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nmdanny
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User Since
Mar 7 2013, 2:08 PM (613 w, 5 d)

Recent Activity

May 1 2017

nmdanny added a comment to T79620: Vehicle respawn module spawns aircraft as "flying" when spawnpoint elevation is higher than 1..

Bumping this issue, seems more relevant now that we're getting the USS Freedom with the upcoming DLC, as any aircraft respawned(via the respawn module) on the carrier will fly away and usually explode.

May 1 2017, 9:22 PM · Arma 3

Apr 27 2017

nmdanny added a comment to T124470: UCAV Sentinel laser designator doesn't follow TGP.

And no more range data...

Apr 27 2017, 12:13 PM · Arma 3
nmdanny added a comment to T124495: Greyhawk UAV armed with DAGRs/Scalpels can't lock onto laser targets..

Seems like they fixed SACLOS (manual) guidance in one of the latest updates.

Apr 27 2017, 12:01 PM · Arma 3
nmdanny renamed T124495: Greyhawk UAV armed with DAGRs/Scalpels can't lock onto laser targets. from SACLOS guidance doesn't work on Dynamic Loadout vehicles, issue with UAVs laser guided missiles locking onto lasers from sharp angles to Greyhawk UAV armed with DAGRs/Scalpels can't lock onto laser targets..
Apr 27 2017, 11:53 AM · Arma 3
nmdanny updated the task description for T124495: Greyhawk UAV armed with DAGRs/Scalpels can't lock onto laser targets..
Apr 27 2017, 11:34 AM · Arma 3
nmdanny created T124596: V-44 X Blackfish Gunship right gunner doesn't have CCIP/FCS (impact marker).
Apr 27 2017, 11:26 AM · Arma 3
nmdanny added a comment to T119024: VTOL Blackfish(Armed) AI engagement pattern wrong wrong..

You can make an AI-manned blackfish attack targets like so:

Apr 27 2017, 11:15 AM · Arma 3
nmdanny added a comment to T119024: VTOL Blackfish(Armed) AI engagement pattern wrong wrong..
Apr 27 2017, 11:04 AM · Arma 3

Apr 22 2017

nmdanny created T124495: Greyhawk UAV armed with DAGRs/Scalpels can't lock onto laser targets..
Apr 22 2017, 12:21 AM · Arma 3

Apr 21 2017

nmdanny added a comment to T68334: Add a laser designator to the RAH-99 Blackfoot gunner and to the Mi-48 Kajman.

Bump? Even the Xi'an gunship has a laser.

Apr 21 2017, 10:37 PM · Arma 3
nmdanny updated the task description for T68334: Add a laser designator to the RAH-99 Blackfoot gunner and to the Mi-48 Kajman.
Apr 21 2017, 10:31 PM · Arma 3
nmdanny created T124470: UCAV Sentinel laser designator doesn't follow TGP.
Apr 21 2017, 12:31 AM · Arma 3

May 10 2016

nmdanny added a comment to T77836: [CLOSED].

One of the main reasons that BIS implemented Steamworks in ArmA 3 is to deal with issues like this, creating and maintaining such database would be very difficult and costly to make, whereas the Steam Workshop is a readily available solution that exists.(And even that is taking them a long time to implement)
So it's very unlikely that BIS will do their own addon-managing database.

May 10 2016, 8:36 AM · Arma 3
nmdanny edited Steps To Reproduce on T77799: No attachments available in Virtual Aresnal except for MGs among the rifle category..
May 10 2016, 8:35 AM · Arma 3
nmdanny added a comment to T77530: Add assault gliders..

Making gliders would be a total waste of BIS's development time, and you can probably make it yourself by removing all fuel from a plane and have it attached to a powered plane which lifts it.

May 10 2016, 8:28 AM · Arma 3
nmdanny added a comment to T77530: Add assault gliders..

Out of all aircraft we need, you choose a glider? Srsly?

May 10 2016, 8:28 AM · Arma 3
nmdanny added a comment to T77360: You can drive karts without having bought the karts DLC.

In the editor you can directly place a kart as playable/player and use it, although if you get out you won't be able to get in.
And although I haven't tried, there are probably dozens more ways and scripts that would let you skip the restrictions.

May 10 2016, 8:25 AM · Arma 3
nmdanny edited Steps To Reproduce on T76395: Steam master server doesn't show yellow/red circles when servers are incompatible with your mods.
May 10 2016, 7:59 AM · Arma 3
nmdanny edited Steps To Reproduce on T76223: Multiple Zeuses in a match result in lag.
May 10 2016, 7:55 AM · Arma 3
nmdanny edited Steps To Reproduce on T76212: Add a support requester.
May 10 2016, 7:54 AM · Arma 3
nmdanny edited Steps To Reproduce on T76210: Add elliptical and rectangular area markers for zeus.
May 10 2016, 7:54 AM · Arma 3
nmdanny edited Steps To Reproduce on T76209: Minefield module/site.
May 10 2016, 7:54 AM · Arma 3
nmdanny edited Steps To Reproduce on T76183: A-164 Wipeout keeps pitching down.
May 10 2016, 7:54 AM · Arma 3
nmdanny added a comment to T76178: Preventable Diplomacy Episode of "Win" Freezing.

Same for me, my game hung and crashed when I first autosaved, when I tried resuming that save it gave me an error

May 10 2016, 7:53 AM · Arma 3
nmdanny edited Steps To Reproduce on T75909: Being kicked from a server while in the Zeus interface, doesn't boot you from the interface and makes you stuck ingame..
May 10 2016, 7:47 AM · Arma 3
nmdanny edited Steps To Reproduce on T75873: Restricted areas to be domes/rectangles with a limited vertical height.
May 10 2016, 7:46 AM · Arma 3
nmdanny added a comment to T75862: Zeus: Allow Zeus to create player start loadouts.

It's nice being able to add/remove default loadouts, but we need the ability to create custom loadouts.

May 10 2016, 7:46 AM · Arma 3
nmdanny edited Steps To Reproduce on T75842: Allow Zeus to see briefing and tasks from player perspective.
May 10 2016, 7:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T75837: Can't use the artillery computer while remotely controlling a unit.
May 10 2016, 7:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T75836: When exiting a remotely controlled unit by Zeus, the camera is reset somewhere far away.
May 10 2016, 7:45 AM · Arma 3
nmdanny added a comment to T75826: Add a module which changes the Independent faction loyalty.

Koala, you posted a workaround but it's not a solution. First of all in Zeus you can't set a unit's condition of presence, and second, even if you could it would be annoying to group every new soldier/squad to a specific side

May 10 2016, 7:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T75826: Add a module which changes the Independent faction loyalty.
May 10 2016, 7:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T75825: Remotely controlled AI can't use their optics or change gear.
May 10 2016, 7:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T75765: No autonomous(drone) tab under faction tabs.
May 10 2016, 7:44 AM · Arma 3
nmdanny added a comment to T75706: ZEUS Loadout/Equipment/Inventory Editor.

Sweet, but what about changing classes/kits/loadouts when you respawn?
And an option to save ammo box contents into presets/loadout presets for future Zeus sessions

May 10 2016, 7:42 AM · Arma 3
nmdanny added a comment to T75706: ZEUS Loadout/Equipment/Inventory Editor.

I support, placing a bunch of ammocrates is really annoying, I want the ability to set loadouts and create custom ammoboxes.

May 10 2016, 7:42 AM · Arma 3
nmdanny added a comment to T75088: Add AT/AA turrets for vehicles similar to TOW HMMWV or BRDM ATGM from arma2.

Agreed, besides the turrets in ArmA 3 are modular that almost every vehicle of every faction uses the same system, so there should be no problem fitting a Titan AT/AA to every mrap.

May 10 2016, 7:27 AM · Arma 3
nmdanny added a comment to T74106: Female soldiers models should be available in the game.

While having females in the game would be logical, keep in mind that most women serve in support branches of the military, and ArmA 3 is focused on infantry combat, which means that female soldiers would be uncommon during most situations.
I would definitely want to see female civilians though, but it's a matter of prioritization, making female models, animating them, and capturing their voice for so many actions, is a very expensive process which can be better spent on more important things.

May 10 2016, 7:00 AM · Arma 3
nmdanny added a comment to T73800: YorrisJ2 Optic For Assualt Rifles.

I agree, more reddot variety would be nice. And since they both use picatinny rails there is no reason to block the pistol scopes from being used on main weapons.

May 10 2016, 6:51 AM · Arma 3
nmdanny added a comment to T73758: AI tanks shoot down jets like they are using anti aircraft rounds.

I think the problem is with the planes themselves - they are too slow, not very agile and overall bad. If we had proper fighter jets this wouldn't have been a problem.

May 10 2016, 6:50 AM · Arma 3
nmdanny added a comment to T73064: direct fire for self-propelled artillery.

That's a duplicate of my ticket:
http://feedback.arma3.com/view.php?id=14018

May 10 2016, 6:28 AM · Arma 3
nmdanny added a comment to T72957: Drones don't mark enemy infantry units/static units on the map, and should always mark enemy units on every difficulty..

It is unrealistic for foot units to magically mark targets on map, but it's definitely realistic for armored vehicles and drones who are equipped with GPS receivers and laser rangefinders.(After all, to know where's an enemy is, you just need your own position and the distance and heading between you and him.

For example the "Force XXI Battle Command Brigade and Below"-http://en.wikipedia.org/wiki/FBCB2
Is a communication platform for tracking friendly and hostile forces. No doubt that in 2035 there will be something similar.

May 10 2016, 6:26 AM · Arma 3
nmdanny edited Steps To Reproduce on T72956: Suggestion: Show the drone turret's heading and his laser designation spot/whatever the turret is looking at..
May 10 2016, 6:26 AM · Arma 3
nmdanny edited Steps To Reproduce on T72957: Drones don't mark enemy infantry units/static units on the map, and should always mark enemy units on every difficulty..
May 10 2016, 6:26 AM · Arma 3
nmdanny edited Steps To Reproduce on T72955: When controlling drones, you can't see waypoints or friendly unit tags of the drone controller's squad..
May 10 2016, 6:26 AM · Arma 3
nmdanny added a comment to T72955: When controlling drones, you can't see waypoints or friendly unit tags of the drone controller's squad..

Now I can see the tags of friendly squad members and waypoints that I assigned.
However I can't see the my own(Uav operator soldier) tag and I can't create new waypoints(shift clicked ones) from a drone nor delete ones.

May 10 2016, 6:26 AM · Arma 3
nmdanny added a comment to T72954: Suggestion: Allow the usage of command menu when controlling drones, including the supports requester..

Yep, fixed

May 10 2016, 6:26 AM · Arma 3
nmdanny edited Steps To Reproduce on T72954: Suggestion: Allow the usage of command menu when controlling drones, including the supports requester..
May 10 2016, 6:26 AM · Arma 3
nmdanny edited Steps To Reproduce on T72497: Add a small ammo counter for the ammo supply trucks..
May 10 2016, 6:14 AM · Arma 3
nmdanny added a comment to T72460: Optional Farsi accent English for OPFOR if player is OPFOR!.

Voice-acting for ArmA 3 is very expensive when you got so many lines and so many possibilities. This would take a HUGE amount of money, while not adding anything to the game. Just read the chat messages if you want to understand what is being said.

May 10 2016, 6:13 AM · Arma 3
nmdanny edited Steps To Reproduce on T72446: Suggestion - add different types of missiles/rockets for the MLRS.
May 10 2016, 6:13 AM · Arma 3
nmdanny edited Steps To Reproduce on T72441: The rear passenger/cargo compartment in the M5 Sandstorm MLRS is unused..
May 10 2016, 6:13 AM · Arma 3
nmdanny edited Steps To Reproduce on T72440: The Sandstorm MLRS launcher cylinders do not extend fully when elevated..
May 10 2016, 6:13 AM · Arma 3
nmdanny added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

Moving FIA to the blufor faction was very silly. History has proven us how unreliable and unpredictable rebels are, they should have definitely remained as independent. I could understand AAF being BLUFOR since NATO are supposedly helping them against the Iranians, and the rebels being reluctant about a foreign force in their lands.(NATO and CSAT)

May 10 2016, 6:12 AM · Arma 3
nmdanny added a comment to T72377: Suggestion: Allow easier direct fire with the self propelled artillery vehicles(Scorcher and Sochor).

I know that you can find elevation in the HUD, but this method uses an indirect fire trajectory which is too slow and not useful against moving targets.
But this did give me a simpler idea:
Simply, the HUD calculates the elevation required for a direct fire trajectory, because whatever you're seeing in the HUD is in your gun's direct line of fire.

May 10 2016, 6:11 AM · Arma 3
nmdanny edited Steps To Reproduce on T72377: Suggestion: Allow easier direct fire with the self propelled artillery vehicles(Scorcher and Sochor).
May 10 2016, 6:11 AM · Arma 3
nmdanny added a comment to T72364: Jets have very limited acceleration.

The real jet can reach 930 km/h and fly at 15km altitude. Clearly this is not the case in ArmA 3. If this is the only jet in the game, at least make it behave more like a modern multirole (light) jet.

May 10 2016, 6:11 AM · Arma 3
nmdanny added a comment to T72353: Armoured vehical designs.

The Merkava in real life definitely has a rear compartment where you can place soldiers or stretchers, however it's mostly used to store ammo. The engine is in the front.
However, the rear compartment is usually used to store rounds, and it's unrealistic that the Slammer can carry ~50 shells and also has cargo capacity for 6 passengers. 2 or maybe 4 seats at best, is a more realistic configuration.

May 10 2016, 6:10 AM · Arma 3
nmdanny added a comment to T72259: Artillery: AT Mine Cluster = Mine Cluster.

How is this still not fixed?

May 10 2016, 6:08 AM · Arma 3
nmdanny added a comment to T72244: Ammo/Fuel resupplies have ridiculusly low capacity to resupply vehicles.

I've noticed this too, I tried rearming a Scorcher and the truck stopped rearming after like 5-10 shells. Considering the fact that a HEMTT is a specialized ammo carrier with a similar size to the Scorcher, it should be able to at least fully resupply it.

And it can't even resupply a single 230mm titan rocket(for the MLRS)

May 10 2016, 6:07 AM · Arma 3
nmdanny edited Steps To Reproduce on T71366: Suggestion: A follow waypoint or an option to stick a waypoint on a moving vehicle/unit. (For UAVs and editor).
May 10 2016, 5:43 AM · Arma 3
nmdanny added a comment to T71361: ULB/UAV -> Give Vehicle Commanders such as MBT/IFV ability to command UAV/ULBs.

I agree, this would be a simple feature, just add the UAV terminal action functionality to vehicle commanders, it's definitely realistic. (Net-centric systems are one of the most important things for situational awareness in modern vehicles.)

Also, I've made a ticket about functionality to assign drones to follow vehicles and units like you've suggested: http://feedback.arma3.com/view.php?id=13007

May 10 2016, 5:43 AM · Arma 3
nmdanny added a comment to T71339: RQ4-A UAV should maintain the same flightpath when switching role..

The bigger issue here is the lack of optic stabilization, and that you can't control guided missiles as a turret operator.

The current method is too complicated, you have to set several waypoints straight ahead of the target, so that the UAV strafes in a straight,long path to the target, then you switch to the turret seat, lase the target and wait until the drone decides to target your laser paint, then wait for it to decided to launch a missile. It's ineffective and hampers the effectiveness of drones.

I'm not sure whether removing automatic drone movement when there's no waypoint is a good idea, because this does prevent your drone from crashing into a mountain or going low until it crashes into the ground/ocean, etc..

However, there are cases when this is needed, for example when you manually control a quadrotor and hover just slightly above the ground, using a hill as cover, if you switch to the turret to lase a target, suddenly your quadrotor goes up and exposes you.

So, I think there should be button/option to:

  1. Lock pitch - this makes your drone keep it's current pitch, this overrides waypoints and may be unsafe. (Crash to the ground, or stall)
  2. Altitude lock (controls pitch and collective in quadrotor) - this ensures your quadrotor/drone does not go higher or lower than it currently is.
  3. Lock roll - self explanatory
  4. Lock heading - ensures the plane goes on a specific heading(0 roll and a specific yaw)
May 10 2016, 5:42 AM · Arma 3
nmdanny added a comment to T71314: The UAV (Darter) lands only on helipads.

Quadrotors should care much less about landing at helipads, in fact, they should try to ignore them, because they may be taking valuable spots for bigger helicopters.

May 10 2016, 5:42 AM · Arma 3
nmdanny edited Steps To Reproduce on T71289: No fixed wing aircraft controls in keybind configuration.
May 10 2016, 5:41 AM · Arma 3
nmdanny edited Steps To Reproduce on T71225: Bug: Cannot control quadrotor laser designator until switching to flight control and using manual fire..
May 10 2016, 5:39 AM · Arma 3
nmdanny edited Steps To Reproduce on T71224: Suggestion: Let the UAV turret controller control ATGMs..
May 10 2016, 5:39 AM · Arma 3
nmdanny added a comment to T71216: K-40 wrong name display.

It might be because the MQ4A is a placeholder until they model the K-40 Ababil-3
Or maybe they're going to use the same drone retextured for all factions, but in that case it wouldn't make sense to give the CSAT variation a different name, while both NATO and AAF share the same name.

May 10 2016, 5:39 AM · Arma 3
nmdanny added a comment to T71215: UAV yaw rate.

I totally agree, the current yaw rate is way too slow, it makes navigating and aiming at stuff hard.

May 10 2016, 5:39 AM · Arma 3
nmdanny added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

As of the latest dev patches, some minor stabilization has been added, however the optics don't stick too good and tend to move, especially when moving at higher speeds, or when using the Greyhawk UAV.

More specifically, when loitering around an area in the greyhawk, and I stabilise on a house, the optics don't stick to the house but rather follow a circle which goes through your stabilised position every revolution.

Also because it takes some time for it to begin the stabilization, you need to position your optic slightly left/right of the target, depending on the drone's direction. I suggest that instead of the stabilization automatically happening after about 1-2 seconds, you could press a button to stabilise instead.

Plus, the new-stabilisation doesn't work with moving vehicles obviously, this should probably get addressed.

May 10 2016, 5:39 AM · Arma 3
nmdanny edited Steps To Reproduce on T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..
May 10 2016, 5:39 AM · Arma 3
nmdanny edited Steps To Reproduce on T71211: Suggestion: Add a cycle waypoint to the UAV terminal control..
May 10 2016, 5:39 AM · Arma 3
nmdanny added a comment to T70394: Add optional stub wings for AH 99 Blackfoot.

We need more customization options for vehicle payloads, not just the AH-99 Blackfoot.
Adding stub wings with extra weapons would be good, but in its current state, the Blackfoot is strong enough. It has A2A missiles and 24 guided missiles which can also be used unguided effectively. Adding even more missiles would make it very overpowered.

May 10 2016, 5:11 AM · Arma 3
nmdanny added a comment to T70216: Additions to Turning out.

We also need an option to use a rangefinder or laser designator in addition to binoculars

May 10 2016, 5:04 AM · Arma 3
nmdanny edited Steps To Reproduce on T70096: A copilot/gunner who has taken controls of a helicopter, cannot deploy flares..
May 10 2016, 4:59 AM · Arma 3
nmdanny added a comment to T68362: MSE-3 Marid & AMV-7 Marshall IFVs, smoke grenade countermeasures should primarily be operated by the commander/gunner..

It should be available to all crew members, not limited just to the commander.

May 10 2016, 3:51 AM · Arma 3
nmdanny added a comment to T68360: Add AP and AT missiles for the Titan non compact variant..

It's already the situation with the RPG-42, which is also smaller and more compact. I think it can be balanced by mission editors by limiting the available missile launcher versions.

I'm not suggesting to use the current AT/AP missiles who fit in the compact titan, I'm suggesting to create a bigger version of those missiles that can only fit in the non-compact titan. (With the same dimensions as the AA missile)

May 10 2016, 3:51 AM · Arma 3
nmdanny edited Steps To Reproduce on T68360: Add AP and AT missiles for the Titan non compact variant..
May 10 2016, 3:51 AM · Arma 3
nmdanny added a comment to T68334: Add a laser designator to the RAH-99 Blackfoot gunner and to the Mi-48 Kajman.

In ArmA 2, even the huey transport chopper had a laser designator. As of today(2013), laser designators are getting pretty integrated in other military hardware such as ground vehicles, and surely in 2035 they will be available in all attack choppers.
The Apache which is an attack helicopter does have a laser designator too, for example. (In real life)

May 10 2016, 3:51 AM · Arma 3
nmdanny edited Steps To Reproduce on T68334: Add a laser designator to the RAH-99 Blackfoot gunner and to the Mi-48 Kajman.
May 10 2016, 3:51 AM · Arma 3
nmdanny added a comment to T68331: Heli Pilot: Add capability to control the gun, in mode "Manual Fire".

I agree, even today's aircraft have this capability, for example the AH-64 Apache's 30mm chain gun can be controlled by the pilot's or gunner's helmet, and the F-35 JSF has a similar feature for controlling the missiles.
So surely helicopters in 2035 would have this ability.

I've also made a ticket about the inability to lock on targets when using manual fire as the pilot: http://feedback.arma3.com/view.php?id=9961

May 10 2016, 3:51 AM · Arma 3
nmdanny edited Steps To Reproduce on T68332: CH-49 Mohawk's middle MFD(multi function display) is missing/empty..
May 10 2016, 3:51 AM · Arma 3
nmdanny edited Steps To Reproduce on T68330: Helicopter co-pilot who has taken controls of the aircraft, can't use flares..
May 10 2016, 3:51 AM · Arma 3
nmdanny edited Steps To Reproduce on T68328: Can't open/close the UH-80 Ghosthawk's doors in various situations.
May 10 2016, 3:51 AM · Arma 3
nmdanny edited Steps To Reproduce on T68322: While using manual fire as a pilot, you can't lock onto targets. (Unless you have an AI gunner).
May 10 2016, 3:50 AM · Arma 3
nmdanny edited Steps To Reproduce on T68321: On several weapons with the MRCO sight, the nonremoveable ironsight's color matches the sky.
May 10 2016, 3:50 AM · Arma 3
nmdanny added a comment to T68300: Ultra High Settings Consistently crashes.

Your GPU is too weak to run ArmA 3 on Ultra, try running it on medium, or high if you really insist, but you will surely have a low FPS.

May 10 2016, 3:50 AM · Arma 3
nmdanny added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

I agree, the current situation is worse than in A2, in A2, the AAV7 had and interior for the driver, looking through the hatch's windows, the new Panther APC has a similar hatch yet the crew can only look at the dull HUD. The A2 stryker had an interior for the gunner/commander, which had some monitors with static images. Such kind of interior would make perfect sense in A3 thanks to PiP.

May 10 2016, 3:47 AM · Arma 3
nmdanny added a comment to T68183: Mi-48 Kajman's copilot seat has no "Take controls" option or flight controls.

The AH-64 Apache can be controlled by either the pilot or the gunner, both of them have flight controls.(http://science.howstuffworks.com/apache-helicopter4.htm)
The same is true for the AH-99 Blackfoot.

The Mi-48, at this moment does not, but it's a fictional helicopter and I think that its copilot position should have access to flight controls.

May 10 2016, 3:45 AM · Arma 3
nmdanny added a comment to T68183: Mi-48 Kajman's copilot seat has no "Take controls" option or flight controls.

I've changed the ticket to be a feature request instead, the Mi-48's copilot seat should have flight controls and a 'take controls' option for the sake of balance.

(Its advantages over the Blackfoot are its passenger cargo capacity and 30mm chain gun versus 20mm, its disadvantages are higher profile/size, less agility, no air to air missiles, a much smaller amount of air to ground missiles compared to the Blackfoot, and overall I think it has more disadvantages than advantages.)

May 10 2016, 3:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T68183: Mi-48 Kajman's copilot seat has no "Take controls" option or flight controls.
May 10 2016, 3:45 AM · Arma 3
nmdanny added a comment to T68182: UH-80 Ghosthawk constant light (at night).

Yup, I've noticed this. It has 2 spotlights and one is always active.

May 10 2016, 3:45 AM · Arma 3
nmdanny edited Steps To Reproduce on T68175: a SDV with closed hatch does not protect its occupants from watery vision and asphyxiation.
May 10 2016, 3:44 AM · Arma 3
nmdanny added a comment to T68144: Strider - retractable sensor head.

I agree, it would introduce a new way of recon. (Hiding in a forest and using the periscope-sensor to detect enemies)

May 10 2016, 3:43 AM · Arma 3
nmdanny added a comment to T68120: Split gunner and pilot weapons in gunships.

Agreed, unguided rockets who fire straight, should be controllable by the pilot.(Skyfire)

May 10 2016, 3:42 AM · Arma 3
nmdanny added a comment to T67042: Combat pace inverts, if changing to optics mode.

There are multiple tickets about this issue but it hasn't been fixed in the last updates yet.

May 10 2016, 3:04 AM · Arma 3
nmdanny added a comment to T67029: Walking, shouldering and accuracy of anti-materiel rifles.

It should remain possible to shoulder the weapon for switching to your pistol or binoculars, but I agree that it shouldn't be accurate when moving.

May 10 2016, 3:04 AM · Arma 3
nmdanny edited Steps To Reproduce on T67023: Allow .50 cal rounds(and perhaps lower calibers) to trigger/neutralize explosives.
May 10 2016, 3:04 AM · Arma 3
nmdanny added a comment to T66952: M320 LRR .408 and GM Lynx haven't sound.

Indeed, they also seem to be missing some animations

May 10 2016, 3:01 AM · Arma 3
nmdanny added a comment to T66912: Iranian infantry man more modern that Iranian SF?.

I think the special forces should get a more compact helmet and compact HUD, without the ventilation pipe, because SF are probably trained to handle the extra stress/heat and they need agility.
Their helmet should be less egg-like(more like the NATO helmet) without protruding
glass holders(the thing that attaches the HUD to the helmet) and have goggles shaped HUD that is attaches to the underside edge of the helmet instead.

May 10 2016, 3:00 AM · Arma 3