That would really be a pity. :(
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May 10 2016
I'm pretty sure that's impossible, because the "abilities" have to be defined in the config. I might be wrong, though.
I have exactly the same problem
I think the Kajman HUD shows you the height from your player to the ground and the game user interface shows you the height from the wheels of the Kajman to the ground. Would probebly make more sense the other way around.
It's not caused by that, Koala. The OP is talking about the secondary sights.
This issue was already reported and I believe it's fixed in the dev build.
Go to your video options and turn off (set it to zero) the Depth of Field.
Huh, odd. I restarted my game and the command appears to be working correctly. Please ignore this report, sorry for wasting your time.
Works for me. Have you got a detailed repro?
Having no experience with flight simulators i'll take your word for it.
Helicopters aren't simple machines. Lose focus for a second and it will roll over and kill you.
In the flight simulator Digital Combat Simulator (DCS) you can fly a very realistic simulation of both the UH-1 Huey and the Russian Black Shark. Both require controller input when taking off or else you will crash withing seconds.
You can trim it out (calibrate the center of the controller input) to avoid having to do this though, something that is not present in ArmA.
I'm just going with an assumption here but why would anyone intentionally design a helicopter with a flaw like this?
Wouldn't it be just easier for it to land and take off leveled already, instead of forcing the pilot to make manual corrections?
Maybe it's something common among helicopter designs but in the Orca is much more evident (and annoying) than in others.
Still having problems, namely on grid 202097. Vehicles travelling southbound in convoy will sometimes stop, turn 180, then go back again.
While I'm not sure about the Orca, some helicopters don't take off straight up without input from the pilot. In other words, it might be intended for you to counter the backwards movement.
(Not up or down voting, just stating the possibility of it being intended).
Problem persists, even when there is no intersection too.
Oukej - it seems it DOES occur at the points in the road where there are connecting roads. It seems to randomly effect armoured vehicles the worst, or units travelling in the middle of a convoy group.
If you subscribe to the repro mission, save before the convoy ambush and you should be able to observe the occasional mishap, by loading and replaying, where the Mora tank goes nuts on the road. Same problem occurred with other armoured vehicles, as well as regular wheeled vehicles. Hope this proves helpful. Let me know if I can provide any other material, cheers,
Hi - this seems to occur on Altis, on the main highway between Chalkeia and Panageia - around 202098. It sometimes occurs before the dirt road turn-offs, and sometimes after on the straight road. I'll get a repro mission for you soon, but it's a bit of a monster, so I'll have to do a Dropbox link. The odd thing is, it's not particularly consistent!
Looks like this has been fixed.
Thanks for the report!
Have you observed this behavior on a straight road or was there a crossroad on the spot where the AI decided to turn (and turn back)?
Could you eventually pinpoint a location on Altis or Stratis where you have observed this issue?
Thank you!
I did sometimes crash on vanilla before, but I don't have the logs for those anymore. If I do i will upload them.
Hello,
thank you for submitting the ticket. Could you please try to deactivate all mods and upload new crashdump files (if Arma still crashes)? It would be a big help.
Thank you very much!
Still an issue, there is no way to know if the fuel tank is damaged.
Is this intended behavior?
Mass-closing all resolved issues not updated in the last month.
Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.
Hello,
it seems that your problem is that DirectX crashes. This may be from various reasons, such as outdated DirectX, outdated drivers, overclocked CPU or GPU [by manufacturer or user] and many more.
Sadly, there is nothing that can be done from our site. I linked this problem to bug number #0000579, where you can read useful tips in comments.
Sorry for the inconvenience, have a nice day.
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.
Appears to be fixed!
I'll try when I get home in some days! Thanks :)
I don't have time to get on dev branch now, but I'll keep you in touch!
I've checked it again and it doesn't seem working like I thought it should. However using hideObject on an active unit is still something the command wasn't intended for and it may not be AI-friendly when used so.
So far I can't promise any change in the behavior, but will investigate the issue.
AI can you see trough objects, from 500-700 metre
Hey! Thank you for the report.
That is true and it is an intended behavior. HideObject does only hide an object visually. It's e.g. often used with enableSimulation false to hide something you want to enable / reveal later in the mission or to manage performance of the scenario.
The AI only looses the visual detection on a hidden object, however the AI still has audible (and ev. radar) detection. Usually it would be the footsteps what reveals you, on the other hand footsteps should not allow the AI for friend-or-foe identification. Other sounds (fire, shouting) could however.
i just tried to use both commands enablesimulation false and hideObject true, but that resulted in me being stuck unable to move/turn/shoot/change weapon...
Still a problem.
Hey, thank you for reporting, the issue has been assigned!
same on dev 1.26
Well there is already a police vest and a police cap...
Right now these items are just very useless without proper police gear (e.g. Taser, uniform, car, etc.)
That's what addons are for. There are already plenty of mods to add said uniforms, and they have absolutly no purpose being in vanilla Arma 3. It's the same with M4, there are dozens of mods for the AR15 family...
Download the addons already.
Go back to Battlefield Hardline.
This issue has been fixed as of 1.54
I confirm that it also does that with other GLs, including the ones from addons.
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.
This issue is still pending.
Any backpack pre-configured with items is unusable in the arsenal due to this bug.
Everytime you click to anything (vest, weapon for example) and back to the backpack icon, your backpack is loaded with an extra set of the preloaded items.
This can be easily tested with the addon "R3F Uniformes" for example.
Each backpack and derivated class has NVG, some google, chemlight.etc.
You're geting one of those for each derivated class and for each click on the backpack icon in the arsenal.