Never mind. Wind does whatever it wants.
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I provided video evidence of cheaters last year, but my ticket was not even commented on. Unfortunately, because of dupers, there is no point in building anything at all, I built a lot of walls, but copying explosives gives them the ability to destroy any wall in 5 minutes. There is no point in even hiding boxes for storing loot, because when someone runs past, microlags happen (FPS drops) and the person understands that loot is hidden nearby, and easily finds it. cheaters used to live closer to the north and if you dont go to military bases, you could find an interesting adventure. now cheaters started building near coast, especially places with water and police stations. I know a lot of people who are now rare guests in the game because of this.
after a few hours, I haven't had a jump scare of the wind going from 20 to 0, or 0 to 20.
Been testing with the settings above for little over the past hour. Wind speed was aprox the max (reduced to only 16 on the server) And gradually reduced over time without any harsh cuts from max to 0
I haven't tested yet... but Is THIS whats wrong? Cause this is whats documented Here https://community.bistudio.com/wiki/DayZ:Weather_Configuration?useskin=darkvector
Great idea
But isn't it right there? Just not middle of your screen.
Yesterday
Like this mod
Relates to T66212
Relates to T180825
Relates to T180825
Relates to T180825
Relates to T187294
The new system has its drawbacks, but it's better than the current one, where you have to dig up a base, and sometimes even that doesn't help - that is, the radio mechanics are less predictable.
Relates to T179390
Relates to T172843
This also happens with mounted MG emplacements such as M2, NSV, etc and was introduced in previous exp build (1.3.0.52?)
US tanker helmet sits too high on the characters head and clips through the hatches of the LAV-25..
This problem is not specific to the IP29 scope but to all PIP scopes in the game, and is especially noticeable in the ART-II scope. One way to compare the LOD's is to alternate between the PIP scope and the binoculars. If the picture that makes the scope magnify displayed the same way 2D scopes work the problem would be resolved.
The current weapon restrictions are just too harsh, it would be better if they were adjusted downward by 1 or 2 levels, if possible I would like to introduce a troop system to limit the available weaponry if possible it would be better if it was an optional for the server to freely choose whether to turn it on or not
Relates to T177072
Second point relates to T188793
Duplicate of T176698
It seems that some of the ideas from here have already been implemented in one way or another.
Partially related to T182860
In 1.3 this problem will be mostly fixed
I like this idea!
Demonstration of problem.
Entering the area/layer and exiting restores the layer but with the same slot every time.
Have been asking for this forever. In some cases, if the server session is the same and rejoin, it does have your loadout. I see it all the time so the ability is there. At some points it just stops working. Just save loadouts on the client or private server side already. Stop trying to reinvent the wheel.
Yes, it would be cool to set up several sets of equipment once in the main menu, in a separate section, and then select them in the game.
Relates to T182098
But if the game crashes (which it does a lot atm) you lose your loadout and have to manually setup your kit all over again.
Well was 6 hours later still there
This seems to occur when you exit "Play" mode in the WB. Unfortunately I can't test fully due to the workshop being down, and unable to upload to it.
@Geez please help. please..
This is a modded server, though I have also seen this in the official servers also:
Hello, it is broad issue caused by recent changes in our infrastructure as it was announced on official Twitter X account https://x.com/ArmaPlatform/status/1889721127624385000 and Discord.
Sat, Feb 15
This is still an issue in CSLA 1.2, and also affects the new static turrets added in that update.
Sorry, you've misunderstood what this is about. I'm not talking about additional sights on the optic itself.
When pulling the gun into your hands it doesn't make a sound if you have empty hands or if it's inside your backpack.
Seriously, please answer if this is the case for anyone else because it seems like no one cares, how do I know if I'm doing something wrong, it's not mentioned here, but it's exactly the same for me on the exp version only
I tried using built in dualsense mic as well as a headset (hyperx cloud), both don’t work in arma reforger but do work in other games and mic settings.
I think this should be made with some advanced rendering, not with usual depth of field. There should be some transparency for part of 3d model of the gun (for both eyes aiming maybe) + some blurriness. Never saw games having something like on the picture
. Maybe only in older games where 2d sprite is used for sight.- when trying add new collumn which name already exist workbench crash
Can be this fix added to 1.27 as well ? There is alread lot of hidden selection fixes, but this is missing. @Geez
this is an engine (tidesystem) problem that we're trying to solve. We use "engine" water (sea) and currently boats float only when there is low tide - low water level.
more information about this issue can be found here on FT in this ticket: https://feedback.bistudio.com/T146448
reflex sight/collimators don't have an alternative view above the sights