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rggdafreak
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User Since
Mar 23 2014, 4:26 AM (561 w, 4 d)

Recent Activity

May 10 2016

rggdafreak added a comment to T80202: Advanced Driving Model.

Sounds perfect!

May 10 2016, 9:46 AM · Arma 3
rggdafreak edited Steps To Reproduce on T80108: Vehicle windows.
May 10 2016, 9:42 AM · Arma 3
rggdafreak added a comment to T80037: Engine off when turret moves!.

great tx for the feedback ill do some more research!

May 10 2016, 9:40 AM · Arma 3
rggdafreak added a comment to T80037: Engine off when turret moves!.

thanks for the info.
Its kinda an option which would be great in vanilla which doesnt require much modding since its way easier to populate servers unmodified!

I saw scripts which did that in A2 before those didnt require mods and did exactly this.

Anyway i would say if its not total 100% realistic it kinda would make sense to have the option which makes gameplay a bit more stalthier!

May 10 2016, 9:40 AM · Arma 3
rggdafreak added a comment to T80037: Engine off when turret moves!.

So basically better theres the option to engine off and turret cant be moved than the other way around.

But i didnt know that tanks need the engine running to move it.

May 10 2016, 9:40 AM · Arma 3
rggdafreak edited Steps To Reproduce on T80037: Engine off when turret moves!.
May 10 2016, 9:40 AM · Arma 3
rggdafreak edited Steps To Reproduce on T79887: Pretend dead option!.
May 10 2016, 9:36 AM · Arma 3
rggdafreak edited Steps To Reproduce on T79628: NV brightness adjust!.
May 10 2016, 9:28 AM · Arma 3
rggdafreak edited Steps To Reproduce on T79613: Separate sounds.
May 10 2016, 9:27 AM · Arma 3
rggdafreak edited Steps To Reproduce on T79612: Scopes and firemodes save.
May 10 2016, 9:27 AM · Arma 3
rggdafreak added a comment to T79186: To seperate direct chat from sound effects.

+1 no acre or tfr required which thegame is capable of...at least balance the volume between sound and direct volume so direct can be heard better!

May 10 2016, 9:12 AM · Arma 3
rggdafreak added a comment to T77394: MP lagging/desync.

It gets worse over a certain distance like 200-300meters especially when the other player walks up stairs f.e. in military towers they glitch oustside and can be seen even if they are walking inside and so can be spotted or not attacked because their position is totally different than the gmae shows.

May 10 2016, 8:25 AM · Arma 3
rggdafreak added a comment to T77012: Fluid door/hatch opening script.

:P or hatch? xD i guess

May 10 2016, 8:15 AM · Arma 3
rggdafreak edited Steps To Reproduce on T77012: Fluid door/hatch opening script.
May 10 2016, 8:15 AM · Arma 3
rggdafreak edited Steps To Reproduce on T77011: Ability to fire weapon when fire button is triggered.
May 10 2016, 8:15 AM · Arma 3
rggdafreak added a comment to T75264: The radio in ARMA 3 doesn't sound or act like a radio....

it would be easy when they balance the volume between direct channel and the sound effects but it seems no priority at allI dont get it the game is capable of so much with i guess easy fixes.

May 10 2016, 7:32 AM · Arma 3
rggdafreak added a comment to T62624: Lock Gamma option for server.

Definitly...+1
I saw as i mentioned some Altis life mission which was havin this feature and it didnt affect the gameplay in anegative way...it givs DayZ and basically every night mission a very important polish

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

i was playing some altis life mission where the screen kind of was not gettin brighter when gamma was turned up it just turned kind of blue in the night and it had a bad effect on the visibility of things.

May 10 2016, 12:09 AM · Arma 3

May 9 2016

rggdafreak added a comment to T61081: Some sort of melee?.

Bayonett aswell as melee options would be good.

May 9 2016, 10:49 PM · Arma 3