9mm rounds seem to be fine for me. In arma, as in real life, armor, backpacks, RPGs, rifles, and anything you can stick between you and a bullet will slow down the rounds. Try shooting them where they aren't wearing body armor (Face, arms, legs. unless they are civilians they're going to wear as much armor as try can carry). The current round penetration system seems good to me :D
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May 10 2016
yep i had this issue also
Mass-closing resolved issues not updated in 10 days.
I removed all mods and it worked. I added one mod at a time. Those darn Females the "@female" mod was the problem removed all content works great now.
I removed all mods and it worked. I added one mod at a time. Those darn Females the "@female" mod was the problem removed all content works great now.
I'm on the DEV build, no addons loaded, only -nosplash as parameters. I just had a few friends try to reproduce it, but they were unable. :(
I think it may be related to my control setup, weird things happen from time to time when you're using a completely customized keyboard layout as a left handed person.
Try it without mods.
Yeah, I just tested further and it seems to be triggered by something else. I updated the description.
edit:
I added one step to the repro: switching to 3rd person is important. Using the added repro mission file I get the described result. Please test again.
I tried the mission. The gunner is still able to move his turret afterwards.
There's something wrong with _your_ Arma...
Just to be sure: Freelook = 2x ALT?
It says you're using dev build. Is this correct?
Can't repro with Slammer or Marshall. Using the dev build.
Nothing helpful in crashdump, if you will have this issue again, so please create new report. Thank you.
oh I just uploaded every file was in C/users/appdata/local/arma3 but Removed them after that, sorry
arma3_2013-09-21_14-38-27.mdmp is missing. Could you upload this file somewhere, if you have them? Thank you.
Much better after the update today. :)
Mass-closing resolved issues not updated in 10 days.
Confirmed, forgot to create the ticket a long time ago. :)
I would also benefit from this, since I use a USB headset too.
Voted up!
illogical downvote.
I put in my "steps to reproduce" to change audio output. You do it via the playback devices from within the operating system, not plug and unplug a headphone via the jack. Plugging in the earphones via the jack is basically the same output as the computer's speakers; at least for me it is...
Would be very cool if they included the sound device selection in the audio settings which could be changed on the fly.
Did you plug the headset into the jack on your speaker (which most speakers have AFAIK) or the jack on the computer?
vote down sorry! because I opened game and in editor played as soldier, the sound was working then I put may headset in line in jack and sound continues working on headset, I put out headset and sound works by speakers
Why not either place them in beforehand or deal with it? Real life CO's have to make decisions and adapt to the circumstances. Anyway, it's always fun to be hunted by a tank platoon, or defend the objective from waves of enemy reinforcements with JDAMs flying over your heads (not in real life, but whatever), or other fun stuff. Try it out, it could be more fun than just spawning in an artillery emplacement or CAS jet on demand. I do see your point on how the mission editor might have "misplaced" a helicopter, etc., however I do not think they need to add this as it is already a feature (it requires some programming knowledge though).
better for them to work on fixing the trigger bugs
Well, make your own interface.
Because when I am doing missions with our clan, If a trigger doesn't work or anything like that. We must restart the whole mission and or operations take between 3-5 hours
agreed, made no sense to me also and don't use it
prefer the arma2 freelook myself, this is so annoying +1
+1 useless mechanics and annoying as well.
I can confirm that the HUD is practically invisible at night, rendering it almost unusable. NVGs don't help much either, though it depends if you're looking at the ground or sky - one offers fractionally better visibility.
This is with the stable release build as of today's date.
Agreed, theoretically (in Arma 3) you can do it so that 2 rounds hit the target at the same time, but only in theory. You can use 3 different trajectories with mortars.
In real life Patria AMOS (mortar) can use 7 different trajectories.
How to fix this easily: add more range settings and make sure they are overlapping. Better solution: there's burst in the artillery computer (but right now we can't change the value).
I hope this will become after the first campaing DLC with the introduction of the new planes. Upvoted
Duplicate of #0012353.
If you don't want to get exhausted by zooming your binoculars you might maybe want to try to use the "+" key on the Num.Pad ?
....... are you sure you aren't using the "hold breath" buttom?
Weapon sway should also be removed from Binoculars
This is possibly related to http://feedback.arma3.com/view.php?id=12559
You also get fatigued just walking or in tactical pace which is also ridiculous.
Fixed in dev build as of 17-09-2013:
Fixed: Ladder on hospital building has been reversed (http://feedback.arma3.com/view.php?id=13399)
duplicate of #13339
Can't reproduce in dev build.
AFAIK, this has been fixed in the DEV branch already.
Updated the ticket. It appears High Command does work when subordinate modules are used but it does not properly sync units of the same side when no subordinate modules were used (by default it should put all groups of the same side under command of the unit that is synched to the Commander Module).
I consider high command a very important modulle and gameplay experience, they should fix everything related to high command, and add more tactical options.+1
Dupe of #12999.
This issue is now work in progress. Will be as soon as possible in dev branch. Stay tuned ;-)
Edit the ticket to exclude the 'roll' step over, and you have my vote