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Arma 3 Activity
May 10 2016
Thanks for the reports, it will be fixed in the next update.
Not solved in 1.20.124746
Marking as resolved on author's request
Ah thanks. I've not revisited this in a while, I'll test when I get back home.
Working for me in 1.20
Confirmed not working on 1.18.
Hello,
thank you for submitting the ticket. Could you please run your server without any unnecessary parameters and without any mods (and then upload new rpt)? It helps our programmers find out the root of the problem.
Thank you.
Hello,
thank you for submitting the ticket. However, I was not able to reproduce the problem. For me, the AI went past the animals every time and did not stop.
Could you please upload a simple repro mission with the problem?
Thank you very much!
Join with the same nickname/password u use here.
https://profile.bistudio.com/signup
Now close the ticket.
This place is a feedback tracker, not an helping forum.
Go to B.I. forum to ask help.
http://forums.bistudio.com/
ok sorry. But registration is not able.
https://profile.bistudio.com/profile/signup:
"Ooops, nothing to see here
The page you were looking for is not here."
Hello,
thank you for submitting the ticket. Could you please upload a simple repro mission on Stratis?
Thank you.
Of course, the work around is to set tasks after the savegame.
Hello,
our programmers analysed the crashdumps and did not find any crash triggered by the game. The conclusion might be that the problem is caused by using a hexa-edited version of ntkrl and lack of memory of your PC. Unfortunatelly, there is nothing that can be done by our side.
We apologize for any inconveniences and wish you a nice day.
Hello,
thank you for the cooperation, our programming department will analyse the crashdumps.
Have a nice day.
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.
Well done... but your conclusions are not really relyable because i had the problems allready before i hex the ntkrl (only done it for more Memory after you mention it and the RPTs didnt tell me anymore the game is running out of Ram and he didnt done it really before because i scanned the whole damn time the System when i was playing... iam not a fool so i was thinking about it can be a lack of Memory) and the RPT files also say to me, that there are problems with the PhysX.86 dll also sometimes even from unknown fault adresses in Arma3.exe or from unknown source.
How can that possible ?
Dont get me wrong i dont want to offend the Work Bohemia have done with this Case and i appreciate the help you try to do, but the feedback iam getting from your site didnt stay with the informations i have send you and read btw. ;)
Exception code: C0000005 ACCESS_VIOLATION at 00000000 <----- Why ? What have not the authorization to Acces ?
graphics: D3D11 <----- Does that mention its working on D3D11 or the Failure comes from there ??? *a Confusing line for me*
I know my Graphicscard can Handle Dx11 and the DXDiagnostic didnt find problems so far (even i deleted again my old drivers "clean" and install the newest one from ATI... still the same problem)
Mods: A3
Distribution: 0
Version 1.18.124200
Fault time: 2014/05/15 00:56:20
--------> Fault address: 00000000 00:00000000 Unknown module <--------
file:
world: Altis
Registers:
EAX:4F881D00 EBX:00000001
ECX:4F880F00 EDX:00000000
ESI:4F8D6800 EDI:4F8D686C
CS:EIP:001B:00000000
SS:ESP:0023:01EBEB18 EBP:00000000
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010247
*Older Post from me on this ticket*
(0069709)
Jollie_the_Jumper (ticket author)
---> 2014-04-25 16:27 <---
Hi again,
i do some of the Steps now and still will report the outcoming from the other ones.
- Run Steam as Administrator
- Start GameCacheFiles verify
- GameCacheFiles are verified
I will proceed with running Arma3 without Parameters and as Admin...
Also found that (RPT=2014.04.23_16-06-14)
Exception code: ----> C0000005 ACCESS_VIOLATION at 58D2039F <---- What try to Acces and have no Permission to do so ???
graphics: D3D11 <----
resolution: 1024x768x32
Addons: (See RPT)
Mods: A3
Distribution: 0
Version 1.16.123633
Fault time: 2014/04/23 18:32:10
Fault address: ------> 58D2039F 01:0012F39F D:\SteamLibrary\steamapps\common\Arma 3\PhysX3_x86.dll <------ (did Steam oversaw a conflict on scanning the Gamecache ?)
file: Altis_Life (__CUR_MP)
world: Altis
Prev. code bytes: 0F 84 8E 00 00 00 8B 47 70 85 C0 75 03 8B 47 74 <----
Fault code bytes: 8B 40 60 85 C0 74 0A 8B 4E 5C 57 50 E8 D0 EC 01 <---- Hm,
i think i can find the wrong bytes somewhere in the Arma3 Directory what do you think ? Where best to start with ? xD
So please if you answer to my Feedback dont do rubbish stuff with me iam worked for 2 Communication Services as Call Agent for Costumers so i know some tricks of the Branche ! xD
I will help to get my problem solved but i need some more informations than just that 08/15 stuff.
Please get that resolved Status away because it isnt resolved (Only on the way of your termination of Cases)!
And at last i want to ask "why the Game crashes so fast without Parameters Set" ? WoP = 2 to 5 Minutes Gameplay WP = 30 to 45 Minutes Gameplay...
Well it isnt my Memory that calls me that ! ;)
Best Regards
Hello,
hope they find the troublemaker ! :)
Best Regards !!!
Update:
- Run Arma3 without Parameters
- Run Arma3 as Admin
Result (the Game crashes)
- Uploading RPT Files
Well at the Time i send the RPT's the OS was locked on 3,25GB but i found a way how to use my installed 4GB Ram complete.
(I HEX my ntkrl.exe in a copy and sign it with a Windowstool, also added it as a second bootsequenze from i can choose of)
I will upload new RPT's and DxDiag as Rar Archive.
Also increased my Pagefile min. + max. = 6144 to 12288 today because i saw that the pagefile is to low...
Hi again,
i do some of the Steps now and still will report the outcoming from the other ones.
- Run Steam as Administrator
- Start GameCacheFiles verify
- GameCacheFiles are verified
I will proceed with running Arma3 without Parameters and as Admin...
Also found that (RPT=2014.04.23_16-06-14)
Exception code: C0000005 ACCESS_VIOLATION at 58D2039F
graphics: D3D11
resolution: 1024x768x32
Addons: (See RPT)
Mods: A3
Distribution: 0
Version 1.16.123633
Fault time: 2014/04/23 18:32:10
Fault address: 58D2039F 01:0012F39F D:\SteamLibrary\steamapps\common\Arma 3\PhysX3_x86.dll
file: Altis_Life (__CUR_MP)
world: Altis
Prev. code bytes: 0F 84 8E 00 00 00 8B 47 70 85 C0 75 03 8B 47 74
Fault code bytes: 8B 40 60 85 C0 74 0A 8B 4E 5C 57 50 E8 D0 EC 01
And i have the same problems with Arma2 with the Textures and fps drops (but it works when i change the Texturequality from High/Middle to low, than the framedrops gone and the Textures load correctly also i can change the Textures back to the parameter before, then it will randomly after some time experience again (i do the same steps and it works again). Game didnt crashed so far as i can remember.
Also have problems with gamecrashes at my heavy Modded Fallout New Vegas >>>Also a Steamgame<<< xD
(But its more a question of the Modified Data and instability of the Game by itself i know)
Thats the only Games who uses a large Amount of Memory who giving me trouble...
The others working fine !
Hello,
it looks like the game run out of memory at some point. Please, try to run your Arma without any parameters. Also, please verify your game files through Steam.
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
After then, please try to run your Arma as an admin.
Are you experiences crashes with any other memory-demanding games? It is possible that your RAM is corrupted.
Thank you.
Hello,
your rpt says that your OS can use only the 3 GB of the RAM you have. Is that still actual?
Hello, thank you for the report, our Dev team will look into it.
Hello Icemen,
i have checked my Memory usage from Arma3 while Playing several times since the problems encounters and it use around 1500 to 1700 MB Ram (Ingame) and i have still 1300 MB Ram on standby.
There is no chance i can afford more Ram (maybe by buying more Ram and place it into my PC but it will not really work with 32bit OS because it will still reserve around 5GB for Hardware (8GB Ram Case), but i can use the full amount of my 4GB Ram... i just unlock the system to do so). because the processes who are still up are needed for the OS and Steam also uses around 70MB on my Ram.
I think its more a problem whit something like when loading the next terrains/textures or so ???
Because the Graphicbug appears absolutely Random in different timeperiods of playing and also mostly encountering in Vehicles or when left a Vehicle.
And as i say i had the same problems with textures on Arma2 twice in Vehicles.
Hello,
thank you for submitting the ticket. Sadly, from the dumps you sent there is no valuable information for us to analyse. From your Dx-diag we can tell that your PC does not meet the recommended system requirements so the crashes and low FPS might be connected to this fact.
Could you please shut down all unnecessary programs before launching Arma to gain some memory?
Thank you!
i couldn't get my brother to go to dev branch but I can confirm that even after the 1.18 patch its still happening to him
still trying to get my brother to switch to dev branch , he did it a few weeks ago
last time he had different problems along with the graphics corruption so he is very reluctant to switch back to dev branch
Hopefully I will be able to convince him to do it
Hello,
could you please try to switch to Steam Dev and see if the problem is still present?
You can find how to change to Steam Dev here:
http://forums.bistudio.com/showthread.php?149411-How-to-change-Arma-3-branches-between-STABLE-amp-DEVELOPMENT-versions-STEAM-client
Thank you very much.
Added the .rpt file
Hello,
could you please upload your rpt files?
C:\Users\<Name>\AppData\Local\Arma 3\
Thank you.
Add the .rpt and mention any mods you are running.
I have odd glitches like yours when I have Pomigit's PMC mod enabled. The ironsights on the regular MX rifles start floating around and other weird things.
where can I find the .rpt file?
As far as mods he used to have PMC mod but currently I removed all the mods he was running since I had the same Idea so that's not it
- Memory the more you play the more memory you consume - might have memory corruption after a certain point
- Driver might reach a certain area of the code after a while before causing this issue - fix might require BIS to work with NVIDIA
- Over heating - Checked and tested (I work at QA in a company that has both Software and hardware products and I tested the computer using our tools - its fine)
that's as far as I can think of but that's why the devs are there
there are probably more options
Sure its not a overheating issue with your 3d card?
I do not understand why it would take x min before it became a issue otherwise...
Attaching DX DIAG
Hello,
thanks for submitting the ticket. I was no able to reproduce the issue. Could you please upload a short video displaying the problem and also your rpt file?
C:\Users\<Name>\AppData\Local\Arma 3\
Thank you very much!
just to be clear - First we reverted the graphics card Driver - tried to play
Then when it didn't work we tried installing a new one (that just recently came out)
so we used 3 sets of drivers
couldn't a keyboard user just hold both the brake and throttle up keys? How do you set up your joystick? Perhaps I have been experiencing my issues because of how my joystick and pedals are set up.
I have one slider for the throttle and another for the brake. It's a TM tarthog. I previously has a TM cougar set up in A2 in quite the same way. I set brakes to max and then slowly throttle up. wait until it spools up, then release brake.
Yes, the analogue control is more precise. And in this case, it also enables you to spool up without rolling.
okay, I will be sure to test this out. I seem to remember being disappointed with brakes being tied to thrust when the Buzzard came out, but perhaps they have improved it since then. How do joystick users have an advantage? The ability to have Analogue control?
@heyvern69 yes it would be nice to have better control over helicopter wheels. but the worst part is that they don't even roll. they're just dampers. I tried to do an airplane-style running landing with the Kajman (the Ka-50 often does this), but it isn't even possible, as it acts as if there are no wheels. As you slide, you take massive amounts of damage until you explode.
Am I jealous as fuck. I'm still using my Logitech Attack 3. Too bad they replaced it with the shitty twist grip one. The Attack 3 is a great piece of hardware. I'm pretty happy with my CH pro pedals though. I'll go check my keybinds and see if I can replicate your findings.
whenever I use the analogue break, it just lowers my engine speed. Maybe I'll mess around with it a little later.
I agree. Engine thrust needs to be separated from the braking function. But this problem is about more than just wheel brakes. I *think* BIS doesn't want to separate braking from engine thrust because that would make their airplane flight model more complex. And BIS doesn't seem willing or able to tackle the increased complexity in airplane flight model yet.
So it might be a complexity issue. But then again, BIS hasn't added an [OPTION] to manually control the helicopter landing gear either. BIS seems to randomly choose which elements to keep child-like & overly simplistic while making other elements extremely real.
I've done a small test this afternoon. I haven't actually tested with a script to output the actual thrust- and brake force values, but putting a wipeout on the tarmac and spooling up with full brakes applied will keep you stationary. If you release the brakes once the engine has reached 100% power, you will accelerate at full power immediately. The engine sound seems to indicate that the engine is running at full steam prior to brake release. (But of course, that might just be smoke and mirrors)
I think joystick users are at an advantage here. They have the ability to do this. My K&M using buddies have complained about this as well. It makes take-off from cramped runways very hard.
Putting the analogue brake on a separate axis, and engaging it while spooling up works for the start-up. The differential braking would be nice though.
if this gets modified to a more realistic value, I already can't wait for the first weeks of battle royales (even though I don't play it, the reports ought to be great fun)
well, I just thought this was an important one. I too wish they would fix more fixed wing problems. I would actually be just as happy if they didn't change anything now, but promised a DLC down the road that made all aircraft amazing. I just want to know that it will get better.
Upvoted +1 for you, but i've to say to have this into the game they have to solve several basic aircraft problems :(
i do, actually
hmm, that's odd. what controls do you use to fly? I use joystick and pedals, so avoiding missiles and cannon fire + landing softly is no problem for me. Practice is also a big part of it. I play most games just to fly, so these sort of issues mean a lot to me.
@B00tsy, earlier today I though that maybe the amount of time you had to eject would have to do with how much damage over 100 you had taken. If you took one too many cannon rounds, (maybe 103% damage) you would have more time to eject, but if you took an AA missile (perhaps would take you to 120% damage), the time would be very little (perhaps 1.5-2 seconds) before the jet exploded. This means that large AAA missiles (i.e. SAM missiles from AAA tanks) have a chance of destroying the aircraft instantly. I feel like this would produce the most fair system for both the pilot and the one who destroyed the jet. If you have ever played DCS World, you will know that most missiles cause only external/minor systemic damage, allowing the pilot to eject most of the time. But very large AA missiles have a chance of destroying an aircraft completely in mid-flight.
Yeah actually that's a really good idea
it would prevent a jet that has like .1% health from being able to safely fly home and land (it shouldn't). That way would actually make the ejection a requirement, and make pilots have to act quickly to save their lives. I have posted a video as well in additional information that shows how the smoke trail isn't a clear/sufficient indicator.
i use the PC master race good olde keyboard and mouse, but the problem its the game, not how hard i hit the ground, sometimes the game engine thinks all contact between the wheels and the ground is damage.
talking about landing with .1% of health, that reminds me that the game usually takes most of the softests landings as light damage
Yeah my friend uses keyboard and mouse to fly, he really likes it. I'm more used to a flightstick. I have definitely noticed that problem with helicopters, their wheels don't actually turn for some reason :P. I rigged a simple mission that shows the health of my vehicle, so maybe I'll test it and see how much damage you take when you land. Do you agree with B00tsy's method he described above?
They could add a delay of some sort that will give you 3 seconds to eject when damage is 100% instead of dying and exploding instantly. If you did not eject in that time then the pilot will get killed as well.
So: damage = 100%, do warning sound - sleep 3 secs - check if pilot is still in jet - if so then pilot is dead too - do jet explosion.
wouldn't work too well, try making 2 planes (one you, the other AI) fight against each other, let yourself get shot by an AA missile or use one against the other plane, chances are that your plane explodes on impact. Then try the same thing but against an unarmed jet just to test the machineguns, you will notice that in seconds the other plane is already exploding, yet because it took more than 1 hit the AI is likely ejecting.
I can't say I've ever been killed by one AA missile ever. Nor do I "let" them hit me, I generally try to avoid them :P. I also don't see where this concerns AI - all this is about is warning the pilot when his jet has a critically low amount of health. To be honest, I really have no idea why you downvoted. If you get killed instantly by an AA missile, so be it. But if you're flying along and take one too many HMG round from an MRAP or similar, you should be alerted that you have a very low amount of health. It doesn't seem like an unreasonable request to me.
Ah but you see,
You aren't even aware that you've taken damage. Sometime when you are flying, go into 3rd person. If you freelook backwards, you may see the exhaust of your plane turning dark and smoky, when it should be clear. This just proves my point if anything else. If there was a better damage system, you would actually be able to tell that you were taking damage. You could be doing CAS runs and take some HMG round that bring your jet down to 5% health. The problem is, you can't even tell because the jet still sounds, looks and functions just fine. Now it takes just one bullet to get shot down. I'm sure being killed in so little time is very frustrating, and having a warning system like the one I've described would allow you to know when you are extremely damaged, allowing you to either eject safely, or return to base.
most of the time i have been killed in so little time and effort that i consider plane states as "dead" and "alive"
I still don't follow. What part of my suggestions do you disagree with? Ejecting is essentially a broken mechanic because it is impossible to tell how damaged your plane is.
But the aircraft still has an amount of damage ranging from 0 - 100%, which is why the exhaust darkens slowly as you take more and more damage. I am not requesting for loss of control or more hitpoints yet or anything. All I'm asking is that once the plane drops below a certain amount of health, there is a more significant change that shows you that you are extremely damaged and should eject. This could be as simple as an audible warning "caution, caution," perhaps in conjunction with "EJECT" flashing on the HUD, or even just flames coming from the engines and thick black smoke trailing behind. When a jet is shot down (completely destroyed in midair), it exhibits this behavior. All we need is for this effect to apply a little earlier, so that the pilot can tell if he needs to eject.
i disagree with the ticket because you are asking for more information about the damage of a plane and its states when there is just "it can fly" and "it exploded"