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May 10 2016

Bohemia updated subscribers of T73142: Steering Controls and 1:1 ratio at High Speeds..
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73143: darter engine still running after disasembling: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73142: Steering Controls and 1:1 ratio at High Speeds.: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Arkenbrien added a comment to T73141: We need different obstacle scaling animations.

You have my vote.

It seems as though all the soldiers need training in parkour.

May 10 2016, 6:30 AM · Arma 3
Longjocks added a comment to T73141: We need different obstacle scaling animations.

I agree with Humay that we may not agree with 'what' each animation may be, but I certainly agree with the general idea. The stepping over is good for tactical pace but there should ideally be a quicker leap or vault (or something) for running/sprinting.

May 10 2016, 6:30 AM · Arma 3
HaydenG edited Steps To Reproduce on T73141: We need different obstacle scaling animations.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73141: We need different obstacle scaling animations.
May 10 2016, 6:30 AM · Arma 3
Humay added a comment to T73141: We need different obstacle scaling animations.

While I agree that there should be more animations, I don't think that a roll is the right one. What about backpacks? How stupid would it look if you run arround with a Darter on your back and just roll?

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73141: We need different obstacle scaling animations: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Gekkibi added a comment to T73141: We need different obstacle scaling animations.

I agree with Humay. Rolls on a battlefield is pure Hollywood. Besides, combat gear weighs a lot (ceramic plates, etc. For example a magazine weighs a lot when not empty) and makes you extremely clumsy. Rolling while on the ground (Q & E keys) is the most acrobatic feat you could do.

May 10 2016, 6:30 AM · Arma 3
Killzone_Kid added a comment to T73140: nearestBuilding freezes the game.

fixed indeed.

May 10 2016, 6:30 AM · Arma 3
wallside added a comment to T73140: nearestBuilding freezes the game.

duplicate http://feedback.arma3.com/view.php?id=13719

May 10 2016, 6:30 AM · Arma 3
David77 added a comment to T73140: nearestBuilding freezes the game.

Not even a nudge? Commands that freeze the game are a problem.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73140: nearestBuilding freezes the game.
May 10 2016, 6:30 AM · Arma 3
blackjacktom added a comment to T73140: nearestBuilding freezes the game.

It's fixed in dev version.

May 10 2016, 6:30 AM · Arma 3
David77 edited Steps To Reproduce on T73140: nearestBuilding freezes the game.
May 10 2016, 6:30 AM · Arma 3
JoeOBrien added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

FYI, the Sochor in the Armed Assault Showcase is running a special damage handler to make it blow up with one charge, for gameplay purposes.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

Fixed - works perfectly now.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73140: nearestBuilding freezes the game: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

Yeah - it's definitely bugged on Elite difficulty. You ought to be able to destroy a Sochor with 1-2 explosive charges.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

Thanks for testing man! Try it on the highest difficulty though - it's insane! :-)

May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

Okay, tested it in the editor on regular and was able to blow one up with one charge and one satchel. The ones in the showcase were probably damaged or something.
/upvoted

May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

I was playing the "Armed assault" showcase on regular difficulty. It took me one one explosive charge to destroy the Sochor.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

I cannot destroy the S29 Sochor with one explosive charge. Not demo or satchel. In fact, at 0,5 damage on the Sochor, I still could not destroy it with 2 satchel charges! I find it hard to believe that no-one else can reproduce this?

May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

Maybe it was because I was playing on a higher difficulty or something? Seriously man, it took 6 charges. What did you do? Did you use the demo charge? And was it against the S29 Sochor? It happens consistently for me.

May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.

Unable to reproduce. It took me one explosive charge to take out a piece of artillery.

May 10 2016, 6:30 AM · Arma 3
Bohemia edited Steps To Reproduce on T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor.
May 10 2016, 6:30 AM · Arma 3
gagagu added a comment to T73138: Server randomly crash since release 1.0.

Server still crash with actual dev build.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73139: Demo/Satchel Charges not Effective Against 2S9 Sochor: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73137: Wrong animation for healing others.
May 10 2016, 6:30 AM · Arma 3
Joker303 edited Steps To Reproduce on T73137: Wrong animation for healing others.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73138: Server randomly crash since release 1.0: Arma 3.
May 10 2016, 6:30 AM · Arma 3
gagagu edited Steps To Reproduce on T73138: Server randomly crash since release 1.0.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73137: Wrong animation for healing others: Arma 3.
May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73136: ARMA 3 Crash after presenting the Bohemia Interactive logo (Bad animation).

Try validating your game cache.

May 10 2016, 6:30 AM · Arma 3
MadDogX added a comment to T73136: ARMA 3 Crash after presenting the Bohemia Interactive logo (Bad animation).

Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.

If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.

May 10 2016, 6:30 AM · Arma 3
Astaroth added a comment to T73136: ARMA 3 Crash after presenting the Bohemia Interactive logo (Bad animation).

Yes, please try validate your game cache. Thank you.

From the Library section, right-click on the game and select Properties from the menu.
Select the Local files tab and click the Verify integrity of game cache... button.
Steam will verify the game's files - this process may take several minutes.
Once the process is completed, the Check Window will automatically exit.

Verify integrity of game cache
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

May 10 2016, 6:30 AM · Arma 3
tarciop added a comment to T73135: Lowering / raising weapon while moving needs improvement.

related tickets: #4626, #4629, #8968

May 10 2016, 6:30 AM · Arma 3
DeltaLars edited Steps To Reproduce on T73136: ARMA 3 Crash after presenting the Bohemia Interactive logo (Bad animation).
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73136: ARMA 3 Crash after presenting the Bohemia Interactive logo (Bad animation): Arma 3.
May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73135: Lowering / raising weapon while moving needs improvement.

Issue persists in latest stable 1.54.133570.

May 10 2016, 6:30 AM · Arma 3
Deadfast added a comment to T73134: Character animation glitch carrying missile launchers.

Confirmed in 1.11.115429.

This is caused by <b>AmovPercMstpSlowWrflDnon</b>'s <b>connectTo</b> which adds an edge leading to <b>Acts_TreatingWounded_in</b> with a really low cost of 0.001.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

Thanks for specifying the issue, I wish I had the knowledge and the means to figure out such details.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73135: Lowering / raising weapon while moving needs improvement: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73135: Lowering / raising weapon while moving needs improvement.
May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73135: Lowering / raising weapon while moving needs improvement.
May 10 2016, 6:30 AM · Arma 3
FrankHH added a comment to T73134: Character animation glitch carrying missile launchers.

Confirmed

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

This animation bug is still there.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

Seems to be fixed after today's update.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73134: Character animation glitch carrying missile launchers.
May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73134: Character animation glitch carrying missile launchers.

Nope, just tested in today's build, it's still there.

May 10 2016, 6:30 AM · Arma 3
pops added a comment to T73133: RPG/Rocket slot should be dual purpose.

Maybe add backpacks with disassembled sniper rifles? Have two men carry around the GM6 or M320 in addition to their assault rifles. No fully functional 2nd weapon slot please, those "close quarter sniper ghilie professionals" are already a pitb, no need to make them even more independent from the rest of all normal players.

May 10 2016, 6:30 AM · Arma 3
pops edited Steps To Reproduce on T73134: Character animation glitch carrying missile launchers.
May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73133: RPG/Rocket slot should be dual purpose.

Duplicate of #0005374.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73134: Character animation glitch carrying missile launchers: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73132: The FIA "Truck" doesn't not register damage correctly.: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73132: The FIA "Truck" doesn't not register damage correctly..
May 10 2016, 6:30 AM · Arma 3
razdek edited Steps To Reproduce on T73133: RPG/Rocket slot should be dual purpose.
May 10 2016, 6:30 AM · Arma 3
GLTLegislator added a comment to T73131: Ammobox/Gear interface usability - needs improvments.

I also agree. The inventory needs a heavy rework. It needs filter options, the design has flaws as shown and prooved above.

May 10 2016, 6:30 AM · Arma 3
ataraxic89 edited Steps To Reproduce on T73132: The FIA "Truck" doesn't not register damage correctly..
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73133: RPG/Rocket slot should be dual purpose: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Linkin added a comment to T73131: Ammobox/Gear interface usability - needs improvments.

Exactly my point bootsy. The new setup is more time consuming.

It's no wonder there's already a virtual ammo box that has a lot more features, but it's still not got the ease of use of ARMA 2.

May 10 2016, 6:30 AM · Arma 3
MisterGoodson added a comment to T73131: Ammobox/Gear interface usability - needs improvments.

I agree 100% with this - the new inventory UI is awful and nowhere near as practical/functional as Arma 2. The video you made sums it up perfectly, it's so frustrating.

May 10 2016, 6:30 AM · Arma 3
B00tsy added a comment to T73131: Ammobox/Gear interface usability - needs improvments.

I just don't like the new setup in general. Thats mostly because of all the seperate attachments, constant dragging/clicking of ammo that disapears from view (in your backpack/bandolier) and if the weaponsbox is filled you have to scroll witgh every magazine you grab cos the slider pops back to the top, its a fuzz. In ArmA2 you just grabbed a weapon with a scope attached, spam-click on the ammo and your done.

May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73131: Ammobox/Gear interface usability - needs improvments.

The only single thing that I agree with from the whole ticket is the useless launcher and pistol attachment slots.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73131: Ammobox/Gear interface usability - needs improvments.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73131: Ammobox/Gear interface usability - needs improvments: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Linkin edited Steps To Reproduce on T73131: Ammobox/Gear interface usability - needs improvments.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73130: Reflection on the visor, not consistent with the weather.: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Shehpar edited Steps To Reproduce on T73130: Reflection on the visor, not consistent with the weather..
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73130: Reflection on the visor, not consistent with the weather..
May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73129: Raining in side houses.

Already reported.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73128: REQUEST - Option for use of ARMA 2 crosshairs.
May 10 2016, 6:30 AM · Arma 3
falconx1 added a comment to T73128: REQUEST - Option for use of ARMA 2 crosshairs.

i don't know why people would down vote a good idea like this when they would still be able to keep their crosshair style. I never been a hater, if i like mine then i want you to like yours too, add us an option thanks! 1

May 10 2016, 6:30 AM · Arma 3
Shehpar edited Steps To Reproduce on T73129: Raining in side houses.
May 10 2016, 6:30 AM · Arma 3
Linkin edited Steps To Reproduce on T73128: REQUEST - Option for use of ARMA 2 crosshairs.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73129: Raining in side houses: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Linkin added a comment to T73127: Can't disarm your own explosives.

I had no idea you had to be an engineer for this to work.

But in any case, shouldn't all soldiers be trained in basic explosives handling?

May 10 2016, 6:30 AM · Arma 3
Koala added a comment to T73127: Can't disarm your own explosives.

If a soldier can wound another soldier, he can also heal it... wait, what?

Oh, I need a medic for my buddy over here!!! That is what they call teamplay dude. If you are semi professional enough to arm a mine, doesn't mean, that you are professional enough to disarm it. Deal with it.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73128: REQUEST - Option for use of ARMA 2 crosshairs: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Koala added a comment to T73127: Can't disarm your own explosives.

That's what the different classes are for.

/downvoted

May 10 2016, 6:30 AM · Arma 3
Linkin edited Steps To Reproduce on T73127: Can't disarm your own explosives.
May 10 2016, 6:30 AM · Arma 3
AD2001 added a comment to T73127: Can't disarm your own explosives.

You need to be an engineer or explosive specialist and you need to have a toolkit in your inventory.

It works for me.

May 10 2016, 6:30 AM · Arma 3
mr_bookPXSCpl added a comment to T73127: Can't disarm your own explosives.

Now, that is cowpoo! If a soldier can arm a satchel, he can also disarm it.
So either limit the whole thing to an expert or let every soldier handle it.

May 10 2016, 6:30 AM · Arma 3
wallside edited Steps To Reproduce on T73126: Zamak Repair has wrong classname.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73126: Zamak Repair has wrong classname: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73127: Can't disarm your own explosives: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73126: Zamak Repair has wrong classname.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a comment to T73125: Altis map absolute crap frame rate, super lag.

Wasteland gives the worst performance due to all the objects on the map, it is more CPU intensive than GPU intensive so no matter what you put the graphics at it will still be crap fps if is already crap fps.

May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73125: Altis map absolute crap frame rate, super lag.
May 10 2016, 6:30 AM · Arma 3
Ehop22 edited Steps To Reproduce on T73125: Altis map absolute crap frame rate, super lag.
May 10 2016, 6:30 AM · Arma 3
sik added a comment to T73125: Altis map absolute crap frame rate, super lag.

The problem is most likely a weak server, plus the wasteland missions are not optimized yet. Try to find a different server.
As servers are operated by users, some of them think they can run a dedicated server on a cheap virtual machine... -.-
I play on Altis on a laptop without issues in multiplayer.

May 10 2016, 6:30 AM · Arma 3
zGuba added a comment to T73124: MBT main gun reload time difference between changing the shell and reloading a new one.

Should be improved by 23.09.2013. Changing shell type in 120mm cannon will now take as much time as reloading the gun; we should take cumbersomeness of action menu in account as opposed to yelling "MPAT"; can't track "unloading" the loaded shell at the moment.

May 10 2016, 6:30 AM · Arma 3
Fireball added a comment to T73124: MBT main gun reload time difference between changing the shell and reloading a new one.

Mass-closing resolved issues not updated in 10 days.

May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73125: Altis map absolute crap frame rate, super lag: Arma 3.
May 10 2016, 6:30 AM · Arma 3
InstaGoat added a comment to T73124: MBT main gun reload time difference between changing the shell and reloading a new one.

Reload time on a loaded cannon should be at least doubled. The loaded shell needs to be removed, re-shelved into the ammo compartment and the canister closed, another shell withdrawn and loaded. I do not understand why switching ammo costs so little time compared to reloading normally.

May 10 2016, 6:30 AM · Arma 3
stonestriker added a comment to T73123: xbox controler.

And how would you map everything to a controller?

May 10 2016, 6:30 AM · Arma 3
Gekkibi edited Steps To Reproduce on T73124: MBT main gun reload time difference between changing the shell and reloading a new one.
May 10 2016, 6:30 AM · Arma 3
Bohemia added a project to T73124: MBT main gun reload time difference between changing the shell and reloading a new one: Arma 3.
May 10 2016, 6:30 AM · Arma 3
Bohemia updated subscribers of T73123: xbox controler.
May 10 2016, 6:30 AM · Arma 3