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kidmosey
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User Since
Mar 13 2013, 10:00 AM (610 w, 1 d)

Recent Activity

May 10 2016

kidmosey added a comment to T80711: Easy way to significantly improve the clunky action menu.

I don't care as much about redesigning the menu as I do about extracting certain items from it.

The action menu should be something we use tactically instead of in the heat of battle. I think removing the weapon switching from the action menu is essential for this.

Also, contextual actions are currently too unpredictable. It is nearly impossible to guess which action will popup or the precise way you need to stand to get the action to display. a dedicated context button and improved line-of-sight context detection would be all we need to fix the main issues I have with the current setup.

At the very least, disable actions for objects that are behind me or behind a wall/door.

May 10 2016, 10:04 AM · Arma 3
kidmosey added a comment to T69085: Easy way to significantly improve the clunky action menu.

I don't care as much about redesigning the menu as I do about extracting certain items from it.

The action menu should be something we use tactically instead of in the heat of battle. I think removing the weapon switching from the action menu is essential for this.

Also, contextual actions are currently too unpredictable. It is nearly impossible to guess which action will popup or the precise way you need to stand to get the action to display. a dedicated context button and improved line-of-sight context detection would be all we need to fix the main issues I have with the current setup.

At the very least, disable actions for objects that are behind me or behind a wall/door.

May 10 2016, 4:20 AM · Arma 3
kidmosey added a comment to T66559: Helicopter crashes make invisible fire.

You have to wait for the fire to "burn out", but the heli will still kill you if you get near it.

May 10 2016, 2:46 AM · Arma 3
kidmosey added a comment to T65881: Tracers at the bottom of 30Rnd magazines are a liability.

If you are assaulting or suppressing, it is beneficial to not have to count rounds and to not be surprised that you are almost out of ammo.

You need to realize those weapons you are using as sniper rifles are not necessarily intended as such. When the game is released, I imagine there will be a host of weapons at your disposal intended to be marksman rifles which won't have tracers - there is no need to convert/cripple every firearm into a sniper rifle.

May 10 2016, 2:17 AM · Arma 3
kidmosey added a comment to T65730: Runway Texture Missing.

the path is 'a3\roads_f\runway\runway_end26_f.p3d', if anyone has problems viewing the image :D

May 10 2016, 2:11 AM · Arma 3
kidmosey added a comment to T65369: Suggestion: Multiplayer server filters need to be more extensive.

I would like to see wildcard expansion on hostnames and version checking to kick out incompatible servers.

A more advanced approach would be to allow players to create lists of filters. Basically have a dropdown of all possible filters (player count, max players, battleye, hostname, etc). Selecting one gives you possible values and/or input boxes, then you click "add" to add it to the list. Maybe just have this as an advanced tab in the server dialog.

May 10 2016, 1:57 AM · Arma 3
kidmosey added a comment to T65257: Cannot take items from vehicle that has not been moved..

This happens in multiplayer wasteland servers, You don't actually have to move the vehicle, but you do have to get into the drivers seat before the inventory is unlocked.

May 10 2016, 1:53 AM · Arma 3
kidmosey added a comment to T65005: Hard Language Filter.

If you are too sensitive for hearing "bad words", you don't need to be exposed to the killing of other humans.

All of the cursing I've heard in this game is properly placed. It's not in every statement and is generally only used to convey a sense of urgency.

As far as applying player filters, I don't see it as necessary, as most players will be using microphones and voice filters would be impractical.

May 10 2016, 1:44 AM · Arma 3
kidmosey added a comment to T64947: removeAllWeapons causes character to float.

I am able to correct the issue by adding 'sleep 2' before removing the weapons. I'm guessing there is a conflict somewhere if you remove weapons too soon in the script.

May 10 2016, 1:42 AM · Arma 3
kidmosey edited Steps To Reproduce on T64947: removeAllWeapons causes character to float.
May 10 2016, 1:42 AM · Arma 3
kidmosey added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

I think what johncage means is that as long as Arma realistically simulates weapons it will have no "best" weapon to offset balances, because the "best" weapon will change with the situations and tactics at hand.

And I agree with him, actually. It would be nice if he could better articulate his thoughts, though.

May 10 2016, 1:32 AM · Arma 3
kidmosey added a comment to T64658: Flashlights as a seperate item..

rail mounted flashlights work without being mounted on the rail, so you wouldn't even need a separate item.

May 10 2016, 1:32 AM · Arma 3
kidmosey added a comment to T64406: Creating 3 boxes causes them to burn..

The thing that was confusing me is that I could load two crates just fine, but when I added the third, they all started to burn. I tried several crates and several positions.

I am currently unable to reproduce this issue, though. I restarted the application several times last night and it happened every time.

Well, at least it works, for now. If it happens again, I will see if I can figure out exactly why.

May 10 2016, 1:23 AM · Arma 3
kidmosey edited Steps To Reproduce on T64406: Creating 3 boxes causes them to burn..
May 10 2016, 1:23 AM · Arma 3
kidmosey edited Steps To Reproduce on T64265: Swapping primary weapon and leaving menu causes primary weapon to be slung..
May 10 2016, 1:19 AM · Arma 3
kidmosey added a comment to T64172: Friendly AI attack you when you blow up empty friendly AI cars.

okay, I just did another test. I pulled the soldier out of the vehicle, then blew it up. Teammates still turned on me.

Maybe a vehicle without a driver should be switched to neutral.

If the enemy gets in, the vehicle does change allegience, though.

May 10 2016, 1:15 AM · Arma 3
kidmosey added a comment to T64172: Friendly AI attack you when you blow up empty friendly AI cars.

it works fine for me.

There are two options. You can spawn a Blufor vehicle, which contains a driver and forces allies to retaliate if you kill it. Or you can spawn an empty (yellow) vehicle, which contains no driver and does not cause retaliation.

Just trying to make sure the issue is clear, because vehicles assigned to blue or red should not be empty when they spawn.

May 10 2016, 1:15 AM · Arma 3
kidmosey added a comment to T64172: Friendly AI attack you when you blow up empty friendly AI cars.

did you try spawning empty vehicles instead of blufor vehicles?

doesn't really make sense that you'd destroy your own vehicles. I'd say they were right to take out the saboteur.

[edit]Your step 2 is contradictory. Blufor vehicles have a driver, empty vehicles have no driver. At least for me.[/edit]

May 10 2016, 1:15 AM · Arma 3
kidmosey added a comment to T64011: Suppression effect for players.

shotgun, many people play with friends, and most of my friends will not switch servers with me just because I died. Maybe that makes them horrible friends.

I think long respawn times is the best way to encourage not wanting to die. And if you make the initial spawn just as long, it won't matter how many times they switch servers, they still have a 3 minute wait.

May 10 2016, 1:09 AM · Arma 3
kidmosey added a comment to T64011: Suppression effect for players.

This was not a welcomed effect in bf3.

Also, it does not add to authenticity. I would hope soldiers don't close their eyes when they are being shot at. Adding this to the AI also seems like a lot of wasted effort. The AI is in need of revamping and adding small routines such as this detract from the bigger picture.

May 10 2016, 1:09 AM · Arma 3
kidmosey added a comment to T63895: Environment turns blue when Alt tabbing while mission loading at night..

also if you alt tab with nvg on, there is no problem.

May 10 2016, 1:03 AM · Arma 3
kidmosey added a comment to T63726: Require player to enter vehicle at proper place.
  1. load heli showcase
  2. stand near the tail section
  3. select "get in as driver"

It would be nice to at least have a running animation over to the driver side door before showing the animation to get in. Also, there is snapping even if you are already at the door, so maybe some kind of transitionary animation to get the player in position could be used.

May 10 2016, 12:52 AM · Arma 3
kidmosey added a comment to T63552: Running into helicopter's tail rotors doesn't kill you.

If a fireplace can kill you, then so should this

May 10 2016, 12:44 AM · Arma 3
kidmosey added a comment to T63176: Adding NVGs using addWeapon lets you use them, but does not add the item.

it doesn't make sense to have binoc's added with addWeapon, either. They should both just be assignable items.

May 10 2016, 12:32 AM · Arma 3
kidmosey added a comment to T63138: Add switch modes for a Laser and the flashlight.

Why do you need both? If you have NVG, the light is useless, and if you don't have NVG, the lasers are useless.

Although, you should be able to use the flashlight whether it is attached or not.

May 10 2016, 12:31 AM · Arma 3
kidmosey added a comment to T62983: Better feedback for injuries/bullet hits.

I would also like to see more reactions based on bullet placement and penetration. Add a few inner hitboxes to simulate bone shots, which would affect limb use.

As it is, it feels a bit arcadey. You can shoot someone a few times in the arm or leg to kill them, and point blank headshots barely phase a person.

May 10 2016, 12:22 AM · Arma 3
kidmosey added a comment to T62740: [Issue tracker] Feature request - Option to link identical issues.

There should be a way for users to tag duplicates to make it easier on mods to locate and merge them.

In addition to merging the votes, once linked, the last reported issue should have voting/commenting disabled and a link to the original issue.

May 10 2016, 12:14 AM · Arma 3
kidmosey added a comment to T62624: Lock Gamma option for server.

@ShotgunSheamuS: I don't think using lower settings is an issue anymore. I am only able to play with the lowest settings, and nothing stands out with them. I haven't been able to test against higher settings, though, as I only get 1fps.

After seeing Bashka's comment, I can upvote this, if only to encourage them to fix the gamma to work as it should.

Disabling gamma will cause most players to simply not join servers at night if they don't have NVG. Playing a game with your monitor off isn't really that much fun.

May 10 2016, 12:09 AM · Arma 3
kidmosey added a comment to T62624: Lock Gamma option for server.

what is your suggestion for people who actually need the high gamma? Don't play on your server?

May 10 2016, 12:09 AM · Arma 3
kidmosey added a comment to T62491: 'Tap' a friend on the back.

"A simple indication on the screen when someone touches you"

I must be the only one who laughed at that.

I think this is a good idea, though; but I would also like to see more non-verbal signals, especially when someone is not close enough to tap you.

May 10 2016, 12:02 AM · Arma 3

May 9 2016

kidmosey added a comment to T62242: Crashed helicopters and destroyed buildings have invisible fire.

You have to wait for the fire to "burn out", but the heli will still kill you if you get near it.

May 9 2016, 11:50 PM · Arma 3
kidmosey added a comment to T62033: Z-Fighting in Rubble.

this also occurs with mortar strikes. I blew up my team on the runway with 4 strikes and the resulting decals kept z-fighting.

May 9 2016, 11:43 PM · Arma 3
kidmosey added a comment to T62015: Mesh showing from certain angles.

I've also noticed blue seams along the ground flicker now and then as I'm running.

May 9 2016, 11:40 PM · Arma 3
kidmosey added a comment to T61996: Free looking while aimed down sights.

I think this is by design. Freelook always snaps you back to default when you are done. If you don't want it to snap back, you can toggle it by double-tapping alt.

May 9 2016, 11:38 PM · Arma 3
kidmosey added a comment to T61981: Unit with Waypoint stuck to it cannot be edited. Both have to be deleted..

upvoted, eventhough it isn't a major issue, it is annoying.

The biggest annoyance is you cannot move/delete either the unit or waypoint, you must delete both and start over.

May 9 2016, 11:38 PM · Arma 3
kidmosey added a comment to T61079: Commands for getting vests and uniform does not work as expected.

As a workaround, you can strip your character, then add the containers in reverse order as you add items to them.

May 9 2016, 10:41 PM · Arma 3
kidmosey added a comment to T61005: [Suggestion] Ability to repack mags.

it shouldn't take more than a second per round. As a test, hold two magazines side by side in one hand. Now, using your free hand, drag a round out of one magazine and slide it into the other.

Once you get the hang of it, this is a really quick way to combine mags. Also, this method makes animating the action a lot simpler.

May 9 2016, 10:38 PM · Arma 3
kidmosey added a comment to T60967: "Just do it" AI Command.

Make it so holding the shift key when issuing a command means "URGENTLY"

May 9 2016, 10:36 PM · Arma 3
kidmosey added a comment to T60866: Helicopter rotors don't impact with buildings, objects, trees, etc..

And to top it off, I want to be able to cut people 28-weeks-later style.

May 9 2016, 10:18 PM · Arma 3
kidmosey added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

I have to agree. The player should not need to simulate gravity. The reset target should be placed near where the bullet discharges.

So if you are on full auto or burst, you will need to compensate by pulling against the recoil, since before the muzzle reaches the reset point, it will be firing another round.

May 9 2016, 9:59 PM · Arma 3
kidmosey added a comment to T60637: Player forced to obey AI leader disembark order.

I had a problem with this. I was driving the vehicle and got KIA, then transported to my AI gunner and was forced by the SL to disembark - instant death.

He doesn't seem to have a problem with me driving, though. I just can't ride in the back or be a gunner.

May 9 2016, 9:52 PM · Arma 3
kidmosey added a comment to T60580: NLAW AT launcher still not disposable.

After firing, could just swap the launcher with Empty_NLAW that has disabled ammo slot.

May 9 2016, 9:50 PM · Arma 3
kidmosey added a comment to T60516: Automatically standing up when crawling between rocks.

also happens when crawling over a door threshold.

May 9 2016, 9:47 PM · Arma 3
kidmosey added a comment to T60302: [IDEA] Sharks on editor side of ambient life.

scuba bunnies and land sharks... this game just keeps getting better.

May 9 2016, 9:38 PM · Arma 3
kidmosey added a comment to T60025: No female soldiers models available.

it seems a huge hassle to duplicate and redesign all of the gear to fit women, add skins, voices, animations (unless all the women will be 6' tall), and edit all of the scripts to take gender into consideration when selecting soundclips, animations, and gear.

If all you are wanting is a face skin, then it doesn't matter; but that isn't the same as having females, it would just be a feminine dude.

May 9 2016, 8:02 PM · Arma 3
kidmosey added a comment to T59794: Picking up a weapon does not also retrieve the ammo for it.

@replikant: selecting (left click) your primary or secondary weapon in inventory will highlight relevant ammo for it.

May 9 2016, 7:14 PM · Arma 3
kidmosey added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

As this isn't based in present day, it makes sense that they might possibly have these arms from a previous alliance against another faction.

May 9 2016, 3:20 PM · Arma 3
kidmosey added a comment to T58536: Seeing Building Layouts in Editor.

The problem with this comes with multi-level buildings. There would also need to be some indicator for the level that the position is on.

May 9 2016, 3:19 PM · Arma 3