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May 10 2016

pops added a comment to T72636: Jumping Vehicles - VERY IMPORTANT.

Confirmed, this is not just a visual glitch, those jumping vehicles can hurt the player and/or kill him.

May 10 2016, 6:17 AM · Arma 3
pops added a comment to T72620: FPS Down from Mid 40s to Mid teens!.

I experienced the same, the first few days after Altis was released the performance was good. Especially switching to units further away was almost instantaneous, now it freezes the game for a few seconds until the area has fully loaded (depending on the view distance). Using UAVs and UGVs is really frustrating now.

May 10 2016, 6:17 AM · Arma 3
pops edited Steps To Reproduce on T72418: Another Physx.dll crash.
May 10 2016, 6:12 AM · Arma 3
pops added a comment to T72347: Church bells.

How about bells to every full hour? Even OFP (2001) had that and it added significantly to immersion.

May 10 2016, 6:10 AM · Arma 3
pops edited Steps To Reproduce on T72318: Game crash while using artillery computer and zoomed out far.
May 10 2016, 6:09 AM · Arma 3
pops added a comment to T72259: Artillery: AT Mine Cluster = Mine Cluster.

Priorities.

May 10 2016, 6:08 AM · Arma 3
pops added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

Today experienced heavy stuttering while flying around in the new jet, uploaded .rpt and DXDiag.

Edit: One thing I noticed in particular was, that at some point last week the game would freeze for a few seconds when you switched from one place to another, using autonomous vehicles for example. The higher your view distance the longer it freezes, because the game wants to load everything before it continues to run smoothly.

Using UAVs, UGVs and potentially team switch is a real pain now. Before the update that did this (I think: Thursday update 29.08.2013) the game would just continue running and load the missing objects while you looked at them, causing pop-ups but I take those over this stuttering.

May 10 2016, 6:05 AM · Arma 3
pops added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

Page file set to 8 GB, .rpt-file attached. Sorry, named my files wrong. :(

May 10 2016, 6:05 AM · Arma 3
pops added a comment to T72152: Stuttering on 64bit systems since build 109561 (32bit memory hotfix).

I will if I encounter the issue, it seems to have been related to the mission.

May 10 2016, 6:05 AM · Arma 3
pops added a comment to T72092: [Annoying bug] Helicopter gunner view zoom (since Arma 2).

Confirmed, happens in other vehicles too.

May 10 2016, 6:04 AM · Arma 3
pops added a comment to T71939: suggestion an Underwater base.

Then I suggest you change the ticket name and description to something more suitable. :) Underwater bases sound like Bioshock, but imagine the inside of a submarine, a Seawolf maybe, staging for an underwater insertion using the SDV.

May 10 2016, 5:59 AM · Arma 3
pops added a comment to T71939: suggestion an Underwater base.

I wouldn't ask for underwater bases, but for an "ocean cutter". Unless you can script this already somehow, then the ability to create a dry spot under the sea level would be a good addition.

May 10 2016, 5:59 AM · Arma 3
pops added a comment to T71904: Crashed at map screen in-mission.

I think I have encountered a related issue: http://feedback.arma3.com/view.php?id=13959

May 10 2016, 5:58 AM · Arma 3
pops added a comment to T71840: Thunder sound effect needs bass.

Maybe they can ask the DayZ devs to help out or carry some stuff over. Same goes for the rain which looks much better in DayZ.

May 10 2016, 5:57 AM · Arma 3
pops added a comment to T71685: Armored vehicles need a vector indicator like in ArmA 2.

So, we have it but it is broken atm. Shall we make a ticket for this or do the devs know? Known issues doesn't list it.

May 10 2016, 5:52 AM · Arma 3
pops edited Steps To Reproduce on T71604: Random game crash.
May 10 2016, 5:50 AM · Arma 3
pops edited Steps To Reproduce on T71576: AI continues firing salvo after a target has been eliminated [vehicles/infantry].
May 10 2016, 5:49 AM · Arma 3
pops added a comment to T71564: AI Buried on ground.

@AD2001
I think the issue you described is the result of the old "sink-in-the-ground"-grass simulation and the reduced terrain geometry at longer distances.

Two things that are hopefully high up on the to-do-list of the devs.

May 10 2016, 5:49 AM · Arma 3
pops added a comment to T71546: Vehicles should not explode from small arms fire..

Agreed, this instant kill detonation has to go. However I'm pretty sure there was already a ticket for this.

May 10 2016, 5:48 AM · Arma 3
pops updated subscribers of T71511: UGV set Player to Enemy and kill him after lost one Greyhawk trough enemie fire or crash to ground.

@Phantom
That's normal AI behaviour, I believe there's an internal score counter and once your score hits a specific negative/low value, the AI considers you enemy.

Killing friendlies is of course wrong and the player is rightfully punished for doing so. Destroying empty vehicles is questionable (a court-martial would be in order here I guess). But crashing an unmanned vehicle shouldn't count as friendly fire at all.

In a similar case the pilot gets blamed for the casualties when a chopper gets shot down. People get auto-kicked from servers because of this.

May 10 2016, 5:47 AM · Arma 3
pops added a comment to T71511: UGV set Player to Enemy and kill him after lost one Greyhawk trough enemie fire or crash to ground.

I crashed two Darters in a row and the friendly (?) AI killed me.

May 10 2016, 5:47 AM · Arma 3
pops added a comment to T71470: HMG on vehicles.

It seems your game is broken then, I can land very accurate hits over a km with any HMG.

May 10 2016, 5:46 AM · Arma 3
pops added a comment to T71409: ARMA 3 sound is still extremely basic (no acoustic simulation) very important audio features from ARMA 2 are missing.

I'm kind of happy with the latest announcement regarding SFX, with my limited knowledge of the technical aspect. I didn't read anything about sound occlusion though, one thing that Arma 2 delivered if not perfect but believable.

May 10 2016, 5:44 AM · Arma 3
pops added a comment to T71388: Cursor is not inline.

I get the same issue when I switch from one profile to another. Only a restart fixes it.

May 10 2016, 5:44 AM · Arma 3
pops edited Steps To Reproduce on T71312: [resolved] VON doesn't work after switching sound device.
May 10 2016, 5:41 AM · Arma 3
pops edited Steps To Reproduce on T71170: Random game crash.
May 10 2016, 5:37 AM · Arma 3
pops added a comment to T71061: Playing dead while in vehicles-multiplayer exploit.

Can easily be reproduced by repairing a vehicle as a repair specialist and entering the vehicle while the animation is played. Refer to issue #9439 for a repro mission (would also be nice to see that ticket getting assigned)

May 10 2016, 5:34 AM · Arma 3
pops added a comment to T70932: "Slicing the pie" near impossible, invisible outer wall edge..

Being unable to fire through windows is one thing and as far as I know the collision inside buildings is very accurate.

Outside is a different story. And many objects behave similar, rocks in particular.

@Orez
You don't understand, please try to reproduce the problem first before implying that people are too oblivious of a weapon's barrel being obstructed.

May 10 2016, 5:29 AM · Arma 3
pops added a comment to T70752: Something obstructs view of 3d-sights when shooting Zafir..

Confirmed in current DEV build [114529].

May 10 2016, 5:23 AM · Arma 3
pops added a comment to T70415: Wonky Tank Track Physics.

Out of all that the most annoying thing is that tanks lose their momentum as soon as the tracks leave the ground even if only for a fraction of a second. Cruising along in a MBT at 60 km/h, then suddenly a small drop in the ground and the tank gets superglued to it. Come on!

Sadly many of these issues are probably impossible to fix with the current engine.

May 10 2016, 5:12 AM · Arma 3
pops added a comment to T70336: AI sometimes won't reverse tracked vehicles properly (BTR and IFV-6C).

Fully reproducable with all tracked vehicles, on road and on the airport runway.

Tested with today's DEV build [114862].

May 10 2016, 5:08 AM · Arma 3
pops added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

gutsnav, that's exactly what I dislike about the current vehicles and choppers in ArmA 3, all have 2-4 crew slots and 8 passenger seats. A little variation should be there.

May 10 2016, 4:58 AM · Arma 3
pops added a comment to T69940: Planet curvature for ArmA maps....

Downvote, simply because you fail to describe the feature you want in the title.

May 10 2016, 4:53 AM · Arma 3
pops added a comment to T69626: CLOSE THIS PLEASE.

I cannot reproduce this, switches to full-auto after pressing "Next weapon" once.

May 10 2016, 4:42 AM · Arma 3
pops added a comment to T69536: Field Of View (FOV)-lock resets when using weapon sight.

Yes, it's a bit inconsistent atm. I'd like that feature.

May 10 2016, 4:39 AM · Arma 3
pops added a comment to T69406: Arma 3 NEEDS AN M4 or an H&K 416 ASSAULT RIFLE.

Armaverse, the old ARs were phased out because Blufor military came to conclusion that the M4 sucks. Seriously, give it a rest. BI won't put a weapon in the game simply because it's someone's favourite. If it's in the game then as a antiquity or collectors item (gold M4A1 anyone?).

May 10 2016, 4:34 AM · Arma 3
pops added a comment to T69406: Arma 3 NEEDS AN M4 or an H&K 416 ASSAULT RIFLE.

Not needed, mods will do that.

@GeneralScott
ArmA2 didn't have that many weapons. OA, BAF, PMC, ACR contributed a lot to the total amount.

May 10 2016, 4:34 AM · Arma 3
pops edited Steps To Reproduce on T69395: [DEV] First mission loaded after game launch has some lights not working properly.
May 10 2016, 4:33 AM · Arma 3
pops added a comment to T69273: Night sky colour grading/banding.

I noticed this too, I thought the per pixel shading of the skybox introduced a few days ago would fix that. I think it might be WIP.

May 10 2016, 4:29 AM · Arma 3
pops added a comment to T69243: User interface for APCs, helis and guided missiles looks dated, is incoherent and un-immersive.

Signed. Especially the bugged helicopter HUD and the absence of some simple directional infos as a driver or gunner bother me.

May 10 2016, 4:28 AM · Arma 3
pops added a comment to T69142: Weapon accessories move differently from the base weapon..

Confirmed. Also noticeable when using some sort of PiP and looking at weapons, or with the helmet cam feature.

May 10 2016, 4:24 AM · Arma 3
pops added a comment to T69057: Helicopter main rotor axis tilt.

Afaik the slight tilt of the main rotor is correct however when the choppers hover IRL, the back is "hanging" down. So the rotor is horizontal while the floor inside is tilted.
http://images3.wikia.nocookie.net/__cb20100103050056/battlefield/images/0/06/Black_Hawk.jpg

http://youtu.be/C7GUsDktXyo?t=55s

May 10 2016, 4:18 AM · Arma 3
pops edited Steps To Reproduce on T69054: Random game crash.
May 10 2016, 4:18 AM · Arma 3
pops added a comment to T69030: Mirrors at almost any vehicle reflect environment incorrectly.

Yep, it has been like this since the beginning of the alpha, at least the new vehicles have "real mirrors". But their positions need fixing/adjustment. And the offroad's left mirror is not acting as one. ;)

Offroad: inside ok, outside not ok
Hunter: camera ok, mirrors not ok
Ifrit: not ok/not visible at all
Strider: ok, but stretched image
Zamak: ok
HEMTT: big mirrors ok, small mirrors not ok

May 10 2016, 4:17 AM · Arma 3
pops added a comment to T69000: suggestion an Underwater base.

Then I suggest you change the ticket name and description to something more suitable. :) Underwater bases sound like Bioshock, but imagine the inside of a submarine, a Seawolf maybe, staging for an underwater insertion using the SDV.

May 10 2016, 4:16 AM · Arma 3
pops added a comment to T69000: suggestion an Underwater base.

I wouldn't ask for underwater bases, but for an "ocean cutter". Unless you can script this already somehow, then the ability to create a dry spot under the sea level would be a good addition.

May 10 2016, 4:16 AM · Arma 3
pops added a comment to T68933: ACP(M1911) pistol and Kriss Vector uses 9mm bullets instead of .45 acp.

Known issue and a duplicate of #9802.

May 10 2016, 4:13 AM · Arma 3
pops added a comment to T68930: Helicopter Door Gunner Animations.

What were those mods? I always disliked the standard ArmA 2 gunners motionlessly sitting in their seat looking like they're holding a gamepad. My guess is that they left out stationary weapons where ever possible, because those animations would be difficult to make.

May 10 2016, 4:13 AM · Arma 3
pops edited Steps To Reproduce on T68850: [AI behaviour] AI Repair specialist places explosives charge near enemy vehicle but doesn't detonate it.
May 10 2016, 4:10 AM · Arma 3
pops added a comment to T68815: Can't enter "last stand" stance in-game.

That animation you're describing is the high prone position and it has been changed to a bend forward sitting position. But I don't know when.

May 10 2016, 4:09 AM · Arma 3
pops added a comment to T68803: crashes VLC.

VLC doesn't crash for me but the video stops working and only audio continues. However this isn't really an ArmA 3 issue now, is it?

May 10 2016, 4:09 AM · Arma 3
pops added a comment to T68794: OPFOR SDV crew spawns with BLUFOR diving suits.

Confirmed, this should be an easy fix.

May 10 2016, 4:08 AM · Arma 3
pops added a comment to T68770: Armored turret makes no noise when traversing.

Maybe you can edit the ticket to include all vehicles and all turrets.

May 10 2016, 4:08 AM · Arma 3
pops edited Steps To Reproduce on T68740: MSE-3 Marid passenger equipment visible from outside - clips through hull near wheel arc.
May 10 2016, 4:06 AM · Arma 3
pops added a comment to T68739: Railgun / coilgun tank availability.

So what are we speculating about here? What is the exact wording used by DnA in the Interview? Maybe some Dutch people can translate.

May 10 2016, 4:06 AM · Arma 3
pops added a comment to T68735: Boats stop way too slow..

Related if not duplicate of #664.

May 10 2016, 4:06 AM · Arma 3
pops edited Steps To Reproduce on T68687: Strider does not behave realistic in water - it slides sideways.
May 10 2016, 4:04 AM · Arma 3
pops added a comment to T68687: Strider does not behave realistic in water - it slides sideways.

Since it is technically a boat it should slightly drift, but it moves sideways even at low speeds. I have difficulty describing it, it looks like you are making doughnuts in the water. To reproduce, do the steps above but just steer in one direction (left or right) with normal forward speed. Then go to 3rd person and tell me it doesn't look wrong.

May 10 2016, 4:04 AM · Arma 3
pops added a comment to T68684: Server will "Mission Failed" for no reason.

Afaik this is caused by cheating script kiddies. They can even display a "mission failed" screen for individual players. I came across two just yesterday, after my buddy and I took them out, we got the "mission failed" message one after another. The only thing you can then do is disconnect. I really hope Battleye can prevent this in the future.

May 10 2016, 4:04 AM · Arma 3
pops added a comment to T68648: ghosthawk - dynamic light problem .

Don't worry, feedback is needed. But most likely 50 percent of all tickets are duplicates.

May 10 2016, 4:02 AM · Arma 3
pops added a comment to T68648: ghosthawk - dynamic light problem .

And I suggest using the filter options. Duplicate of http://feedback.arma3.com/view.php?id=9820

May 10 2016, 4:02 AM · Arma 3
pops added a comment to T68562: screech when braking on dirt....

Another one of those bugs that was fixed in Alpha and reintroduced in Beta.

May 10 2016, 3:59 AM · Arma 3
pops added a comment to T68559: [IDEA]Better Version of MSE-3 Marid (Otokar Arma 6x6 Version) ? + Cobra the little Brother ?.

@QuoKoon
For the same reason the Fennek was degraded to a simply MRAP: Armaverse.

As for the additional fire power for Opfor, we haven't seen everything yet.

May 10 2016, 3:58 AM · Arma 3
pops added a comment to T68548: Where is Altis?.

Stop answering this troll ticket, everything has been said.

May 10 2016, 3:58 AM · Arma 3
pops added a comment to T68532: Mines don't explode, when you shooting on it..

@AD2001

It's just a matter of damage, with a .50 cal it takes two shots to detonate a tripwire mine.

May 10 2016, 3:58 AM · Arma 3
pops added a comment to T68500: [RESOLVED] Large transport aircraft for airdropping vehicles, troops.

Upvoted, hopefully there's a large military cargo plane in the retail version. I'm in favour of the Airbus A400M, by the time any air force actually gets it, it'll be 2035... :D

May 10 2016, 3:56 AM · Arma 3
pops added a comment to T68272: HEMTT Truck slows down too much with one flat tire.

I agree, a HEMTT with almost no load should be able to continue driving, with reduced handling maybe. As soon as load bears down on all axles it should be difficult to move. This shouldn't be too hard to achieve with PhysX.

May 10 2016, 3:49 AM · Arma 3
pops added a comment to T68213: FPS drop when firing weapons zoomed in.

This is the corresponding forum thread, maybe add the link to the description.

http://forums.bistudio.com/showthread.php?171332-Muzzle-smoke-particle-of-a-player-s-weapon-firing-eats-10-fps

May 10 2016, 3:46 AM · Arma 3
pops added a comment to T68196: Flooding land like Arma 2 ACR.

Wow, I didn't even know that was possible. With the diving feature this would turn Altis into a whole different map with many more possibilities.

May 10 2016, 3:45 AM · Arma 3
pops added a comment to T68164: ACP-C2 should be chambered in .45 ACP..

The issue is listed in the known issues, so I'm pretty sure this is not final.

May 10 2016, 3:44 AM · Arma 3
pops added a comment to T68152: [Feature request] Multiplayer editor.

He wants something like an online whiteboard for the mission editor. It's a good idea, I wonder if it's feasible.

May 10 2016, 3:44 AM · Arma 3
pops added a comment to T68144: Strider - retractable sensor head.

I was hoping for the sensor mast to be usable when I saw the Strider for the first time, since the Fennek is an awesome recon vehicle. It's a bit sad to see it was degraded to a simple MRAP.

IRL the sensor can extend 1.5 m, that's 3.3 m above ground.

Please add a bit of functionality to this vehicle, since it seems to fulfill multiple roles in the green army. (MRAP, APC, etc. ?)

May 10 2016, 3:43 AM · Arma 3
pops edited Steps To Reproduce on T68131: MSE-3 Marid sometimes cannot transition to land.
May 10 2016, 3:42 AM · Arma 3
pops added a comment to T68129: AMV-7, MSE-3 & Strider amphibious vehicles, lack of overlap between wheel drive mode & propeller drive modes leads to NO drive..

Related to the ticket I just created for the Marid. This seems to affect all amphibious vehicles sooner or later. #9769

May 10 2016, 3:42 AM · Arma 3
pops added a comment to T68102: Personal statistics about your character (local, not global).

+ if shot rabbits are included

May 10 2016, 3:42 AM · Arma 3
pops edited Steps To Reproduce on T68044: Short screeching sound when quickly changing from driving forward to backward to forward, etc.
May 10 2016, 3:39 AM · Arma 3
pops added a comment to T67968: [106546] LOD flickering is very bad.

I have the same issue. Uploaded my DxDiag file.

May 10 2016, 3:37 AM · Arma 3
pops edited Steps To Reproduce on T67942: Hands are misplaced when starting to crawl.
May 10 2016, 3:36 AM · Arma 3
pops added a comment to T67936: MRAVs are same/less resistant to mines compared with civilian offroad.

MRAV/Ps are designed to protect the crew, so a large enough explosion should immobilise it. However an APERS shouldn't be able to do this.

The MARVs need run flat tires! The wheels are too vulnerable as they are now. What we need are three states for tires:

Inflated/intact - Full range of movement
Deflated, run flat tires only - decreased top speed, steering affected slightly (only certain military vehicles and armoured civilian cars)
Destroyed - very limited speed, steering requires constant adjustment

Please Devs, this needs some love.

May 10 2016, 3:36 AM · Arma 3
pops edited Steps To Reproduce on T67914: Option to assign keys in combination with (stance) "Adjust" other than the hardcoded movement keys.
May 10 2016, 3:36 AM · Arma 3
pops added a comment to T67837: Can't actually run game at all..

Quick question: Are you using the NVidia driver 320.18? From your dxdiag file it seems so. There are several reports that that driver causes massive problems. You might want to downgrade to the previous version, until they have sorted out those problems. Even if that means not being able to fully utilize your GTX 780.

May 10 2016, 3:33 AM · Arma 3
pops added a comment to T67833: Vehicle sounds are distorted, some double up and stutter and some sound digitized.

Actually, the Ifrit was also recorded while in 3rd person, you can hear me enter but I immediately switch view. Just before the engine starts you can hear the grasshoppers. :)

But I understand that this is quite subjective and also depends a lot on the hardware and periphery used.

May 10 2016, 3:33 AM · Arma 3
pops added a comment to T67833: Vehicle sounds are distorted, some double up and stutter and some sound digitized.

It seems the latest DEV build fixed this issue (for me). Can somebody confirm?

May 10 2016, 3:33 AM · Arma 3
pops added a comment to T67833: Vehicle sounds are distorted, some double up and stutter and some sound digitized.

Our samples sound pretty much alike and to me it's pretty obvious what's amiss. The swelling and subsiding sound gives me a headache.

May 10 2016, 3:33 AM · Arma 3
pops added a comment to T67833: Vehicle sounds are distorted, some double up and stutter and some sound digitized.

I uploaded two sound clips:
The anomaly is noticeable when the Ifrit accelerates and when the MH-9 starts up. Or is this a desired effect?

May 10 2016, 3:33 AM · Arma 3
pops added a comment to T67833: Vehicle sounds are distorted, some double up and stutter and some sound digitized.

The distortion occurred for me after last Monday's dev update, maybe it's got something to do with "FIX: APOLimeiter effect for sounds". Just a wild uneducated guess.

May 10 2016, 3:33 AM · Arma 3
pops added a comment to T67812: If killed while healing, the animation completes itself before body falls.

Duplicate of #7381

May 10 2016, 3:32 AM · Arma 3
pops added a comment to T67808: reloadsound sticks to the position the reload was started.

Related to #8938.

May 10 2016, 3:32 AM · Arma 3
pops added a comment to T67801: Player is able to repair a vehicle instantly.

No, it's possible on stable branch. I'll update the ticket.

May 10 2016, 3:32 AM · Arma 3
pops added a comment to T67801: Player is able to repair a vehicle instantly.

Issue persists in latest stable 1.54.133570.

May 10 2016, 3:32 AM · Arma 3
pops added a comment to T67801: Player is able to repair a vehicle instantly.

Surely someone else must think this is an exploit?

May 10 2016, 3:32 AM · Arma 3
pops edited Steps To Reproduce on T67801: Player is able to repair a vehicle instantly.
May 10 2016, 3:32 AM · Arma 3
pops added a comment to T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.

The action is not working properly.

May 10 2016, 3:31 AM · Arma 3
pops added a comment to T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.

Issue persists in latest stable 1.54.133570.

May 10 2016, 3:31 AM · Arma 3
pops added a comment to T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.

Still not working as intended. This is a 16 months old ticket.

May 10 2016, 3:31 AM · Arma 3
pops added a comment to T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.

Still present in latest DEV build / stable branch.

May 10 2016, 3:31 AM · Arma 3
pops added a comment to T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.

Still present in latest DEV build.

May 10 2016, 3:31 AM · Arma 3
pops added a comment to T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.

Yesterday I tested it with the latest stable and tactical pace lasted for pretty much 3 seconds, so this is limited to the DEV build, if not introduced in it.

May 10 2016, 3:31 AM · Arma 3
pops edited Steps To Reproduce on T67754: "Tactical Pace 3 sec" activates tactical pace for barely 2 seconds.
May 10 2016, 3:31 AM · Arma 3
pops edited Steps To Reproduce on T67752: Game crash.
May 10 2016, 3:31 AM · Arma 3