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wallside
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User Since
Apr 13 2013, 3:15 AM (306 w, 13 h)

Recent Activity

Apr 17 2018

wallside updated the task description for T128207: Crash upon opening map.
Apr 17 2018, 11:55 PM
wallside created T128207: Crash upon opening map.
Apr 17 2018, 11:54 PM

Sep 29 2016

wallside added a comment to T118769: Concrete Curb missing vehicle hitbox.

This issue is fixed in 1.64

Sep 29 2016, 3:52 AM · Arma 3

Jul 13 2016

wallside added a comment to T119267: Apex campaign episode 01 Keystone: Objective New York not completing.

Was playing solo. I did not respawn prior to the incident. I approached New York from SW.
The last radio message I got was about civilians present in the AO iirc.

Jul 13 2016, 9:57 PM · Arma 3

Jul 12 2016

wallside added a comment to T119267: Apex campaign episode 01 Keystone: Objective New York not completing.

Game version: 1.62.137494

Jul 12 2016, 7:25 PM · Arma 3
wallside created T119267: Apex campaign episode 01 Keystone: Objective New York not completing.
Jul 12 2016, 1:47 AM · Arma 3

Jul 7 2016

wallside added a comment to T118988: Vegetation textures flashing light blue.

I can confirm updating the video drivers to Radeon Crimson 16.3.2 apparently fixed the issue for me.

Jul 7 2016, 2:32 AM · Arma 3

Jul 4 2016

wallside added a comment to T118988: Vegetation textures flashing light blue.

Actually I would prefer the LOD blending to simply work on all cards (unless it's a driver bug that Bohemia has no control of).

Jul 4 2016, 12:20 AM · Arma 3

Jul 1 2016

wallside updated the task description for T118988: Vegetation textures flashing light blue.
Jul 1 2016, 11:16 PM · Arma 3
wallside created T118988: Vegetation textures flashing light blue.
Jul 1 2016, 11:15 PM · Arma 3

Jun 26 2016

wallside added a comment to T59045: Ocean floor is clearly visible from just beneath the water surface..

Has been fixed recently.

Jun 26 2016, 6:45 AM · Arma 3
wallside added a comment to T75193: Automatic guidance gun ZSU-39 and IFV-6a.

Has been added recently.

Jun 26 2016, 6:40 AM · Arma 3
wallside added a comment to T118715: Normal Soldiers cant wear Stealthbalaclava.

This affects all types of facewear but only for player units. See also https://forums.bistudio.com/topic/188759-facewear-wont-initialize-when-using-arsenal/

Jun 26 2016, 6:31 AM · Arma 3
wallside added a comment to T118701: Tire Graphic Glitch.

Can confirm. These strange shadows are sometimes even visible through walls.

Jun 26 2016, 6:15 AM · Arma 3
wallside created T118769: Concrete Curb missing vehicle hitbox.
Jun 26 2016, 5:56 AM · Arma 3

Jun 21 2016

wallside added a comment to T117935: Ramps VTOL Transport.

+1. Apparently a load-in animation is too difficult, but at least the "Load vehicle" action should only be available when the ramp is open.

Jun 21 2016, 1:30 AM · Arma 3

Jun 15 2016

wallside created T117889: Y-32 Xi'an artificial horizon nonfunctional.
Jun 15 2016, 12:10 AM · Arma 3

Jun 14 2016

wallside created T117885: Tanoa: Missing Pipe.
Jun 14 2016, 11:14 PM · Arma 3
wallside added a comment to T117815: Suggestion: Ctrl+F to choose barrel to fire (eg on Type 115).

This is basically the same issue as with underslung grenade launchers.

Jun 14 2016, 3:23 AM · Arma 3

Jun 13 2016

wallside created T117773: Switch to toggle underwater visibility.
Jun 13 2016, 7:13 PM · Arma 3

May 10 2016

wallside edited Steps To Reproduce on T79058: [Bugtracker] Attachments inaccessible.
May 10 2016, 9:08 AM · Arma 3
wallside added a comment to T78085: Fatique is unrealistic.

Creating a ticket about 10+ different issues, most of them being highly subjective, is not going to accomplish anything.

May 10 2016, 8:42 AM · Arma 3
wallside added a comment to T76726: Diver teams are able to use hand grenades underwater.

Possible duplicate of http://feedback.arma3.com/view.php?id=16515

May 10 2016, 8:07 AM · Arma 3
wallside added a comment to T76552: M4 Scorcher and 2S9 Sochor AT Mine Cluster rounds fire AP mines.

Duplicate: http://feedback.arma3.com/view.php?id=18193

May 10 2016, 8:03 AM · Arma 3
wallside added a comment to T76470: PAPI lights not working.

As of 1.26 they seem to be actually working but are far too dim so they can only be seen from close up at night.

May 10 2016, 8:01 AM · Arma 3
wallside edited Steps To Reproduce on T76470: PAPI lights not working.
May 10 2016, 8:01 AM · Arma 3
wallside added a comment to T76470: PAPI lights not working.

Just to clarify: They were working in earlier versions (because Iceman tagged this as feature request)

May 10 2016, 8:01 AM · Arma 3
wallside added a comment to T74978: Strange civilian vehicle models..

Upvoted. Related: http://feedback.arma3.com/view.php?id=13835

May 10 2016, 7:24 AM · Arma 3
wallside added a comment to T74874: Enemy Diver AI throwing Grenades underwater.

Confirmed (1.08). I think this bug was introduced in one of the recent updates.

May 10 2016, 7:22 AM · Arma 3
wallside added a comment to T74874: Enemy Diver AI throwing Grenades underwater.

@Fireball This would be realistic but also plain suicide as you should not be able to throw an explosive more than a few meters, whereas the lethal radius is actually larger than on land.

May 10 2016, 7:22 AM · Arma 3
wallside added a comment to T74794: Accessing inventory while in a vehicle.

If the current implementation "makes you unhappy" what changes would you propose instead if you disagree with my suggestion?

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

@stonestriker
While I very much sympathize with your ideas of a better vehicle inventory I consider them quite unlikely to be added to vanilla Arma3.
Therefore I still prefer my proposal over the current system which is rather annoying than realistic.

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

In my eyes the current implementation is not more realistic as the one I proposed.
I cannot even access my own vest while sitting on the driver seat.

A realistic implementation would have to differentiate where exactly what type of cargo is stored in each vehicle, which is undoubtedly out of scope.

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

@AD2001 How does having a monitor mounted in front of you affect your ability to access the luggage?

May 10 2016, 7:20 AM · Arma 3
wallside edited Steps To Reproduce on T74794: Accessing inventory while in a vehicle.
May 10 2016, 7:20 AM · Arma 3
wallside added a comment to T74329: When aircraft crash at high velocity they just bump into the ground and burst onto flames....

Duplicate of http://feedback.arma3.com/view.php?id=12633

May 10 2016, 7:09 AM · Arma 3
wallside added a comment to T73964: Add ambient civilians..

http://feedback.arma3.com/view.php?id=11032

May 10 2016, 6:55 AM · Arma 3
wallside added a comment to T73671: Name (and the german translation) of the "M_Titan_AP" is wrong.

In any case it's a bug, but it has already been reported: http://feedback.arma3.com/view.php?id=12799

May 10 2016, 6:49 AM · Arma 3
wallside added a comment to T73631: ambientAnim: GUARD removes rifle.

Still present in 1.04.
Issue occurs regardless of the value of the "equipment" parameter.

May 10 2016, 6:47 AM · Arma 3
wallside edited Steps To Reproduce on T73631: ambientAnim: GUARD removes rifle.
May 10 2016, 6:47 AM · Arma 3
wallside added a comment to T73579: Mouse steering in vehichles - spesifically helicopters..

You have enabled "vehicle freelook" in the settings.

May 10 2016, 6:45 AM · Arma 3
wallside added a comment to T73564: Engine and physical objects.

The exact same principle depicted by FeralCircus applies to ironsights as well.

Not sure if you are trolling or just fail to make your point...

May 10 2016, 6:45 AM · Arma 3
wallside added a comment to T73550: New Unit formation NATO: Infantry + Tank Team.

You know you can just team up units as you like?

May 10 2016, 6:44 AM · Arma 3
wallside added a comment to T73489: nearestObjects / nearObjects faulty class filter.

For everyone suffering from this issue as well, this is my (ugly) current workaround. Note that the array _nonexisting_classes is only an example and still needs to be extended.

-------------

/**
Will return an array of all objects within area of a given class.
This will also find "pseudo-objects" stripped of their class for performance reasons.

Arguments:
0 center of area
1 classname of objects to find
2 radius of area to search in
*/

_center = _this select 0;
_class = _this select 1;
_radius = _this select 2;

//these are classnames which are stripped from pre-placed map objects for some performance reasons:
_nonexisting_classes = [
["Land_Net_Fence_8m_F", "net_fence_8m_f.p3d"],
["Land_Net_FenceD_8m_F", "net_fenced_8m_f.p3d"]
];

_replacement_name = [_nonexisting_classes, _class] call BIS_fnc_getFromPairs;

_result = [];

if(isNil "_replacement_name") then
{
_result = nearestObjects [_center, [_class], _radius];
}
else
{
{

		_name = ([str _x, " "] call BIS_fnc_splitString) select 1;

		if(_name == _replacement_name) then
		{
			_result = _result + [_x];
		};

} forEach nearestObjects [_center, [], _radius];
};

_result;

I would like to hear any proposals of better solutions.

May 10 2016, 6:43 AM · Arma 3
wallside added a comment to T73489: nearestObjects / nearObjects faulty class filter.

@micovery "1 meter is not enough to detect a Land_HBarrier_1_F, even if you are standing next to it. The distance between the player (feet), and the center of the H-Barrier, is about 1.3 meters." The 1m are not relative to the player but to the game logic object and the unfiltered output proves that 1m is enough in this case.

@SaMatra
I also cannot setPos other pre-placed objects which _are_ properly matched by the classname filter.

So if BI thinks this is really necessary for performance sake I would like to ask how I can filter the unfiltered list myself to get all objects sharing a certain p3d file.

May 10 2016, 6:43 AM · Arma 3
wallside edited Steps To Reproduce on T73489: nearestObjects / nearObjects faulty class filter.
May 10 2016, 6:43 AM · Arma 3
wallside added a comment to T73440: Compass stucks on "15" degree on Self propelled artillery.

related http://feedback.arma3.com/view.php?id=0014345

May 10 2016, 6:42 AM · Arma 3
wallside added a comment to T73418: Gunship optics no longer available to player as gunner..

Can not reproduce anymore in 1.20.

May 10 2016, 6:41 AM · Arma 3
wallside added a comment to T73349: Walls dont have Parent.

They apparently do not only have no parent but no class themselves at all anymore, making them pretty unusable for any kind of scripting as far as I can see.
Related: http://feedback.arma3.com/view.php?id=15130

May 10 2016, 6:38 AM · Arma 3
wallside added a comment to T73319: Small bunker + Static HMG = death.

Can still reproduce in 1.14

May 10 2016, 6:38 AM · Arma 3
wallside edited Steps To Reproduce on T73319: Small bunker + Static HMG = death.
May 10 2016, 6:38 AM · Arma 3
wallside edited Steps To Reproduce on T73318: == please delete ==.
May 10 2016, 6:38 AM · Arma 3
wallside added a comment to T73316: Self propelled artillery vehicles can fly!.

duplicate http://feedback.arma3.com/view.php?id=14929

May 10 2016, 6:38 AM · Arma 3
wallside added a comment to T73300: Underslung grenade count.

Still present in 1.12

May 10 2016, 6:37 AM · Arma 3
wallside edited Steps To Reproduce on T73300: Underslung grenade count.
May 10 2016, 6:37 AM · Arma 3
wallside added a comment to T73169: M4 Scorcher gunner cannot see heading.

related http://feedback.arma3.com/view.php?id=13304

May 10 2016, 6:31 AM · Arma 3
wallside added a comment to T73140: nearestBuilding freezes the game.

duplicate http://feedback.arma3.com/view.php?id=13719

May 10 2016, 6:30 AM · Arma 3
wallside edited Steps To Reproduce on T73126: Zamak Repair has wrong classname.
May 10 2016, 6:30 AM · Arma 3
wallside edited Steps To Reproduce on T73081: AI can't use most runways.
May 10 2016, 6:29 AM · Arma 3
wallside added a comment to T73058: Always zoomed m2 on offroad (armed).

duplicate http://feedback.arma3.com/view.php?id=14213

May 10 2016, 6:28 AM · Arma 3
wallside edited Steps To Reproduce on T73044: Small ammo crate symbols 90° turned.
May 10 2016, 6:28 AM · Arma 3
wallside added a comment to T73016: Can't move ZSU-39 Tigris TC periscope.

duplicate http://feedback.arma3.com/view.php?id=13902

May 10 2016, 6:27 AM · Arma 3
wallside edited Steps To Reproduce on T72707: Steam Workshop tags.
May 10 2016, 6:19 AM · Arma 3
wallside added a comment to T72682: Add "BRIEFING" to the AmbientAnimCombat Function.

Why are not all animations supported by BIS_fnc_ambientAnimCombat? Are they missing transitions?

May 10 2016, 6:19 AM · Arma 3
wallside added a comment to T72623: M2A1/ Merkava tank needs a comander gun.

Kind of fixed with the new M2A4 UP variant.

May 10 2016, 6:17 AM · Arma 3
wallside added a comment to T72614: addMagazine command does not work in specific situation.

I think adding extra commands like "addMagazineToPrimaryWeapon" would be the best solution as it provides maximal flexibility and does not break existing content.

May 10 2016, 6:17 AM · Arma 3
wallside added a comment to T72566: Servers and missions need the option to force sound level slider.

You cannot enforce the sound level of speakers/headphones so enforcing ingame sound levels is futile.

May 10 2016, 6:16 AM · Arma 3
wallside added a comment to T72566: Servers and missions need the option to force sound level slider.

OK, so you mean the ratio between the different ingame sound levels.

May 10 2016, 6:16 AM · Arma 3
wallside added a comment to T72561: Add gunner-seat compass to SDV when aiming the periscope..

duplicate http://feedback.arma3.com/view.php?id=12399

May 10 2016, 6:16 AM · Arma 3
wallside added a comment to T72553: NO AMSL on the HUD.

Might be fixed: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2702718&viewfull=1#post2702718

May 10 2016, 6:16 AM · Arma 3
wallside added a comment to T72553: NO AMSL on the HUD.

@MulleDK19 You might. But others reading this ticket might not.

May 10 2016, 6:16 AM · Arma 3
wallside added a comment to T72553: NO AMSL on the HUD.

AMSL = Above sea level

May 10 2016, 6:16 AM · Arma 3
wallside added a comment to T72549: Resolved: AA autocannon need some kind of guidance..

At least some markings so you can estimate distances.

May 10 2016, 6:15 AM · Arma 3
wallside added a comment to T72534: Please make salt flats of Altis behave like paved road (vehicle speed bonus).

Even if it's completely dry and hard as you say, it will not be nearly as smooth as asphalt.
Looked for some pictures in the summer:

https://ssl.panoramio.com/photo/58336648
http://www.schmittdoes.com/wp-content/uploads/2012/06/IMG_9697-1024x768.jpg
https://ssl.panoramio.com/photo/24995081

May 10 2016, 6:15 AM · Arma 3
wallside added a comment to T72529: AT Mine Cluster artillery projectile actually fires anti-personal mines.

duplicate http://feedback.arma3.com/view.php?id=13900

May 10 2016, 6:15 AM · Arma 3
wallside added a comment to T72520: AFV-4 gorgon is filled with BLUFOR gear.

Confirmed for 1.02

May 10 2016, 6:15 AM · Arma 3
wallside added a comment to T72519: Riochet simulation of bullets.

It does.

May 10 2016, 6:15 AM · Arma 3
wallside added a comment to T72467: Strange "Return to Camp Maxwell" button in latest dev branch.

Duplicate of http://feedback.arma3.com/view.php?id=14083

May 10 2016, 6:14 AM · Arma 3
wallside added a comment to T72458: M2A1 main gun depression too little, firing from defilade near impossible.

I think this is still present in 1.06.
Should be easily fixable.

May 10 2016, 6:13 AM · Arma 3
wallside added a comment to T72442: Camp Maxwell appears on the Editors pause menu.

confirmed

May 10 2016, 6:13 AM · Arma 3
wallside added a comment to T72437: H-barrier Watchtower, not working.

Duplicate http://feedback.arma3.com/view.php?id=13658

May 10 2016, 6:13 AM · Arma 3
wallside added a comment to T72435: Make the independent FIA placeable in the editor again. (scope=public).

@jtgibson

Where does the scope end? …

You are missing the crucial fact that, in contrast to your example, the independent FIA units already exist in the game, they are just deliberately hidden from the editor.

May 10 2016, 6:13 AM · Arma 3
wallside added a comment to T72402: Incorrect flare count.

Still present in 1.12

May 10 2016, 6:12 AM · Arma 3
wallside edited Steps To Reproduce on T72402: Incorrect flare count.
May 10 2016, 6:12 AM · Arma 3
wallside edited Steps To Reproduce on T72395: [duplicate] Greyhawk CAS keeps bombs after drop.
May 10 2016, 6:11 AM · Arma 3
wallside edited Steps To Reproduce on T72394: PDM-7 floating.
May 10 2016, 6:11 AM · Arma 3
wallside added a comment to T72394: PDM-7 floating.

Still present in 1.12
Same applies to "Naval mine (bottom)"

"Naval mine (moored)" is floating at the surface, while about 1m below would be appropriate.

May 10 2016, 6:11 AM · Arma 3
wallside added a comment to T72392: Need the ability to connect back to your UAV which is in the Air.

Can not reproduce 0.77.109799.
Open UAV Terminal, right click flying Greyhawk, click "Connect to UAV".

May 10 2016, 6:11 AM · Arma 3
wallside edited Steps To Reproduce on T72315: AI lying in towers/buildings till doomsday.
May 10 2016, 6:09 AM · Arma 3
wallside added a comment to T72276: T-100 doesn't have a coaxial MG..

"The Merkava has passenger seats."
You know the existence of passenger seats is technically independent of the existence of an additional MG?

War is not fair. The faction's equipment is not supposed to exactly match each other. You might have noticed, the maps are not symmetrically either (as they are in some PVP-Egoshooters).
If you want a thrilling battle, give the weaker site an advantage in terrain, numbers or whatever. But don't try to make the individual units balanced to an assumed "counterpart". There is none.

May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72276: T-100 doesn't have a coaxial MG..

@AD2001
Well, in that case I'm all for removing those seats but still for adding a commander's MG.

May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72276: T-100 doesn't have a coaxial MG..

@AD2001 You have something like a reason for that?

May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72276: T-100 doesn't have a coaxial MG..

"M2A1 commander MG isn't nessesary,they already have 6 passanger seats."
This is not about balancing.

May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72276: T-100 doesn't have a coaxial MG..

Both MBTs seriously need a MG for both, gunner and commander.

May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72271: AI can't hit autonomous static weapons.

Still present in 1.10

May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72271: AI can't hit autonomous static weapons.

Still present in 1.00

May 10 2016, 6:08 AM · Arma 3
wallside edited Steps To Reproduce on T72271: AI can't hit autonomous static weapons.
May 10 2016, 6:08 AM · Arma 3
wallside added a comment to T72261: Tigris commander camera fixed.

Yes it very much does as the commander's position is completely worthless this way.
Also the Tigris's twin, the Cheetah does not have this problem.

On close examination the camera's attachment point also seems to be wrong, being around the driver's hatch instead of the turret.

May 10 2016, 6:08 AM · Arma 3
wallside edited Steps To Reproduce on T72261: Tigris commander camera fixed.
May 10 2016, 6:08 AM · Arma 3
wallside edited Steps To Reproduce on T72259: Artillery: AT Mine Cluster = Mine Cluster.
May 10 2016, 6:08 AM · Arma 3