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May 10 2016

AD2001 added a comment to T72457: Faster reload in the tank (bug).

Duplicate of #0013990.

May 10 2016, 6:13 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72458: M2A1 main gun depression too little, firing from defilade near impossible.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72458: M2A1 main gun depression too little, firing from defilade near impossible: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72456: Various issues with "PutDown" animation: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72457: Faster reload in the tank (bug): Arma 3.
May 10 2016, 6:13 AM · Arma 3
InstaGoat added a comment to T72455: Gunner rangefinder font/shadow obscure and often Ineligible.

Checked ingame again and I still have no clue wether that's 600 or 800 meters. Checking the map, it's apparently 600~.

Doesn't anybody at BI test these details after implementing them? :(

May 10 2016, 6:13 AM · Arma 3
JindraCZ edited Steps To Reproduce on T72457: Faster reload in the tank (bug).
May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72456: Various issues with "PutDown" animation.
May 10 2016, 6:13 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T72456: Various issues with "PutDown" animation.
May 10 2016, 6:13 AM · Arma 3
samogon added a comment to T72454: NVS and TWS sights doesn't have cqb holo/backup iron sight..

But they should.Even irons like on SOS,but they should be.Almost all advanced(Not 80th years tech) sights have backup sights.This is for realism sake.
As I said - Nightstalker have backup iron.NVS doesn't.But this is almost same models.About TWS,well imagene like that.
http://upload.wikimedia.org/wikipedia/commons/2/23/FELIN-openphotonet_PICT6047.jpg

May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72455: Gunner rangefinder font/shadow obscure and often Ineligible.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72455: Gunner rangefinder font/shadow obscure and often Ineligible: Arma 3.
May 10 2016, 6:13 AM · Arma 3
InstaGoat edited Steps To Reproduce on T72455: Gunner rangefinder font/shadow obscure and often Ineligible.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72454: NVS and TWS sights doesn't have cqb holo/backup iron sight.: Arma 3.
May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72453: Units shoot units if they're not "really" from their side.

Confirmed, but I think it has to do something with the way the units are being spawned.

When placing an OPFOR soldier, and making him the group leader of a blufor rifle squad while setting his presence to 0 it's working just fine.

May 10 2016, 6:13 AM · Arma 3
Lunatico9 added a comment to T72454: NVS and TWS sights doesn't have cqb holo/backup iron sight..

^ Indeed, they are long range engagement optics, a CQB sight is not intended for them.

May 10 2016, 6:13 AM · Arma 3
samogon edited Steps To Reproduce on T72454: NVS and TWS sights doesn't have cqb holo/backup iron sight..
May 10 2016, 6:13 AM · Arma 3
AD2001 added a comment to T72454: NVS and TWS sights doesn't have cqb holo/backup iron sight..

And you didn't even consider it being intended?

May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72453: Units shoot units if they're not "really" from their side: Arma 3.
May 10 2016, 6:13 AM · Arma 3
MulleDK19 added a comment to T72453: Units shoot units if they're not "really" from their side.

Added video.

May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72453: Units shoot units if they're not "really" from their side.
May 10 2016, 6:13 AM · Arma 3
MulleDK19 edited Steps To Reproduce on T72453: Units shoot units if they're not "really" from their side.
May 10 2016, 6:13 AM · Arma 3
TutSi added a comment to T72452: AI heli not following waypoint.

I have problem with that also, how long must be the distance betwen waypoints? Isnt this little odd? Behavior of heli varies if its type, so i need to put some specific behavior? For example on modded MI-24 (assault chopper) what behavior i need to put? I dont remember this in arma 2.....

May 10 2016, 6:13 AM · Arma 3
Fluit added a comment to T72452: AI heli not following waypoint.

Same problem with vehicle "O_Heli_Attack_02_F" spawned with BIS_fnc_spawnVehicle on Altis.

I spawn the helicopter out in the ocean so players don't see it spawn.
Way points are set on every town on the map in a random order.
setWaypointBehaviour SAFE
setWaypointType MOVE
setWaypointSpeed NORMAL
Heli flies to the first way point and keeps circling around it forever.
This seems to be happening when way points are more than 3000 meters apart but it's very inconsistent.

This bug report is already 2 years old, is there any word of when this will be fixed?

May 10 2016, 6:13 AM · Arma 3
TutSi added a comment to T72452: AI heli not following waypoint.

God... just saw that "2 year old" and i lost hope it will be fixed. BTW heli is reacting very strange for enemy infantry, its almost impossible if you are infantry to get attention of enemy heli, 2 mags is barely enough. About waypoints - heli is circling around first waypoint (as Fluit sayed) and most often crashing on trees (chernarus)..... What a joy from gameplay, wow! I almost shit myself ......

May 10 2016, 6:13 AM · Arma 3
oukej added a comment to T72452: AI heli not following waypoint.

Hey! Thanks for the report. I was able to reproduce the issue.

The helicopter correctly reaches the first waypoint but refuses to proceed to another. Note - the waypoints need to be far enough from each other and the behavior varies by the type of helicopter

May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72452: AI heli not following waypoint.
May 10 2016, 6:13 AM · Arma 3
Scrocco88 added a comment to T72452: AI heli not following waypoint.

have you tried setting altitude when placing the object in the editor?

May 10 2016, 6:13 AM · Arma 3
MulleDK19 added a comment to T72452: AI heli not following waypoint.

Unable to reproduce. They move just fine.

Keep in mind that units won't move until their reach their flyInHeight altitude.

May 10 2016, 6:13 AM · Arma 3
Scrocco88 edited Steps To Reproduce on T72452: AI heli not following waypoint.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72452: AI heli not following waypoint: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Fireball added a comment to T72451: Menu has issues.

I think you should take it to the forums: http://forums.bistudio.com - this seems to be a support issue, not a game defect.

May 10 2016, 6:13 AM · Arma 3
chose added a comment to T72450: CAS bombing run dont work. error '(_this |#|getvarialble "BIS_SUPP_ammoType") != "" '.

Fixed, should appear on dev branch soon.

May 10 2016, 6:13 AM · Arma 3
Fireball added a comment to T72450: CAS bombing run dont work. error '(_this |#|getvarialble "BIS_SUPP_ammoType") != "" '.

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 6:13 AM · Arma 3
Snowjack edited Steps To Reproduce on T72451: Menu has issues.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72451: Menu has issues: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Mucksh edited Steps To Reproduce on T72450: CAS bombing run dont work. error '(_this |#|getvarialble "BIS_SUPP_ammoType") != "" '.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72450: CAS bombing run dont work. error '(_this |#|getvarialble "BIS_SUPP_ammoType") != "" ': Arma 3.
May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72449: Ammo truck severely limit capacity for rearming A-143.
May 10 2016, 6:13 AM · Arma 3
SpectorSHC added a comment to T72449: Ammo truck severely limit capacity for rearming A-143.

Also, I have noticed that only the host can use the Ammo crates in mp missions, and they don't work at all in dedicated servers.

You also can not rearm a vehicle that spawns in completely empty (which i find strange).

+1 for 1 full resupply per truck, ability to see its empty, and AT LEAST make the vehicles crates rearm the trucks!

The fuel trucks are good, they Refuel 1 and a half Slammers.

The Repair Trucks have TOO much inertia! (HMETT version) It acts like an air vehicle when it hits 15kph, tugging left or right while driving.

May 10 2016, 6:13 AM · Arma 3
Thx1164 edited Steps To Reproduce on T72449: Ammo truck severely limit capacity for rearming A-143.
May 10 2016, 6:13 AM · Arma 3
oukej added a comment to T72448: AI is unable to climb on solar tower.

This has been already fixed. Thank you for helping us make the game better!

May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72449: Ammo truck severely limit capacity for rearming A-143: Arma 3.
May 10 2016, 6:13 AM · Arma 3
413X added a comment to T72448: AI is unable to climb on solar tower.

The issue is still valid. I tried this yesterday when I wanted to place snipers up there, but they just glitched out near the ladder on the 2nd floor (after climbing 1 ladder).

May 10 2016, 6:13 AM · Arma 3
Fireball added a comment to T72448: AI is unable to climb on solar tower.

Grumpy, I think not my question is the key now, but the one of oukej.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72448: AI is unable to climb on solar tower.

I tried to get a squadmember to climb up the tower before posting my previous comment. It never showed the building positions, so I guess it's still valid. ;)
Uploaded a few pictures, as you can see there's no position indicator showing up, not even when I try to get a better line of sight to the tower.
See that the position indicator is showing up just fine on the last pic using a different building.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72448: AI is unable to climb on solar tower.

Uploaded a picture.
It's pretty obvious.
It's a tower, and it has "SOLAR" written all over it.
What other building could possibly fit the description "Solar Tower"?

May 10 2016, 6:13 AM · Arma 3
Killzone_Kid added a comment to T72448: AI is unable to climb on solar tower.

related: http://feedback.arma3.com/view.php?id=17526

May 10 2016, 6:13 AM · Arma 3
oukej added a comment to T72448: AI is unable to climb on solar tower.

Is this still valid? I was able to make the AI climb up and take the position on the top of the tower.

May 10 2016, 6:13 AM · Arma 3
Fireball added a comment to T72448: AI is unable to climb on solar tower.

Can we please get a coordinate and optional a screenshot of the tower?

May 10 2016, 6:13 AM · Arma 3
AD2001 added a comment to T72448: AI is unable to climb on solar tower.

Solar tower?

May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72448: AI is unable to climb on solar tower: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Mucksh edited Steps To Reproduce on T72448: AI is unable to climb on solar tower.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72447: Some minor details are missing that could be game changing.: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Sunpawz edited Steps To Reproduce on T72447: Some minor details are missing that could be game changing..
May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72446: Suggestion - add different types of missiles/rockets for the MLRS.
May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72446: Suggestion - add different types of missiles/rockets for the MLRS.

Got my vote on that one.
The MLRS should have a wider variety of rockets to choose from.

May 10 2016, 6:13 AM · Arma 3
da12thMonkey added a comment to T72446: Suggestion - add different types of missiles/rockets for the MLRS.

IMO they should at least have a DPICM/Cluster-munition version of the rockets since the majority of munitions developed for the real-world MLRS were DPICM munitions (M26, M30(GMLRS), most warheads for the MGM-140 ATACMS and IIRC SAGE 227 were all DPICM).

In the past, the UK, France and Germany used to have AT2 rockets to deploy AT mines, but stopped using them due to various landmine and cluster munition conventions (which I know Arma 3 doesn't adhere to, hence we have 155mm DPICM and mine munitions), so they are also a realistic option for the Sandstorm.

Unitary munitions (single warhead HE) like the one used on the Sandstorm are actually a fairly recent addition to MLRS' arsenal; only becoming a mainstay with the introduction of the M31 GPS guided rocket. Nowadays this is the only munition used by the UK's MLRS (and I think Germany too) because of the previously mentioned conventions on cluster munitions.

The US had an XM29 SADARM munition as well.

May 10 2016, 6:13 AM · Arma 3
nmdanny edited Steps To Reproduce on T72446: Suggestion - add different types of missiles/rockets for the MLRS.
May 10 2016, 6:13 AM · Arma 3
prykpryk added a comment to T72445: Hold RMB should not zoom in new scopes like nightstalker..

It is zoomed to 5x by default but when holding breath it zooms to 25x as well. You can still zoom in by + and -.

May 10 2016, 6:13 AM · Arma 3
GrumpyOldMan added a comment to T72445: Hold RMB should not zoom in new scopes like nightstalker..

Just use a seperate keybinding for zoom temporary (view)/hold breath (weapons).
This is not the scopes fault.
Downvoted.

May 10 2016, 6:13 AM · Arma 3
AD2001 added a comment to T72445: Hold RMB should not zoom in new scopes like nightstalker..

Is the Nightstalker a zoomed scope or a non-zoomed sight?

May 10 2016, 6:13 AM · Arma 3
AD2001 added a comment to T72445: Hold RMB should not zoom in new scopes like nightstalker..

Just checked it, it's really annoying.
/upvoted

May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72446: Suggestion - add different types of missiles/rockets for the MLRS: Arma 3.
May 10 2016, 6:13 AM · Arma 3
prykpryk edited Steps To Reproduce on T72445: Hold RMB should not zoom in new scopes like nightstalker..
May 10 2016, 6:13 AM · Arma 3
izaiak added a comment to T72444: Flap angles do not correlate with real physics.

Flaps Speed Behaviour


Zero 190 kmh On the ground still.
One 207 kmh Feeling a little light but still on the ground
Two 235 kmh Flying.

You can't use those speeds. Stage zero at 235 km/H you will also be flying ...

@Thx1164 : Thank for your tests. If you need to perform further test i've everything to pilot, so i could help you if you want.

May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72445: Hold RMB should not zoom in new scopes like nightstalker.: Arma 3.
May 10 2016, 6:13 AM · Arma 3
dovafox added a comment to T72445: Hold RMB should not zoom in new scopes like nightstalker..

Eh...?

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

IMO they need to implement a generalized flight physics system that applies to all aircraft. That system would calculate aircraft behaviour based on the aircraft's physical model in-game, and other inputs like wind speed and direction.

I think X-Plane does it like that.

May 10 2016, 6:13 AM · Arma 3
DarkSideSixOfficial added a comment to T72444: Flap angles do not correlate with real physics.

What they need to do is look up the physics of all the aircraft they implement in the game, and go off of that. Structuring flight models from their real life counterparts, is something that BI SERIOUSLY needs to look into. This way, it creates the balanced and polished feel of what the game needs. You get my vote on this one. +1.

May 10 2016, 6:13 AM · Arma 3
RushHour added a comment to T72444: Flap angles do not correlate with real physics.

That´s friction coefficient you are talking about. But no, the effect is the same up in the air as well.

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

Now that I've tried it, i think the whole flight model is flawed in Arma 3...ignoring the fact that a drone can fly at mach one... :/

May 10 2016, 6:13 AM · Arma 3
RushHour added a comment to T72444: Flap angles do not correlate with real physics.

No problem, we are only human ;)

The great thing about this is that it should be an easy fix i think.

May 10 2016, 6:13 AM · Arma 3
Bohemia added a comment to T72444: Flap angles do not correlate with real physics.

maybe the gear touching the road, make more drag, and more lift, make the gears touch less making less drag... maybe? I don't know in reality how it work

May 10 2016, 6:13 AM · Arma 3
Thx1164 added a comment to T72444: Flap angles do not correlate with real physics.

"Also it shouldnt be possible to lower flaps at more than, say 300kph." At some speed it should probably rip the flaps/wing off but none of that damage modelling or weight changes (weapons firing) is modeled in ARMA it seems which to me is not surprising. Infantry game...

I decided to look into it more so I talked less in generalities.

Stall speeds from the Albatross data sheet though there may be variants...
Clean: 195 kmh
1 Stage: 176 kmh
2 Stage: 165 kmh

These should be at max takeoff weight.

Doing a test flight I get these numbers:
Clean: 155 kmh
1 Stage: 155 kmh
2 Stage: 162 kmh

I'm using a mouse so it was a bit hard to get completely accurate numbers but I pretty confident that there is something amiss.

I did like how squirly it was near stall. A lot like my plane. I would like a good snap roll on stall but not even flight sims manage that well :-(

As for should it able to take off on full flaps. Depends on whether the engine can overcome the high induced drag AND ground friction long enough to get airborne. I can't find anything that says anything about it.

As to automatic flap reduction. Some modern jets have them but this isn't a modern jet. It is a cheap ancient thing used by underfunded factions!

As to "higher angles should reduce ground/air speeds not increase them". Absolutely true in flight. Bit of a warning sign that one :-)

May 10 2016, 6:13 AM · Arma 3
prykpryk added a comment to T72444: Flap angles do not correlate with real physics.

Actually L-39 Albatros has automatic flaps retraction :D

May 10 2016, 6:13 AM · Arma 3
ProGamer added a comment to T72444: Flap angles do not correlate with real physics.

Is this realistic of the real life version of this aircraft?

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

@RushHour yes i think you're right, sorry :)

Though, i remember playing a flight sim (F/A-18 Korea) where i could takeoff with max flap angle as well...though i went through the game's training videos and manual, i think max flap angle is indeed used only for landing, as it's not mentioned anywhere else.

But other points here are undoubtedly valid, higher angles should reduce ground/air speeds not increase them.

To add to what prykpryk's said in the end, usually aircraft automatically retract flaps and gear beyond a certain speed.

May 10 2016, 6:13 AM · Arma 3
RushHour added a comment to T72444: Flap angles do not correlate with real physics.

It´s fundamental physics this so it´s not so much about the aircraft itself.

May 10 2016, 6:13 AM · Arma 3
RushHour added a comment to T72444: Flap angles do not correlate with real physics.

"That's absolutely incorrect. You need flaps for both takeoff and landing. Lift and drag are proportional to the angle of the flaps, and as i mentioned before, higher flap "angle of attack" allows greater lift at lower airspeeds, allowing you to takeoff sooner."

No you are miss-understanding the point.
The most extreme flap angle is only used for landing, not for take off.

It´s there for landing, not taking off. Medium flap angle is for taking off.

You are absolutely right that it´s proportional, but you are completely disregarding that drag will overpower the lift because the drag will inhibit the plane to reach enough velocity to take off.
IT´s the same with F1 cars where eventually the downforce becomes so much that drag will disallow the car to hit it´s top speed it´s geared for.

Imagine a graph, vertical is lift, horizontal is speed.
The line can´t split itself so you need to choose what you want, with maximum flaps you go up the graph, with lowest you go horizontal.
Middle is a perfect ratio of taking off while maintaining enough speed to actually lift off the ground.

May 10 2016, 6:13 AM · Arma 3
RushHour added a comment to T72444: Flap angles do not correlate with real physics.

Yea that´s another thing, when in flight, changing flap settings has no effect on drag at all.
In fact i think i registered some increase in speed with the most extreme setting.

Should be easy to just switch it around and maybe make the most extreme setting more powerful so it actually starts to slow the plane down while in flight.

Speed is solely controlled through X and Z right now.

May 10 2016, 6:13 AM · Arma 3
prykpryk added a comment to T72444: Flap angles do not correlate with real physics.

Confirmed, flaps physics need a lot of work. Stall speed should be significantly lower for high flaps settings. Also there should be more drag when using flaps but not so much.
0 flaps - normal stall speed, normal drag
1 flaps - lower (maybe 20-30kmh) stall speed, higher drag
2 flaps - landing stall speed (maybe 150-180kmh), most drag allowing to slow down plane quickly.
Also it shouldnt be possible to lower flaps at more than, say 300kph.

May 10 2016, 6:13 AM · Arma 3
SuicideKing added a comment to T72444: Flap angles do not correlate with real physics.

Um if i'm not wrong, during takeoff, both lift and drag are pretty significant, but only when the flaps are deployed.

However, i believe that with flags deployed, you should be able to takeoff at a lower airspeed than without them, as they generate more lift at lower airspeeds.

I just read your ticket again,
"Then in regards to lift i don´t think the plane should take off at all with highest flap angle because drag will overpower the lift being generated."

That's absolutely incorrect. You need flaps for both takeoff and landing. Lift and drag are proportional to the angle of the flaps, and as i mentioned before, higher flap "angle of attack" allows greater lift at lower airspeeds, allowing you to takeoff sooner.

May 10 2016, 6:13 AM · Arma 3
Fisgas added a comment to T72444: Flap angles do not correlate with real physics.

Just the plane in general, the way it feels and handles in the air seems exactly the same as it was in.ArmA 2. I would dare to say that the physics engine isn't affecting the plane's performance im the slightest, same with helicopters.

May 10 2016, 6:13 AM · Arma 3
MadDogX added a comment to T72443: Missing Vehicles?.
  1. Police vehicles are in (scripted variant of civ vehicles).
  2. There is no such thing as an MH-9000.
  3. The forum is for asking questions. The tracker is not.
May 10 2016, 6:13 AM · Arma 3
RushHour edited Steps To Reproduce on T72444: Flap angles do not correlate with real physics.
May 10 2016, 6:13 AM · Arma 3
Thx1164 added a comment to T72444: Flap angles do not correlate with real physics.

From my testing.

Try just accelerating down the runway and note speed at end of runway.

Flaps Speed Behaviour


Zero 190 kmh On the ground still.
One 207 kmh Feeling a little light but still on the ground
Two 235 kmh Flying.

That actually looks ok to me.
With zero flaps it should stay on the ground due to the symmetric airfoil
With one flap it it light due to a mslla amount of lift. Being in ground effect and the wheels not dragging as much we could expect a bit more airspeed.
With two flaps. Assuming the jet has the thrust to counter the induced drag it would take off.

So. Could it not be that at full flap the aircraft getting "light" due to lift then into ground effect helps it accelerate to where it takes off? The flaps don't seem particularly large to induce massive drag.

I will say I expect that kind of behavior from one stage of flaps and stage two would probably be too draggy for takeoff and used for approach only but that is based on my own plane. I don't own one of these jets!

I can't say I see any effect on stall speed in flight though.

May 10 2016, 6:13 AM · Arma 3
Bohemia updated subscribers of T72444: Flap angles do not correlate with real physics.
May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72444: Flap angles do not correlate with real physics: Arma 3.
May 10 2016, 6:13 AM · Arma 3
Automatic edited Steps To Reproduce on T72443: Missing Vehicles?.
May 10 2016, 6:13 AM · Arma 3
AD2001 added a comment to T72443: Missing Vehicles?.

There aren't going to be any police vehicles.

What the hell is an MH-9000?

May 10 2016, 6:13 AM · Arma 3
distractor2004 added a comment to T72442: Camp Maxwell appears on the Editors pause menu.

It seems to be replacing the Team Switch function too. Before Camp Maxwell showed up, I could switch to another playable unit if I died, now I can't seem to do that. After some experimenting I discovered that the "Camp Maxwell" option is overlapping the "Team Switch" option. If you run the editor with two or more playable units, and then you die, you can hit tab to select the "Team Switch" option hidden behind the "Camp Maxwell" option. I guess BIS needs to add an extra "\br" to the menu code.

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

It's known issue.

May 10 2016, 6:13 AM · Arma 3
Bohemia added a project to T72443: Missing Vehicles?: Arma 3.
May 10 2016, 6:13 AM · Arma 3
MadDogX added a comment to T72442: Camp Maxwell appears on the Editors pause menu.

Fixed in release version.

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

Same thing here.

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

camp maxwell is the showcase camp where the first E3 took place.

i have no fucking idea why is that a buttom in the editor..... it makes no sense at all, unless they want to make it an easy-to-find preset mission that you load up to watch all the showcases

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

Still there after the last Dev Update (9 SEP)

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

In my case its not only in editor but also on singleplayer.

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

It also ends the mission however each time you click it, leading you to the debrief.

Also, I believe you can find Statistics on your map under the Statistics button.

May 10 2016, 6:13 AM · Arma 3