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runekn
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User Since
Jun 24 2013, 10:03 AM (325 w, 4 d)

Recent Activity

Jun 21 2016

runekn added a comment to T118349: Terrain placed Land_Slum_05_F object line of sight bug.

The bug appears to be gone now, as of 1.63.137060.
Was it fixed in the update, or could it be because my computer was restarted?

Jun 21 2016, 12:28 PM · Arma 3
runekn added a comment to T118349: Terrain placed Land_Slum_05_F object line of sight bug.

Dev. I'll try messing around with graphic settings tomorrow.

Jun 21 2016, 2:06 AM · Arma 3

Jun 20 2016

runekn renamed T118349: Terrain placed Land_Slum_05_F object line of sight bug from Terrain placed Land_Slum_05_F object visibility bug to Terrain placed Land_Slum_05_F object line of sight bug.
Jun 20 2016, 7:43 PM · Arma 3
runekn updated the task description for T118349: Terrain placed Land_Slum_05_F object line of sight bug.
Jun 20 2016, 7:12 PM · Arma 3
runekn edited Steps To Reproduce on T118349: Terrain placed Land_Slum_05_F object line of sight bug.
Jun 20 2016, 7:08 PM · Arma 3
runekn created T118349: Terrain placed Land_Slum_05_F object line of sight bug.
Jun 20 2016, 6:59 PM · Arma 3
runekn added a comment to T117416: Land_Slum_03_F LOD black roof.

Can be marked as resolved

Jun 20 2016, 6:44 PM · Arma 3

Jun 8 2016

runekn created T117416: Land_Slum_03_F LOD black roof.
Jun 8 2016, 11:56 AM · Arma 3

May 11 2016

runekn set Category to category:suggestions on T116068: "Toggle drive" button (CLOSE).
May 11 2016, 2:17 PM · Take On Mars
runekn edited Steps To Reproduce on T116065: Thrust effect is not aligned with thrusters on the landers..
May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116064: F6 button crashes the game.

Doesn't happen to me. WHen I press F6 I get a videocompression menu. No idea what it is.

May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116059: Game crashes if attempting to switch rovers when none exist.

Confirmed

May 11 2016, 2:17 PM · Take On Mars
runekn set Category to category:bugs on T116058: Running out of power does not have any effect..
May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116056: Set default time to daylight on first mission launch..

@cky2250 - I know, but that's something you should find out and learn about as you progress through the game. Not get trown right into it at first try, not very newbie friendly :P

May 11 2016, 2:17 PM · Take On Mars
runekn set Category to category:suggestions on T116056: Set default time to daylight on first mission launch..
May 11 2016, 2:17 PM · Take On Mars
runekn edited Steps To Reproduce on T116053: You can look through mast with camera attached.
May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116052: Editor shows random camera view.

@takeonmarslover - What do you mean? WHen I press "Enter location" after selecting terrain I just go straight to the editor. Without getting stuck like you're showing in the video.

May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116052: Editor shows random camera view.

Not happening to me. So you should maybe attach a dxdiag if it's driver/hardware related.

May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116051: Ability to write notes on tickets.

Thank you very much! :D

May 11 2016, 2:17 PM · Take On Mars
runekn set Category to category:suggestions on T116051: Ability to write notes on tickets.
May 11 2016, 2:17 PM · Take On Mars
runekn edited Steps To Reproduce on T116050: Rover wheels float aprox. 1cm over terrain.
May 11 2016, 2:17 PM · Take On Mars
runekn added a comment to T116049: Information warning prior to starting Mission.

Already in works is my guess. Since if you press T you can see all the planned tutorial videos. Only 3 is currently available. So when they are finished you will probably see a tutorial video ingame that automaticly pops up on how all the systems work just before you're required to use them.

May 11 2016, 2:17 PM · Take On Mars

May 10 2016

runekn added a comment to T84125: Classnames of units arent showing at attributes (edit objects dialogue) like we used to have in 2d editor.

Duplicate of #0025733

May 10 2016, 11:58 AM · Arma 3
runekn added a comment to T84100: No classname information shown in the "Edit Object" interface.

As a workaround, I noticed there was a "Open in config menu" or something like that if you right clicked a object.

May 10 2016, 11:57 AM · Arma 3
runekn edited Steps To Reproduce on T84094: Open mission tooltip detection hitboxes are 3 times higher than they should.
May 10 2016, 11:57 AM · Arma 3
runekn set Category to category:edeneditor on T84092: Moving AI can "randomly" kill them.
May 10 2016, 11:57 AM · Arma 3
runekn set Category to category:edeneditor on T84091: AI object breaks after putting them in certain vehicle seat.
May 10 2016, 11:57 AM · Arma 3
runekn added a comment to T84087: AI will start moving in editor.

No, launched unmodded.

May 10 2016, 11:57 AM · Arma 3
runekn set Category to category:edeneditor on T84087: AI will start moving in editor.
May 10 2016, 11:56 AM · Arma 3
runekn added a comment to T81765: Non bipod weapons acting as though fitted with bipod.

Intentional. Though deploying without bipod does not remove as much sway.

May 10 2016, 10:41 AM · Arma 3
runekn set Category to category:featurerequest on T81726: Update faction showcase missions with all new additions.
May 10 2016, 10:39 AM · Arma 3
runekn added a comment to T81711: Character dies when deploys weapon.

I've also died when I deployed, some dev builds ago. Havent seen it since though.

May 10 2016, 10:39 AM · Arma 3
runekn added a comment to T81535: It's possible to rest your bipods even if you don't have bipods.

Duplicate of: http://feedback.arma3.com/view.php?id=23150

And see my comment in that ticket.

May 10 2016, 10:33 AM · Arma 3
runekn added a comment to T81530: [DEV] No deployment availability for where there should be.

Added 2 example screenshots showing big military tower, and where you can deploy (green), and not (red).

May 10 2016, 10:33 AM · Arma 3
runekn set Category to category:weaponstabilization on T81530: [DEV] No deployment availability for where there should be.
May 10 2016, 10:33 AM · Arma 3
runekn added a comment to T81517: All primaries can "deploy" without needing a bipod.

This is intended. However the fact that there's no stabilization differences between having a bipod and not, is not intended.

May 10 2016, 10:33 AM · Arma 3
runekn added a comment to T81512: Can't deploy any weapon when loading a savegame..

Also related, if not duplicate of: http://feedback.arma3.com/view.php?id=23141

May 10 2016, 10:33 AM · Arma 3
runekn added a comment to T81512: Can't deploy any weapon when loading a savegame..

Title isn't very informative. You could have put the entire sentence in the title: "Weapons resting stops working after loading a savegame".

May 10 2016, 10:33 AM · Arma 3
runekn added a comment to T81508: Deployment of weapon impossible after saving.

Related, if not duplicate: http://feedback.arma3.com/view.php?id=23145

May 10 2016, 10:33 AM · Arma 3
runekn added a comment to T81474: [DEV] Weapons with permanent bipods have incorrect deployment points.

This has been fixed for all listed weapons. Ticket can be marked as closed / resolved.

May 10 2016, 10:31 AM · Arma 3
runekn edited Steps To Reproduce on T81474: [DEV] Weapons with permanent bipods have incorrect deployment points.
May 10 2016, 10:31 AM · Arma 3
runekn added a comment to T81473: [DEV] Deployment on edge of airport terminal cause teleport to ground.

Added video under additional information

May 10 2016, 10:31 AM · Arma 3
runekn added a comment to T81473: [DEV] Deployment on edge of airport terminal cause teleport to ground.

Fixed in current dev build

May 10 2016, 10:31 AM · Arma 3
runekn edited Steps To Reproduce on T81473: [DEV] Deployment on edge of airport terminal cause teleport to ground.
May 10 2016, 10:31 AM · Arma 3
runekn added a comment to T81468: Bipods can't be equipped to sniper rifle.

That's because they already have permanent bipods attached to them. Though their deployment point is a bit bugged.

May 10 2016, 10:31 AM · Arma 3
runekn added a comment to T79498: Campaign saving lost after update.

Mine has reverted to Signal Lost aswell.

May 10 2016, 9:23 AM · Arma 3
runekn edited Steps To Reproduce on T77981: AAF small glove clipping.
May 10 2016, 8:39 AM · Arma 3
runekn edited Steps To Reproduce on T74968: Steam workshop tags does not update / cannot be added.
May 10 2016, 7:24 AM · Arma 3
runekn edited Steps To Reproduce on T74532: Sandstorm driver turned out view (first person) is sinked into the vehicle.
May 10 2016, 7:14 AM · Arma 3
runekn edited Steps To Reproduce on T74531: Marid exterior not rendering when turned out as driver in first person.
May 10 2016, 7:14 AM · Arma 3
runekn added a comment to T70772: A9 minigun wont blow up a vehicle.

Well, that's good. Nothing other than an explosion should cause an explosion.

May 10 2016, 5:24 AM · Arma 3
runekn added a comment to T70535: "garbage plastic bag pile" object causing floating stencil shadow glitches (0.75.108339).

Think I've also seen this at the gas station.

May 10 2016, 5:16 AM · Arma 3
runekn edited Steps To Reproduce on T70442: Typo in quick start guide system requirements..
May 10 2016, 5:12 AM · Arma 3
runekn added a comment to T70346: Players glitching as passengers collide with helicopter rotors.

Lol, I destroyed 2 choppers yesterday by entering them. Good thing we didn't even get to take off.

May 10 2016, 5:09 AM · Arma 3
runekn edited Steps To Reproduce on T70314: Adding max ping filter to server list causes it to list DEV build servers.
May 10 2016, 5:07 AM · Arma 3
runekn added a comment to T70312: Marshal - commander 1st person see through gun.

Confirmed. But it's not the gun, but the turret body which is invisible.

May 10 2016, 5:07 AM · Arma 3
runekn added a comment to T70303: Picture in Picture (PIP) - Huge FPS drops.

I don't have this problem either, and you got much better specs.

May 10 2016, 5:07 AM · Arma 3
runekn added a comment to T70302: Panther commander view move with turret, like if it was ontop of turret..

This issue is still present in the current 1.0 stable build

May 10 2016, 5:07 AM · Arma 3
runekn edited Steps To Reproduce on T70302: Panther commander view move with turret, like if it was ontop of turret..
May 10 2016, 5:07 AM · Arma 3
runekn added a comment to T70294: Tracked vehicles.

The panther is not german, but based off the isralian Namer. And the BTR is not russian, but based off the Belarusian 2T Stalker (we think), and in the armaverse made by the Iranian faction.

Also, please make the title a short resume of the issue.

EDIT: oh wait, what am I talking about. The BTR IS russian made in armaverse, it's only the turret that's iranian :)

May 10 2016, 5:07 AM · Arma 3
runekn added a comment to T70271: Large Crewable Submarines and ability to dock SDV's to it....

There IS a big submarine, if it will be drivable we don't know.
Check out this screenshot archive for it: http://www.armaholic.com/forums.php?m=posts&q=15281

May 10 2016, 5:06 AM · Arma 3
runekn added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

The only differens when the bullet exist that is dependent on the rifle is accuracy I think. Can't see how penetration should be different since that is dependent on bullet punch and shape. Both of those lies in the bullet it self and not the rifle.
I'm saying this to the best of my knowlegde about firearms, and logic.

May 10 2016, 5:04 AM · Arma 3
runekn added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

I see what you mean, but you should say bullet caliber instead of gun.It SHOULD be according to the magazine, not the gun. But I don't think trazer or not should change it.

May 10 2016, 5:04 AM · Arma 3
runekn added a comment to T70225: [DEV] Marid commander hatch open animations is linked to driver's turn out.

@AD2001 - Same for Marid, and I think it's intentional. But that is for another ticket.

May 10 2016, 5:04 AM · Arma 3
runekn added a comment to T70225: [DEV] Marid commander hatch open animations is linked to driver's turn out.

2 dev builds has passed, and no fix? tsk tsk tsk..

May 10 2016, 5:04 AM · Arma 3
runekn edited Steps To Reproduce on T70225: [DEV] Marid commander hatch open animations is linked to driver's turn out.
May 10 2016, 5:04 AM · Arma 3
runekn added a comment to T69711: objects with "?" symbols need a specific icon.

Duplicate of #0003457

May 10 2016, 4:45 AM · Arma 3
runekn added a comment to T69526: [Feature request] Sticky Steering.

I fully support this, the main reason I'm not ever driving with mouse.

May 10 2016, 4:39 AM · Arma 3
runekn added a comment to T69499: MK20 reload animation.

I would also very much like to see BI revert back to the old.

May 10 2016, 4:37 AM · Arma 3
runekn added a comment to T69495: All new weapons accuracy needs fix.

I don't believe that have anything to do with accuracy

May 10 2016, 4:37 AM · Arma 3
runekn added a comment to T69459: Ifrit doors issues..

Number 1 is duplicate of #0011095

May 10 2016, 4:36 AM · Arma 3
runekn added a comment to T69454: [DEV] Wrong Ifrit door names when opened..

@Raoul1234 no no, you can also just activate dev branch. There's a sticky thread on forums about it.

May 10 2016, 4:35 AM · Arma 3
runekn added a comment to T69454: [DEV] Wrong Ifrit door names when opened..

Keep in mind that it's less stable and you will not be able to play on default branch servers. http://forums.bistudio.com/showthread.php?149411-How-to-change-between-stable-Arma-3-Alpha-versions-amp-release-candidates-STEAM-client

May 10 2016, 4:35 AM · Arma 3
runekn added a comment to T69454: [DEV] Wrong Ifrit door names when opened..

@Raoul1234 - What do you mean by automate it? They already do that, just like helicopters.

May 10 2016, 4:35 AM · Arma 3
runekn added a comment to T69454: [DEV] Wrong Ifrit door names when opened..

@NeuroFunker - Yeah, get that too. But that's not what is ticket is about ;)
May or may not be related to it though.

May 10 2016, 4:35 AM · Arma 3
runekn edited Steps To Reproduce on T69454: [DEV] Wrong Ifrit door names when opened..
May 10 2016, 4:35 AM · Arma 3
runekn added a comment to T69426: MXM 6.5mm putting on silencer will change it to burst fire mode.

Duplicate of #0010058

May 10 2016, 4:34 AM · Arma 3
runekn added a comment to T69383: please make it more realistic "i might add more suggestions".

Please make this ticket more specific. You're not gonna get anything out of "make it more realistic".

May 10 2016, 4:33 AM · Arma 3
runekn added a comment to T69344: MSE-3 Marid's icon.

Yeah, noticed that too. They've just fixed the Marshall icon, and now they're ruining the Marid icon. I wonder if they just want us to have something to do :D

May 10 2016, 4:32 AM · Arma 3
runekn added a comment to T69337: SDV get out.

It will come, I'm sure of that. They're adding functional doors for every nearly vehicle it seems.

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

@GeneralScott - hmmm, interesting.. Maybe, maybe not. Vanilla, I don't know. Addon, sure!

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

@GeneralScott - I don't know about the thermal/NVG combo thingy.. I was more thinking strider command seat scenario.

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

@GeneralScott I think it would. Those systems are currently operated by a single person in - lets say - a fireteam, so if the fireteam want information, they'll need to talk with him and keep the communication up.
If everyone had thermal vision. Well, that teamwork is gone.

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

@GeneralScott, hmmm. Okay. Gameplay wise, I want everything to be as close to modern day as possible. I have a feeling that's also what the developers are thinking.

But that's the dangers of making a future simulation. You can't predict the future, and therefore you can't simulate it probably.

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

@GeneralScott New stealth helicopters? The Comanche helicopter was in development <1996-2004. There's nothing new.

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

You're also forgetting one very important thing. Economy

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69322: OPFOR recon without main weapon after supposed OPFOR loadout fix.

No worries :)

May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69322: OPFOR recon without main weapon after supposed OPFOR loadout fix.

duplicate of #0010961

May 10 2016, 4:31 AM · Arma 3
runekn edited Steps To Reproduce on T69320: [DEV] Opfor recon units are using non existing weapon classname.
May 10 2016, 4:31 AM · Arma 3
runekn added a comment to T69316: can't kill ai playing cutscenes animation..

Well, they're made for cutscenes. So I don't find this necessary.

May 10 2016, 4:30 AM · Arma 3
runekn added a comment to T69284: Driving prone.

Wha? Is this a feature request or bug report?
Please provide more information.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Still not fixed :/

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Thanks, updated ticket.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Lastest dev builds haven't fixed this.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

@ProGamer but not more than a 6.5 rifle round, am I right? :)

EDIT: omg... you still don't understand.... Don't make a single comment here before you've actually tested the .45 ACP bullets in the newest DEV build.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

oh, well I'm not a bullet expert. But do you get it now? the .45 ACP is a small round made for pistols and SMGs. But as it is in the lastest DEV build, they do much much more damage than any other much higher caliber ingame. They should probably only do a little more damage than a 9mm.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

@ProGamer Wait a minute!? Do you think I WANT a .45 round to do have insane damage compared to any other much higher caliber weapon?

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

OOOHHH, now I know what you're talking about. You think a .45 is a huge ass bullet :P This my friend is a .45 ACP bullet (I think the left one is 9mm) http://upload.wikimedia.org/wikipedia/commons/0/01/45caliberACP.jpg

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Also, I don't wanna change a weapon. I'm reporting a bug, it's clearly not supposed to behave like this.

May 10 2016, 4:29 AM · Arma 3
runekn added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

@ProGamer waow.... You clearly have no idea of what I'm talking about. Let me summarize it for you. What you're saying is that every shot to arms or legs is instant kill. I totally agree that it shouldn't be that way. BUT, thats not what this ticket is about, plus it neither is that way.
This ticket is about a issue which lies with the .45 bullet, which is used with the Vermin SMG and ACP pistol. So the issue is that any shot to any part of the body with either the vermin or ACP on a person kills him. Note that this ONLY happends with the Vermin and ACP, not with the MX, not with the MBR, not with any other weapon.

Hope you understand it now.

May 10 2016, 4:29 AM · Arma 3