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May 10 2016

PiepMGI added a comment to T79148: PIP has too low range and contrast.

PIP distance is linked with video setting. A PIP sets to very high or ultra is necessary to obtain something exploitable. But the price to pay is a loss of FPS.

May 10 2016, 9:11 AM · Arma 3
PiepMGI edited Steps To Reproduce on T79103: getResolution.
May 10 2016, 9:09 AM · Arma 3
PiepMGI added a comment to T78797: Game Saves Disappear.

Known issue, assumed "resolved": http://feedback.arma3.com/view.php?id=16634
Waiting for permanent solution,...

A poor d.i.y. solution is:
when you save at a main point of your game, alt tab, go to arma3\saved\missions\... find your current mission folder. find such files as autosave.Arma3save or save(nbr).Arma3save. Normally you have at least a very recent file. Choose the most recent file, copy to another path (desk or else) rename for continue.Arma3save.
when you want to resume your game, just add this file if it doesn't exist anymore, in the correct mission saved folder. When you click at your mission, the resume button is here.

May 10 2016, 9:00 AM · Arma 3
PiepMGI added a comment to T78714: [SUGESTION] Temporary fix for the killer doors....

Opening a door or a portal is boring! One chance of 2 to be on the wrong side and be pushed by the door. Real life can't be copied in many aspects. So, this solution is a smart one!

May 10 2016, 8:58 AM · Arma 3
PiepMGI added a comment to T78577: Please fix diving and swimming issues [list] (6 video).

Agree with Rabbit. Too many mails for this thread. How can I unsubscribe?

May 10 2016, 8:55 AM · Arma 3
PiepMGI added a comment to T78577: Please fix diving and swimming issues [list] (6 video).

By the way, make easier to kill a floating infantry unit from shore. It's almost impossible even shooting in head! Bullets should penetrate water + swimming body!

May 10 2016, 8:55 AM · Arma 3
PiepMGI added a comment to T78509: Players can't join game hosted by me.

OK, One thing is sure: This problem appears also (only?) when people changed their Internet subscription or web support/box.
For example: in France, 100% issue when I and other bros improved our Internet connection for 100 Mo optic fiber and/or changed for HD DTTV compatible link (wired or fiber).

So, in this case, it's not specific to Arma or Steam in general.
This issue is common for people who changed their web subscription and web support/box for a "magic" high speed, HD TV compatible, web link.

This impacts other games, stops the ability to host a game (except in DMZ!), and even, in local, limits the number of LAN gaming PC's (more than 2, Internet crashes for Numericable France).

Providers don't have any solution... They sell!

May 10 2016, 8:53 AM · Arma 3
PiepMGI edited Steps To Reproduce on T78433: Wind direction is wrong.
May 10 2016, 8:51 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

Hi everyone, could we have a point by Oukej or another developer? This could be great to be advised on what is going on or what is definitely abandoned.

By the way, What AI shouldn't be able:
If you generate weapons and items, randomly in some houses, the leader (player) can select a unit (AI) of his group and then in action menu (6) order this unit to take a weapon (or else) even if this unit has no idea of the position of the loot. Just follow the AI and be sure to kill the game.
Any idea to avoid this weird list?

But should be able to grab all possible mags in vicinity, corresponding to its current weapons! I mean if you order your AI fellow to grab a weapon, AI is not able to grab the mags nearby!

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

see also: http://feedback.arma3.com/view.php?id=22873

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

Not exactly,
I agree to enhance AI possibilities for using all weapons available, and why not, "choosing" the one that will have the better effect.
But, rules of engagement (combat mode), is another problem. A 2nd layer in Arma engine. It already exists "combat mode" "behavior" and "skill". Not sure you can easily do better. Mixing the 2 layers (abilities and comportment) is probably possible but it leads to an expert system if you want to browse all the cases (i.e. firing a bullet or a missile if civilian in vicinity).
What i said is, Arma's engine could be improved, as you suggested, with better technical possibilities for AI. Some functions like "findcover" could be also better implemented.
But it seems to me, very difficult to improve drastically this engine, avoiding a "Rube Goldberg machine".
Scripting for a contextual scenario is a good solution. And players don't have to do that.

I agree with you for the content : i'd rather like a better engine than some comercial add-ons like "Karts". I'm not sure to understand this mix.

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78379: The list of actions that AI not able to do, but should do..

Please don't mix up Rules of Engagement and ability to fire something, somewhere, sometimes. Arma is a game with plenty of possible scenarios.
For example, sometimes friendly kills leads to mission lost, but usually your rating is downed. That depends on scripting.

The AI (or bot) skill is enhanced by FSM, but it's not "basic". First of all, it seems important to be able to use all possibilities of the weapons carried by unit. That implies if a rocket can destroy or pierce a covert place, this rocket must be fired if there is a threat to kill, regardless of what could be "colateral consequences", but with respect of present combat mode.
Conditions like "presence of friendly unit", "presence of civilian unit" or even "presence of captive unit" is another problem available for any weapon.
Conditions of firing according to environment is "just" ROE's and could be written in several books. FSM or scripts are made for that.

May 10 2016, 8:50 AM · Arma 3
PiepMGI added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

So poor backward compatibility since 355.60 is a pity!
The last one 361.91 promises "an optimal experience for Arma3"...

May 10 2016, 8:48 AM · Arma 3
PiepMGI added a comment to T78284: Various shadow artifacts exclusive to the NVIDIA GeForce GTX 750 ti.

I used to save all my drivers in a folder. http://www.geforce.com/drivers manual search is my friend. I downgraded my GTX 860M to 358.91 (nov 15) to play with RHS / Unsung mods without shadow problems.

May 10 2016, 8:48 AM · Arma 3
PiepMGI added a comment to T78237: USER_DEFINED markers are not unique, which results in duplication [VIDEO].

Good news! Becoming a developer seems to help ;-)

More seriously, there are some behaviors coming with the fact a player returns to lobby then plays back. It seems difficult to identify that for playing some script.
If I'm right, player becomes a JIP (if he wasn't) but neither initPlayerLocal nor onPlayerRespawn are run.
Is there a simple way to identify a player's come back? Thanks

May 10 2016, 8:46 AM · Arma 3
PiepMGI added a comment to T77849: MP bug - shooting through corners..

One thing to be tested in debug console:
0 = [] spawn {while {true} do {hintSilent format ["%1 ",lineIntersectsWith [eyePos player, ATLtoASL screenToWorld [0.5,0.5]]]; sleep 0.5}}
What is returned for these places & conditions?

May 10 2016, 8:36 AM · Arma 3
PiepMGI added a comment to T77594: Defense module error.

How such a ticket can remain "NEW" for more than one year? Amazing!

May 10 2016, 8:30 AM · Arma 3
PiepMGI added a comment to T77425: nearEntities command doesn not return type WeaponHolder..

Downvoted until demonstration that nearEntities will keep its good performance!

Actually, nearEntities doesn't return "objects" as flag pole, items, crates, fences... It returns man, agent, cars, tanks, "vehicles" intended as locomotion means.
NearObjects returns (almost) everything as each runway edge light! and all objects (edited or embedded in map).

Rather than making nearEntities heavier (slower), please consider a new function like nearLiveObjects allowing a sort in all workable objects (crates, weaponHolder, backpacks, men...) and no "boxes" like some Land_... on map just for scenery.

May 10 2016, 8:26 AM · Arma 3
PiepMGI added a comment to T77328: Make it easier to add custom grenades to mods without causing issues for other grenade adding mods.

This problem seems to be persistent. There is no way, and no smart documentation, about creating custom smoke grenades. BI, you should add a status "old" for posts overshooting one year without any answer!

May 10 2016, 8:24 AM · Arma 3
PiepMGI added a comment to T77325: AutoSpot=0 in difficulty settings has no effect in MP.

I'm afraid autospot means also autoreport linked with cursortarget :
http://feedback.arma3.com/view.php?id=23023 (see video)

A simple need as the possibility of avoiding automatic reports should not lead to such consequences. oukej, is there any smart solution for that?

May 10 2016, 8:24 AM · Restricted Project, Arma 3
PiepMGI edited Steps To Reproduce on T76991: Camaign episod 3 - game over - No more saving.
May 10 2016, 8:15 AM · Arma 3
PiepMGI added a comment to T76824: Name conflict on module respawn position..

still here v 1.52

May 10 2016, 8:10 AM · Arma 3
PiepMGI added a comment to T76166: PhysX simulation does not return automatically upon "detach".

Brand new subject. Is there any way to avoid a detached object floating in the air?
Still remaining in 1.52 version.
Attach a fuel canister or a battery (truck) to an object, then detach. It floats!
Then, even enableSimulation true on it doesn't work...

Shooting at objects works but it's not a good solution.

May 10 2016, 7:53 AM · Arma 3
PiepMGI added a comment to T76145: Tank Crew Bugs [Multiplayer].

Yes experienced that recently during MP mission. Gunner weapon changes without selecting while commander fires (T100). All players in tank. No AI.

May 10 2016, 7:53 AM · Arma 3
PiepMGI added a comment to T75736: WY-55 Hellcat cockpit missing instruments.

WY-55 is uncompleted or poor coded model:
http://feedback.arma3.com/view.php?id=22984
but also
no door animated.

May 10 2016, 7:43 AM · Arma 3
PiepMGI added a comment to T75547: units above 100m autoactivates "halofreefall_non" animation.

By the way, this free fall doesn't end when player reaches the ground. If you make player allowdamage false, for mission tests, secured chutes or else, you can't exit of this anim once in ground. The only way i have found is to enter in arsenal view.

May 10 2016, 7:39 AM · Arma 3
PiepMGI added a comment to T74145: setFace and Face commands malfunctioning.

setFace is a "argument global" "effect local" function. Perhaps, it should be the contrary AL EG .

May 10 2016, 7:05 AM · Arma 3
PiepMGI added a comment to T73846: AI controlled vehicles with collision lights are unable to use headlights/main lights.

Nothing new under the sun (sorry the moon)

May 10 2016, 6:52 AM · Arma 3
PiepMGI added a comment to T73571: Wind strength should affect insects.

Insects kill FPS anyway! And by the way, "strong" winds aren't so strong (ridiculously weak for people living in South Pacific)

May 10 2016, 6:45 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

REmoved downvote but just one regret: using bad terms. Altitude is above sea level (QNH reference), height above ground (QFE). But Arma doesn't care with real terms... As wind direction, 180° wrong because blowing "to" direction and not "from" like in any weather forecast.

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

You can drastically damper the terrain following and almost reach the aim with this little script (in init field of an helo):
0 = this spawn {

_h0 = getTerrainHeightASL (position _this);
while {alive _this} do {
  _h = getTerrainHeightASL (position _this);
  _this flyInHeight (400 + _h0 - _h);
  sleep 0.2;
};

};
Change 400 for the height above your start point you want. Helo will smoothly keep the altitude (height + terrain height on map cursor).
Tested in Takistan mountains. C130 is more difficult due to his flight model I guess.
sleep 0.5 is working also for helo.

I tried to add a height prediction with:
_h = getTerrainHeightASL (_this modelToWorldVisual [0,speed _this/0.72,0]);
without significant improvement.
I tried also something onEachFrame with:
["autopilot", "onEachFrame", { _h = getTerrainHeightASL (position vehicle player);
No more improvement. So I "Keep It Simple Stupid", waiting for a BI command.

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

OK, in real life:
height is above sea level or terrain. Easy to avoid crash in arma, works like a radio altimeter;
Altitude is above sea level (for low profile, steady altitude allows collision with ground!);
Flight level is in hundreds of feet and every one at the same standard barometric reference (1013 mBar)to separate traffic. Not really needed in Arma

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T73314: Set flight heigh above sea level.

No! I downvote because you want to break a useful terrain monitoring (flyInHeight) for a autopilot altitude keeping mode.
You need a flyInAltitude (above sea level). Let flyInHeight for height above terrain (or sea)

May 10 2016, 6:38 AM · Arma 3
PiepMGI added a comment to T72935: Missing of scripting commands for inventory.

addWhatEver functions could work with negative number (as far as the whatever object >0)
example : my_vehicle addBackpackCargo ["B_AssaultPack_blk",-1]; //to remove just one backpack.
Thanks

May 10 2016, 6:25 AM · Arma 3
PiepMGI added a comment to T72876: Respawn event never triggers on the server!.

MEH MPRespawn or EH Respawn are both returning the same object for _this select 0 & _this select 1 (bis_fnc_objectVar +same number).
(just hint format ["%1 %2", _this select 0, _this select1]; in the respawn code.

Furthermore, trying to add/remove action menu for the unit=player, I always failed to remove action from corpse. And I merely obtain action on corpse instead of unit after respawn.
In other words, if you want to remove Action on corpse, it's rather impossible, and if you want to add Action on the "new" unit, use corpse instead of unit (_this select 1 seems to work for new unit even if this is totally weird, but you obtain 2 actions on corpse).

Conclusion: There is a huge lack of example in BIKI. I'd like to put the challenge on you to explain clearly how to manage an action menu (addAction) with EH (orMEH) (MP)Respawn!
I'll save weeks of poor tests.

Any explanation welcome.

May 10 2016, 6:23 AM · Arma 3
PiepMGI added a comment to T71076: Night Sky is too boring.

Stars are/ should be the same size through binocular, due to "infinite" distance. No coef zoom. Moon & sun must be zoomed in.

May 10 2016, 5:35 AM · Arma 3
PiepMGI added a comment to T71076: Night Sky is too boring.

Not so evident! Stars cannot provide light sources in game because objects or #light sources should have 3D position. So distances are limited and that implies relative positions. Sky is not "lamp" populated. On the contrary you can set what you want with a post process effect (ppe functions in Arma). Then, Solar or lunar shadows should be the same process with different parameters.
I don'yt know how the night sky is managed in Arma but it's rather fine! Little improvments should be considered for lunar brightness. Constellations are OK.

May 10 2016, 5:35 AM · Arma 3
PiepMGI added a comment to T71076: Night Sky is too boring.

Thanks for having good constellation at right place. Northen star in Polar minus is at North and the sky is recognizable. Not so boring!

May 10 2016, 5:35 AM · Arma 3
PiepMGI added a comment to T70699: Fired Event Handler Global Issue.

So?

May 10 2016, 5:22 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

Any news about this question: how get the same distance info as displayed in the range finder ?
How the problem is "reviewed"? Could you assign it and work on it , please?

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

See also video at: http://feedback.arma3.com/view.php?id=23023
Playing out of group, player has no "knowsAbout", no "cursortarget" on enemies

Question apart, "solved" by auto report enabled in game difficulty.

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

It seems there is no answer to add a simple "check any distance" to cursor (or aimed point). What is the magic equation for distances in a rangeFinder?

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70460: Add "cursorToWorld" command.

My question should be : how get the same distance info as displayed in the range finder ?

  • one meter to my feet,
  • 3, 6 ,1000 , 2000 or whatever to the green grass aimed spot,
  • continuous distance along a wall,
  • whatever object distance,
  • nothing at empty skies.

Seems to be so hard!

May 10 2016, 5:13 AM · Arma 3
PiepMGI added a comment to T70402: The 1rst Person Breathing noises way too loud and unrealistic.

By the way, could you correct this: http://feedback.arma3.com/view.php?id=20945

May 10 2016, 5:11 AM · Arma 3
PiepMGI added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

I disagree applying penalty for every empty/emptied vehicle because, on real ground you don't want some equipments fall into enemies hands. That could be a good reason also in MP scenarios.
So, as you know, emptied vehicle are sided with the last disembarked crew. If your team have to leave a blue vehicle, it's sometimes preferable to blow it.

This ticket should be fixed, not closed. And btw, could you be so kind as to update:
https://community.bistudio.com/wiki/ArmA:_Rating_Values

May 10 2016, 5:06 AM · Arma 3
PiepMGI added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

There is no reason to have penalties when your vehicle is destroyed and you are the driver, even or not with friendly units inside. It's unrealistic to become a renegade - this is the reason why ex-friendly shoot at you - because you're hit by missile or victim of an accident.
Furthermore, in some cases, an intentional blast of a damaged vehicle is more realistic than leaving unused assets on battlefield.

The only reprehensible fact should be destroying a (same) side vehicle if not inside and vehicle still able (canfire + canmove).
In other terms, something like:
_true_side = getNumber (configfile >> "CfgVehicles" >> typeOf _x >> "side"); (where _x is checking for vehicle)

if (_true_side(_x) == _true_side(player) && vehicle player != player && canmove _x && canfire _x) then {penalties};

May 10 2016, 5:06 AM · Arma 3
PiepMGI added a comment to T68216: Some of magazines weren't stored in soldier Vest or Uniform? - Soldier are having too much equipment.

Still in 1.30127372 (October 2014)

May 10 2016, 3:46 AM · Arma 3
PiepMGI added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

@ Stilton,
Ah, language barrier make us so dumb!
For example "reviewed" means for a French guy like me: "examined". But it's past!
And, as far as there is no more person assigned on a reviewed topic, we can have some doubts on what it will occur... or not!
Sure, it's not closed, but a good sign could be "assigned" for this problem, or at least, reviewed (a guy) as for some topics.

As you could see, there is absolutely no answer from BI developers!
You know something like "see that in further version" or "changed for a feature request"... NOTHING!

I beg your pardon, Sir, if a write in a poor English.

May 10 2016, 3:29 AM · Arma 3
PiepMGI added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

Consider Adam is always right. Topic is closed, closed, closed, resolved, and reviewed.
Adam got a whole lot of nerve to duplicate this topic with the little improvement in brightness.
But I guess, it's good for BI stats to stick "resolved" each time you can find a tiny link with another subject. How many fake solutions?

May 10 2016, 3:29 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

++

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Sure, did you try it? Did you try terrain processor, terrain builder or else?
If you can build a map with that, please write a tutorial! I'm able to wait one year more!

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Guys, when you read "reviewed" in feedback tracker and no comment or reaction at all from developer, consider as "BURIED".
reviewed + closed as duplicated, for several months gently means "in your dream".

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Creating your own map is a very hard challenge. I gave up. Tools are weird and undocumented. Some people succeeded with that but you need extra softwares as L3DT and others. This could be a very good news if it becomes possible to create map so easily as Arma's editor.

BI made choices about heavy environment (rabbits, bees, garbages, objects) vs FPS or wider maps.

May 10 2016, 2:27 AM · Arma 3
PiepMGI added a comment to T66044: Visual Damages for Vehicles.

see also http://feedback.arma3.com/view.php?id=22711 The "damage" getdamage" commands are often non exploitable as they return binary_like results 0 or 1 (see feedback attached video). It could be great to link "hitpoints" damages with a general status "damage". Not simple but mandatory for consistent damages with a bunch of vehicles / units!

May 10 2016, 2:25 AM · Arma 3
PiepMGI added a comment to T65757: Going in and out of vehicles resets your gun's firing mode to the default..

Very annoying. You choose burst mode for your MX, you climb into a vehicle. When you disembark, MX is in single shot. Oukej, It's impossible you missed that!

May 10 2016, 2:12 AM · Arma 3
PiepMGI added a comment to T65063: Vehicles should not explode by gunfire.

Vehicles explode when global damage reaches 1. There are far more problems with vehicles damages "management" : http://feedback.arma3.com/view.php?id=22711

May 10 2016, 1:46 AM · Arma 3
PiepMGI added a comment to T63372: Weight system.

1 - Be sure what's is good for players remains valid for Ai. It's weird to have Ai's with full skill and never fatigued when you exhaust your lunges.
2 - fatigue must be a difficulty setting, not cast in stone! Or you will discourage plenty of players with "guardians of realism" considerations.

May 10 2016, 12:38 AM · Arma 3
PiepMGI added a comment to T62774: Grenades are not powerful enough. .

btw , do also something for grenade launched by EGLM or 3GL

May 10 2016, 12:15 AM · Arma 3
PiepMGI added a comment to T62718: Animating vehicle doors.

At this time, animateDoor function works for all IFRIT, unarmed HUNTER and unarmed STRIDER as far as cars are concerned.
It seems there is no time or will to improve these models.
If i had any idea to work for that, i could take time on it.

May 10 2016, 12:13 AM · Arma 3

May 9 2016

PiepMGI added a comment to T61395: Weather conditions not the same for everyone.

wind should be checked. It seems different. Difficult for me to confirm. In this case, forget the dual work spotter/sniper.

May 9 2016, 11:05 PM · Arma 3
PiepMGI added a comment to T61395: Weather conditions not the same for everyone.

Yes it seems to work. Good job!

May 9 2016, 11:05 PM · Arma 3
PiepMGI added a comment to T61395: Weather conditions not the same for everyone.

Sure, if different winds for players, this could be interesting with Marksmen DLC supposed to enhance the tandem work sniper/spotter along with wind parameters!

May 9 2016, 11:05 PM · Arma 3
PiepMGI added a comment to T59083: Low CPU/GPU Utilization.

@Legolasindar
I have just an i5 but the same video card as yours GeForce GTX 970 4 Gb. Arma 3 goes from 60 to 30 FPS in SP, about 30 in MP without mod. I'm aware of that because i wrote an add-on with multiple displays (7 layers of heavy calculated params & results). So, You can also play with 70+ and more with poor scenery in SP.

All objects aggregate like towns are FPS killers.
One point BI developers should consider : Avoid massive environment objects such as garbage, bees, butterflies, snakes,... You use and abuse with these things. Concentrate on buildings, men, cars. Thanks

May 9 2016, 6:28 PM · Arma 3
PiepMGI added a comment to T58946: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

If this could help: My Laptop (2 months old) was delivered with NVidia driver: 358.91, which worked fine, until 359.00 with some sparse crashes then 359.06 which worked until I decided to run Arma on battery power(not plugged). Crashes occurred after 1 minute at start of Arma. I thought the solution were on plugging my laptop, i was wrong. The system was stuck in crashes process each time i launched Arma.
Then, i began to try some changes in NVidia config for Arma. Not in launcher i never modified (but -nosplash). Results were from immediate crashes with unable to create DXGI to quick crashes with DXGI removed.
Then, I tried to reset all params to default. Crashes also.

And finally, reinstall 358.91 and I can play more than one hour. No chance I try on battery power. I'm still retaining my breath.

May 9 2016, 4:08 PM · Arma 3
PiepMGI added a comment to T58946: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED.

I just experience that on laptop i7 + Geforce GTX860M, Windows 10, NVidia 359.06 (latest). Yesterday, fine. Today, started on batteries, DXGI crashed quickly. I tried again after plugging the laptop... restarting W10, checking for Arma's file integrity (from Steam interface). Nothing works!

DECEMBER 2015. Search for error!

May 9 2016, 4:08 PM · Arma 3