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Sep 13 2013, 5:16 AM (548 w, 4 d)

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May 24 2022

the_Demongod added a comment to T165204: Not enough "eye zoom"! Cannot properly see distant enemies..

it's dumb and also ruins gameplay.
"add more zoom" is stupid and cringe.

May 24 2022, 9:37 PM · Arma Reforger
the_Demongod added a comment to T165204: Not enough "eye zoom"! Cannot properly see distant enemies..

The comments in that thread are not addressing the problem with sufficient nuance, and are conflating overall visibility with angular resolution. If soldiers are too visible at long range, the solution is to adjust the colors and shading of the units to better blend in with the surroundings, not to place an unrealistically low limit on the eye's resolving power under all conditions. In ideal conditions, a person wearing brightly-colored clothes can be readily spotted at over 1000 meters, especially at high altitude but even at sea level. Rather than make camouflaged people difficult to see, the current implementation makes everything more difficult to see, even if it really should be visible. See my reply to that thread for more details: https://www.reddit.com/r/arma/comments/uw730c/reforger_characters_are_nearsighted_they_need/i9rz585/

May 24 2022, 8:07 AM · Arma Reforger

May 10 2016

the_Demongod added a comment to T81252: Update sounds for helicopter gunship cannons.

No, you can't. Just because sound mods exist isn't an excuse for the vanilla sounds to be poor quality. I prefer the vanilla sounds over JSRS except for a few specific ones, and mods slow down the game.

May 10 2016, 10:24 AM · Arma 3
the_Demongod added a comment to T81252: Update sounds for helicopter gunship cannons.

That would be sweet as well. SPAAG are a force to be reckoned with, but they don't sound very good right now.

Ref: http://youtu.be/nYQ74qnTato?t=50s

http://youtu.be/4RaBEtb3LWw?t=50s

May 10 2016, 10:24 AM · Arma 3
the_Demongod edited Additional Information on T81252: Update sounds for helicopter gunship cannons.
May 10 2016, 10:24 AM · Arma 3
the_Demongod added a comment to T80712: [Feature request] Fast Roping.

Now that sling loading is confirmed, rope physics are in the works (I heard BI even got a 3rd party to help them with it), all we need now is a confirmation from BI that they'll implement this.

May 10 2016, 10:07 AM · Arma 3
the_Demongod added a comment to T80711: Easy way to significantly improve the clunky action menu.

If only there was a section of controls where you could select possible action menu events and map them to controls. Mapped actions would not show up in the menu, only perhaps in a secondary menu that shows available options (but cannot be interacted with).

May 10 2016, 10:05 AM · Arma 3
the_Demongod added a comment to T80697: Falling Darter Drones will Knock Down Trees.

Are you by chance using the A3MP mod?

I believe A3MP maps have issues with physics where any object affected by physics will knock down trees and walls.

May 10 2016, 10:01 AM · Arma 3
the_Demongod added a comment to T80436: The AI is not always informs commander about his own wound..

I think it would be better if as soon as one of them gets shot they shout "I'm hit!"

That's the way it'd be in real life (unless you were unconscious), and it would help the commander know what's going on.

May 10 2016, 9:53 AM · Arma 3
the_Demongod added a comment to T80282: Locking disabled for pawnee and hellcat in 1.36.
  1. It's now 2015. 20 years in the future is not going to see any revolutionary miniaturization of radar for light vehicles. Pulse-doppler radars don't detect ground targets, and millimeter-wave radar is too expensive and heavy to be put on anything besides heavy attack vehicles. Not even attack jets like the A-10 have it. Only the Apache and AH-1Z among a few others. The Merlin (Mohawk) can be equipped with a pulse-doppler radar, but that only works at sea where there's no ground interference, and can only detect aircraft and weather.
May 10 2016, 9:48 AM · Arma 3
the_Demongod added a comment to T80282: Locking disabled for pawnee and hellcat in 1.36.

They removed the radar of off these vehicles because they do not have them in real life. Definitely a design decision, and a step in the right direction imo.

May 10 2016, 9:48 AM · Arma 3
the_Demongod added a comment to T80260: Some objects become un-editable in Zeus after pressing 'End' key to destroy them.

Have noticed this as well. Extremely annoying.

May 10 2016, 9:47 AM · Arma 3
the_Demongod added a comment to T80221: A new mod for arma 3.

"Arma" means arms or weapons in Latin. The arma series is a military game and always will be, BI would never taint their 14 year old series by making it a GTA clone.

May 10 2016, 9:46 AM · Arma 3
the_Demongod added a comment to T80181: The throw of the mini-grenade has a very long range..

I think adding the ability to toss a grenade gently is a different issue. Maybe make a separate ticket for that issue? I would like to see this too.

May 10 2016, 9:45 AM · Arma 3
the_Demongod added a comment to T80181: The throw of the mini-grenade has a very long range..

"1. The large contrast in throwing distance the player is not capable of good will aim, and the end, this grenade flies too far from the target!"

Yeah I had this problem too when they first added them. I recommend just practicing a little bit and you'll get used to them. I should probably do it too because I still sometimes throw over the target. It just takes practice.

May 10 2016, 9:45 AM · Arma 3
the_Demongod added a comment to T80181: The throw of the mini-grenade has a very long range..

*Significantly* less, I might add. An RGO Grenade landing within 5m of you while you're standing up is going to result in your death. An RGN grenade will fuck you up good if it's close, but they don't have nearly the same amount of brute concussive force that RGOs dish out.

May 10 2016, 9:45 AM · Arma 3
the_Demongod added a comment to T80148: [Request] Make the "+ Mod and + Addon" buttons open the Steam Application instead of in Browser.

Great news, thank you!

May 10 2016, 9:44 AM · Arma 3
the_Demongod added a comment to T80148: [Request] Make the "+ Mod and + Addon" buttons open the Steam Application instead of in Browser.

Alright, well hopefully we'll see this as an option in the future.

Thanks for the reply! You can mark this as closed for now if you like.

May 10 2016, 9:44 AM · Arma 3
the_Demongod edited Steps To Reproduce on T80148: [Request] Make the "+ Mod and + Addon" buttons open the Steam Application instead of in Browser.
May 10 2016, 9:44 AM · Arma 3
the_Demongod added a comment to T80115: Better Performance.

This has been explained time and time again but I'll reiterate: multiplayer FPS relies on the server's fps, limiting the client fps. Please don't spam the feedback tracker.

May 10 2016, 9:43 AM · Arma 3
the_Demongod added a comment to T80089: Requesting bolt action functionality on a config level.

There is a general lack of character-weapon interaction when it comes to animations, hopefully we'll see this attended to for the Marksman DLC.

May 10 2016, 9:42 AM · Arma 3
the_Demongod added a comment to T79933: Anti-torque rotor pedels.

DCS does this. Seems like a good idea, it allows you to actually make small adjustments. You should also be able to configure the curve vs. time that occurs as you hold the key.

May 10 2016, 9:37 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79869: Increase the spread of 7.62 M134 miniguns.
May 10 2016, 9:35 AM · Arma 3
the_Demongod added a comment to T79867: Better simulation for a player of first person, inside any vehicle..

No, I think they do want good death simulation. I think they are just very busy.

The devs will eventually see this ticket and they'll consider the ideas and talk about it amongst themselves.

I know what you mean about jumping on the chair, it can be very scary as infantry but vehicles make it boring to die. Maybe for marksman DLC, getting shot while outside of a vehicle will be made better, but probably not for the vehicles. Maybe it will be one of the improvements they make for the Expansion pack?

May 10 2016, 9:35 AM · Arma 3
the_Demongod added a comment to T79867: Better simulation for a player of first person, inside any vehicle..

"Probably the effect is very weak"

Yes, it's very weak. I think it only happens when you get hit by an explosion but don't get injured. It's very strange, I think if you get hurt by the explosion it doesn't happen. Either way, it needs to be stronger. I guess it's supposed to just look like dirt on the goggles, because when you get dirt in your eyes it hurts and you blink automatically, meaning your eyes are closed.

May 10 2016, 9:35 AM · Arma 3
the_Demongod added a comment to T79867: Better simulation for a player of first person, inside any vehicle..

Yeah in fact I think the whole effect could be achieved by sound alone. Visuals would be nice too but simply deadening sound and such is probably best at conveying the desired effects.

We already have dust that kind of gets in your eyes if you're near an explosion, maybe we could see that effect made more intense if you're really near an explosion.

I think instead of bloody splatter on the screen, if they just improved the current reddening effect, making it darker and adding a distorting effect to your vision. Even if blood did get in your eyes you would see mainly darkness and maybe red glow (kind of like closing your eyes and shining a light at your face, but redder), I think that would be more realistic than making it look like droplets of blood.

Since you focus on car crashes and vehicle deaths and such, it would really help if they boosted the sound of getting killed by a missile. When your vehicle explodes, it's super quiet even though it should be exploding from the inside. I wish they would change this.

May 10 2016, 9:35 AM · Arma 3
the_Demongod added a comment to T79867: Better simulation for a player of first person, inside any vehicle..

I don't really think a bloody haze is appropriate for arma, it's pretty arcade-y and not very realistic. You don't usually get blood in your eyes when you get hurt.

I haven't had any injuries severe enough to really know what it should look like, although I once sustained an 8 foot fall onto pavement, my chest hit first. The only visual effects I really noticed were white splotches (like if you close your eyes and press your hands into them to make the 'stars' appear), besides that it was mainly physical sensations (feeling of paralysis and flooding feeling) and auditory (ringing ears, temporary partial deafness). Hopefully somebody who has had some sort of traumatic injury could add to this.

May 10 2016, 9:35 AM · Arma 3
the_Demongod added a comment to T79867: Better simulation for a player of first person, inside any vehicle..

A video posted to r/arma earlier: https://www.youtube.com/watch?v=kq0M398Y5bo&html5=1

Just an idea. A much nicer feeling/looking death and/or unconsciousness effect.

An improved medical system would make this a lot better, as sounds could fade out as you bled out. If you weren't helped in time you would simply bleed out and the sounds would fade out.

May 10 2016, 9:35 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79864: Zeus can spawn all players into DLC helicopters.
May 10 2016, 9:35 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79729: 155mm Laser Guided rounds behave like Guided ones.
May 10 2016, 9:31 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79648: Guided Artillery Shells have hit or miss performance when fired at groups of vehicles.
May 10 2016, 9:29 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79649: Ability to set HoF on cluster artillery rounds.
May 10 2016, 9:29 AM · Arma 3
the_Demongod added a comment to T79419: Restrict the carrying of large/ungainly weapons within certain vehicle seats.

Either that or simply do not allow the person to put the weapon in the slot (as if you were trying to put a rifle in the pistol slot). I think forcing them out is a little unreasonable.

May 10 2016, 9:21 AM · Arma 3
the_Demongod added a comment to T79419: Restrict the carrying of large/ungainly weapons within certain vehicle seats.

I'll update the "additional information" to more specifically describe what slots would get what

May 10 2016, 9:21 AM · Arma 3
the_Demongod added a comment to T79419: Restrict the carrying of large/ungainly weapons within certain vehicle seats.

This is the only problem with it, perhaps it would be a module configurable from mission to mission

May 10 2016, 9:21 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79419: Restrict the carrying of large/ungainly weapons within certain vehicle seats.
May 10 2016, 9:21 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79298: Armed Offroad's shell casings rendered underneath truck.
May 10 2016, 9:16 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79291: 155mm Artillery shell whistle is missing.
May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79287: AH-99 Blackfoot Attack Version.

It basically means that they are tracking your ticket, and they will pay attention to how it progresses in terms of updates to the rocket, comments, etc. It doesn't mean anything is promised though - it could mean, "hey, this sounds interesting, let's listen in and see how it develops," it could also mean "we see that you've written something but we don't want to make any promises that anything will happen."

May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79287: AH-99 Blackfoot Attack Version.

After further testing I have discovered that at longer ranges it does indeed take multiple rockets to kill, but it is still inexcusable for HEDP rockets to be killing heavy armor.

May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79287: AH-99 Blackfoot Attack Version.

Strange, I have had no trouble in killing the T-100 with a single DAGR. Perhaps the penetrative ability is affected by the range and angle of the shot? My tests were done from 100m away and at an altitude of 5m (resulting in a very flat slant, an almost direct shot into the rear of the tank). It was also against an empty tank, although that shouldn't matter. I will conduct further tests today and write back.

May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79287: AH-99 Blackfoot Attack Version.

@Shields, no they are not like rubber against tanks. And that's the whole issue.

The DAGR (Direct Attack Guided Rocket) is a system developed by Lockheed Martin. It is a low-cost, SALH (Semi Active Laser Homing) kit that converts a regular unguided 2.75"/70mm Hydra 70 rocket into a laser-guided munition.

This means that these missiles are no more powerful than a Hydra rocket can get. The M247 warhead for the Hydra 70 is a 4kg HEAT charge. A 3 inch HEAT round would most likely cripple an MRAP or do moderate damage to an APC. But in Arma 3, the DAGR has no trouble killing a full-blown MBT in one single round. This is a huge problem, because the AH-99 carries 24 of them. 24 is a lot of MBTs to be able to kill.

one half of these insanely overpowered HEAT hydras should be swapped for Flechette Anti-Tank rounds, which would airburst and cause damage over a small area instead of requiring a direct hit, and trade the other half for the DAGR variant of the typical M151 HEDP round.

EDIT: I've just learned that DAGRs only carry the M151 10lb HEDP warhead which makes this issue even more infuriating. Although it would not be unreasonable to see these alternate options for warheads in the near future.

May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79276: "MAPI Error, email not sent" when exporting to multiplayer missions.

Game updated properly. Confirmed fixed.

May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79276: "MAPI Error, email not sent" when exporting to multiplayer missions.

Hm, it still happens for me, has my game not yet updated yet? I have autoupdates on but I still get this issue. Where can I find my game version

May 10 2016, 9:15 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79276: "MAPI Error, email not sent" when exporting to multiplayer missions.
May 10 2016, 9:15 AM · Arma 3
the_Demongod added a comment to T79219: [Video] Muzzle exhaust smoke spawns offset from the muzzle when vehicle is moving.

It is an extremely fleeting effect, seen only when you are in the side of a fast moving vehicle. The smoke spawns to the side of the rifle closest to the front of the vehicle, meaning that it does not originate from the muzzle, but instead flies past your face.

I will try to upload a video tonight.

EDIT: Video link - https://www.youtube.com/watch?v=lE9iqsp1ylw

May 10 2016, 9:13 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79219: [Video] Muzzle exhaust smoke spawns offset from the muzzle when vehicle is moving.
May 10 2016, 9:13 AM · Arma 3
the_Demongod added a comment to T79218: Crosshair always to the left.

Fixed in latest dev branch update. Please mark as resolved.

May 10 2016, 9:13 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79218: Crosshair always to the left.
May 10 2016, 9:13 AM · Arma 3
the_Demongod added a comment to T79216: [FFV] Utilize Stance Adjust to Enhance Firing Position.

I did play the Hardline beta and I know what you mean
I suppose that could work, although I think it exposes the player a little too much and would also require more work-intensive animations to have them hoist themselves up through the window, but it could still work.

May 10 2016, 9:13 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79216: [FFV] Utilize Stance Adjust to Enhance Firing Position.
May 10 2016, 9:13 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79207: New helicopter samples play while not in flight.
May 10 2016, 9:13 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79208: Wind rushing sound while paradropping loops incorrectly.
May 10 2016, 9:13 AM · Arma 3
the_Demongod added a comment to T79149: Firing from Vehicles - Backblast Simulation.

That's a bit silly.

I mean, it is perfectly possible to fire a rocket launcher out of the back of a truck, you just need to watch your backblast.

May 10 2016, 9:11 AM · Arma 3
the_Demongod edited Steps To Reproduce on T79149: Firing from Vehicles - Backblast Simulation.
May 10 2016, 9:11 AM · Arma 3
the_Demongod added a comment to T78938: Most markers are unplaceable now.

Fixed in latest dev branch update. Please mark as resolved.

May 10 2016, 9:05 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78938: Most markers are unplaceable now.
May 10 2016, 9:05 AM · Arma 3
the_Demongod added a comment to T78884: Game crashes absolutely randomly. Sometimes 5 minutes in, sometimes 3 hours in. Happens multiple times daily..

First of all, make sure it's on your end. Does the game crash when playing the campaign or other scenarios?

Altis/Stratis life and Wasteland are notoriously unstable and laggy because they deal with very large amounts of equipment being randomly spawned around, and often have many people on them. Be sure to try validating the integrity of your Arma 3 cache in the game's steam properties.

Try uninstalling and reinstalling the game. When you uninstall, be sure to delete all files in your profile (documents) and root (Common/Arma3) to insure that all files are deleted. Then try reinstalling.

May 10 2016, 9:03 AM · Arma 3
the_Demongod added a comment to T78883: [Suggestion] import/export loadouts.

Why not just press the export button, paste the data to a document, and do this until all the loadouts are on a single document? then just send the document to your friend and he can import it manually

May 10 2016, 9:03 AM · Arma 3
the_Demongod added a comment to T78872: Exit without save.

An additional way to do this (controlled by the player) would be to add the option to hold a key (such as shift) while pressing the Abort button to quit without saving. That way if you are ending a mission because you are tired of it you can choose to not save, but if you are suspending a mission because you have to go do something else, etc. you could have the game save for you.

May 10 2016, 9:03 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78865: Remote controlled units have limited rate of fire.
May 10 2016, 9:03 AM · Arma 3
the_Demongod added a comment to T78863: Loadgame: Spawning at Grid 000000.

I suppose that could possibly be a similar issue, but I think they aren't really related.

May 10 2016, 9:02 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78863: Loadgame: Spawning at Grid 000000.
May 10 2016, 9:02 AM · Arma 3
the_Demongod added a comment to T78861: Tripwire mines is planted too close to your feet. Very high risk of blowing up in your face.

Please try this without any mods running. I was unable to reproduce your issue, in fact when I place a tripwire mine it has a timer which disables it until after ~10 seconds after it's been placed. I can run through the wire and nothing happens.

May 10 2016, 9:02 AM · Arma 3
the_Demongod added a comment to T78836: Rename Shrieker AP Rockets.

Who down voted this? This is still a relevant and rather important issue. The name of the weapon is extremely misleading and does not accurately describe its intended use.

May 10 2016, 9:01 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78836: Rename Shrieker AP Rockets.
May 10 2016, 9:01 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78801: Explosion sounds not occurring at long range.
May 10 2016, 9:00 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78756: OPFOR surviving large amounts of hits while running.
May 10 2016, 9:00 AM · Arma 3
the_Demongod added a comment to T78734: Strange Animation Glitch on RCO Scope in Offroad.

This is an issue that happens with lots of things when viewed in certain ways.

For instance, if you view a hard shell hanger through the window of another hard shell hanger, the whole other hanger will be this sky blue color.

It can also be seen when riding in the back of the Zamak (covered) - the windows in the back part show the back of the cabin, which appears this blue color.

May 10 2016, 8:59 AM · Arma 3
the_Demongod added a comment to T78726: Another skin for Rahim .

Yeah, BI has enough on their plates right now. I'm going to guess that this won't happen in a long time if ever.

May 10 2016, 8:59 AM · Arma 3
the_Demongod added a comment to T78726: Another skin for Rahim .

No, we're just saying that BI is struggling to implement even some of the most important of feature requests, and ignoring anything on the tracker (suggestions, requests, etc) that aren't bugs, so just don't be surprised if they don't get around to this soon.

Maybe a Dev will feel like devoting some spare hours to this, maybe not. It's just too hard to tell.

May 10 2016, 8:59 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78666: A-164 Has a harder time taking off from short/rough runways than other jets.
May 10 2016, 8:57 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78649: Better light control.
May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!.

Hmm, maybe 100% skill is the problem
I never use 100% skill because it makes the AI too powerful
they see you too well

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!.

well, 15 meters is very close

suppressors in real life do make the gun quieter, but they aren't magical. The sound of a suppressed gun is still very loud without subsonic ammunition (which isn't in the game right now).

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78647: Instead of the Sound Suppressor, we have a condom. Please fix this!.

I haven't experienced this problem, to be honest.

Yes, eventually the AI pinpoint my position, but single shots are never detected (unless taken at point blank range).

I placed myself 700m away above stratis airbase and put some AI below, and I was able to fire all 9 mags of my 7.62 Rahim and was never spotted. I tried again at ~250m, and they still didn't notice me after a whole mag. How fast are you firing your weapon?

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

They'd have their Orca, I guess. It's not anything like the Hellcat or Pawnee though. Hopefully they'll get a light helicopter in the helicopters DLC

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

haha thanks for the feedback man, I'll be sure to post it soon.

I'll also include the mock-ups of the GUIs that I made, those parts probably didn't make much sense just reading :P

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

yeah I've already got them all painted on my other computer, I'll be sure to include them in the post

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78641: RH-9 Kawosa variant of xH-9 series.

I agree, It would be great to have modular customization to create such a thing. Check out a forum-post-in-the-making I've written here: https://docs.google.com/document/d/1zC7mBNniNNiUsNRVyVJJTJ0bJBeRASjk_ne_acxrksA/edit?usp=sharing

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78640: [feature request] Usable equipment for the 'journalist' character....

+1, is a great idea actually. I doubt BI would do this, but maybe it would be something a few of the devs would do just as a hobby project (similar to karts). If it was just another $5.00 DLC with just a news photographer, field reporter, and cameraman with just a few props like a video camera, microphone, still camera, and maybe a notepad I would totally buy it.

May 10 2016, 8:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78639: Sound shifts from side to side while rolling in Jets.
May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78636: No rotor/motor sound when inside cockpit of Humming Bird and Mohawk.

Are you on dev build? I believe this is a confirmed bug for today's update

May 10 2016, 8:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78631: Dust/smoke particles do not seem to be affected by the shade/sun.
May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78628: Request: 'Engine On'/'Engine Off' key bindings.

Agreed. I've been waiting for the removal of collective-engine start for a long time, and we finally have it but we do need a keybind.

May 10 2016, 8:56 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78615: Please Bring Back Arma II's Semi CM Mode.
May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78612: Hellcats cannot lock on to vehicles or infantry..

Hellcat isn't supposed to lock anything.. How are you getting the pawnee to lock onto things?

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78612: Hellcats cannot lock on to vehicles or infantry..

Is the locking something unique to lower difficulties? that would explain why I can't do it

I understand your issue with the DAGRs, but is there no value in the config that your mod can change to enable locking?

May 10 2016, 8:56 AM · Arma 3
the_Demongod added a comment to T78600: Tripwire is realized useless.

We already have one, it's just that it's really hard to place so that the wire and mine go where you want them to.

May 10 2016, 8:55 AM · Arma 3
the_Demongod added a comment to T78600: Tripwire is realized useless.

a much needed feature. +1

May 10 2016, 8:55 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78593: [Feature Request] - Port Quadrotor's Follow distance to Fixed Wing UAVs.
May 10 2016, 8:55 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78588: Zeus - Remote controlling AI overrides RotorLib activation.
May 10 2016, 8:55 AM · Arma 3
the_Demongod added a comment to T78564: Mi-48 Kajman Wrong Cockpit.

Yes, it would be nice to have a new cockpit. But it isn't worthy of a ticket on the tracker, it's a longer term, low importance thing BI would handle whenever they had the spare time.

May 10 2016, 8:54 AM · Arma 3
the_Demongod added a comment to T78544: Titan compact TOP mod.

Yeah it might "work" but it's a shitty/unrealistic solution. The gimbal of a missile seeker head can't even traverse that far; the missile would not be able to acquire lock at all. Gimbal limits should be much narrower. We need real fire modes.

May 10 2016, 8:54 AM · Arma 3
the_Demongod added a comment to T78502: Helicopters too fragile/explode in odd circumstances..

I agree with Antjon, the helicopters are actually not that fragile, but roll the helicopter slightly and it instantly explodes.

Here is a video that shows what is *should* look like when the rotor get clipped: https://www.youtube.com/watch?v=v5aMT9MBfZI

May 10 2016, 8:53 AM · Arma 3
the_Demongod added a comment to T78487: Zeus - Moderator cannot use "Arsenal" module.

Thanks for the quick reply mate!

May 10 2016, 8:53 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78488: Zeus - Units rejecting items.
May 10 2016, 8:53 AM · Arma 3
the_Demongod edited Steps To Reproduce on T78487: Zeus - Moderator cannot use "Arsenal" module.
May 10 2016, 8:53 AM · Arma 3
the_Demongod added a comment to T78466: Bring select (new) helicopter features to Fixed Wings.

@Stuffedsheep that's interesting, I have yet to experiment much with wheel brakes. I tried to do a running landing like a plane and promptly exploded so I assumed that rolling wheels were still in the works. I'll go try that out!

May 10 2016, 8:52 AM · Arma 3
the_Demongod added a comment to T78466: Bring select (new) helicopter features to Fixed Wings.

Ahh, interesting. Thank you for the clarification (and quick response). I really do appreciate you guy's hard work in the tracker.

Cheers

May 10 2016, 8:52 AM · Arma 3