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simast
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Apr 14 2013, 9:55 AM (600 w, 1 d)

Recent Activity

May 10 2016

simast edited Steps To Reproduce on T67196: Function Viewer should respect "scope" in cfgFunctions.
May 10 2016, 3:10 AM · Arma 3
simast edited Steps To Reproduce on T67159: setHit command does not work with vehicle headlights.
May 10 2016, 3:08 AM · Arma 3
simast edited Steps To Reproduce on T67098: "Dammaged" events are fired multiple times for car headlights.
May 10 2016, 3:06 AM · Arma 3
simast added a comment to T67064: Speed of sound simulation is missing for createSoundSource[].

@MadDogX: Attached a test mission (also, see the steps to reproduce and how to use the mission).

May 10 2016, 3:05 AM · Arma 3
simast edited Steps To Reproduce on T67064: Speed of sound simulation is missing for createSoundSource[].
May 10 2016, 3:05 AM · Arma 3
simast edited Steps To Reproduce on T66917: Please add localNamespace (for MP security).
May 10 2016, 3:00 AM · Arma 3
simast added a comment to T66910: Deploying a mine or explosive charge will trigger "FiredNear" event.

@Kid18120 Yeah.. but why when deployed? I would understand if it triggered "FiredNear" when the actual explosion/detonation happened.

I am not saying it's a bad feature or actually a bug.. I am actually thinking it's neat (albeit a bit hacky), as you can detect explosive deploy events this way. Also, to filter out that kind of explosive/mine events you can write in Arma 3 (inside the event handler code):

if ((_this select 3) isKindOf "Put") exitWith{}; // Not interested in explosives/mines

May 10 2016, 2:59 AM · Arma 3
simast edited Steps To Reproduce on T66910: Deploying a mine or explosive charge will trigger "FiredNear" event.
May 10 2016, 2:59 AM · Arma 3
simast edited Steps To Reproduce on T66745: Allow "lightIsOn" command to be used with vehicles.
May 10 2016, 2:54 AM · Arma 3
simast added a comment to T66696: Make "private" command return the variable reference.

@Deadfast: that's neat. Also, no impact on the runtime performance as this is a pre-processor. Nice, thanks for the tip!

May 10 2016, 2:52 AM · Arma 3
simast edited Steps To Reproduce on T66696: Make "private" command return the variable reference.
May 10 2016, 2:52 AM · Arma 3
simast added a comment to T66647: Night time is too dark.

^^ What he said. The monitor matters. Some LCDs have serious issues with black color levels. Or alternatively - adjust your gamma in game options.

May 10 2016, 2:50 AM · Arma 3
simast edited Steps To Reproduce on T66625: Lighthouse is casting hard scencil shadows.
May 10 2016, 2:50 AM · Arma 3
simast edited Steps To Reproduce on T66619: Can get stuck on doorway (Stone House, Small, Destroyed).
May 10 2016, 2:49 AM · Arma 3
simast edited Steps To Reproduce on T66617: Can get stuck at Lighthouse stairs.
May 10 2016, 2:49 AM · Arma 3
simast added a comment to T66616: Broken windows still play "glass hit" sounds when fired through.

@Telkwa: Airport Control Tower has multiple floors :)

May 10 2016, 2:49 AM · Arma 3
simast added a comment to T66616: Broken windows still play "glass hit" sounds when fired through.

@Telkwa: There are more than one window in Airport Control Tower with this issue. Actually, there are only a couple of windows that are working OK. Not sure why are you saying it's the only window..

May 10 2016, 2:49 AM · Arma 3
simast edited Steps To Reproduce on T66616: Broken windows still play "glass hit" sounds when fired through.
May 10 2016, 2:49 AM · Arma 3
simast edited Steps To Reproduce on T66615: Visual glitch on windows and water line in Airport Control Tower.
May 10 2016, 2:49 AM · Arma 3
simast added a comment to T66595: Stencil Shadows should be fully replaced by Shadow Maps.

Agreed. The stencil shadows need to go.. that would also fix stuff like this: #7501.

May 10 2016, 2:48 AM · Arma 3
simast added a comment to T66593: Cannot stop/delete createSoundSource[] sounds.

OK, after some more testing I think I know the issue: You cannot use deleteVehicle on sound sources when the game is paused (which is the case when running the above example from debug console).

May 10 2016, 2:48 AM · Arma 3
simast added a comment to T66593: Cannot stop/delete createSoundSource[] sounds.

It's weird. I managed to store the createSoundSource[] result with the setVariable on an object (cfgVehicle) - and later was able to simply deleteVehicle this sound and it worked. But the test code with the alarm sound SFX given above still has this issue.

May 10 2016, 2:48 AM · Arma 3
simast edited Steps To Reproduce on T66593: Cannot stop/delete createSoundSource[] sounds.
May 10 2016, 2:48 AM · Arma 3
simast added a comment to T66505: Game Crashes during Mouse Movement Bind.

Same as #7673, fixed in dev branch: 0.57.

May 10 2016, 2:44 AM · Arma 3
simast added a comment to T66470: MH/AH-9 helicopters should not have a built-in GPS/Map.

Please read the issue description again.. All new cars have integrated touch screens with GPS/SatNav functionality nowadays.. Yet they can't use GPS/SatNav in Arma 3. Try the Offroad.

The MH/AH-9 doesn't even have MFD screens inside cockpit model. So either the GPS requirements are broken or the 3D model needs updating.

May 10 2016, 2:42 AM · Arma 3
simast edited Steps To Reproduce on T66470: MH/AH-9 helicopters should not have a built-in GPS/Map.
May 10 2016, 2:42 AM · Arma 3
simast edited Steps To Reproduce on T66179: Roof-landed helicopters float in the air.
May 10 2016, 2:30 AM · Arma 3
simast edited Steps To Reproduce on T66178: Helicopter cyclic left and right inputs do not match for keyboard and joystick.
May 10 2016, 2:30 AM · Arma 3
simast added a comment to T66154: [Feedback Tracker issue] - upload file size restriction too small for zipped archive of bidmp/mdmp/rpt.

The Mantis attachments are set to max 2Mb size but the nginx (HTTP web server) is limiting this to a smaller size ("413 Request Entity Too Large").

The correct fix would be to add something like this to nginx config:

client_max_body_size 2048M;

:)

May 10 2016, 2:29 AM · Arma 3
simast added a comment to T66147: Missing helicopter pilot helmet texture/file.

This issue seems to be fixed in the latest stable 0.56 patch.

May 10 2016, 2:29 AM · Arma 3
simast edited Steps To Reproduce on T66147: Missing helicopter pilot helmet texture/file.
May 10 2016, 2:29 AM · Arma 3
simast edited Steps To Reproduce on T66132: Fires should fade out over time.
May 10 2016, 2:29 AM · Arma 3
simast edited Steps To Reproduce on T66131: Snake population is out of control.
May 10 2016, 2:29 AM · Arma 3
simast edited Steps To Reproduce on T66128: Quadbikes should not muffle external/ambient sounds.
May 10 2016, 2:28 AM · Arma 3
simast edited Steps To Reproduce on T66126: Offroad vehicles can go at constant 30kmph with engine off.
May 10 2016, 2:28 AM · Arma 3
simast added a comment to T66035: Crash when trying to bind controls (drag and drop).

Issue is fixed in 0.57.

May 10 2016, 2:25 AM · Arma 3
simast edited Steps To Reproduce on T66035: Crash when trying to bind controls (drag and drop).
May 10 2016, 2:25 AM · Arma 3
simast added a comment to T66028: Allow players to place all buildings/structures in the editor.

Would love to see this. Also, if you add any visible structures/buildings in the editor they should be visible on the map. You could just add your own tiny villages/towns in missions!

May 10 2016, 2:24 AM · Arma 3
simast edited Steps To Reproduce on T66016: Add ability to close your own bug reports in Mantis.
May 10 2016, 2:24 AM · Arma 3
simast added a comment to T65937: AH-9 / MH-9 should be in a NOTAR configuration - more fitting with Arma3 futuristic design.

@Kid18120: http://en.wikipedia.org/wiki/NOTAR

May 10 2016, 2:20 AM · Arma 3
simast added a comment to T65907: Editor object Fireplace not burning.

Just tested and it's working in the dev branch: 0.55

May 10 2016, 2:19 AM · Arma 3
simast edited Steps To Reproduce on T65906: Rock glitch at 041074 (invisible/impassable wall).
May 10 2016, 2:19 AM · Arma 3
simast added a comment to T65905: AI vehicles still can't go over bridges.

@Baskiney: yes, it did. I am testing on the development branch, not the latest public 0.54 release.

May 10 2016, 2:18 AM · Arma 3
simast edited Steps To Reproduce on T65905: AI vehicles still can't go over bridges.
May 10 2016, 2:18 AM · Arma 3
simast added a comment to T65900: Weapons stop working (inventory issue).

Thanks, updated the title/description.

May 10 2016, 2:18 AM · Arma 3
simast edited Steps To Reproduce on T65900: Weapons stop working (inventory issue).
May 10 2016, 2:18 AM · Arma 3
simast edited Steps To Reproduce on T65898: Crouch is sometimes ignored (requires a second key press).
May 10 2016, 2:18 AM · Arma 3
simast edited Steps To Reproduce on T65877: Add small camera vibration effect for helicopters.
May 10 2016, 2:17 AM · Arma 3
simast edited Steps To Reproduce on T65869: Helicopter HUD does not respect difficulty options.
May 10 2016, 2:17 AM · Arma 3
simast edited Steps To Reproduce on T65868: Naval mines explode based on target range and not contact.
May 10 2016, 2:17 AM · Arma 3
simast edited Steps To Reproduce on T65865: Unarmed vehicle idle animation obscuring view.
May 10 2016, 2:16 AM · Arma 3
simast edited Steps To Reproduce on T65863: Creepy hand shadows.
May 10 2016, 2:16 AM · Arma 3
simast edited Steps To Reproduce on T65857: Fireplaces can be lit from 2 meters away.
May 10 2016, 2:16 AM · Arma 3
simast edited Steps To Reproduce on T65734: Street lights don't cast any light.
May 10 2016, 2:11 AM · Arma 3
simast edited Steps To Reproduce on T65565: Underwater reload sounds are not muffled.
May 10 2016, 2:04 AM · Arma 3
simast added a comment to T65546: Can't bind Thrustmaster T.16000 joystick.

Not sure what happened, but I am now able to bind the controller. Might have been fixed in the latest build. Please close this issue.

May 10 2016, 2:03 AM · Arma 3
simast edited Steps To Reproduce on T65546: Can't bind Thrustmaster T.16000 joystick.
May 10 2016, 2:03 AM · Arma 3
simast edited Steps To Reproduce on T65543: "Toggle map textures" state not saved.
May 10 2016, 2:03 AM · Arma 3
simast edited Steps To Reproduce on T65536: Walking and clipping through building walls.
May 10 2016, 2:03 AM · Arma 3
simast added a comment to T65176: Still some lacks in animations..

Upvoted! Seems like the code to drive animations based on inputs is already there (for steering wheel), can't imagine it would be too much work to also add proper pedal animations. While you may not look down too often and see them while you are driving - I am sure others in MP session will notice those animations.

May 10 2016, 1:50 AM · Arma 3
simast added a comment to T62633: Feature Request: make "DPP Factory (small)" building enterable.

I recall reading somewhere "All buildings will be enterable", so this particular building was a surprise. There are actually many instances of this building around the Stratis airport making it even more obvious.

May 10 2016, 12:09 AM · Arma 3

May 9 2016

simast added a comment to T59473: Helicopters cant taxi.

@banshee: what's so unrealistic about this? That's how helicopters taxi. They use the cyclic to tilt the rotor forward (and the anti-torque tail rotor for turning). The wheels are un-powered.

May 9 2016, 6:57 PM · Arma 3