pops
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User Since
Mar 9 2013, 7:09 PM (267 w, 4 d)

Recent Activity

Jun 7 2017

pops updated the task description for T81213: AI Scorcher/Sochor can fire main gun 2 seconds faster than player.
Jun 7 2017, 1:01 PM · Arma 3
pops updated the task description for T75463: Raising/lowering weapon forces the player to run/walk.
Jun 7 2017, 12:55 PM · Arma 3
pops added a comment to T75463: Raising/lowering weapon forces the player to run/walk.

Issue persists in latest stable (1.7.141838)

Jun 7 2017, 12:54 PM · Arma 3
pops added a comment to T79409: slammer_wreck_f LOD can be seen through [screenshots inside].

Issue persists in the latest stable (1.7.141838).

Jun 7 2017, 12:53 PM · Arma 3
pops updated the task description for T79418: t_pinuss1s_f has a faulty LOD and may appear invisible or change shape.
Jun 7 2017, 12:48 PM · Arma 3
pops added a comment to T116761: Some vegetation objects are transparent at some angles/LODs.

This issue has been around for much longer, here's my original report from Oct. 2014 T79418.

Jun 7 2017, 12:44 PM · Arma 3
pops added a comment to T79418: t_pinuss1s_f has a faulty LOD and may appear invisible or change shape.

Issue persists in latest stable (1.7.141838).

Jun 7 2017, 12:43 PM · Arma 3
pops added a comment to T81213: AI Scorcher/Sochor can fire main gun 2 seconds faster than player.

Issue persists in latest stable (1.7.141838).

Jun 7 2017, 12:32 PM · Arma 3
pops updated the task description for T81430: Strider commander turret issues.
Jun 7 2017, 11:37 AM · Arma 3
pops added a comment to T81430: Strider commander turret issues.

Issue persists in latest stable (1.7.141838).

Jun 7 2017, 11:34 AM · Arma 3
pops added a comment to T81654: AI divers engage enemies with frag grenades - from below the surface.

Has been resolved/cannot reproduce in 1.7.141838.

Jun 7 2017, 11:30 AM · Arma 3
pops added a comment to T82202: No shadow being drawn on vehicle occupant's eye wear aka "glowing goggles".

The issue persists in latest stable (1.7.141838).

Jun 7 2017, 11:20 AM · Arma 3

May 10 2016

pops added a comment to T94062: Coniferous trees eating stuff...

The tree branch's (visual?) collision box interferes with the inventory system, similar things happen with various bushes. You can axe the bushes easily and retrieve the item but trees require many more hits to fell.

May 10 2016, 7:40 PM · DayZ
pops added a comment to T93923: Spray Painted Mosin = 1 Bullet in chamber.

duplicate of #7413

May 10 2016, 7:36 PM · DayZ
pops edited Steps To Reproduce on T88591: Cannot move with inventory open and movement keys other than WASD.
May 10 2016, 4:26 PM · DayZ
pops added a comment to T88567: Game freezing briefly occasionally.

I noticed this too and got confirmation from others. However I didn't notice it before the latest patch was applied. The wind speed and direction gets reset while this stutter occurs.

May 10 2016, 4:25 PM · DayZ
pops added a comment to T88390: DayZ Alpha.

This is not how you use the feedback tracker.

May 10 2016, 4:19 PM · DayZ
pops edited Steps To Reproduce on T86335: Weight of magazine being reloaded is not taken into account for stamina calculation.
May 10 2016, 1:03 PM · Arma 3
pops added a comment to T86142: Give more shells to IFV.

I don't think an IFV w/o ATGMs is supposed to be able to handle an MBT (let alone 4) on its own. Lacking ATGMs, an IFVs should go up against other IFVs or smaller targets, like MRAPs and trucks. If you expect to see MBTs, have your infantry carry AT, move with friendly MBTs or have air support on standby.

Furthermore, the Marshall's main gun is a 40 mm Bofors, similar to the CV90. The only reference regarding a CV90's ammo capacity I found was from 12 years ago, saying that it can hold 232 rounds in total. But the CV90 is also classified as an ICV whereas the Marshall is classified as an APC. So despite having a similar main gun, their supposed roles differ.

May 10 2016, 12:58 PM · Arma 3
pops added a comment to T86091: 0xC0000005 - Status_Access_Violation.

Got the same issue, crash when opening the ingame server browser.

May 10 2016, 12:57 PM · Arma 3
pops added a comment to T85128: option to disable fatigue and weapon sway.

There is already an option: this enableFatigue false;
Simply add this to a character's init line to disable fatigue or ask a mission designer to include it.

If you want to disable fatigue independently from the mission parameters, then it's a downvote from me. Same conditions for everyone.

May 10 2016, 12:27 PM · Arma 3
pops added a comment to T83219: Update: 1.48 fps dropping to 1-5 fps at times un playable.

I uploaded a set of crash data and my dxdiag after this issue occurred again. Running vanilla, no subbed Workshop items. Crash happened after heavy stuttering, "Access violation" etc.

May 10 2016, 11:30 AM · Arma 3
pops added a comment to T82207: In 2-story barracks(?) enemies can see/shoot through floor..

I've seen quite a few instances where the AI would seemingly spot and attack me through walls and ceilings. I think it may have to do with the prediction and the fact that the AI knows exactly if you're still a viable target. Also some objects seem to be partially see through for the AI, namely window shutters and closed doors. More than once I was shot through closed shutters, after the AI became aware of my position in that building.

May 10 2016, 10:55 AM · Arma 3
pops added a comment to T82205: buildingpos's in Land_Cargo_Tower_V1_F bad.

Maybe it's a one time thing after launching the game? Or the mission.

May 10 2016, 10:55 AM · Arma 3
pops added a comment to T82202: No shadow being drawn on vehicle occupant's eye wear aka "glowing goggles".

Issue persists in latest stable 1.54.133570.

May 10 2016, 10:55 AM · Arma 3
pops added a comment to T82202: No shadow being drawn on vehicle occupant's eye wear aka "glowing goggles".

Issue persists in latest stable (1.48).

May 10 2016, 10:55 AM · Arma 3
pops edited Steps To Reproduce on T82202: No shadow being drawn on vehicle occupant's eye wear aka "glowing goggles".
May 10 2016, 10:55 AM · Arma 3
pops added a comment to T82200: Weapons with Silencers and Damages.

EvilKoala speaks the truth. The damage used to be even higher, but it was slightly reduced in one of the latest patches.

May 10 2016, 10:55 AM · Arma 3
pops added a comment to T82196: Not realistic ragdoll physic: when bullet kills the soldier, this soldier very often flies up..

I agree, the ragdoll effect has become a little absurd. Together with the absurd hit effects quite the immersion breaker.

"Soldiers should fly back, according to the direction of the shot,..."
But no to Hollywood effects. There is very little to no impulse transferred when someone is hit, with or without body armor.

May 10 2016, 10:55 AM · Arma 3
pops added a comment to T82099: Small tree lod error.

Pretty sure this is a duplicate of #21060.

May 10 2016, 10:52 AM · Arma 3
pops edited Steps To Reproduce on T82020: Game freeze in midgame.
May 10 2016, 10:49 AM · Arma 3
pops edited Steps To Reproduce on T81999: Accessing Virtual Arsenal removes backpack.
May 10 2016, 10:48 AM · Arma 3
pops added a comment to T81987: Autonomous GMG/HMG low Health/Amor.

I noticed this as well, but reproduction is not 100% possible. Sometimes the autonomous gun detonates, sometimes it doesn't.

They should never create a detonation like that.

May 10 2016, 10:48 AM · Arma 3
pops added a comment to T81955: Deployment aim deadzone moves constantly right when firing, so redeploy is necessary..

I can confirm this is happening with more than just the Marksmen weapons. I noticed it with the MX SW too.

May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows.

Issue persists in latest stable (1.54.133570).

May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows.

Issue persists in latest stable (1.48).

May 10 2016, 10:47 AM · Arma 3
pops edited Steps To Reproduce on T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows.
May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81947: [RC142] Vests block view through RCO,MRCO and ARCO.

Related to #18588.

May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81915: Game crash upon closing of Arma 3 [DEV] branch.

Shouldn't it be possible to put the new ntdll.dll in the Arma 3 folder, so the program checks there for it first? I'd like to keep my Windows unaltered, especially when it's only Arma 3 having issues.

May 10 2016, 10:46 AM · Arma 3
pops edited Steps To Reproduce on T81915: Game crash upon closing of Arma 3 [DEV] branch.
May 10 2016, 10:46 AM · Arma 3
pops added a comment to T81893: Cannot pick up most items without them disappearing..

I noticed this too, items disappearing when trying to pick them up. However moving them from a container to the ground first is a work-around.

May 10 2016, 10:45 AM · Arma 3
pops added a comment to T81836: Repair Specialist can insta-repair.

Duplicate of #9439

May 10 2016, 10:43 AM · Arma 3
pops added a comment to T81827: Game crash.

This happened only once yesterday.

May 10 2016, 10:43 AM · Arma 3
pops set Category to category:gamecrash on T81827: Game crash.
May 10 2016, 10:43 AM · Arma 3
pops added a comment to T81754: RCO rectile flickers Arma 3 Markemen DLC RC.

The ARCO has a similar issue, white flickering in the black line just to the right of the center. Occurs since the new 3D scopes technology was introduced.

May 10 2016, 10:40 AM · Arma 3
pops added a comment to T81711: Character dies when deploys weapon.

You can also die or get seriously injured when you deploy close to another player, who is also deployed. When moving around, the bodies collide and both players receive injuries.

May 10 2016, 10:39 AM · Arma 3
pops added a comment to T81683: LRPS Scope and SOS Scope require significant differences.

Take a look at the current DEV branch: the SOS becomes the MOS, with reduced magnification compared to the LRPS.

May 10 2016, 10:38 AM · Arma 3
pops added a comment to T81682: Killing AI or Human player causes walls and trees to fall..

Long known issue. Duplicate of http://feedback.arma3.com/view.php?id=2023

May 10 2016, 10:38 AM · Arma 3
pops added a comment to T81678: Autonomous guns have reduced accuracy when they're being "suppressed".

Indeed, those impacts are from the HMG. No change in behavior after today's update either, which specifically mentions tweaking of AI suppression.

Edit: I put up an autonomous HMG in the VA, bullets flying all over the place, not one hit. (see screenshot above)

May 10 2016, 10:38 AM · Arma 3
pops added a comment to T81678: Autonomous guns have reduced accuracy when they're being "suppressed".

Steps to reproduce updated and repro mission added.

May 10 2016, 10:38 AM · Arma 3
pops edited Steps To Reproduce on T81678: Autonomous guns have reduced accuracy when they're being "suppressed".
May 10 2016, 10:38 AM · Arma 3
pops added a comment to T81656: A shot into an explosive specialist's backpack won't cause his explosives to explode..

Modern explosives need a blasting cap to go off. C4 won't detonate when set on fire, submitted to heavy blows or when it's shot at (queue Mythbusters video). I'd expect all explosives to be that stable by the year 2035. The fact that mines can be detonated by gunfire is simply because they're armed and the fuse is triggered when it is disturbed. IRL not every shot would lead to a detonation, most hits would probably render the mine inert.

May 10 2016, 10:37 AM · Arma 3
pops edited Steps To Reproduce on T81655: Firing the SDAR underwater creates a dust effect on the surface.
May 10 2016, 10:37 AM · Arma 3
pops edited Steps To Reproduce on T81654: AI divers engage enemies with frag grenades - from below the surface.
May 10 2016, 10:37 AM · Arma 3
pops added a comment to T81644: Bipods & zeus: Enter Zeus while deployed = can not move player anymore.

Duplicate of #23244

May 10 2016, 10:37 AM · Arma 3
pops added a comment to T81638: I can't move and reload when open zeus During Bipod..

Duplicate of #23244

May 10 2016, 10:37 AM · Arma 3
pops added a comment to T81615: Weapon deployment - Zeus bug.

Duplicate of #23244

May 10 2016, 10:36 AM · Arma 3
pops edited Steps To Reproduce on T81611: Zeus mode causes player to be stuck when deployed.
May 10 2016, 10:36 AM · Arma 3
pops added a comment to T81579: Misspelled Bandana.

I'd say change it to "Bandana", it is the more common expression afaik and it is even supported etymologically by the Hindhi "Bandhana" (not so much by the Tamil "Bandam"). Even though my browser's spell check prefers Bandanna...

May 10 2016, 10:35 AM · Arma 3
pops added a comment to T81547: Weapon flash light too long on environment! Should be much shorter - 1 frame max!.

Indeed, I always wondered why the muzzle flash would light up the area for so long. Compare a rifle muzzle flash with the impact flash of a cannon, for example that of the AH-99 Blackfoot. Maybe it's just a decimal point error?

May 10 2016, 10:34 AM · Arma 3
pops edited Steps To Reproduce on T81460: Virtual Kuma commander turret has no hit box.
May 10 2016, 10:31 AM · Arma 3
pops added a comment to T81444: Allow option for self healing to 100% via FAK (Single Player Campaign).

I feel like a wimp in Arma 3 when I use a FAK, I used to play through OFP and Arma campaigns without using any healing at all. I remember crawling a whole mission in ArmA because my legs were hit. It's a challenge, it's supposed to be difficult and 100 % healing anywhere and anytime defeats the purpose of this game, you might as well just use "this allowDamage false;". If you want full healing create a action close to a bunk bed or something.

May 10 2016, 10:31 AM · Arma 3
pops added a comment to T81432: Add all tracers belts to SPMG and Navid.

Sniper/marksman rifles shouldn't receive tracer rounds. This ticket is only regarding the new MMGs.

I'm sure they'll find some time to add them at some point.

May 10 2016, 10:30 AM · Arma 3
pops edited Steps To Reproduce on T81432: Add all tracers belts to SPMG and Navid.
May 10 2016, 10:30 AM · Arma 3
pops edited Steps To Reproduce on T81431: Firing through virtual Gorgon with Navid damages virtual Strider - Gorgon takes little to no damage.
May 10 2016, 10:30 AM · Arma 3
pops edited Steps To Reproduce on T81430: Strider commander turret issues.
May 10 2016, 10:30 AM · Arma 3
pops added a comment to T81430: Strider commander turret issues.

Issue persists in latest stable 1.54.33570.

May 10 2016, 10:30 AM · Arma 3
pops edited Steps To Reproduce on T81428: Turret elevation indicator on ALL vehicles is broken.
May 10 2016, 10:30 AM · Arma 3
pops added a comment to T81413: [DEV] Navid belt cover flips open and magazine disappears when switching fire mode.

This can be marked as fixed, as I am unable to reproduce it with with today's build.

May 10 2016, 10:30 AM · Arma 3
pops edited Steps To Reproduce on T81413: [DEV] Navid belt cover flips open and magazine disappears when switching fire mode.
May 10 2016, 10:30 AM · Arma 3
pops added a comment to T81412: ASP-1 Muzzle Flash.

I noticed this too.

May 10 2016, 10:30 AM · Arma 3
pops added a comment to T81408: Navid 9.3mm - strange burst mode.

Upvoted, at least now we know that shotguns are possible.

May 10 2016, 10:29 AM · Arma 3
pops added a comment to T81331: Action menu for gunner shows wrong description for magazines [DEV] branch 1.41.129587.

This can be marked as resolved.

May 10 2016, 10:27 AM · Arma 3
pops added a comment to T81331: Action menu for gunner shows wrong description for magazines [DEV] branch 1.41.129587.

This bug is also famously featured in the Marksmen DLC Livestream http://www.twitch.tv/arma3official/b/633875336 @ 1 hour and 1 minute. Look at the action menu: Zipper5 says there's no HE on this tank. But there is, it's just named "Smoke Grenade (White)". :D

May 10 2016, 10:27 AM · Arma 3
pops edited Steps To Reproduce on T81331: Action menu for gunner shows wrong description for magazines [DEV] branch 1.41.129587.
May 10 2016, 10:27 AM · Arma 3
pops added a comment to T81329: Game crash upon joining a server.

I did verify my steam data just after the update on Tuesday and everything was alright. I switched to DEV branch today so I guess whatever caused it should be fixed once I go back to stable.

May 10 2016, 10:27 AM · Arma 3
pops edited Steps To Reproduce on T81329: Game crash upon joining a server.
May 10 2016, 10:27 AM · Arma 3
pops added a comment to T81327: Zaphyr Magazines.

I can't seems to reproduce this, neither in the VA accessible from the main menu nor in the VA during a mission. Both normal and all tracer magazines are available.

May 10 2016, 10:27 AM · Arma 3
pops added a comment to T81316: [SP] Campaign completely broken by 1.4 patch.

This might be a dumb advice but are you sure that you're using the revert option and not the replay option in the campaign menu?

May 10 2016, 10:27 AM · Arma 3
pops edited Steps To Reproduce on T81315: APERS Bounding Mine visual ground sprite effect should be sized down.
May 10 2016, 10:27 AM · Arma 3
pops added a comment to T81310: Again and again the Old Bugs remain without Attention!.

I don't support the harsh tone, but I agree that some rather old issues should receive more attention, polish, support or fixing.

May 10 2016, 10:26 AM · Arma 3
pops added a comment to T81309: Playing a gesture on a unit while that unit is reloading breaks reloading completely.

I assume this is related to #22926

May 10 2016, 10:26 AM · Arma 3
pops added a comment to T81301: v1.40 new weapon sounds sound horrible to me.

Go read this: http://dev.arma3.com/post/oprep-shots-fired
The current changes are only the first step towards the long awaited SFX overhaul. Personally, I like the new M1911 sound much better than the old one, even in it's current state.

May 10 2016, 10:26 AM · Arma 3
pops added a comment to T81293: Unable to reload weapon and it makes ammunition disappear.

Just tested and it is 100 % reproducible in VA when switching weapons while the reload animation still plays. Afterwards all magazines vanish when reload is pressed, or when dragging and dropping a magazine on the magazine slot of a gun in the inventory screen. Sidearms and Launchers are also affected.

Use a gun with a long reload animation (MG, sniper rifle) when attempting to reproduce it.

Related to #22942

May 10 2016, 10:26 AM · Arma 3
pops added a comment to T81273: Walking weapon lower and raise animations are too long.

Duplicate of #17104

May 10 2016, 10:25 AM · Arma 3
pops added a comment to T81270: Game heavily stutters then sometimes crashes.

Great stuff!

May 10 2016, 10:25 AM · Arma 3
pops edited Steps To Reproduce on T81270: Game heavily stutters then sometimes crashes.
May 10 2016, 10:25 AM · Arma 3
pops added a comment to T81221: Game crash.

It happened actually quite often. On the same server and during the same mission. Each time a large crash dump was generated.

edit: Can I check myself if the crash dump was corrupted? Then I won't upload it and only the ones that are ok. I've had 9 crashed total in a row. After the mission was restarted, it didn't happen again. But when it runs for longer, the problem occurs again.

May 10 2016, 10:23 AM · Arma 3
pops edited Steps To Reproduce on T81221: Game crash.
May 10 2016, 10:23 AM · Arma 3
pops edited Steps To Reproduce on T81213: AI Scorcher/Sochor can fire main gun 2 seconds faster than player.
May 10 2016, 10:23 AM · Arma 3
pops edited Steps To Reproduce on T81201: Throwing a chemlight or a (smoke) grenade at a car creates chunks of debris and smoke.
May 10 2016, 10:23 AM · Arma 3
pops edited Steps To Reproduce on T81199: SUV right rear mirror is wrong - acts like rear facing camera on LEFT side of the vehicle.
May 10 2016, 10:23 AM · Arma 3
pops added a comment to T81199: SUV right rear mirror is wrong - acts like rear facing camera on LEFT side of the vehicle.

Issue persists in latest stable 1.54.133570.

May 10 2016, 10:23 AM · Arma 3
pops edited Steps To Reproduce on T81197: HEMTT convex mirror acting like rear facing camera + wrong source position of mirrors.
May 10 2016, 10:23 AM · Arma 3
pops edited Steps To Reproduce on T81180: Mission "Common Enemy" - reloading auto-save just after 2nd checkpoint results in all enemies firing at player --> certain death.
May 10 2016, 10:22 AM · Arma 3
pops edited Steps To Reproduce on T81139: Random game crash.
May 10 2016, 10:21 AM · Arma 3
pops edited Steps To Reproduce on T81138: ttower_big_1_f metal frame looks jagged when seen from a distance.
May 10 2016, 10:21 AM · Arma 3
pops added a comment to T81136: AI-crew always leave damaged vehicle not realistic fast (!Required some delay).

mikeymen, it was a reply to what you wrote: "when two wheels are damaged, for unknown reasons, the AI team remains"
The reason is not unknown. I assume some missions use this: https://community.bistudio.com/wiki/canUnloadInCombat
https://community.bistudio.com/wiki/setUnloadInCombat

I just noticed that they still abandon the vehicle, even when it was repaired by a repair specialist in the group.

Now on the topic of the actual ticket. I think it is related to this: #22401
The AI commander orders every occupant of a vehicle that was rendered inoperable to immediately exit said vehicle. Maybe a few seconds delay (fixed or random) before the crew exits could be added.

May 10 2016, 10:21 AM · Arma 3
pops added a comment to T81136: AI-crew always leave damaged vehicle not realistic fast (!Required some delay).

@tyl3r99
If there's a repair specialist in the group belonging to the vehicle, they will repair it.

@mikeymen
It's a mission parameter that prevents the AI from abandoning a vehicle. It's not random. If that parameter is not set, AI will abandon when more then 50% of the wheels or when all wheels on one side are gone.

May 10 2016, 10:21 AM · Arma 3
pops added a comment to T81119: FFV: Kuma turned in gunner/commander have limited firing arc (180°) similar to turned out position.

I'm not sure when, but this seems to have been fixed.

May 10 2016, 10:20 AM · Arma 3