mickeymen
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User Since
Jun 30 2014, 11:40 PM (173 w, 12 h)

Recent Activity

Fri, Oct 20

mickeymen added a comment to T126526: Player-commander can not activate the special order, during chattering of subordinates..

Thanks @Lex, but if this mod completely disables the chat for ai-subordinates, then this is not suitable for me, because it deprives at least some feeling of realism.

Fri, Oct 20, 11:10 PM · Arma 3

Wed, Oct 18

mickeymen added a comment to T126526: Player-commander can not activate the special order, during chattering of subordinates..

"This irritating chatter AI, there are a million more stories of bad gameplay, in the form of loss of priority moment"

Wed, Oct 18, 10:28 PM · Arma 3
mickeymen added a comment to T123650: The turn out/in action, implemented very poorly, please correct this!.

@TheMasterofBlubb Probably you are right, this is loading of LOD0, but the player notices the emptiness from which the tank appears. This glitch appeared after a visual update, before this was not/

Wed, Oct 18, 10:25 PM · Arma 3

Tue, Oct 17

mickeymen edited the description of T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions].
Tue, Oct 17, 11:39 PM · Arma 3
mickeymen edited the description of T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions].
Tue, Oct 17, 11:26 PM · Arma 3
mickeymen renamed T126526: Player-commander can not activate the special order, during chattering of subordinates. from "If one of the АI-subordinate of player is currently talking, then player-commander can not activate the special order (6-button)" to "Player-commander can not activate the special order, during chattering of subordinates.".
Tue, Oct 17, 11:25 PM · Arma 3
mickeymen renamed T125760: AI-Bug: The AI crew, will not leave the unfueled tank (bug can breaks any tank mission) from "AI-Bug: The AI crew, will not leave the unfueled tank!" to "AI-Bug: The AI crew, will not leave the unfueled tank (bug can breaks any tank mission)".
Tue, Oct 17, 11:20 PM · Arma 3
mickeymen edited the description of T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions].
Tue, Oct 17, 11:16 PM · Arma 3
mickeymen renamed T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions] from "Setting of "Completion Radius" for "JOIN" waypoint, does not work [Repro-Mission]" to "AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions]".
Tue, Oct 17, 11:14 PM · Arma 3
mickeymen edited the description of T125760: AI-Bug: The AI crew, will not leave the unfueled tank (bug can breaks any tank mission).
Tue, Oct 17, 4:41 PM · Arma 3
mickeymen edited the description of T125760: AI-Bug: The AI crew, will not leave the unfueled tank (bug can breaks any tank mission).
Tue, Oct 17, 4:39 PM · Arma 3
mickeymen edited the description of T125760: AI-Bug: The AI crew, will not leave the unfueled tank (bug can breaks any tank mission).
Tue, Oct 17, 4:39 PM · Arma 3
mickeymen renamed T125760: AI-Bug: The AI crew, will not leave the unfueled tank (bug can breaks any tank mission) from "If the tank loses all fuel, then the AI crew, will not leave this tank." to "AI-Bug: The AI crew, will not leave the unfueled tank!".
Tue, Oct 17, 4:38 PM · Arma 3
mickeymen renamed T123650: The turn out/in action, implemented very poorly, please correct this! from "At moment turn out/in action, the player sees the void and sees his vehicle as transparent." to "The turn out/in action, implemented very poorly, please correct this!".
Tue, Oct 17, 12:52 PM · Arma 3
mickeymen renamed T123678: The AI drivers of armed cars do not leaves vehicles, if they lose their gunners. from "The AI drivers of armed car do not leaves vehicles, if they lose their gunners." to "The AI drivers of armed cars do not leaves vehicles, if they lose their gunners.".
Tue, Oct 17, 12:11 PM · Arma 3
mickeymen renamed T123678: The AI drivers of armed cars do not leaves vehicles, if they lose their gunners. from "In the danger mode the AI drivers do not have special behavior, if they lose their gunners." to "The AI drivers of armed car do not leaves vehicles, if they lose their gunners.".
Tue, Oct 17, 12:10 PM · Arma 3

Fri, Oct 13

mickeymen added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

Houses and walls should produce more bounce or reduce impact speed.

Right thoughts, I too would like to have this working so...

Fri, Oct 13, 8:05 PM · Arma 3

Thu, Oct 12

mickeymen added a comment to T126900: AK12 handling.

Good news, Thanks!

Thu, Oct 12, 7:45 PM · Arma 3
mickeymen added a comment to T117728: [Tanks DLC] Dev T-100, Slamer and Kuma always appears a sudden problem, it is impossible to eliminate this behavior..

Jumping tanks... I hope that the output of DLC Tanks the @BIS, will end this extremely unpleasant problem thoroughly.

Thu, Oct 12, 7:40 PM · Arma 3
mickeymen added a comment to T123368: Bipod limits the field of view, much depends on the topography of the landscape..

+ 1 Adjustable height for bipods - in this case this is what the doctor prescribed!

Thu, Oct 12, 9:35 AM · Arma 3
mickeymen added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

I'm not watching this problem, Sometimes I see a ricochets! But I'm using ACE3. Maybe that's the reason!? Tank shells no longer pass through the houses.

Thu, Oct 12, 9:31 AM · Arma 3
mickeymen added a comment to T83842: The medical logo by truck shines through textures of objects..

+ 1

Thu, Oct 12, 9:26 AM · Arma 3
mickeymen added a comment to T120795: Awning (canopy) - a guillotine. .

+1 , also related to my ancient issue - https://feedback.bistudio.com/T82601

Thu, Oct 12, 9:24 AM · Arma 3

Wed, Oct 11

mickeymen renamed T124094: Support Waypoint in the Arma3 are not functional from "Support Waypoint in the Arma3 are not functional!" to "Support Waypoint in the Arma3 are not functional".
Wed, Oct 11, 11:44 PM · Arma 3
mickeymen renamed T120223: Audio Modules not are contain Apex factions. from "In the Editor, the Module of audio-messages not contain Apex factions." to "Audio Modules not are contain Apex factions.".
Wed, Oct 11, 11:41 PM · Arma 3
mickeymen renamed T119296: RESOLVED from "Static Gunner (only Pacific) not able deploy your weapon (In action menu not present mounting-command!)" to "RESOLVED".
Wed, Oct 11, 11:38 PM · Arma 3
mickeymen renamed T117528: Feature Request: suppressive fire -command against player from "AI-commander not uses suppressive fire -command against player or other enemy." to "Feature Request: suppressive fire -command against player".
Wed, Oct 11, 11:37 PM · Arma 3
mickeymen renamed T117123: RESOLVED from "After the update 1.60 my character automatically gets up from the prone position" to "RESOLVED".
Wed, Oct 11, 11:35 PM · Arma 3
mickeymen added a comment to T126900: AK12 handling.

This is dublicate of MY OLD ISSUE - https://feedback.bistudio.com/T119297
A year and a half no one paid attention to it.

Wed, Oct 11, 11:30 PM · Arma 3
mickeymen added a comment to T117728: [Tanks DLC] Dev T-100, Slamer and Kuma always appears a sudden problem, it is impossible to eliminate this behavior..

@ Lex If you uses dev version, try check MBT-52 Kuma. The tank-engine was changed,

Wed, Oct 11, 10:53 PM · Arma 3

Thu, Oct 5

mickeymen edited Additional Information on T123678: The AI drivers of armed cars do not leaves vehicles, if they lose their gunners..
Thu, Oct 5, 9:13 AM · Arma 3
mickeymen renamed T123678: The AI drivers of armed cars do not leaves vehicles, if they lose their gunners. from "AI drivers of light armed vehicles have absurd behavior, if they lose your gunners." to "In the danger mode the AI drivers do not have special behavior, if they lose their gunners.".
Thu, Oct 5, 9:08 AM · Arma 3
mickeymen renamed T125825: AI-Pilots are not ables to fly up from the USS Freedom carrier. from "AI-Bug: Pilots are not able to fly up from the USS Freedom carrier." to "AI-Pilots are not ables to fly up from the USS Freedom carrier.".
Thu, Oct 5, 8:41 AM · Arma 3

Tue, Oct 3

mickeymen created T126876: Jets are accelerated too fast (bug added after Jets DLC).
Tue, Oct 3, 9:09 PM · Arma 3

Mon, Oct 2

mickeymen added a comment to T64592: Interrupt treating.

@shukari It seems that we are talking about different things. I do not see any relationship. I'm talking only about ability of interruption the treatment action.

Mon, Oct 2, 10:14 AM · Arma 3

Sat, Sep 30

mickeymen renamed T123680: Game Setting of "Automatic Reporting" has no any obvious effect from "CLOSED" to "Game Setting of "Automatic Reporting" has no any obvious effect".
Sat, Sep 30, 6:58 PM · Arma 3

Thu, Sep 28

mickeymen edited the description of T124591: The AI-gunners of light armed vehicles/armed speedboats are all unable to attack VTOLS. .
Thu, Sep 28, 4:35 PM · Arma 3
mickeymen edited the description of T124591: The AI-gunners of light armed vehicles/armed speedboats are all unable to attack VTOLS. .
Thu, Sep 28, 4:35 PM · Arma 3
mickeymen renamed T124591: The AI-gunners of light armed vehicles/armed speedboats are all unable to attack VTOLS. from "AI-Bug: The gunners of light armed vehicles/armed speedboats not able attacks VTOLS. " to "The AI-gunners of light armed vehicles/armed speedboats are all unable to attack VTOLS. ".
Thu, Sep 28, 4:33 PM · Arma 3
mickeymen renamed T123680: Game Setting of "Automatic Reporting" has no any obvious effect from "Game Setting of "Automatic Reporting" has no any obvious effect" to "CLOSED".
Thu, Sep 28, 12:47 PM · Arma 3
mickeymen added a comment to T123680: Game Setting of "Automatic Reporting" has no any obvious effect.
Thu, Sep 28, 12:05 PM · Arma 3
mickeymen edited the description of T125825: AI-Pilots are not ables to fly up from the USS Freedom carrier..
Thu, Sep 28, 12:01 PM · Arma 3
mickeymen edited the description of T126046: The hand grenade flies through the glass without any physical contact.
Thu, Sep 28, 11:57 AM · Arma 3
mickeymen renamed T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction. from "During ragdoll the knees of the soldier bend in the opposite direction" to "During ragdoll the knees of the killed soldiers are bend in the opposite direction.".
Thu, Sep 28, 11:57 AM · Arma 3
mickeymen edited the description of T126526: Player-commander can not activate the special order, during chattering of subordinates..
Thu, Sep 28, 11:50 AM · Arma 3
mickeymen renamed T126526: Player-commander can not activate the special order, during chattering of subordinates. from "Activation of special orders (6-button) through AI subordinates requires correction!" to "If one of the АI-subordinate of player is currently talking, then player-commander can not activate the special order (6-button)".
Thu, Sep 28, 11:50 AM · Arma 3

Sep 21 2017

mickeymen renamed T80611: RESOLVED in 1.76 from "Mine-detector has no beep." to "RESOLVED in 1.76".
Sep 21 2017, 2:41 PM · Arma 3

Sep 19 2017

mickeymen added a comment to T64592: Interrupt treating.

"new Apex healing system" - what this?

Sep 19 2017, 10:43 AM · Arma 3

Aug 21 2017

mickeymen edited the description of T126526: Player-commander can not activate the special order, during chattering of subordinates..
Aug 21 2017, 1:36 PM · Arma 3
mickeymen edited the description of T126526: Player-commander can not activate the special order, during chattering of subordinates..
Aug 21 2017, 1:35 PM · Arma 3
mickeymen created T126526: Player-commander can not activate the special order, during chattering of subordinates..
Aug 21 2017, 1:33 PM · Arma 3

Aug 16 2017

mickeymen renamed T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle. from "AI AT-Soldier always will ignore commander orders, if he sees enemy vehicle." to "AI AT-Soldier always unmask players squad, if he sees enemy vehicle.".
Aug 16 2017, 10:23 AM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 16 2017, 10:21 AM · Arma 3
mickeymen renamed T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle. from "AI AT-Soldier always will ignore commander orders, if it sees enemy vehicle" to "AI AT-Soldier always will ignore commander orders, if he sees enemy vehicle.".
Aug 16 2017, 10:19 AM · Arma 3
mickeymen edited Steps To Reproduce on T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions].
Aug 16 2017, 10:13 AM · Arma 3
mickeymen renamed T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions] from "Setting of "Completion Radius" for "JOIN" waypoint, does not work." to "Setting of "Completion Radius" for "JOIN" waypoint, does not work [Repro-Mission]".
Aug 16 2017, 10:13 AM · Arma 3
mickeymen edited the description of T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions].
Aug 16 2017, 10:12 AM · Arma 3
mickeymen renamed T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions] from "Completion Radius for JOIN waypoint, does not work." to "Setting of "Completion Radius" for "JOIN" waypoint, does not work.".
Aug 16 2017, 12:37 AM · Arma 3
mickeymen renamed T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions] from "Completion Radius for JOIN waypoint, does not work (Broken in latest updates) " to "Completion Radius for JOIN waypoint, does not work.".
Aug 16 2017, 12:36 AM · Arma 3
mickeymen created T126472: AI units will ignore the Completion Radius settings in the waypoint options [!2 Repro-Missions].
Aug 16 2017, 12:35 AM · Arma 3

Aug 13 2017

mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:47 PM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:46 PM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:43 PM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:42 PM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:40 PM · Arma 3
mickeymen renamed T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle. from "AI AT-Soldier always will ignore commander orders (stance, fire mode, combat mode)" to "AI AT-Soldier always will ignore commander orders, if it sees enemy vehicle".
Aug 13 2017, 4:39 PM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:38 PM · Arma 3
mickeymen edited the description of T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:38 PM · Arma 3
mickeymen created T126459: AI AT-Soldier always unmask players squad, if he sees enemy vehicle..
Aug 13 2017, 4:35 PM · Arma 3

Aug 3 2017

mickeymen added a comment to T80611: RESOLVED in 1.76.

24-07-2017
EXE rev. 142417 (game)
EXE rev. 142417 (launcher)
Size: ~90 MB (depends on Apex ownership)

Aug 3 2017, 10:58 AM · Arma 3

Jul 19 2017

mickeymen added a comment to T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..

BIS please correct this shamefull sragdoll

Jul 19 2017, 11:44 PM · Arma 3
mickeymen edited the description of T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..
Jul 19 2017, 11:44 PM · Arma 3
mickeymen edited the description of T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..
Jul 19 2017, 11:43 PM · Arma 3

Jul 13 2017

mickeymen edited the description of T126188: In AI-Careless mode, the settings of Speed-Mode not works..
Jul 13 2017, 11:00 PM · Arma 3
mickeymen created T126188: In AI-Careless mode, the settings of Speed-Mode not works..
Jul 13 2017, 10:59 PM · Arma 3
mickeymen renamed T119915: RESOLVED from "Surface of AK-12 is not looks normal." to "RESOLVED".
Jul 13 2017, 12:06 AM · Arma 3

Jul 8 2017

mickeymen renamed T126005: Mine Bug: sometimes the APERS TripwireMine does not works. (VIDEO) from "Mine Bug: sometimes the APERS TripwireMine does not work (VIDEO)" to "Mine Bug: sometimes the APERS TripwireMine does not works. (VIDEO)".
Jul 8 2017, 12:09 AM · Arma 3
mickeymen added a comment to T126005: Mine Bug: sometimes the APERS TripwireMine does not works. (VIDEO).

In the ACE3 mod this mine also not works - https://www.youtube.com/watch?v=3RN-A2kLg34&feature=youtu.be

Jul 8 2017, 12:08 AM · Arma 3
mickeymen edited the description of T126005: Mine Bug: sometimes the APERS TripwireMine does not works. (VIDEO).
Jul 8 2017, 12:04 AM · Arma 3
mickeymen renamed T126005: Mine Bug: sometimes the APERS TripwireMine does not works. (VIDEO) from "Mine Bug: Between two objects, the APERS TripwireMine does not work (VIDEO)" to "Mine Bug: sometimes the APERS TripwireMine does not work (VIDEO)".
Jul 8 2017, 12:03 AM · Arma 3

Jul 7 2017

mickeymen added a comment to T120511: Bug After update 1.64: The player takes the position of the snake (invisible barriers).

At 1.72 the problem is not solved.

Jul 7 2017, 7:30 PM · Arma 3

Jul 5 2017

mickeymen edited Additional Information on T82591: Grenade UGL never breaks the building window glass..
Jul 5 2017, 9:09 PM · Arma 3
mickeymen renamed T83125: RESOLVED in the Jets DLC from "Please make a damage model of planes more detailed." to "RESOLVED in the Jets DLC".
Jul 5 2017, 9:08 PM · Arma 3
mickeymen edited Additional Information on T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..
Jul 5 2017, 9:06 PM · Arma 3
mickeymen edited the description of T126046: The hand grenade flies through the glass without any physical contact.
Jul 5 2017, 9:06 PM · Arma 3
mickeymen edited the description of T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..
Jul 5 2017, 11:26 AM · Arma 3
mickeymen edited the description of T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..
Jul 5 2017, 11:26 AM · Arma 3
mickeymen created T126072: During ragdoll the knees of the killed soldiers are bend in the opposite direction..
Jul 5 2017, 11:24 AM · Arma 3
mickeymen added a comment to T81162: The game does not show correctly which weapon killed the player..

Hmmm. I did not even try. Of course I can try, but the purpose of this ticket is to make the BIS correct its own mistakes ...

Jul 5 2017, 10:05 AM · Arma 3

Jul 4 2017

mickeymen added a comment to T81162: The game does not show correctly which weapon killed the player..

Actually it seems to be possible in certain ways. Ask the EUTW crew they have a system that makes stats and it can log even different weapons on a vehicle.

Jul 4 2017, 11:33 PM · Arma 3
mickeymen edited the description of T81162: The game does not show correctly which weapon killed the player..
Jul 4 2017, 1:00 PM · Arma 3
mickeymen renamed T81162: The game does not show correctly which weapon killed the player. from "The game does not show correctly what weapon was killed by a player." to "The game does not show correctly which weapon killed the player.".
Jul 4 2017, 12:59 PM · Arma 3
mickeymen edited the description of T81162: The game does not show correctly which weapon killed the player..
Jul 4 2017, 12:57 PM · Arma 3
mickeymen edited the description of T81162: The game does not show correctly which weapon killed the player..
Jul 4 2017, 12:57 PM · Arma 3
mickeymen edited the description of T81162: The game does not show correctly which weapon killed the player..
Jul 4 2017, 12:56 PM · Arma 3
mickeymen edited the description of T81162: The game does not show correctly which weapon killed the player..
Jul 4 2017, 12:53 PM · Arma 3
mickeymen added a comment to T81162: The game does not show correctly which weapon killed the player..

How many additional years, the user needs to endure this shamefull bug? Personally, I'm tired of ignoring. In some cases, the game can not determine which weapon killed the player. This also applies to stationary weapons, vehicles!

Jul 4 2017, 12:43 PM · Arma 3
mickeymen renamed T81162: The game does not show correctly which weapon killed the player. from "The game does not show correctly what kind of weapon was killed by a player." to "The game does not show correctly what weapon was killed by a player.".
Jul 4 2017, 12:35 PM · Arma 3

Jul 3 2017

mickeymen edited the description of T126046: The hand grenade flies through the glass without any physical contact.
Jul 3 2017, 10:33 PM · Arma 3
mickeymen edited the description of T126046: The hand grenade flies through the glass without any physical contact.
Jul 3 2017, 10:29 PM · Arma 3