Look at the T100 from ACR there we had a transport truck simmilar to the Hemmtt which had a gun to defend itself, makes sense to me.
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May 10 2016
Armed HEMTT is mainly for convoy operations and defend themselves
http://www.military-today.com/trucks/hemtt_l1.jpg
also there is a AA variant of the hemtt
http://www.defence24.pl/uploads/images/2013/08/184605jazgjvi2f9zbwvgw.jpg
Would be one badass HEMTT.
Yeah i know, and as far as the Phalanx CIWS version i doubt they will make that version, but im sure a modder will.
I downvoted. Here's my reasoning.
"The HEMTT's objective is to provide heavy transport capabilities for supply and re-supply of combat vehicles and weapons systems for the United States Army. It is distinguished by extreme mobility compared to standard 5-ton trucks, thanks to its large number of wheels and turbo-charged engine, combined with all-wheel drive and very large, low-pressure tires. Though far less publicized than the Humvee, it has been extremely important in transporting logistics behind quick-moving forces based on the M1 Abrams tank. Having proved itself as a key workhorse of the US heavy tactical wheeled vehicle fleet, about 13,000 HEMTT vehicles are in service today."
I fail to see why an 'exposed gun' would help the HEMTT meet this objective.
it helps if its convoy gets ambushed and it needs a way to protect itself if the mrap/whatever is down or out of ammo, just like the reason some have them in real life, but it doesnt have to be an exposed gun it could be the same type the mraps have or something along those lines.
Or people who disagree.
three down votes with no reasoning, i see we have some trolls.
I did join to steam with account of friends and disabled family sharing. arma 3 woks now.
supercereal4: Please, note that the "Disengage" command has no other purpose than to cancel the "Engage" and "Engage at will" commands. It it not meant to be as a general retreat command or anything else apart from what I have written.
If you want the AI to run away fast, use move command. Select the AI and point somewhere far away. They will move there quite fast and reliably, since they wont do the bounding thing. They will engage the enemy from time to time (self defence) but they will move away from the battlefield. Just hope the enemy wont keep up with you
BIS could add a new Awareness level next to "Danger", "Aware", "safe" called "Retreat". When the "Retreat" mode is active, your squad mates will do everything in their power to keep up with the Squad leader (player) and will only engage enemies who are danger close.
Yeah, the AI don't seem to follow disengage commands.
Hi.
Do you have this crashes in version 1.10?
Thank you for more info.
Unable to repro, if the issue persists please create a new ticket thanks
Can you try to reinstall graphic drivers to beta in "clean" checked (don't uncheck programs after like physx...)? In geforce experience :). Saved me many times from arma 3 crashes :)
Also check files on steam, look on google if that don't fixed it.
http://feedback.arma3.com/view.php?id=9347
ok... my old post [still as "new"]
I had it and fixed.
Fixed - ArmA 3 don't work with gamerOSD. Close all addons [fps and others] from gamerOSD in another game.
Will work for you?
We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.
Having the same problem on certain(quite a few) missions on a similar computer build.
Linked are two crash logs/reports from a mission arma crashes on, dxdiag.txt, and the relevant mission pbo.
http://www.mediafire.com/download/guh4r9fmv8b4w32/Arma%203.rar
Hey, thank you for the report.
See https://community.bistudio.com/wiki/doMove for more info.
Have you tried using doStop after the unit reaches the destination? That should do the trick.
It seems my impatience got the better of me. I will not let it happen again, Master.
Although, there is no HVT objective after the divert fuel task is cancelled. Might make it more obvious.
I have an issue with either this mission or Within Reach, likely a bug. Here is how I did the mission Bingo Fuel.
-Cleared highway and made gathered the rest of the squad.
-Disabled patrolling tank with satchel and repaired it.
-Cleared AO using tank and put rest of my team in AAF repair truck and later in FIA fuel truck. I refueled FIA fuel truck at gas station at "Highway".
-Sent fuel and repair trucks to wait near hideout.
-Cleared the area around CSAT fuel truck and then drove it to Miller. He said he has it from there. (I noticed that if I sent FIA fuel truck closer to CSAT one it just got destroyed without anyone shooting at it).
-Objective updated to go to hideout and that is what I did.
In "Within Reach" Miller says that HVT was not killed.
So FIA ended up with no fuel and HVT alive. It doesnt seem to work as intended.
version: 1.14
Sound is very general? Sounds like a euphemism. The issue here is why should we? It's not like ARMA3 is that new anymore. And sound is one thing that could be fixed relatively easily with some effort.
Hi,
convoy will arrive in 10-15 minutes after Miller's message about HVT. How long did you wait? Thank you for info.
Sound in Arma 3 is very general. Not very bad. You can't do much with what's provided. Until some more love goes into the sound department, we'll have to put up with it.
Happens with other helis as well. Sound in a3 is extremely bad in general.
I've been playing with some ARMA3 sound mods - Speedofsound and JRS something or other. They both are a big improvement but still a long way off. Anything would be an improvement over the vanilla sounds in the game. Given sound is such a critical part of the imersion process why doesn't BIS fix this? Are they expecting the community to do all the work for them? Most of the sounds in ARMA3 are so basic they kill the game for me.
@B00tsy - before just spouting off maybe your should check your facts first. Currently it seems we can target certain lights like street lights but not the lights in the Airport buildings.
As indicated we either need a module to toggle lights in a demarcated area so we can simulate a black out or have the ability to toggle the lights in certain buildings. Airfields are critical areas for mission builders. This has a duplicate ticket 0013489.
You need to do that manually yourself when you create a mission. Imagine Altis with a zillion lights on by default and the fps you will get then.
Mass closing tickets marked as resolved more than 1 month ago.
If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.
Fixed.
Should be fixed in next dev branch update.
@Changing loadout after mission briefing:
- loadout is forced to default loadout if you use the quick start from the strategic map. If you do not use the strategic map and interact with the "mission giver", after the mission briefing cutscene, you are sent to the armory, where you get the required gear. The gear that matches the criteria is kept.
@Transition between base and mission:
- this is also fixed. No gear should be missing, although it might be moved between containers (vest, uniform or backpack).
May I suggest that instead of "forcefully" changing the player's inventory the mission description should give hints as to the required setup? For example, in the Survive mission "Death Valley", the game wants me to take a grenade launcher and removed my ABR. Instead of this, the briefing could have told me "It is advisable to take a weapon with underbarrel grenade launcher on this mission, since the terrain might give tactical advantages for a grenade launcher". Something of that nature.
I have the same problem in the mission "Supply Network".
I don't mind my stuff missing, but I don't get my explosive charges required for the mission!!!
I'm using the Dev version (1.21.124754) without mods.
Although I'm using the profiles parameter, I don't think it should be relevant.
I made a video about my problem. Notice my backpack missing with the charges that are required for the mission.
Also, I cannot select a backpack and the charges from the mission briefing inventory.
(POSSIBLE SPOILERS!!!)
https://www.youtube.com/watch?v=mcLo6E2tXGM
Hi there. Looks like a general issue bugging several last releases of the exe.
The gear you (and every other unit with persistent gear) get on the hub is not retrieved correctly at the start of mission with briefing.
We are looking into it right now and will try to fix it asap.
Thanks for the report guys.
Just checked the mission taking the default loadout from the armory guy.
Explosive charges are still missing with the backpack. :-(
Well from the first campaign episode it was described verbally from the quartermaster NPC and it went something like this "I gave you the recommended load out, but if you don't want it, your old stuff is in that crate over there." unfortunately it seems there's a bug where your old stuff isn't transferred to a crate.
I'm not sure BIS can fix all these problems by Tuesday :P (Out-of-bounds death trigger, gear not saving, messed up voice acting, & more).
But the point is that if I have selected a weapon load-out prior to the briefing, I should be able to keep that, if it is suggested that I might require a different load-out then it should be up to me as the player to select something more suitable. Not having a forced change imposed upon me.
Sometimes as a more experience Arma player I may have chosen something that is more suited to how I play the game.
The suggested load-out equipment can be added to the supplies so that I can use them as I need.
After the briefing in the guerrilla base you (and your subordinates) are given a default/recommended load-out for the following mission.
If you already have a weapon suitable for the upcoming mission (decided by your leads ;) stored in the boxes it will be given to you. If you don't, you may receive a new one.
Similarly the subordinates you'll start the following mission with - they get their weapons from your ammo-boxes.
You can always change your own load-out using the ammo-boxes prior to going to the Assembly point.
(!) You can adjust your own load-out & also the load-out of your subordinates in the Team Inventory in the Map Briefing in the beginning of the actual mission (after it's been loaded).
You will find it in TEAM tab, under each character's details ([Inventory])
You can only adjust the load-out of yourself and your subordinates.
Load-out you have on the guerrilla camp prior to each briefing is not taken directly to any of the main missions, but you'll take what you currently have with you if you leave the camp for some lone-wolf Scouting.
What you bring back from the Scouting, or what you or your subordinates bring from any of the missions, will be stored in the ammo-boxes (or briefing Team Inventory) even if you throw it in the camp on the ground (the guerrillas care for each other's equipment ;)
-----
There are last few remaining bugs (fixed in the 1st patch) when an unit outside of your team will get his hands on your weapons and items you have stored ;)
-----
Please note, that uniforms, helmets, vests, backpacks and items (GPS, map, NVGs...) are not (currently) stored in Kerry's own possession.
Thank you for that fix. :-) Your campaign improvements especially in context with patrol missions are just awesome and very well thought out.
Remaining/ arisen problems (found in Borus hub):
#.01
Headgear and glasses (on head) are not transferred but replaced by randomly generated ones.
#.02
MX-black variants are replaced by No-black variants.
All fixed.
1.23.125433 Dev from 26th -27th June
Now the 29/06/2014 and still encountering this issue. Been happening in the survive campaign and so far first Bomos mission of Adapt.
I load the quad with a backpack full of gear and have gear on my person and still the gear in the quad bike disappears upon returning to the HUB.
Playing on my own.
- What build number of are you playing?
- Dev branch or stable?
I reported:
"This problem is only present, if sidemissions are absolved without a squad."
That means:
If I start (and later finish) a side mission WITH my patrol team, everything works as intended. The problem occurs ONLY in side missions that I started (and later finished) WITHOUT my patrol team. So especially in 'Survive' every weapon stored in my Quad will not transfer to armory hub.
Sorry, my bad. I missed the line about happening only without squad. It is fixed now. You find the fix probably in next dev. branch build.
Hello there. We have revised the transition of items between hubs and side missions in 1.22 and expanded on that in 1.24.
We fixed all issues related to item transition we were aware of and added some new features, like tracking cargo of multiple vehicles (and backpacks stored there) returning from skirmish.
We made series of testing to ensure, all the fixes and improvements are working as intended. I have just tested going from Gori to side mission in the offroad and I cannot see any issue (rev. 1.23.125365).
Be aware that your side mission squad in Adapt take the stuff from the equipment pool too. When they arrive back, they return everything they have in their possession and is in their vehicle(s).
The tricky part is that the gear your squad is going to take to side mission is NOT removed from the armory until the hub mission ends. We didn't want to deny player to take HIS/HER favorite weapon just because one of his side mission men took the only 1 piece.
Btw. this is same to campaign missions in episode Adapt.
If you want to try it isolated, try it in episode Survive, where the is only player. Use the quad bike. And let us know, what you find.
I didn't think it would take so long... I really yearn for that fix.
... (Jun 18th, Wednesday) Update: 'Campaign improvements'
... (Jun 19th, Thursday) Bug discovered.
... (Jun 20th, Friday) Bug reported.
EXE rev. 125350 (Jun 23rd, Monday) Problem is still present.
EXE rev. 125365 (Jun 24th, Tuesday) Still present (fix is pledged for "probably next dev branch".)
EXE rev. 125390 (Jun 25th, Wednesday) Still present (although fix is pledged).
EXE rev. 125433 (Jun 26th, Thursday) Still present.
EXE rev. 125433 (Jun 27th, Friday) No update in dev-branch.
- (weekend)
EXE rev. 125519 (Jun 30th, Monday) Fixed. :-) (Minor problems are remaining.)
Confirmed. Always sat on driving seat (Quad or Offroad) when 'mission complete' screen faded in.
Additional info:
Restartet campaign not from the beginning but from episode 2.
Using dev-branch.
All mods disabled.
Restarted from episode 1. Problem is there, too.
If the developers did it intentionally, then it would be better to limit the quantity of NVGs, rangefinders and GPS that could be looted during the missions. It's just not fair that items disappear.
After game update 1.22 (campaign improvements)
Gear from sidemissions that is stored in car is not added to weapons pool.
This problem is only present, if sidemissions are absolved without a squad.
(Testet for sidemissions from Borus hub and sidemissions from Gori hub.)
You have to be driving the vehicle at the end of the side-mission to have it's cargo stored. Can you please confirm you were driving the vehicle, when the side-mission ended?
Is it still the case in 1.14/ episode 3?
We are sorry, but uniforms, helmets, vests, backpacks and items (GPS, map, NVGs...) are not (currently) stored in Kerry's own possession.
Kerry should always find a vehicle in the vicinity of guerrillas' camp, but if he brings back any, the other guerrillas will use it for other purposes.
But any weapon, weapon attachment or magazine Kerry brings back in his pockets, backpack or vehicle to the camp is stored and will be retained for his own or his squad mates use only.
One exception currently not working is a backpack inside a vehicle - to be fixed.
As it's great to have to the equipment you brought back remember the name of the campaign - Adapt.
I can't even do any side mission, I'm being forced into the main mission when I'm half way to my side objective