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Apr 25 2013, 1:28 PM (606 w, 6 d)

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May 10 2016

stonestriker added a comment to T75458: add the distance to the rearm action to the action menu like the target menu.

Did we not get a distance attached to each target in the Target menu. Then it should be possible to get this as well in the Action menu, and have them sorted as described. This should hopefully be easy.

But I would like to take it a step further. Have a command in the Action menu, that just says Rearm. AI will then locate the closest source for rearming with the standard loadout for its class (FAK, grenades, magazines, etc.). If this could consider any live Ammo Bearers as well, it would be even better.

May 10 2016, 7:36 AM · Arma 3
stonestriker added a comment to T75102: Copied vehicles From Arma 2.

Why are you reporting this? BIS are probably aware of this, you know :)

May 10 2016, 7:28 AM · Arma 3
stonestriker added a comment to T74946: No sound in ArmA 3 at all..

Sound works fine for me

May 10 2016, 7:23 AM · Arma 3
stonestriker added a comment to T74794: Accessing inventory while in a vehicle.

As stated in my second line, I would have each vehicle have a number of cargo spaces, with each cargo space only available to certain seats and having varying cargo space.

So if we take a Humvee, it should have a trunk cargo space (with 70% of the Humvee carry capacity) and a crew compartment cargo space (with the remaining 30%). The crew cargo space should be accessible for all crew members at all times (possible also for exited soldiers standing beside the vehicle), while the trunk should only be available for soldiers standing behind the vehicle.

I know that this solution is not for everyone, but that would be my preference.

May 10 2016, 7:20 AM · Arma 3
stonestriker added a comment to T74794: Accessing inventory while in a vehicle.

No, it does not seem likely to change much, and in that case, your idea might just help a bit

May 10 2016, 7:20 AM · Arma 3
stonestriker added a comment to T74794: Accessing inventory while in a vehicle.

We can definitely agree that the current implementation is inconsistent and makes both of us unhappy :)

Failing to specify location of cargo space and which seats have access to what cargo for each vehicle, I would however prefer the more limited version.

My reasoning is that I feel it is too fast to switch equipment as it is, and this could help somewhat with 'vehicular ammoboxes'

May 10 2016, 7:20 AM · Arma 3
stonestriker added a comment to T74794: Accessing inventory while in a vehicle.

@ArmaPlayer: I don´t want the game to be 'super-realistic', but it should make sense. A driver reaching back, grapping a Titan Launcher, while still driving a tank does not make sense to me.

May 10 2016, 7:20 AM · Arma 3
stonestriker added a comment to T74794: Accessing inventory while in a vehicle.

It would depend on the vehicle. In an Ifrit it might possible, however most of the armoured vehicles, the driver does not have access to the passenger seats (where the storage space usually is.

May 10 2016, 7:20 AM · Arma 3
stonestriker added a comment to T74695: Bullets pass through billboard.

You might want to actually describe the ticket like St. Jimmy suggested then. Each ticket should be self-contained and not rely on relationships with other tickets

May 10 2016, 7:17 AM · Arma 3
stonestriker added a comment to T74695: Bullets pass through billboard.

Have a look at this (http://www.youtube.com/watch?v=cix07R1vlhI) and you can see how, and why, projectiles shoot through a number of objects

May 10 2016, 7:17 AM · Arma 3
stonestriker added a comment to T74506: VON works even if players have no radio.

+1

VON is also used for Direct and Vehicle, so perhaps you be a more precise in you description, so everyone will know it should only affect Side, Team, etc.

May 10 2016, 7:13 AM · Arma 3
stonestriker added a comment to T74406: Team switch is broken in DEV version.

Teamswitch also work, for me, upon dying on Dev.

May 10 2016, 7:11 AM · Arma 3
stonestriker added a comment to T73878: Implement Arma 2's solution for Fire rate until it can be fixed for Arma 3..

And what exactly was the solution for Arma 2 for those who do not remember :)?

May 10 2016, 6:53 AM · Arma 3
stonestriker added a comment to T73861: No rain under nods.

On Dev branch, I still see rain when activating NVGs

May 10 2016, 6:53 AM · Arma 3
stonestriker added a comment to T73141: We need different obstacle scaling animations.

Edit the ticket to exclude the 'roll' step over, and you have my vote

May 10 2016, 6:30 AM · Arma 3
stonestriker added a comment to T73123: xbox controler.

And how would you map everything to a controller?

May 10 2016, 6:30 AM · Arma 3
stonestriker added a comment to T72788: A-143 Buzzard's HE rounds ineffective in air to air engagements.

I know there is an AA variant that can be used, but I was arguing that the plane was built for CAS, but can be equipped to provide basic AA capability. This would make sense for a small country that cannot afford multiple plane types.

However while exchanging bombs for AA missiles is a simple process that can be done by ground crew in a few hours, I am not sure that the gun is made to be "plug-and-play" the same way.

May 10 2016, 6:21 AM · Arma 3
stonestriker added a comment to T72788: A-143 Buzzard's HE rounds ineffective in air to air engagements.

But isn´t the Buzzard´s role primarily CAS? So there might not be a variant gun available for AA duties.

May 10 2016, 6:21 AM · Arma 3
stonestriker added a comment to T72782: "Titan compact AP" round seems entirely useless.

The AP is armor piercing in this case, it says so in the description of the round ingame. However it is probably a mis-labelling, as it very effective versus infantry. So you are both sort of right :)

May 10 2016, 6:21 AM · Arma 3
stonestriker added a comment to T72734: Working Repair Garage by fuelstation.

And my argument that hard-coded repair functionality would provide for LESS interesting things are not relevant? Would it not provide the best of both worlds?

May 10 2016, 6:20 AM · Arma 3
stonestriker added a comment to T72734: Working Repair Garage by fuelstation.

Good idea to make a simple module for this, but should not by default be active. It can screw up plenty of missions if a hard-coded repair point is available.

May 10 2016, 6:20 AM · Arma 3
stonestriker added a comment to T72734: Working Repair Garage by fuelstation.

Sarcastic or not, this would be a good idea as well. Make a global module to toggle repair and/or refuel functionality at gas stations.

May 10 2016, 6:20 AM · Arma 3
stonestriker added a comment to T72691: Can't find shotguns anywhere.

There aren´t any shotguns, so thats why you can´t find them?

May 10 2016, 6:19 AM · Arma 3
stonestriker added a comment to T72640: T-100 Is overpowered, absorbs to much damage.

I tested with the DEV build against crewed T-100

May 10 2016, 6:18 AM · Arma 3
stonestriker added a comment to T72640: T-100 Is overpowered, absorbs to much damage.

Just tested the T-100 against DAGR: 2 from the back, or 3 from the front, seems to consistently disable or destroy it

With Skalpel ATGM it took only one to either disable or destroy the tank.

May 10 2016, 6:18 AM · Arma 3
stonestriker added a comment to T72633: Allow users to disable vignetting effect.

Nope, sorry :) I am bit colour-blind, and that is probably stopping me from seeing it

Would you mind having a look at http://feedback.arma3.com/view.php?id=8387? My bug was closed, as only I could apparently see it.

May 10 2016, 6:17 AM · Arma 3
stonestriker added a comment to T72633: Allow users to disable vignetting effect.

I can´t see anything like that in your screenshot?

May 10 2016, 6:17 AM · Arma 3
stonestriker added a comment to T72534: Please make salt flats of Altis behave like paved road (vehicle speed bonus).

As the airstrip seems to be constructed on it, the speed bonus makes sense to me.

May 10 2016, 6:15 AM · Arma 3
stonestriker added a comment to T72532: manually controlled gun for MRAPs.

Gameplay-wise it would be interesting with an exposed gunner.

May 10 2016, 6:15 AM · Arma 3
stonestriker added a comment to T72511: Exiting static weapon platforms.

Fixed on today Dev build

May 10 2016, 6:15 AM · Arma 3
stonestriker edited Steps To Reproduce on T72511: Exiting static weapon platforms.
May 10 2016, 6:15 AM · Arma 3
stonestriker added a comment to T72510: Static AA/AT Titan Launcher shows up as Static MG when assembling.

Unable to pickup static weapon bags in current Stable version. Will switch to Beta and attempt with that one.

May 10 2016, 6:15 AM · Arma 3
stonestriker added a comment to T72510: Static AA/AT Titan Launcher shows up as Static MG when assembling.

Problem fixed in current Dev version. Closing

May 10 2016, 6:15 AM · Arma 3
stonestriker edited Steps To Reproduce on T72510: Static AA/AT Titan Launcher shows up as Static MG when assembling.
May 10 2016, 6:15 AM · Arma 3
stonestriker added a comment to T72340: Most of the vehicles at under 10 km/h autobrake.

Had to read this several times to understand, you might to change break to brake, as I read it as every vehicle destroys itself when having a speed of less than 10 km/h.

Have you ever watched the movie Speed? :D

break = cease to function
brake = slow down

May 10 2016, 6:10 AM · Arma 3
stonestriker added a comment to T72174: "Follow" Waypoint.

To solve your specific problem, couldn´t you have them split in 3 groups at the beginning, load each group in a Marshall and then use the Join WP to have them move together?

But a Follow WP might be a nice idea anyhow.

May 10 2016, 6:06 AM · Arma 3
stonestriker added a comment to T72173: LOITER Waypoint enhanced.

No, it is not so hard to understand. But the title and the description does not really match. Just change 2 things:

Change LOITER in the title to DISMISSED

Replace "With a max range no so big they start to actually loiter around like they do in DISMISS." with "Enable a max range to be set for the waypoint, so they do not loiter too far away"

May 10 2016, 6:06 AM · Arma 3
stonestriker added a comment to T72173: LOITER Waypoint enhanced.

As ceeeb says, shouldn´t this be a ticket about setting a max range on the Dismissed waypoint?

May 10 2016, 6:06 AM · Arma 3
stonestriker added a comment to T72072: AI shoot with the weapon and arms through walls.

And this one: http://feedback.arma3.com/view.php?id=13511

May 10 2016, 6:03 AM · Arma 3
stonestriker added a comment to T72069: Request UPDATE button for steam workshop instead of updating everytime automatically.

YES! I have just 10 scenarios currently, and they take a while to load each time, even when they haven´t been updated

May 10 2016, 6:03 AM · Arma 3
stonestriker edited Steps To Reproduce on T71995: Turret of Marshall can be damaged separately, but have no damage box.
May 10 2016, 6:01 AM · Arma 3
stonestriker added a comment to T71987: UAV Drone Idea.

Thanks, I get it then. This seems like a strange request for editor functionality. It is the equivalent of changing the top speed of the Marshall, or the round capacity of a magazine, in the Editor. If a maximum range of UAVs needs to be implemented either BIS needs to do it, or a mod needs to be created IMO.

May 10 2016, 6:00 AM · Arma 3
stonestriker added a comment to T71987: UAV Drone Idea.

Could you try and rephrase this suggestion? I don´t really understand what you want.

May 10 2016, 6:00 AM · Arma 3
stonestriker added a comment to T71983: Concerns.

This is not how to use a tracker. Please close and open separate tickets for each (that does not already exist, as mentioned by AD2011)

May 10 2016, 6:00 AM · Arma 3
stonestriker added a comment to T71972: Parachute should disappear if supply drop get stuck in trees.

Yep, have reversed my vote

May 10 2016, 6:00 AM · Arma 3
stonestriker added a comment to T71972: Parachute should disappear if supply drop get stuck in trees.

I think its fine that the drop gets stuck, but the chute should disappear when this happens. If you change the description to match this, you might get some upvotes :)

May 10 2016, 6:00 AM · Arma 3
stonestriker edited Steps To Reproduce on T71919: Reopening 0005066: Looting.
May 10 2016, 5:59 AM · Arma 3
stonestriker edited Steps To Reproduce on T71897: Lightsources can be seen through the canvas of HEMMTs.
May 10 2016, 5:58 AM · Arma 3
stonestriker added a comment to T71889: Marid TI texture too bright.

Anything to make thermal vision less insta-spotting!

May 10 2016, 5:58 AM · Arma 3
stonestriker added a comment to T71877: Ai with waypoint set on SAFE, CARELESS behavior are freezing after a few seconds..

Strange, I did not notice a patch downloading, but the problem seems to be gone

May 10 2016, 5:58 AM · Arma 3
stonestriker added a comment to T71877: Ai with waypoint set on SAFE, CARELESS behavior are freezing after a few seconds..

It seems to be just the SAFE behavior that is causing the issue. The speed does not matter. And as you wrote, it only causes issues for groups, nor individual soldiers.

Remember to vote for your own ticket! :)

May 10 2016, 5:57 AM · Arma 3
stonestriker edited Steps To Reproduce on T71870: Clipping through the Military Cargo Tower.
May 10 2016, 5:57 AM · Arma 3
stonestriker added a comment to T71806: Sniper rifle bullets can move burnt HEMTT.

Sorry, was trying to make fun of GeneralScottm but forgot the smiley :)

May 10 2016, 5:56 AM · Arma 3
stonestriker added a comment to T71806: Sniper rifle bullets can move burnt HEMTT.

.408 rounds are pretty powerful, so seems legit.

I am pretty sure you could recreate this with any vehicle and weapon. It happens when the geometry of two models collide, then the physics mess up.

May 10 2016, 5:56 AM · Arma 3
stonestriker added a comment to T71806: Sniper rifle bullets can move burnt HEMTT.

You are totally right. My aunt told me she heard from a bus driver that all sniper rifles shoot with depleted-tungsten triple-duty rounds with dark matter cores, that weighs around 150 kg and travels at a speed of around 4600 m/s which equals 1.6 Gj. That equals around 380 kg TNT. One shot, one giant explosion!

BTW, a Dragunov uses 7.62mm cartridges :)

May 10 2016, 5:56 AM · Arma 3
stonestriker edited Steps To Reproduce on T71759: Burning vehicle dumped in water will continue to set player on fire.
May 10 2016, 5:54 AM · Arma 3
stonestriker added a comment to T71758: Ladder on Hospital building has been reversed.

@MulleDK19: That sort of makes sense :)

May 10 2016, 5:54 AM · Arma 3
stonestriker edited Steps To Reproduce on T71758: Ladder on Hospital building has been reversed.
May 10 2016, 5:54 AM · Arma 3
stonestriker added a comment to T71741: Wind Turbines Silent?.

Don´t know which windmills you have been listening to, but if you can hear them from miles away something is probably wrong :) But they do need to make sounds. Upvoted

May 10 2016, 5:54 AM · Arma 3
stonestriker added a comment to T71730: Add more civilian vehicles in the final release.

Have a look at these pictures (http://imgur.com/a/p1cCe). More civilian vehicles are on the way. But a bus and larger trucks seem necessary.

May 10 2016, 5:54 AM · Arma 3
stonestriker added a comment to T71607: Add command for medics to heal all friendlies in close proximity.

While I am not directly opposed to this, you can always Select Medic and press 6 to bring up his action menu. There you will get the option to heal wounded soldiers in his vicinity. Not exactly what you ask for, but should help you in the situation you described.

May 10 2016, 5:50 AM · Arma 3
stonestriker added a comment to T71502: Scrolling items in the ammo box.

Amazing that this ticket has been created months ago :) upvoted

May 10 2016, 5:47 AM · Arma 3
stonestriker added a comment to T71309: Panther main weapon continues to emit light after shooting.

Added screenshot of issue in current version from showcase Armed Assault

May 10 2016, 5:41 AM · Arma 3
stonestriker edited Steps To Reproduce on T71309: Panther main weapon continues to emit light after shooting.
May 10 2016, 5:41 AM · Arma 3
stonestriker added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

I am not sure if the OP meant that only targets that can be locked on, should be stabilized. It would nice to have stabilization even when looking across the terrain.

May 10 2016, 5:39 AM · Arma 3
stonestriker added a comment to T71167: High beam for headlamps - vehicle lights.

I agree that being able to see further with high beam would be good, but when would you use low beam? Would that only be for not blinding your team mates. There is rarely any opposing traffic to blind :)

To me it seems that permanently changing the lights of vehicles from low to high would be the simplest solution to this.

May 10 2016, 5:37 AM · Arma 3
stonestriker added a comment to T71167: High beam for headlamps - vehicle lights.

I am not sure why this should be implemented? What will it provide the Arma experience? Turn signal lights seems more important that this to me.

May 10 2016, 5:37 AM · Arma 3
stonestriker edited Steps To Reproduce on T71129: Smoke mortar shells less effective that smoke grenades.
May 10 2016, 5:36 AM · Arma 3
stonestriker added a comment to T71063: Simulation/modeling fragments/shrapnel (grenades, shells, mine).

I agree that some kind of fragmentation modelling would be really nice, but your suggestion only make sense for cases where LOS between soldier and grenade are completely unobscured. As soon as this is not the case, ie. partial cover from walls, other soldiers, etc. it gets more complicated.

The total number of fragments are also fixed, so the chance of getting hit needs to increase exponentially as you get closer to the grenade. And then the speed of the fragments needs to be considered at different ranges as 2000 m/s can kill you while 1000 m/s will "just" hurt a lot.

So a simple model can probably be created but your suggestions might just be a bit too simple :)

May 10 2016, 5:34 AM · Arma 3
stonestriker added a comment to T70974: MK6 Flare is just a white dot.

Try turning cloud cover to max, and I think you will see a slight change in ground illumination when using flares. So the problem is not that they have no illuminating effect, but that it is too weak.

Part of the problem is also that the flares either deploy to early, or burn out too fast, so that they never get close enough to the ground to provide useable illumination.

May 10 2016, 5:31 AM · Arma 3
stonestriker added a comment to T70915: Ability to bury chemlights..

Just making sure: There would not be a way to dig them out again hopefully? It is just a way to make them disappear?

May 10 2016, 5:29 AM · Arma 3
stonestriker added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

@ceeeb: That works for single groups of enemies, but if you have a large area with multiple groups of enemies, then you would need to kill all of them once you have been spotted by just a single one. But thanks for suggestion!

May 10 2016, 4:52 AM · Arma 3
stonestriker added a comment to T69911: Detected By triggers activate after timeout even if all detecting units are dead.

Was googling for a solution to this problem. Glad to see its a bug, and not me being too stupid :)

May 10 2016, 4:52 AM · Arma 3
stonestriker added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

Kol9yn, could you explain what you mean by "zombie"? Are all downvoters braindead, hungry for flesh, foul-smelling or ???

May 10 2016, 4:46 AM · Arma 3
stonestriker added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

I´m not expert on AA systems, but I am pretty sure targeting systems in general can only engage a single target at a time. Downvoted

May 10 2016, 4:46 AM · Arma 3
stonestriker added a comment to T69707: AI spawn trigger module.

Simplifying creating missions = upvote

May 10 2016, 4:45 AM · Arma 3
stonestriker edited Steps To Reproduce on T68244: Example missions in the editor.
May 10 2016, 3:48 AM · Arma 3
stonestriker added a comment to T68199: Ambidextrous Players.

As I stated, my message was not a solution to what he requested, but if he was unaware of that option, it might help a bit now that he knows his original request won´t be implemented

May 10 2016, 3:46 AM · Arma 3
stonestriker added a comment to T68199: Ambidextrous Players.

I never said it was a bad idea. I just tried to potentially help the OP with a feature he might not be aware of. Exactly why you perceive my posts to negative towards the issue I cannot understand?

May 10 2016, 3:46 AM · Arma 3
stonestriker added a comment to T68199: Ambidextrous Players.

You do know that when standing/kneeling you can switch weapon from right to left by ctrl+a, right? Not exactly what you are asking, but it gives more options when leaning

May 10 2016, 3:46 AM · Arma 3
stonestriker added a comment to T68057: Zipline.

Downvoting this until the idea is more fleshed out. Have no idea why or how you want this implemented.

May 10 2016, 3:40 AM · Arma 3
stonestriker added a comment to T68055: Requesting Hangliders.

I have to downvote this due to the implausibility of the request, and attitude/language of the reporter

May 10 2016, 3:40 AM · Arma 3
stonestriker added a comment to T68014: Damage/detonade/broke items, rucks, inventory, lanchers by taking damage.

Most explosives are way to stable to be detonated by a hit from a bullet, but I like the idea of equipment getting damaged. Particularly if the soldier is hit with rockets, grenades, etc.

May 10 2016, 3:38 AM · Arma 3
stonestriker added a comment to T67990: Tool Tips are activated for all aspects of the Editor.

More documentation for the editor = upvote

May 10 2016, 3:38 AM · Arma 3
stonestriker added a comment to T67950: Military Police.

Military police DOES deploy to other countries, where they police their own soldiers (drunk driver, deserters, substance abuse, etc.) However this is not terribly relevant for the game.

But they also handle prisoners of war, traffic control for military convoys (both combat troops and supply trucks), escort VIPs and perform as couriers for sensitive information. These actions all seem interesting for scenario design, and thus I see it as a relevant request to include character models + MP specific skin for a vehicle.

Furthermore the ability to restrain an individual could be useful for ordinary soldiers/special forces as well. Currently being a prisoner has to be roleplayed/scripted, as you can run freely, pickup weapons, shout to others. Having equipment to stop a character for picking up/using items, disabling running or gagging a prisoner to stop them from alerting the enemy would be great.

May 10 2016, 3:37 AM · Arma 3
stonestriker added a comment to T67901: Barrel Changing.

Well, we have different opinions on how to use the downvote system then :) As I see it, a downvote for a ticket is a relative increase in value of my upvotes on tickets important to me.

I have also downvoted a ticket for dual-wielding pistols and SMGs, which, while quite unrealistic, could probably be useful some of the crazier mods. As I understand your reasoning, such a ticket should also not be downvoted.

I am certain that barrel-changing can have many good implications for the way you (and perhaps 99% of players) play the game, but from my POV it is not important.

May 10 2016, 3:35 AM · Arma 3
stonestriker added a comment to T67901: Barrel Changing.

Part of my downvote is because I see this request as two different things. The first is changing between identical barrels to stop overheating, while the other is the option of changing the characteristics of each weapon. Splitting the request would make more sense to me, but not you perhaps :)

The reason not to add overheating barrels is a matter of priority for me. Even though it is perfectly realistic to include, I would rather see Bohemia focus on other things.
If this was to be implemented correctly, it should be possible to for an assistant gunner to change the barrel, as he would probably be carrying the spare. And then the AI should be able to do this as well. I think this would take more development time that I would like spent on other things. However if this suggestion was separated from the other, I would certainly not downvote it, and perhaps upvote it depending on how you suggest it is implemented.

As for the changing barrels for customization, for me using development time for a feature that has poor value, from my perspective, is wasteful. The difference between having two different rifles, or one rifle and two barrels, in ammo box is negligible. And the ability to carry all the different barrels, receivers, etc. around with you to change weapon type in the field would only enhance the one-man-army tendency on public servers

May 10 2016, 3:35 AM · Arma 3
stonestriker added a comment to T67901: Barrel Changing.

Downvoted. Seems like two different suggestions, one for overheating barrel, and another for different barrels.

The overheating part would for me be too much simulation, not enough gameplay value, while the gameplay difference between having multiple barrels, or multiple versions of each gun, is nearly non-existent.

May 10 2016, 3:35 AM · Arma 3
stonestriker added a comment to T67898: Implement VBS2's crowd formation.

@Laxemann,

Thanks, it seem to work as I expected. Definitely need this for Arma 3

May 10 2016, 3:35 AM · Arma 3
stonestriker added a comment to T67898: Implement VBS2's crowd formation.

Upvoted. It seems we only have the Civilian module, or can assign the Dismissed order. Neither of which is usable for a crowd of demonstrators, or a refugee group moving across the country-side.

May 10 2016, 3:35 AM · Arma 3
stonestriker added a comment to T67898: Implement VBS2's crowd formation.

BTW, could anyone briefly describe/screenshot the crowd formation from VBS2?

May 10 2016, 3:35 AM · Arma 3
stonestriker edited Steps To Reproduce on T67499: The 1500m range increment on the Hunter GMG is broken.
May 10 2016, 3:22 AM · Arma 3
stonestriker added a comment to T67058: Evasive roll while zoomed allows you to keep situational awareness.

Look at the screenshot :)

I was using the default weapon for a BLUFOR rifleman with the reflector sight, but it seems to happen with all primary weapons, ie. not pistols

May 10 2016, 3:05 AM · Arma 3
stonestriker edited Steps To Reproduce on T67058: Evasive roll while zoomed allows you to keep situational awareness.
May 10 2016, 3:05 AM · Arma 3
stonestriker added a comment to T67028: Add 'Distance' to target (2) menu.

If it could be changed to compass directions at the same time, it would be great

May 10 2016, 3:04 AM · Arma 3
stonestriker added a comment to T66926: Effect of night vision devices (NVGs).

It seems that a light fog has been added to nighttime, but otherwise it looks the same to me.

May 10 2016, 3:00 AM · Arma 3
stonestriker added a comment to T66926: Effect of night vision devices (NVGs).

Changing the FOV might be an idea as well, however the narrow FOV is a problem in reality as well.

I think the poor depth perception with NVGs are due to a lack of strong shadows ,and that many NVGs are single-lens. The NVGs in Arma 3 are all dual lens and shadows seem to be drawn as if it was day.

The blur effect I applied could probably use less blur, and more noise. I tried to model the effect from picture pvs143.jpg

May 10 2016, 3:00 AM · Arma 3
stonestriker edited Steps To Reproduce on T66926: Effect of night vision devices (NVGs).
May 10 2016, 3:00 AM · Arma 3
stonestriker added a comment to T66890: Add ability to fire anti-tank weapons while being prone.

Sorry, I did not notice the picture did not upload due to .gif. Have a look at how you fire such a weapon while being prone (as Jejn explained it). And as the backblast is not modelled currently, they might not even worry about it.

A weapon like a Javelin is probably not feasible to fire in such a way

May 10 2016, 2:59 AM · Arma 3
stonestriker edited Steps To Reproduce on T66890: Add ability to fire anti-tank weapons while being prone.
May 10 2016, 2:59 AM · Arma 3