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ospx01
REGULAR
4Issues
2Score

    21 days ago

  • ospx01commented on [AREXP-364](edited)
    21 days ago

    uhh, is that so? ok, than it's my bad and not an bug 😕 mea culpa - i will try.

    Actually to be honest i wanted to place them as a warning at areas where indeed no mines are 🙂 - litteraly as false flags to prevent enemies from entering some areas

  • 22 days ago

  • ospx01commented on [AREXP-324]
    22 days ago

    Merely to supplement and confirm the behavior mentioned:

    In a new session, I can switch between the default groups exactly once. Further switches aren't possible. After that, I can't create a new group either. I’m essentially stuck in that one group—no matter what I try to do to get out of it.

    As long as I haven't switched from the initial group, I can—as usual—create a new group and join it. However, if I die and respawn, the newly created group is automatically deleted; I end up in the "reserves" group and get stuck there, too—meaning I can't leave or switch out of that group either.

    However - i got the hint from HERO in discord, that navigating in group menu with keyboard works as expected - and it does.

  • ospx01commented on [AREXP-332]
    22 days ago

    just checked it... if i deny administrator rights when starting arma reforger experimental at start of the game, everything works as expected. so - sorry- there isn't a problem but launching arma reforger with administrator rights in windows. 😕

    Maybee marke it as solved instead of wasting time in investigating the issue

  • 27 days ago

  • ospx01commented on [AREXP-332](edited)
    27 days ago

    After reconsidering the potential sources of the different behavior of the versions, I suspect it might simply be due to the fact that the experimental version apparently launches and runs with administrator privileges, whereas the current stable version—like Gremlin too—launches and runs under the standard Windows user account. If my suspiccion is true, actually there is no need to do anything or something to fix beside the fact, that it would be convinient to circumvent the issue in the experimental version -while this is not realy necessry for the experimental brunch as long as it works in the following stable version as it is.

    I made a small but crucial typo in the previous comment. : "In the current stable version the game does not recognizes..." Should be: " In the current stable version the game does recognize ..." (not not 🙂 )

  • 28 days ago

  • ospx01commented on [ARGF-175](edited)
    28 days ago

    I know, this is just the feedback tracker.

    My workaround for this silly bug is to use another arsenal close to the command truck (with the help of the other asenal, supplies in vehicles around are recognized propperly by the deployed command truck ). for instance: If you first place an arsenal truck (or medical van), then an transpot truck and finaly[!] the command truck all supplies (in the command truck, in the transport truck and in the arsenal truck) are recognized and taken into account. However, the other trucks will despawn just like the supplies you drop from the command truck. To circumvent the other vehicles from despawning, i use an NPC / AI- guy, which i order to the passenger seat (you have to sit at the driver seat while ordering him to go in the vehicle). you even can open a new group for this npc passenger and when he is sitting in the vehicle just leave the group since his soley task is to prevent the vehicle from despawning)

    In this combination(arsenal truck, medic van, supply truck), i build something like an full fledged FOB at strategical, important key positions, which is not shown in enemy maps.

  • about 1 month ago

  • ospx01commented on [ARGF-192]
    about 1 month ago

    often i can solve the problem by changing the vest but i got this bug also (seldom) on vehicles( especially when some items are stored in large numbers - like 96 magazins stored in a truck). In this case, changing the vehicle also solves the problem.

  • ospx01commented on [ARGF-196](edited)
    about 1 month ago

    while I'm a heavy user of the vanilla version (some thousend hours) i never get this bug. This leads me to the assumption this might be a bug of some mod (like "WCS_Interface 7.0.3 614D1A3874A23AD9" or some xxx_core mod)

    I'm also a little bit confused by the mismatch of the versions between RHS Content Pack(s)[0.15.5069] and RHS Status Quo [0.15.5072]

  • ospx01commented on [ARGF-179]
    about 1 month ago

    At least, I can confirm the bug (for BTR) but I'm also not able to reproduce it ( random occurenc). It happend randomly / by accident - and not always but frequentl also in the BTR to me. The only solution for me was to respawn( which is anoying if there are no supplies in the vehicle and you need too much time from the respawn point to reach the vehicle in time [especially as FIA player]).

  • about 2 months ago

  • ospx01commented on [ARGF-183]
    about 2 months ago

    True and a silly behavior of the game. While i confirm the error, there is a bad workaround for assigning fragmentation grenades back to the quick slot 4. just open the inventary and delete smoke grenade from slot 4 so that your quick slot 4 is empty. close the inventary and reopen it. Now you can put the fragmentation grenade in the slot 4. However this is a bad and silly workaround which takes time and the ability to react propperly. The bug as such should be removed as soon as possible.

  • 3 months ago

  • ospx01commented on [ARGF-59](edited)
    3 months ago

    yes, agreed, there is a problem with this helicopters while i wouldn't restrict it to helipads. the same problem you will encounter at small landing zones surrounded by trees or masts and other objects. the heli keeps moving while nobody is in it and brakes are on. There a perfect landed and allready parked helicopter even brakes later.

  • ospx01commented on [ARGF-36]
    3 months ago

    I don't agree. I’ve been playing the FIA ​​faction quite intensively over the last few days. In none of the many matches did I find any reason to use the gear found in those (not realy) "hidden" crates—especially since they are usually located in completely remote, uninteresting spots that are sometimes inaccessible to vehicles.

    It seems far more practical and convenient to simply find a remote or abandoned enemy base and stock up from its arsenal, or to take out one or two of the enemy NPCs guarding the area to get hold of some gear.

    Driving, enemy AI logistics units are also excellent targets for gearing up, as they barely put up a fight when attacked.

  • 3 months ago

  • ospx01commented on [ARGF-36]
    3 months ago

    i think, it's a nice ' chellenge' to search and translate the coordinates from the peace of paper to the map. However, seems like there are not that much different randomized spawnpoints for the crates - so, who often plays, will quickly know, where the potential FIA crates are. Additionaly some of the crates are even hard to reach with cars for resuppling (i.e. Everon/west of Regina) not to mention resuppling with helicopters is close to impossible but actually don't need to be).

    So I see less a problem with marks in the map instead of the shopping list but see an issue with the ammount of randomized spawn points for this crates.