I tested the ECH helmet with a friend in the editor and even 5.56 was penetrating it.
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May 10 2016
This is intentional. Thermal optics cannot see through glass in real life. This is because glass is an insulator (and therefore why all the heat in your house doesn't instantly go rushing out through the glass pane). Because the heat is masked, the optic will not pick anything up (or if anything, extremely faint shapes if viewing though very thin panes of glass).
As the_Demongod says above, you cannot see with thermal sight through glass in real life either. Closing as no bug.
Disable any mods, then try again.
What kind of bullets are you talking about? pistol rounds? .50 rounds? 125mm APFSDS rounds?
Was a monkey your physics proffessor? modern combat helmets are capable of being bullet proof by moving the kinetic energy from the bullet to the whole helmet, like a bikers helmet. I have seen, several times, people that got shot in the head with guns up to .3008 and (a few times) an 7.62russian and while pretty much shaken, they were fine.
From the 09-09-2014 Dev branch change log (game EXE rev.127101):
Changed: SUV survivability should be in par with Hatchbacks
What does this mean? Are SUVs now even MORE fragile?!
Amen brother, BUT to avoid the "wrath" of Dwarden and ensure that the developers take a serious look at this and actually fix it, can you be specific about the other vehicles affected and provide clear repro steps, as I have above?
Yes, I should have done that. My apologies.
The steps to recreate are not much different than what the OP laid out. Run over walls and rocks and anything else you can find instead of only the fences. Note your speed when contacting various objects. I did not try every bush or twig in the game to find out which ones do what, nor did I try to determine the threshold velocity which causes them to become ruined. There are too many vehicles/objects/velocities for that. I only noticed that in several of the vehicles it happened when I was going less than 10km/h trying to maneuver the thing out of a tight spot. Or when trying to turn a sharp corner and I over or under steered while doing it, causing me to swerve off the road into some tiny object. Even when I saw it coming and slowed considerably to navigate it. Get out of the vehicle to learn under what circumstances you become injured. There is no health bar in the game, so it is difficult (even impossible), to know just how bad the injuries are. But you will nearly always get bloody whenever the vehicle becomes ruined nonetheless.
Again, there are too many vehicles for me to test every single one, but every civilian type vehicle I've driven has exhibited this, and at least one of the military-style trucks which are not armored. I have yet to drive an armored vehicle and so am unable to confirm if they are included, or not, or to what degree. The hatchback, panel-style delivery truck (UPS truck is what I call it, not sure what the actual name is), the Offroad, the flatbed pickup truck, and the huge supply truck in that Adapt mission where you have steal one by ambushing a convoy. These are all vehicles I reckon more delicate than my four-year-old niece. The quadbike ATV seems a tad more rugged, but even that will get ruined at fairly low speeds when you "encounter" an obstacle that appears, visually anyway, not very threatening whatsoever. Frankly, that quadbike is the one vehicle I would expect would be the least rugged, most dangerous, of the lot...simply due to its size, the lack of protective metal framing surrounding you, and the ease at which it is possible to get major air time while operating it. I also think they all explode too easily. It does take a pretty severe accident, or at least a more severe one, to warrant an explosion, but I think the threshold is too low. Of course, when they explode you simply die.
You also take damage from it. Doesn't seem sensible, to me anyway, that you get injured when your tire pops. This behavior affects lots of vehicles besides just the Offroad, and is caused not only by fences but small rocks and those low rock walls too (among all sorts of other objects I imagine). If you back up into a rock or something maybe while trying to do a 3-point turn to reverse your direction, even going less than a couple of km/hr, your vehicle is ruined and you get hurt. If you are going to name a vehicle "Offroad", one should expect that it could be safely driven off road...else it ought to be called "Onroad".
From the 28-07-2014 Change Log (game EXE rev. 126163):
"Fixed: Adjusted durability of rear glass of SUV"
What about the durability of the rest of the SUV? If they can tweak the durability of the rear glass, why can't they tweak the durability of the tires and body (which are still horribly fragile - tested again using the 126163 build)?
Saw that, this ticket can be marked as "resolved" now.
According to http://feedback.arma3.com/view.php?id=19320 this problem should be fixed in the next development branch and upcoming stable branch.
I guess recoil dont affect before ending recoil animation
At least you are "touching" the recoil (damn finally!!!)... and it is already almost great, just ensure every shot has it's recoil, then it is almost as good as it gets!
I've noticed this as well.
Upvoted.
Closing as duplicate.
Duplicate of http://feedback.arma3.com/view.php?id=16983
This is quite similar and even more illogical. I hope they change something.
Hello,
Thank you for reporting the issue.
We need crash dump 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 5000k, you can attach it here. When package is bigger, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Compare that to full speed running with some Actual gear and tell me this is Inteded: https://www.youtube.com/watch?v=-JEKAWklYNg&feature=youtu.be
You're probably having to fight longer than 30s and if you get fatigued at this rate you can just dig a hole and cry, you literally get fatigued on EVERY marginal stone or slope you pass over, anything that sticks out.
Besides that the fatigued sway looks pretty over the notch, and is probably the reason why you're fatigued after all if you bounce your 4kg gun up and down by 3cm 5times a second
This looks like a likely duplicate of #19305. Running around and up and down stairs causes fatigue, fatigue causes the weapon bounce/sway.
Best demonstrated when runnin up a Castle Tower with alot of stairs
Hello,
we were unable to reproduce the problem.
would it be possible to upload your rpt file?
C:\Users\<Name>\AppData\Local\Arma 3\
Also, could you ploease try to create a new profile and see if you are experiencing the issue while using it?
I started a new profile and attempted to replicate the issue but could not. It appears to be specific to that one profile.
I attached the most recent rpt file (there were a couple others - let me know if it is the right one), and will work on reproducing the issue with a new profile later today.
Closed - requested by the author.
close it please!!!!
i am sorry, it was a mod bug
In 1.26 stable:
"Added: New command for setting orientation of UI object (ctrlSetDirection)"
But this command only for UI objects and doesn't work with 2D controls :(
Same issue. I tried port forwarding, but without luck. When click "new" in the server list and I switch from lan to internet in the creation menu it appears an error: "please ensure your game has internet accessibility via the following network ports: 2302, 2303".
Forward UDP ports doesn't work to me. I need to play in LAN :/
You need to forward several UDP ports to your PC:
2300 - 2305
8766
27016
(Google if you don't know how to do it in your router.) If it still doesn't work just enter your friend's IP via the "Remote" button next to the "Join" button.
Same issue too.
Port fowarding didn't help.
Cant host MP game (v.1.22.125300) http://forums.bistudio.com/showthread.php?179258-Cant-host-MP-game-(v-1-22-125300)
It works now, but that doesn't mean that this problem is natively fixed in the game. It is still something that should be fixed along with any other problems.
Have you forwarded the related ports?
I've been having the same problem too, and now that GameSpy is gone it seems impossible for the average person to play co-op.
can't find anything about that in a3 forums! :/
Well, post it then. And close this ticket.
As AD2001 said, please use the forums to ask question. The feedback tracker is not the right place to ask questions.
I'll close the ticket.
Closing this ticket for #22705 (better description).
EDIT: Reverted, the other ticket was not specific enough for this issue.
Took the liberty to improve the ticket.
This should be on the forums.
It does this for me too after alt-tabbing out. Only in A3.
I get this too. In all honesty, it's not really an issue, just press shift upon reentering the game and then un shift-tab and it won't happen again until you alt-tab again.
Try to change your steam overlay key to a different button (or button combination). That will resolve the problem.
It seems, that sometimes the tab key is virtually "stucked" and if you press shift you will get the overlay.
As I said, I got that menue in other games too after alt-tabbing out.
^ this is a steam issue. seeing this in all my games.
Same issue here.
It's hard to find a guaranteed way to reproduce it, but the best method I've found is by:
- Start Arma 3 (even to just the main menu screen).
- Press Alt + Tab to change application to something else.
- Reopen Arma 3 by clicking on it in the task bar.
- When back in the game application press Shift. The Screen overlay will pop up.
I was able to reproduce this problem a fair amount of times with these steps.
I think Goomer is right in the above post, in that in step 2 when the tab key is released Arma 3 doesn't capture the event and still thinks it's pressed down when making Arma 3 application active again, thus by pressing shift Arma 3 thinks Tab is still held down, along with shift, popping up the steam overlay.
However I'm not sure whether this is a problem with the Arma 3 application, or the Steam gameoverlayui.exe. So it could be out of BIS control to produce an effective fix for it.
That is not an Arma 3 related problem. Happened to me in other games too.
I can confirm. This happens sometimes when I press shift alone. It only started last week for me.
Could be my computer, but I have left changed my Arma 3 controls and steam controls untouched since May. Possibly a bug? It's a small nuisance when I'm editing :)
I can relate.
It happens to me only when i press shift as well.
The steam overlay stays open just a few seconds then disappears by itself, however it will make the keyboard commands glitch.
Pain in the butt. shift #login ** shift #missions also sets it off too.
Looks like the game doesn't get the time to recognize the tab-key-up event before minimizing. I've also noticed that hitting a key (up and down) between two frames (after one frame has finished drawing and before the next is drawn) is not caught. Which means that input is only monitored at certain times (bad, especially for mouse input).
This is so goddamn annoying.
When using Splendid Camera in the editor and alt-tabbing it gets stuck bringing the camera god knows where.
I hope this gets fixed soon or i'll have to disable it.