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Electricleash

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Posts posted by Electricleash


  1. 8 hours ago, chortles said:

    I imagine that you mean this due to the implementation of IR sensors?

    Pretty much. Reduced heat signature when in a 'Hull Down' position. Also more difficult for human (and AI?) infantry to detect a switched off vehicle by sound. Easier to hide the armour in foliage from infantry for example.

    46 minutes ago, razazel said:

    Could you please create an FT ticket and PM me the link or PM me the crash report files via PM here directly? Thanks :)

    On it! :)

     

    Edit: PM sent

    • Like 1

  2. Quote

    Tweaked: Turning main turrets of armored vehicles no longer starts the engine

     

    Small change with potentially significant gameplay changes, when considering concealed armour targets and Anti Air. Nice!

     

    • Getting an exception error crash when starting the Blackfoot engine.
    • Getting Missing Texture and error on the CSAT (Pacific) UAV (Fenghuang) in the Editor.
    • Like 1

  3. I feel like I need to give a little bump to the below issue:

     

    Full Ghillie (Jungle) [CSAT] Colours and NATO Sniper Wrong LOD

     

    I setup feedback tickets back in August, and seeing as 'House Keeping' on bugs is currently on-going, the issues It could do with a looksee.

    The CSAT Jungle sniper is essentially useless in it's current state.

    Noticed these issues appear to be fixed in current Dev, not sure if it made it into 1.66.

    Many thanks!


  4. Hi there

     

    Now that the art dept seem to be getting back to business after what I imagine was some well earned R&R.

    There's a bunch of texture related fixes that could go for a fix.

     

    For starts; a fix for the 'glowing' Full Ghillie (Jungle) [CSAT] (right of image) would be great.

    Most apparent under jungle canopy shadow.

     

    Matching it's NATO counterpart (left of image) even as a temporary measure would go some way to making it usable.

     

    In it's current state though it is just not usable.

     

    Feedback: T120071

     

     

    3nzsOmrc.jpg

     

    In addition

    There is also a serious LOD change on the Full Ghillie (Jungle) [NATO] that at ~12m (cam moving away) and at ~16m (cam moving towards) the trousers turns bright sand:

     

    Feedback: T120072

     

    6orXXxMh.jpg

     

    Under ~10m or above ~17m it returns to a dark colour:

     

    EalxQ9bn.jpg

     

    On a side note:

    The sniper weapons could go for a bit of darkening as they stand out a mile away in most situations, especially in the jungle.

    • Like 2

  5. Hi there

     

    There's an ongoing frustration I currently have with the launcher (One of the very few I might add) and that is it's Steam Workshop mod page links not taking me to a mods workshop page in the actual Steam app.

     

    oJzaB61r.jpg

     

    Instead it opens up the Steam workshop page in my browser, which I am very rarely/never signed in to.

    It's annoying and unintuitive having to either sign in again in my browser or manually search for the mod within the steam, which essentially make the link in the screen shot above redundant.

     

    I would like to be able to direct Steam Workshop links to open in the Steam browser rather than Firefox/Chrome/etc.

     

    Is this possible? There seem to be no options available to have this happen in launcher options.

     

    Thanks

    E

     

    • Like 3

  6. Are the new Tanoa green sandbags/bagfence supposed to be a cyan green when viewing from a distance

     

    snip...

     

    Looks really out of place being such a cyan colour

    I've been meaning to put a feedback ticket on this for a while.

     

    The LOD's are all over the place currently, changing in colour and flickering back and forth. Also changing the height of the viewing camera position causes a flicker.

    Difficult to illustrate without a video though, which I'm not set up to do.

    E


  7. I am going to go out for some days and I want to carry my laptop with ARMA3. The problem is Tanoa is going to come when I am out so I will need to update several gb... If I update now to devbranch, later when releasing the final Tanoa, I will need to download all the gb again? Is there anyway to avoid that?

     

    thanks.

    Move to the RC branch before you leave: Steam branch access code: Arma3Update162RC

    Then theoretically once the full release arrives on Monday, it should be a much smaller download.


  8. End Game Moddergat has an audio bug at the beginning of the mission, that seems to disable all ambient audio a few seconds after the radio message: "Advance and setup FOB, Broadway out."

    It doesn't occur in the other End Game mission so suspect it's a mission related issue.

    Tested on on LAN hosting, just myself in-game.

    Reproduce - always.


  9. While there are animations for medic related actions, the animation issue in this case is problematic due to the fact that the animation would need to be started and stopped every time someone presses and lets go of the revive button.

    and...you know... the ARMA 3 animation system... much like Kanye West, simply doesn't like to be interrupted...

    • Like 2

  10. Also confirming the two points above; DC and reverse volume change for the crickets, though from testing just now I note some cases where the cricket event is playing correctly...

     

    I've noticed with throwables such as grenades that the Throw event for grenades rather that the Detonation event is what triggers the shooting volume controller.

     

    Grenades should be detonation triggered.

    Chemlights, should maybe silence sounds in a defined area around them? or have no effect on surrounding audio.

    Smoke Grenades, similar to Chemlights, in that they silence sounds in their area for the duration that they are active.

     

    Placeables (Mines/Explosives) are also incorrectly triggering the volume controller during the Place event rather than the detonate event.

     

    Edit: Couple of other observations:

    • Throwing a throw-able from a FFV position plays the ground impact sound at the point of throw.
    • The stack of breeze blocks/concrete Blocks seem to play the new rubble ruin sounds, are they classed as a ruin?
    • In EDEN you can hear gulls underwater.

     

    With the new rubble sounds, I think rather than having them play randomly in a position in the ruin, instead have them play related to a player brushing a wall or piece of the geometry (like passing through bushes).

    The sound as it is now seems like more of an 'impact' sound induced by player knocking something over rather than the natural decay of architecture, which you'd be unlikely to hear.

     

    Love what the sound dept. has going on though!! B)

    E


  11. It would be great to eventually see an FFV position for the passenger seat of the Jet-ski (Water scooter).

     

    As it is now it merely serves as a 'water taxi', which is fine, however the inclusion of said FFV would open up some interesting scenarios, and give the jet ski some form of attack/defensibility.

     

    Mechanically: Firing over the drivers shoulder when FFV is active, then have the turn out action wheel the passenger around in his seat to fire to the rear.

     

    Some black/camo versions would be great also.

     

    E

    • Like 4

  12. Would like to see a solution to this ticket. From a lying position, automatically puts you back on your feet. It's so rare on Altis, and so often the Tanoa. Silly changes the position where you want to hide its presence.

    https://feedback.bistudio.com/T118468

    I suspect a google translate issue, but I'm struggling to get the idea of what your trying to explain.

    Sounds like an issue with character models standing up if they are on a steep slope... but from your feedback ticket I can't work out what night has anything to do with that.

    Maybe a video or pictures would help?


  13. Managed to find reliable reproducers for recently introduced movement bugs:

    • when crouching from a standing stance with lowered weapon, the weapon is automatically raised
    • when crouching from a standing stance with raised weapon while turning around (using mouse), the weapon is lowered
    The latter is especially annoying when you suddenly realize the enemy is behind you, so you crouch and turn, only to lower the weapon and get killed.Neither happens during movement, only when stationary, and occurs only when holding a main weapon.

    Add to this Moving back and to the side when prone forces the character to adjust to a crouch. Not good under fire!

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