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tOBdavian
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User Since
Mar 6 2013, 10:18 AM (331 w, 5 d)

Recent Activity

May 11 2016

tOBdavian set Category to category:playerstuck on T105944: Stuck under building after logging off..
May 11 2016, 2:41 AM · DayZ

May 10 2016

tOBdavian added a comment to T88589: House in Tulga had interactive door with no room on the other side.

White door? Im certain that the open\close door icon that appears is for the door below. Seems to occur in a few places. If you head outside and look at the building, there is an upstairs room but im thinking its not enterable. The open door icon appears to use getpos and not getposalt

May 10 2016, 4:26 PM · DayZ
tOBdavian added a comment to T87606: Character teleport to a previous spot.

For me, seems to only happen if I run a long distance without doing anything but running. If I stop to sit every now and then or drink or loot is appears to be ok. When it occurs I cannot control anything and must close the game to restart, switching servers appears to make no change.

May 10 2016, 3:44 PM · DayZ
tOBdavian added a comment to T74133: Satchel charge unrealistically weak.

@vryoffbtdrummr
Just add this to the INIT of your player:
this allowdamage false; this addbackpack "b_kitbag_base"; (unitBackpack this) addmagazineCargo ["SatchelCharge_Remote_Mag",4];

the allowdamage simply stops you taking any damage while testing to save time.

I should probably update the issue description. Will try to get that done tonight.

May 10 2016, 7:05 AM · Arma 3
tOBdavian added a comment to T74133: Satchel charge unrealistically weak.

Any updates here?

May 10 2016, 7:05 AM · Arma 3
tOBdavian added a comment to T74133: Satchel charge unrealistically weak.

PS. You are right. I now see where I have made my mistake. The patch talks about them having changed demo charge"s" and I rolled with that when the feedback title should read Satchel Charges and is therefore only indirectly associated with the feedback I referenced. Crossed wires. My bad. However I still believe there is a problem with the satchel charges.

The SITREP reads:
"Decreased damage, range and weight of demo charges (it was too huge and devastating for its purposes - http://feedback.arma3.com/view.php?id=14849 - and caused capacity issues for BLUFOR divers)"

Im assuming "charges" is plural and includes both charge types? It must as satchels have also changed.

May 10 2016, 7:05 AM · Arma 3
tOBdavian added a comment to T74133: Satchel charge unrealistically weak.

@vryoffbtdrummr Not complaining. Feedback. If im wrong im wrong. If I was complaining I would have ranted in the forums.

The item that has changed with the patch is SatchelCharge_Remote_Mag

Lets clarify.
So a demo charge, which has less strength than a satchel charge, is able to blow up the ammobox?

If thats the case then there is definitely an issue here...

Satchel
http://browser.six-projects.net/cfg_ammo/1808424
Demo
http://browser.six-projects.net/cfg_ammo/1808425

I have just tested this and your right. Demo charges placed beside the ammobox will destroy the ammobox. Satchel charges placed beside the ammobox will not destroy the ammobox.

Do I simply have this back to front. If the satchel charge has the power of approximately two and a half demo charges's then there is certainly a problem here.

Either way I can now happily change to using DemoCharge_Remote_Mag and my mission works again.

May 10 2016, 7:05 AM · Arma 3
tOBdavian edited Steps To Reproduce on T74133: Satchel charge unrealistically weak.
May 10 2016, 7:04 AM · Arma 3
tOBdavian added a comment to T72052: Performance changes in ArmA3 | 64-bit Support (arma3.exe*32).

So why do the forums get better responses than the feedback tracker we have been asked to use? hmm.

May 10 2016, 6:02 AM · Arma 3
tOBdavian added a comment to T72052: Performance changes in ArmA3 | 64-bit Support (arma3.exe*32).

+1

Sick of watching my SSD getting smashed while memory tried to load\unload textures. I'm not across compiling for different architecture, but how hard can it really be?

Come on BIS please! This should be given priority, or at least please advise if this is in the pipeline or whats stopping it for the layman.

We deserve to know, especially considering those who paid for the supporters edition. Dont know that they (or I) would do that again. Or those who may have upgraded their hardware in anticipation.

May 10 2016, 6:02 AM · Arma 3
tOBdavian added a comment to T67736: Incorrect ping value in "Network games on Internet" dialog.

Hey guys, thx for helping out with this.

I cannot for the life of me work out how to switch to the Steam in server browser list [instead of default Gamespy?

:S

May 10 2016, 3:30 AM · Arma 3
tOBdavian added a comment to T67736: Incorrect ping value in "Network games on Internet" dialog.

@Dwarden
Windows Firewall is disabled (netsh firewall set opmode disabled) and Server is in DMZ.

If your suggestion were the case the clients running Steam\Arma 3 in 'Run as Administrator' mode wouldn't make a difference is my understanding. There is no link between the two?

May 10 2016, 3:30 AM · Arma 3
tOBdavian added a comment to T67736: Incorrect ping value in "Network games on Internet" dialog.

I have this issue, spent a lot of time trying to understand what is different about my server that the client must be running in admin mode for it to show the correct ping. Mainly because others in the list show the correct ping without me doing this???

I know that running as admin client side appears to resolve the problem but as stated, not everyone will be doing this. Very frustrating, My head may explode here.

May 10 2016, 3:30 AM · Arma 3
tOBdavian added a comment to T65092: No official human jump action ever implemented..

Voted down then changed my mind. This must not be possible during combat as it will see us end up with ppl unrealistically jumping around to avoid getting shot, similar to what occurs in other non simulation run and gun first person shooters.

May 10 2016, 1:47 AM · Arma 3
tOBdavian added a comment to T63441: ShackTac Fireteam HUD should be implemented..

I see no reason why good or great add ons should not be implemented? Sure, option it up for those who want less HUD.

May 10 2016, 12:40 AM · Arma 3
tOBdavian edited Steps To Reproduce on T63441: ShackTac Fireteam HUD should be implemented..
May 10 2016, 12:40 AM · Arma 3
tOBdavian edited Steps To Reproduce on T63340: Contunues to choke after reaching surface.
May 10 2016, 12:37 AM · Arma 3
tOBdavian edited Steps To Reproduce on T63334: Cannot use SDAR underwater unless wearing the wetsuit..
May 10 2016, 12:37 AM · Arma 3
tOBdavian added a comment to T62622: "Roger WILCO" is improper radio procedure.

movies and games :D

+1

May 10 2016, 12:08 AM · Arma 3
tOBdavian added a comment to T62510: Latest developper version and JIp player turns everyone to seagulls!.

@76. You really should spent more time focusing on your current customer base instead of coming in here to troll. We all know Origin pales in comparison.

May 10 2016, 12:04 AM · Arma 3
tOBdavian added a comment to T62499: It's ARMA II all over again!!!.

I still think these should be reported though. These hacks (where log files are included) may be able to be passed onto the Battleye folk. They may actually want this information should the particular hack not have been covered off.

Can a member of staff clarify if they would like to see these logged please?

May 10 2016, 12:03 AM · Arma 3

May 9 2016

tOBdavian added a comment to T62383: Side step key binding.

Domexy's ideas are great. Also it would be really nice if you could step back with the same key. IE. press A to step left out, then A again to step left in. This means you could constantly lean with Q held, and simply step out and in without fumbling for the D key.

May 9 2016, 11:58 PM · Arma 3
tOBdavian added a comment to T62236: Need some way to discourage team killing.

+1
A friendly fire option would be good.

Also, I believe you can stop the enemy from spawn killing if you set the mission up in such a way.

Maybe they could have a higher level of fidelity on this.

eg. allow enemy kills but disable TK in spawn area (or any other area)
or:
disable both
or:
enable both

Sure it occurs in battle, but for mine the real issue lays at spawn.

May 9 2016, 11:50 PM · Arma 3
tOBdavian added a comment to T61827: AI Pilot will not execute waypoints after 'TRANSPORT UNLOAD'.

@sarlac Separate issue, see http://feedback.arma3.com/view.php?id=2060

May 9 2016, 11:25 PM · Arma 3
tOBdavian added a comment to T61827: AI Pilot will not execute waypoints after 'TRANSPORT UNLOAD'.

I'm very new to this but here is how I got it to work.

  1. Open the editor
  2. Create a helicopter unit (opfor Ka-60)
  3. Name unit
  4. Create a squad with the initialisation 'this moveincargo [unit name]'
  5. Set helicopter waypoint 'TRANSPORT UNLOAD' to designated LZ spot
  6. ** Place a Helipad (Invisible) right over the top of the "TRANSPORT UNLOAD'
  7. Set additional waypoint for helicopter

The "Helipad (Invisible)" can be found under...
Side: EMPTY > Object (Signs)...

http://www.youtube.com/watch?v=ndR5ELWgcRQ

May 9 2016, 11:25 PM · Arma 3
tOBdavian added a comment to T61802: Add ability to climb onto/over objects.

"Here here, I was going to add this myself."

Even chest height, It surely is a move that is done IRL. May I also suggest that the V key be used for this action.

"This is alright, but maybe a 2 man move?" for even higher things for sure!

Dslyecxi suggests we feature request this in one of his (or Killroy's) vids from memory.

Its a +1 from me.

Great request.

May 9 2016, 11:22 PM · Arma 3
tOBdavian added a comment to T61646: Vehicle sound travels away when opening map as passenger.

Also occurs when driving. Appears to be an issue with all vehicles.

May 9 2016, 11:16 PM · Arma 3
tOBdavian edited Steps To Reproduce on T61646: Vehicle sound travels away when opening map as passenger.
May 9 2016, 11:16 PM · Arma 3
tOBdavian added a comment to T61510: Cannot fire non-SDAR weapon while surfaced.

Also affects non diver units.

May 9 2016, 11:09 PM · Arma 3
tOBdavian added a comment to T60479: Cannot start ARMA 3 Alpha if Mumble 1.2.4-rc1-8-gb115a29 (beta) is running..

No longer seem to be having this issue.

May 9 2016, 9:46 PM · Arma 3
tOBdavian added a comment to T60479: Cannot start ARMA 3 Alpha if Mumble 1.2.4-rc1-8-gb115a29 (beta) is running..

Hence note in additional Information.

May 9 2016, 9:46 PM · Arma 3
tOBdavian added a comment to T60479: Cannot start ARMA 3 Alpha if Mumble 1.2.4-rc1-8-gb115a29 (beta) is running..

Additional Information uploaded.

May 9 2016, 9:46 PM · Arma 3
tOBdavian edited Steps To Reproduce on T60479: Cannot start ARMA 3 Alpha if Mumble 1.2.4-rc1-8-gb115a29 (beta) is running..
May 9 2016, 9:46 PM · Arma 3
tOBdavian added a comment to T60468: Hacked server?.

Here is the footage:
http://rapidshare.com/files/3617062828/Arma%203%20Alpha%20MP%20Hacks.wmv

May 9 2016, 9:45 PM · Arma 3
tOBdavian edited Steps To Reproduce on T60468: Hacked server?.
May 9 2016, 9:45 PM · Arma 3
tOBdavian added a comment to T60427: AI Helicopter will not land near enemy..

setCaptive true; would not work for me but I will retest and advise. my issue is slightly different where I just want to follow waypoints at speed under fire. The core issue though is under fire I believe.

May 9 2016, 9:44 PM · Arma 3
tOBdavian added a comment to T60427: AI Helicopter will not land near enemy..

I cant even get my chopper to fly past enemy, I have spent hours on this. If tried (together and in combinations):
chopper1 setSkill ["spotDistance", 0];
chopper1 setSkill ["spotTime", 0];
chopper1 setSkill ["courage", 1];
chopper1 disableAI "FSM";
chopper1 allowFleeing 0;
chopper1 setCombatMode "BLUE";
chopper1 setCaptive true;

It just doesn't work, very frustrating.

May 9 2016, 9:44 PM · Arma 3
tOBdavian added a comment to T60025: No female soldiers models available.

From http://theconversation.edu.au/women-in-australias-military-on-the-frontline-of-the-gender-war-3711
"the acceptance that some women have the capability to fight alongside men is progress toward equality."

My firm belief however is that ARMA 3 is a simulator and should therefore simulate the current reality.

May 9 2016, 7:29 PM · Arma 3
tOBdavian added a comment to T59862: Takes too long to run out of air.

Voted up and believe this should be looked at. However keep in mind that (some) soldiers are trained to be able to hold their breath for long periods of time.

May 9 2016, 7:16 PM · Arma 3
tOBdavian added a comment to T59788: Recoil way to high.

@squishall Great feedback!!! You forgot Rambo though ;p

Tell me, are safety switches used at all IRL?

May 9 2016, 7:13 PM · Arma 3
tOBdavian added a comment to T59788: Recoil way to high.

Simply, the recoil should match that of reality, end of story.

May 9 2016, 7:13 PM · Arma 3
tOBdavian added a comment to T59637: Dedicated buttons for adjusting the stance up/down instead of a modifier button (CTRL).

CTRL + Mouse wheel or Space + Mouse wheel or the like would work very smoothly, great idea!

May 9 2016, 7:06 PM · Arma 3
tOBdavian added a comment to T59292: Game crash when loading into multiplayer map.

Just Wasteland I believe.

May 9 2016, 6:50 PM · Arma 3
tOBdavian added a comment to T59292: Game crash when loading into multiplayer map.

This now appears to have been an issue with early builds of Wasteland. No longer occurring.

May 9 2016, 6:50 PM · Arma 3
tOBdavian edited Steps To Reproduce on T59292: Game crash when loading into multiplayer map.
May 9 2016, 6:50 PM · Arma 3
tOBdavian added a comment to T58966: Insane recoil on weapons.

This is from user squishall in 0001421 and I would hate to see this sort of feedback left out.

He writes:
As a 25yr. Infantryman with a good 10 of those years as a Rifle Company shooting instructor I can confidently say that the current modelling of muzzle rise (notice I didn't say recoil) in Arma 3 is wrong. By the way, it is also poorly done in Arma2 ACE.

Note that I have not fired any of the A3 weapons myself in real life.

We need to assume that the variables that go into shooting any firearm are equal across the board for each soldier in game. These variables are such things as strength, eyesight, training, experience, fitness, etc.

Calibre of round makes very little difference in muzzle rise because (in simple terms) the weapon itself is designed to compensate for the increased power as the calibre goes up. Things such as barrell weight, receiver operating mechanism, position of furniture (forestock, pistol grip, etc.), and many others.

In the prone position, wth a rifle, firing single rounds, and holding the weapon properly (which we assume is being done by the game soldier) the weapon will rise straight up and come back down into the same sight picture. The muzzle does not go up and to the right and stay there as it currently does in game. The amount of rise is of little significance in this case; however, I would cut it in half of what it currently is.

In the kneeling position unsupported, single round, the muzzle will rise and move slightly to the right but then it will come back down into, relatively, the same sight picture. Once again, in game it is too drastic and needs to be lessened in terms of how much it moves horizontally as well as vertically.

In the standing position unsupported, single rounds, the current model is not far off. I could live with it; however, the muzzle will come back down into a very loose ( may be off to the right and a little high) original sight picture.

I am not even going to talk about firing a rifle in automatic mode as, even in the prone position, hitting anything greater than 50 metres away is difficult at best. In fact we rarely if ever trained to fire from greater than 25 or 50 metres distance. At that range you need to aim at the lower left (in sitting, kneeling and standing position) of a man size target to have any chance of more than the first round making contact. Automatic fire is an option on modern rifles to be used in house clearing or short range firefights (such as counter-ambush) where amount of lead down range is more important for suppression than accuracy.

In regard to LMGs, MMGs, and the like, with bipod being used, and firing from the prone position the weapon comes straight back and does not rise in any significant way. The sight picture vibrates for obvious reasons but that is all. I also must add that firing one of these MGs from anything but the prone position or supported in other positions is a waste of ammo. Only Arnie Swartzeneggar (?) could possible hold one of these up for any period of time while firing auto to be of any use.

May 9 2016, 4:11 PM · Arma 3
tOBdavian added a comment to T58793: Implement a visual stance indicator.

Completely agree. I find myself switching to 3PV to check my stance a lot.

May 9 2016, 3:31 PM · Arma 3
tOBdavian added a comment to T58653: Mumble and Steam overlay doesn't work at the same time. Mumble, Steam or Arma 3 issue?.

I have this problem on Windows 8 for all games, updated to the beta release which resolved, still no overlay in ARMA 3 though. You are correct.

May 9 2016, 3:24 PM · Arma 3