kromka
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User Since
Jan 30 2015, 11:35 AM (185 w, 4 d)

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May 20 2018

kromka added a comment to T128739: friendlyTag=1 on server doesn't work as expected.

Here is a movie:
https://youtu.be/pVOK08AnR-M
Here are config files:
https://drive.google.com/file/d/1S9d2TI3GdKxXFjRNHT9jQNbCspDwmvGV/view?usp=sharing

May 20 2018, 9:31 PM · Arma 3
kromka added a comment to T128739: friendlyTag=1 on server doesn't work as expected.
May 20 2018, 11:57 AM · Arma 3

May 16 2018

kromka added a comment to T128739: friendlyTag=1 on server doesn't work as expected.

Additionaly I can say that fadeDistanceSpan seems to be really about 10 meters.
But fadeDistanceStart as I wrote earlier is about 100 meters and I can see tags through objects (even on the distance 100 meters).

May 16 2018, 7:18 PM · Arma 3
kromka added a comment to T128739: friendlyTag=1 on server doesn't work as expected.

Hello Wulf.

May 16 2018, 7:15 PM · Arma 3

May 15 2018

kromka added a comment to T117044: Left and right panel in Eden still hardcoded to E and R..

And still nothing changed.

May 15 2018, 11:14 AM · Arma 3
kromka added a comment to T128741: Hardcoded keys in EDEN.

Should be closed.
It is dobled by this one:
https://feedback.bistudio.com/T117044

May 15 2018, 11:12 AM · Arma 3
kromka created T128741: Hardcoded keys in EDEN.
May 15 2018, 12:26 AM · Arma 3
kromka updated the task description for T128739: friendlyTag=1 on server doesn't work as expected.
May 15 2018, 12:12 AM · Arma 3
kromka created T128739: friendlyTag=1 on server doesn't work as expected.
May 15 2018, 12:10 AM · Arma 3

Aug 29 2017

kromka added a comment to T117044: Left and right panel in Eden still hardcoded to E and R..

And hardcoded, and hardcoded, and hardcoded...
What is the point to give to the player ability of camera movement configuration if significant part of basic keybord can't be used?
Or maybe I don't know how to configure this?

Aug 29 2017, 9:21 AM · Arma 3

Dec 2 2016

kromka added a comment to T117044: Left and right panel in Eden still hardcoded to E and R..

After last patch: all key bindings in Eden are still hardcoded.
Question: why you give to the user choice of settting camera movement if you don't respect it? This is simply speaking stupid. Remove this section in key configuration (Editor camera) or make it usable.

Dec 2 2016, 10:02 PM · Arma 3

Sep 26 2016

kromka added a comment to T117044: Left and right panel in Eden still hardcoded to E and R..

Keyboard is still hardcoded to some Eden elements.
Now it seems also F is hardcoded to switching to next unit or center on currently selected one (i don't remember).

Sep 26 2016, 9:02 AM · Arma 3
kromka added a comment to T119263: Can select properly all units with any key binded to "select all units"..

Still not work. I've check it also on other PC with clear installation and new player's profile.

Sep 26 2016, 8:59 AM · Arma 3
kromka created T120405: Can't set up AI skill with a slider as a Zeus.
Sep 26 2016, 8:58 AM · Arma 3

Jul 12 2016

kromka added a comment to T117044: Left and right panel in Eden still hardcoded to E and R..

After Apex nothing changed.
Still E and R are hardcoded.

Jul 12 2016, 12:20 AM · Arma 3
kromka created T119263: Can select properly all units with any key binded to "select all units"..
Jul 12 2016, 12:17 AM · Arma 3

Jun 22 2016

kromka created T118500: Long range lights in vehicle..
Jun 22 2016, 12:22 PM · Arma 3

Jun 17 2016

kromka added a comment to T117044: Left and right panel in Eden still hardcoded to E and R..

It may be connected with those messages from log:

Jun 17 2016, 3:53 PM · Arma 3

Jun 1 2016

kromka created T117044: Left and right panel in Eden still hardcoded to E and R..
Jun 1 2016, 3:59 PM · Arma 3

May 10 2016

kromka added a comment to T86063: Camera slows down near rocks or water line..

Well... if this is intended, please close this ticket.
Honestly i am not sure why it is done this way (especialy slowing down over the rocks and during passing line of water) also what are usabilities of those features but i belive you know what you are doing.
Regards

May 10 2016, 12:56 PM · Arma 3
kromka edited Steps To Reproduce on T86063: Camera slows down near rocks or water line..
May 10 2016, 12:56 PM · Arma 3
kromka set Category to category:edeneditor on T86062: Bunch of simple features for Eden Editor..
May 10 2016, 12:56 PM · Arma 3
kromka added a comment to T85956: When selecting the 3D Editor button, it opens the 2D Editor instead..

I have also this problem. I confirm it happen after last update.

May 10 2016, 12:53 PM · Arma 3
kromka added a comment to T85952: Sound of "hold breath" is played when it is not necessary..

I am not sure you understand a problem.

It generally should works like it works with exception if LShift+some_key is detected as pressed combination, "hold breath" (or other action - no matter) shouldn't be made if it's binded under LShift. What can i tell more?

Possible fix is to add some timer in function which detects keypressings to avoid of making double actions. I mean, there are possible combinations some_key+other_key. It means they must be somehow detected. This detection should be just more precise.
I suppose this can be reproduced also with other "alternation" keys.

To lean i use toggle mode. It means when i hold breath i use just "hold breath" key (one at the time).
I just claim keybinding execution is not so good as it seems to be.

Do you really consider it as not a bug? This isn't critical one of course (other side this is communication interace...) but i suppose it can be easily fixed.
I can add another one in this scope: "hold breath" doesn't work with combination 2x some_key.

Because of character of the game i have binded about 80% keys from keyboard and mouse (i don't mention about alternations) and OFTEN i use more than 50% from this. I have big problem with usefull binding of all activities. This is a real problem.
But not in this topic.

May 10 2016, 12:53 PM · Arma 3
kromka added a comment to T85952: Sound of "hold breath" is played when it is not necessary..

This is really simple matter (in fact i am suprised nobody discovered it earlier).

Here is detailed procedure with my expectations:
LShift = hold breath
LShift + W = lean left (toggle !!!)

I want ONLY to turn on lean left mode by single pressing LShift+W (after release, character should stay in this mode).
Nowadays: When I press LShift - I start hold breath, when I press W - I go into lean left mode. After release LShift+W I stay leaned and I stop hold breath.
Expectations: When I press LShift+W - I start lean mode. When I release LShift+W - nothing happen.

Problem is that additional activity is made (in this case it is holding breath, but it can be also in worst case trhowing a grenade).

Key word in this case is TOGGLE. I am absolutely agreed when it is not a toggle, then everything is OK. But I have TOGGLE in mind from the very beginning. I will undersore it in first post.

I am not sure what do you mean but in my opinion making of LShift+W doesn't disable separate LShift or W.

I hope now everything is clear.

May 10 2016, 12:53 PM · Arma 3
kromka edited Steps To Reproduce on T85952: Sound of "hold breath" is played when it is not necessary..
May 10 2016, 12:53 PM · Arma 3
kromka edited Steps To Reproduce on T85593: Possible bug during hooking of objects..
May 10 2016, 12:42 PM · Arma 3
kromka added a comment to T84979: Eden: blinking entities, dissapearing units, no navigation, mission whiped out..

Add. Bug 1:
After update to 1.55.133446 this bug doesn't exist.

May 10 2016, 12:22 PM · Arma 3
kromka added a comment to T84979: Eden: blinking entities, dissapearing units, no navigation, mission whiped out..

Add. Bug 3:
I figured this out. Car with MG i had added was emtpy FIA car.
I had to move it to OPFOR group first (on Entity layer) and then move crew to this car.
However this isn't too intuitive. Shouldn't be empty car always added as aneutral object?

May 10 2016, 12:22 PM · Arma 3
kromka added a comment to T84979: Eden: blinking entities, dissapearing units, no navigation, mission whiped out..

Add. Bug 4:
I've just notice, this happen during turning back from mission testing to eden editor.
This is part of the log from this period of time:
14:57:10 EPE manager release (42|174|0)
14:57:10 Number of actors in scene after release: 42
14:57:10 EPE manager release (0|42|0)
14:57:12 Attempt to override final function - bis_functions_list
14:57:12 Attempt to override final function - bis_functions_listpreinit
14:57:12 Attempt to override final function - bis_functions_listpostinit
14:57:12 Attempt to override final function - bis_functions_listrecompile
14:57:12 Attempt to override final function - bis_fnc_missiontaskslocal
14:57:12 Attempt to override final function - bis_fnc_missionconversationslocal
14:57:12 Attempt to override final function - bis_fnc_missionflow
14:57:12 Attempt to override final function - rhs_fnc_findangle
14:57:12 Attempt to override final function - rhs_fnc_calcbalistic

May 10 2016, 12:22 PM · Arma 3
kromka set Category to category:edeneditor on T84979: Eden: blinking entities, dissapearing units, no navigation, mission whiped out..
May 10 2016, 12:22 PM · Arma 3
kromka set Category to category:edeneditor on T84958: Arma crash during turn back to Eden..
May 10 2016, 12:22 PM · Arma 3
kromka added a comment to T84686: RPT files are encoded using ANSI instead of UTF8..

My apologies. I was wrong. Please remove this ticket.

May 10 2016, 12:14 PM · Arma 3
kromka edited Steps To Reproduce on T84686: RPT files are encoded using ANSI instead of UTF8..
May 10 2016, 12:14 PM · Arma 3
kromka edited Steps To Reproduce on T84174: WSAD hardcoded in EDEN (?).
May 10 2016, 11:59 AM · Arma 3
kromka edited Steps To Reproduce on T84052: Dead body can destroy object..
May 10 2016, 11:55 AM · Arma 3
kromka edited Steps To Reproduce on T83979: Contact of chopper with cornice cause instant explosion..
May 10 2016, 11:54 AM · Arma 3
kromka added a comment to T83940: The AI can see through trees..

I knew something is wrong in the woods!
Do you have any info the same situation occurs with the bushes and tree top?

May 10 2016, 11:53 AM · Arma 3
kromka edited Steps To Reproduce on T83825: Results of challenges had been dissapeared..
May 10 2016, 11:49 AM · Arma 3
kromka added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

I am also curious if you really use more than first "page" of this menu (i don't mention some actions are placed on the last one...) and if yes how you figure out what is what?

May 10 2016, 11:49 AM · Arma 3
kromka added a comment to T83812: Action menu for AI (press 6) is almost completely useless..

Well...
Don't be so sure. Most of my tickets are "new" :)
However recently i've noticed something very interesting.
I've made this ticked:
http://feedback.arma3.com/view.php?id=25444 which is "only" acknowledged and in 1.53 i've noticed AI which uses FirstAid!
Back to the topic.
I think this menu will not be fixed as a separate task.
Whole menu system should be replaced and probably somwhere in the future it will happen. But i am not sure if this is near or far future.

May 10 2016, 11:49 AM · Arma 3
kromka edited Steps To Reproduce on T83812: Action menu for AI (press 6) is almost completely useless..
May 10 2016, 11:49 AM · Arma 3
kromka set Category to category:aiissues on T83811: AI does not use medical equipement on itself..
May 10 2016, 11:49 AM · Arma 3
kromka edited Steps To Reproduce on T83810: M2A1 Slammer is bouncing and turning upside down..
May 10 2016, 11:49 AM · Arma 3
kromka added a comment to T83810: M2A1 Slammer is bouncing and turning upside down..

And you see how many emotions on dev side... Maybe it is worth to silence all those malcontents like me with solving this issue at last?
Your voting against this report may be understood like voting against the problem.
Besides i suppose this is ENG forum.

May 10 2016, 11:49 AM · Arma 3
kromka edited Steps To Reproduce on T83809: Reflection in glasses of crew shows exterior instead interior of vehicle..
May 10 2016, 11:49 AM · Arma 3
kromka added a comment to T83606: Problems with M2A1 Slammer..

I see you forgot about such simple physic mechanism like tilting which should solve this situation.

TheMasterofBlubb your intention was to write "would be to hard" or "wouldn't be to hard"?
Because if like in original sentence i suppose you are joking.
The simplest way to implement it will be to replace obstacle which has a contact with a much heavier object with debris. Yes it wouldn't be elegant but it would work and effect would be much more playable than lack of such mechanism.
Other way is to segment obstacles (Bohemia prooved that they can do such "sofisticated" things).
Then my statement is such mechanism is at most moderate to introduce for proffesional team. Much more work is with segmentation of object (however it should be rather simple ant-work).

May 10 2016, 11:43 AM · Arma 3
kromka added a comment to T83606: Problems with M2A1 Slammer..

Well, this is strict academic discussion.
Engine of Arma3 is about litlle bit less than 15 years old and currently this is quiet funny there is no such things like obstacle destruction.
If you mention that Bohemia has a reason to not introduce small obstacle destroying, then as a programmer i can say that something is screwed up in the engine (if it is). I don't see any other reasonable cause.
You ask me about size of the team... well i don't know, depends how many seniors :). Often i really don't understand some decisions of BI: eg. they develop some not necessary islands instead of improovement and polishing physics (yea! money!).
Anyway tank movement is bugged and those are at least moderate bugs.
Regards.

May 10 2016, 11:43 AM · Arma 3
kromka added a comment to T83606: Problems with M2A1 Slammer..

ad. 1: i realy can't reproduce it - forget.
ad. 2: look at this film
https://www.youtube.com/watch?v=qaXKh0A04gw
ad. 3: look at this film
https://www.youtube.com/watch?v=6B4yy5iKlb8

Additionaly, this is quiet funny behaviour:
https://www.youtube.com/watch?v=vxyMJ1b1I44

May 10 2016, 11:43 AM · Arma 3
kromka added a comment to T83606: Problems with M2A1 Slammer..

TheMasterofBlubb, i can't agree that tracks have no friction. At least front part of them have. Besides i have strange impression that until i go forward on vertical part of T, trackss act like they have contact with groung and after stop they act like they have not. And additionally tank was, i don't know how to say it, "snapped" to problematic position.

May 10 2016, 11:43 AM · Arma 3
kromka edited Steps To Reproduce on T83606: Problems with M2A1 Slammer..
May 10 2016, 11:43 AM · Arma 3
kromka edited Steps To Reproduce on T83581: Free look when diving does not work in the same way like during walking..
May 10 2016, 11:42 AM · Arma 3
kromka added a comment to T83534: Steering of cars with a mouse is too responsible on high speed..

Sorry for big delay.
To the point, here is video:
https://youtu.be/3BLKUBrlhk8

I tried drive best i can (i made some excercises).

Please notice especially two fragments:
0:32 - i try to pass soft curve. As you see car is oversteering (it is proper in rear-wheel drive) however i have big troubles to counter with a steering wheel (mouse) to compensate those force. Mouse is just to responsive.
1:30 - I little bit forced a slip and then tried to back to the road. Of course tree finished it quickly, however once again my swings probably would be bigger and bigger and would cause finally 180 degree turn.

In both cases moves of the mouse on the table were around 2-4 milimeters (i have not too sensitive mouse).
I tried to figure out how fast i have to be and i noticed this problem escalates near 180-190 km/h (my top speed in SUV was about 225 km/h). Below this spped steering response is fast but able to control.

What i am trying to say is that counter with a mouse influence the direction too much.

I can't reproduce moose test. Forget about it.
And one additional remark: i'am not specialist, but shouldn't front crash with 200 km/h end with instant dead?

May 10 2016, 11:40 AM · Arma 3
kromka edited Steps To Reproduce on T83534: Steering of cars with a mouse is too responsible on high speed..
May 10 2016, 11:40 AM · Arma 3
kromka added a comment to T83534: Steering of cars with a mouse is too responsible on high speed..

My mouse settings:

revMouse=0;
mouseSmoothing=3;
mouseAcceleration=0;
mouseSensitivityX=0.86363655;
mouseSensitivityY=1.0438869;

Used mods: none.

Well, probably this is quiet subjective, however i have real problem with steering with high speeds using a mouse. BMW-like car overreact on even small movement of mouse. Because of this there is hard to make a wide smooth turn. I will try to make a video with this.

Additionaly this BMW-like car often fall on the side when i make a "Moose test" (i think i can do it easily with the speed about 80-100 km/h). This is quiet funny.

May 10 2016, 11:40 AM · Arma 3
kromka added a comment to T80870: Lack of quick navigation between soldiers in equipment view..

I really don't understand you.
I don't need any commands. I just want to smoothly iterate over soldiers in equipement view without unnecessary and time consumable actions.
OFP has this feature and there were no problems at all.
Thats all.

May 10 2016, 10:13 AM · Arma 3
kromka added a comment to T80870: Lack of quick navigation between soldiers in equipment view..

3 times multiplied by number of soldiers...
Don't count it as a simple clicking. Yes it is hard and time consumable and can be simply improved.
First of all A3 is a game, after that is a sim.

May 10 2016, 10:13 AM · Arma 3
kromka edited Steps To Reproduce on T80870: Lack of quick navigation between soldiers in equipment view..
May 10 2016, 10:12 AM · Arma 3
kromka added a comment to T80870: Lack of quick navigation between soldiers in equipment view..

Read with understanding.
In real world i have this info much quicker just by asking soldiers how many magazines they have.

May 10 2016, 10:12 AM · Arma 3
kromka added a comment to T80869: Kart sticks to obstacles almost with every contact..

Thank you for info - link has been fixed.

May 10 2016, 10:12 AM · Arma 3
kromka edited Steps To Reproduce on T80869: Kart sticks to obstacles almost with every contact..
May 10 2016, 10:12 AM · Arma 3
kromka added a comment to T80869: Kart sticks to obstacles almost with every contact..

Here is video with this phenomenon:
https://www.youtube.com/watch?v=K_udocV634I

May 10 2016, 10:12 AM · Arma 3
kromka added a comment to T80868: Commands FORWARD and FAST in vehicle works not intuitive..

It doesn't work in this way since OFP. Rather since some patch in A2.
Simply lets try to change speed with command from fast to normal (with one key press).
AFAIK pressing twice slow does not result with normal. But i have to check it.

May 10 2016, 10:12 AM · Arma 3
kromka edited Steps To Reproduce on T80867: Binding of vehicle movement command hidden in GUI..
May 10 2016, 10:12 AM · Arma 3
kromka edited Steps To Reproduce on T80868: Commands FORWARD and FAST in vehicle works not intuitive..
May 10 2016, 10:12 AM · Arma 3

May 9 2016

kromka added a comment to T60635: Separate mouse sensitivity options (in sights, zoomed in, scope etc).

Simply speaking - inspired.
Freelok, veh steering, aim zooming... Wow if i would have such options it would be splendid.

May 9 2016, 9:52 PM · Arma 3