Yep serious issue for persistent missions. I don't see it in between logins or restarts, but I have to remember to remove all attachments before storing a weapon in backpack and logging out.

May 10 2016, 7:43 AM · Arma 3
javelin10 edited Steps To Reproduce on T73658: "Crosshair off" option also disables Launcher lock and scan cues.
May 10 2016, 6:48 AM · Arma 3
javelin10 added a comment to T73531: Make map texture on/off a configurable option.

+1 for me. This would be sooo easy to do as well. Pleeease?

May 10 2016, 6:44 AM · Arma 3
javelin10 added a comment to T73308: Bad translation into spanish.

Maybe your external company uses Google Translate ;)

May 10 2016, 6:37 AM · Arma 3
javelin10 added a comment to T72749: Ai has problems to drive Tanks..

Actually I found this to be a particular problem after the first post-release patch. I hadn't noted it before, even in Alpha/Beta stages.

Drivers of all vehicles just drive straight into rocks, even blowing themselves up if in fragile vehicles. I gave up on non-infantry AI teams in Warfare games...

May 10 2016, 6:20 AM · Arma 3
javelin10 added a comment to T70601: Add *click* sound for switching fire modes.

Oops. Seems you can hear fire select from 20+ metres away! Whenver we hear it we call out in group 'who changed fire select?'

Quieter, please.

May 10 2016, 5:18 AM · Arma 3
javelin10 added a comment to T65226: Clunky/ineffective looting from corpses.

I just want to add that my biggest problem with looting corpses is getting to the full inventory in the first place, as mentioned above. It takes far too long to manoeuvre yourself around the 'hand' icon so you can get to backpack etc.

I've died so often doing this...I'd just say get rid of the hand Icon altogether and access the whole list of items on body with 'inventory' option.

May 10 2016, 1:52 AM · Arma 3
javelin10 added a comment to T63051: Just a suggestion but have good 3 dimensional directional sound for headphones.

Since playing a lot more PvP in A3 recently I have noticed how many of the cues I rely on for SA are faulty /misleading.

Mag changes used to be detectable hundreds of metres away. They are better now, though not perfect and the new fire select sound has added a new problem. Choppers hundreds of metres overhead would be louder then the same chopper 20m away to your right. Buildings don't channel or occlude sound properly, and of course direction finding is very vague.

I also find that the crack of a bullet going by is much louder then the report of a weapon, heard just fractionally later, even when the shooter is firing unsuppressed from a relatively short range.

This could all do with improvement, if you ask me.

May 10 2016, 12:28 AM · Arma 3

May 9 2016

javelin10 added a comment to T62328: Selected firemode resets under various circumstances..

Also tested with AK in mods which defaults to full auto. In addition to vehicles, equipping binoculars also seems to trigger this.

The fire select noise also carries a ridiculously long way... But that is for another report!

May 9 2016, 11:56 PM · Arma 3
javelin10 added a comment to T62030: Terrible sound immersion.

My comments copied from another thread seeing as they fit better here:

Since playing a lot more PvP in A3 recently I have noticed how many of the cues I rely on for SA are faulty /misleading.

Mag changes used to be detectable hundreds of metres away. They are better now, though not perfect and the new fire select sound has added a new problem. Choppers hundreds of metres overhead would be louder then the same chopper 50m away to your right. Buildings don't channel or occlude sound properly, and of course direction finding is very vague.

I also find that the crack of a bullet going by is much louder then the report of a weapon, heard just fractionally later, even when the shooter is firing an unsuppressed weapon from a relatively short range.

May 9 2016, 11:42 PM · Arma 3
javelin10 edited Steps To Reproduce on T61358: Feedback participants NOT USING SEARCH FACILITY and making ENDLESS DUPLICATE POSTS.
May 9 2016, 10:59 PM · Arma 3
javelin10 added a comment to T61349: weapon's recoil.

FFS this issue has been duplicated so many times! Please use search feature.

May 9 2016, 10:59 PM · Arma 3
javelin10 added a comment to T61210: Voice commands for the AI.

This would be great for new players but not urgent, I reckon. Over the years I've gotten used to the command menu but with voice command software in smartphones getting better maybe this is an idea who's time has come.

May 9 2016, 10:54 PM · Arma 3
javelin10 added a comment to T61133: PROPOSAL for change in Mounting Interface Config design for Weapons - Mounting system categories on Weapons.

Yes this looks very sensible. Voted up.

May 9 2016, 10:51 PM · Arma 3
javelin10 added a comment to T61122: Feature request: Command AI pilot to land..

I don't think he's talking about the editor, Kid. He means in-game ordering of a pilot to land, so you can get in, for example.

This was lacking in A2 as well and is sorely needed. You need to place a waypoint and then order the pilot to 'get out' as he approached. Very random.

May 9 2016, 10:50 PM · Arma 3
javelin10 added a comment to T60984: Aim sights hit where you're not aiming.

Yes the principal as as expected but the effect is extreme. Optics are mounted only two or inches above the 'boresight' but in A2/3 it would seem more like 6 inches.

May 9 2016, 10:37 PM · Arma 3
javelin10 added a comment to T60882: Double Click binds do not work..

Fast forward doesn't work when I bind to 2xW...

But I've bound 'vault' to 2xX and that works fine.

May 9 2016, 10:33 PM · Arma 3
javelin10 added a comment to T60860: Compass and clock disappear after aiming.

I think this is where realism interferes with convenience for no added gain. If you've toggled the item (this affected GPS in A2 as well) then it should stay up until it's untoggled. Simples.

May 9 2016, 10:17 PM · Arma 3
javelin10 added a comment to T60819: Firing from vehicles.

This would be a great feature to have but from my very limited programming expertise it seems like a nightmare to implement so I'm not holding my breath...

May 9 2016, 10:04 PM · Arma 3
javelin10 added a comment to T60812: When using Aining Dead Zone Crosshair moves down.

This is a duplicate of issue 0000116

May 9 2016, 10:03 PM · Arma 3
javelin10 added a comment to T60701: Telescopic Sights and leaning (with Q/E).

Dont really get the first part of the description but you should definitely break sight lock (scopes AND ironsights) when rolling around.

May 9 2016, 9:55 PM · Arma 3
javelin10 added a comment to T60518: Weapon zeroing doesn't work.

Correct me if I'm wrong but the RCO/ACOG isn't a sniper scope. It only has 4x magnification and It has marks for correcting your aim in the reticle. Therefore no need to zero.

May 9 2016, 9:47 PM · Arma 3
javelin10 added a comment to T60467: Cartridge in chamber still not implemented.

Yes this is true but it's way down on the priority list for me. Save it for Patch 1.62.102591 or something :)

May 9 2016, 9:45 PM · Arma 3
javelin10 added a comment to T60458: Thankyou to the Devs.

Yes thanks for putting out such a good alpha. Downloaded and installed flawlessly. Has been running SP for 5 hours with no crashes. I've even suspended the PC and come back after dinner and it's still running. Very impressive.

May 9 2016, 9:45 PM · Arma 3
javelin10 added a comment to T60420: Picking up enemy weapon.

This is a feature that should remain. It doesn't harm gameplay (makes it a little harder, maybe) and improves realism and immersion.

The old Arma/A2 inventory system was counter-intuitive and could be a pain in the arse sometimes.

May 9 2016, 9:44 PM · Arma 3
javelin10 added a comment to T60256: TrackIR movement during setup of controls unexpectly enters into control.

Just disable TrackIR in the controllers interface before assigning keys, or increase your deadzones in TIR software. Not a problem for me.

May 9 2016, 9:36 PM · Arma 3
javelin10 added a comment to T60025: No female soldiers models available.

OMG why is this issue even controversial? Of course there should be female models...wtf is wrong with you people? I'm not even going to waste my time reading 95% of the posts here. I'm going back to play the game so I can provide more feedback and hopefully make the game better.

If retarded kids want to do stupid things with female models; let them.

HOWEVER; this is an ALPHA. I'm sure the modellers can put it in time for the full release.

May 9 2016, 7:30 PM · Arma 3
javelin10 added a comment to T59760: TrackIR 'Head Forward (Anlg)' is not actually analogue.

Not sure I agree with you there, Khuskan. I've changed my profile to use the 'slowest' template available on the Z axis then edited it to make it more gradual still and I see no smoothness in zooming at all.

This topic is a duplicate of 0001343

May 9 2016, 7:12 PM · Arma 3
javelin10 added a comment to T59710: TrackIR 5 ZOOM-IN and OUT settings.

+1 for me. Map 'zoom in/out' to Z axis and you get either all or no Zoom unlike in Arma2. Not a trackIR issue as I was playing A2 all yesterday :)

This is a duplicate of 0001393

May 9 2016, 7:10 PM · Arma 3
javelin10 added a comment to T59674: Selector switch position should change to reflect the state of the weapon..

Yeah but that should read severity; trivial

May 9 2016, 7:08 PM · Arma 3
javelin10 added a comment to T59645: Unmanageable recoil and recoil inconsistancy.

Yes I've found that it's not the amount of recoil that is making it so much harder to shoot than in Arma2, it's the fact that you have to move the mouse an excessive amount to bring the target back under your sights.

Edit: For those using TrackIR and aiming deadzone together there is a bug (0000116) with this at the moment that will make it almost impossible to hit targets. I will modify my comment from 'excessive amount' to 'more then feels quite right'. Recoil has been refined a lot over the years so I don't see why it should change now.

May 9 2016, 7:07 PM · Arma 3
javelin10 added a comment to T59347: Hitbox problem.

Duplicate of issue 000622

May 9 2016, 6:52 PM · Arma 3
javelin10 added a comment to T59300: Portable toilets can be opened from rear side.

Yep this one's right up there with the 'shooting the bell doesn't make a ringing sound' feature request :)

May 9 2016, 6:50 PM · Arma 3
javelin10 added a comment to T59126: Conflicts are not always highlighted when configuring controls..

This happens sometimes across different control groups, mostly to do with the new control options (stance) it seems.

May 9 2016, 6:40 PM · Arma 3
javelin10 added a comment to T58989: Head Shot Hit Box.

Did you have your crosshairs exactly on the head? If so they you would certainly miss at 50m. Rifles are mostly zeroed at around 300m IRL and in Arma. If closer then that, you have to AIM DOWN. This is realistic ballistics. Welcome to ARMA.

May 9 2016, 4:14 PM · Arma 3
javelin10 added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

The sound engine was like this in A2. Height above/below sound source not accounted for in loudness.

May 9 2016, 4:08 PM · Arma 3
javelin10 added a comment to T58799: Deploying a weapon / proper use of bipods.

Yeah... Bump! Nag nag nag.

May 9 2016, 3:54 PM · Arma 3
javelin10 added a comment to T58799: Deploying a weapon / proper use of bipods.

Upvoted. The point, Oktyabr, is that 2000+ people want this feature in the game, not in a mod, so that every server the world over will have this feature. I never bother with LMG's anymore in A3 because the recoil makes them useless for suppressing fire.

Your point about priority is totally wrong. The fact is, this is a much wanted feature that would not be difficult to put in. Fixing the AI and optimising engine/netcode would be very nice but take a huge amount of work. The action menu is kind of like this issue: a simple fix that I'm surprised hasn't been done.

BIS should do all this, but get the easier stuff done first. Of course, you and the other 0.48% of the downvoters are entitled to your dissent....

Also, I reckon the feature shouldn't even need a key to activate. Any time a soldier has their weapon near to a solid object, they would brace against it without thinking, IMO

May 9 2016, 3:50 PM · Arma 3
javelin10 added a comment to T58799: Deploying a weapon / proper use of bipods.

Ok no need for tit-for-tat in the feedback tracker; it'll make a mockery of peoples time and effort.

Just because one feature is looked at doesn't mean everything else is ignored. This is especially true of features that are fairly straighforward. Weapon resting AND the action interface are both straightforward... I had seen Dyslecxi's vid about it weeks ago.

AI and 'optimisation' improvement (bit of a broad/ambiguous subject to discuss here really) are not straightforward at all. People will still be requesting them in Arma8.

May 9 2016, 3:50 PM · Arma 3
javelin10 added a comment to T58483: TrackIR causes me to aim down or up constantly (only if deadzone > 0).

I'd just like to comment on some posts above. The whole point about aiming deadzone is that it introduces 'turn lag'. It is meant to simulate moving your weapon independently of your head and body. I liked it because it enabled you to adjust your aim without shifting your sight picture, and while keeping your body totally motionless.

According to Dyslexi, it was only developed to counter the mouse control problems of OFP/ARMA1 and really isn't necessary anymore, but I liked to use just a little.

Using (default) ALT with mouse DOES NOT MOVE YOUR WEAPON, or your body... only your head moves. Do it in 3rd person and see. It is exactly the same as us TrackIR users do using our headsets.

May 9 2016, 3:17 PM · Arma 3
javelin10 added a comment to T58483: TrackIR causes me to aim down or up constantly (only if deadzone > 0).

Wow just read through about 1500 post titles before I found this! Glad it's not just me. Makes shooting accurately almost impossible for me. Weird that it should crop up after working fine in A2...which is what I bought TrackIR for!

May 9 2016, 3:17 PM · Arma 3
javelin10 added a comment to T58472: [Steam Alpha] Leaning prevents fast sprint.

This should be fixed by leaning being automatically cancelled when you start running or sprinting.

You can get into trouble easily when you need to start running and you can't figure out why you only walk!

EDIT: Eman, that reminds me. Perhaps to avoid problems with TrackIR, the game can save the lean state like when crouch-running; that way you go back to lean when you stop or walk. This would stop your view in TrackIR going out of alignment quickly, but it's not a crucial feature.

May 9 2016, 3:16 PM · Arma 3