Confirmed, thats great!
All thats left now is the main Arma 3 Tools window, and this ticket will be closed
Confirmed, thats great!
All thats left now is the main Arma 3 Tools window, and this ticket will be closed
Hi,
AddonBuilder and Publisher in main branch now scales correctly when DPI is over 100%.
Hello, with the update 0.82, Arma3Tools.exe display should be better for you (even if it's not scaled), could you have a look? Thanks.
Disable DPI-scaling in the applications properties until this is fixed.
Most applications don't scale well. Although i'm suprised since WPF applications are supposed to scale very well, without further doing by programmers.
Thanks, I'll take a look at it when I get home. I didn't set that so it must have done it by itself. But it still doesn't fully explain why it SOMETIMES won't do the advanced model. I can understand why it won't work on modded choppers by default.
As for realism, I'm playing with a keyboard so yea... don't want a sim. Just wana fly choppers like I always have in ArmA.
EDIT: That worked, thanks.
There is also an optional key bind for engine on in controls. I set mine to ctrl + E. For Rotorlib I recommend using a analogue throttle for collective input, if you ever want to make the switch back to Rotorlib.
Yea I have the engine on option keybound already and don't have any intention of using the advanced flight model any time soon as I was fine with how the helicopters were on the old flight model. That's about as realistic as I personally want it. Either way, I have no gaming controllers so it would be really awkward on keyboard.
Thanks for the update. For further discussion or help, please visit the BI forums (http://forums.bistudio.com).
You are probably slamming your collective up and down. Watch the bar that fills up and look at which point your helicopter takes off.
But it seems you should just use the standard flight model since you are confused with the more realistic, advanced flight model.
Menu -> Options -> Game -> *right side* = 'advanced'- set it to 'standard'
Try slamming your collective up in a real helicopter and call me if you survive it. It will either boost uncontrolable into the air, or/and would rip your blades and maybe even engine apart.
Update 31/10/2014 4:09 AM
The game somehow mysteriously returned to normal.
I wonder if the dev team just did their magic.
I will update this issue if anything happen again.
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.
Please disable the Epoch mode. Does it still happen>
No, it only happens when I try to access the MGT server, his IP address can be found in the provided video. Server Administration argues that GUID and my ID is not in the database of blocked users.
Does it happen with disabled mods? Can you please upload your rpt file from the time it was happening?
C:\Users\<Name>\AppData\Local\Arma 3\
Hello, does it happen also when you have no mods enabled and try to join any public server?
Vanilla game doesn t have any 12 gauge weapons so it is impossible to reproduce the error without any mod.
Regards.
Are you experiencing this error even when playing with no mods? Thanks
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.
Any notes on resolving it? as it doesn't work on my side although status is resolved?!
hi, sorry for confusion. the fix is under testing now. will be released very soon. thx fot your patience
Most likely they aren't included in their Virtual Arsenal.
Oh, and btw: What I described in note #0092120 is still an issue in stable v1.46.
Anybody else also notice the new weapons arsenal does not include any of the Vermin magazines? (Shrugs, maybe it's just a bug with 69th servers.)
The last 4 rounds of the standard Vermin magazine are also green.
One last thing and this is done. When I load a mag with only green tracers (the original tracer mag) the word "Tracer" is shown in the upper right corner next to the bullet count. The red and yellow tracer mags don't have this little hint. Can you change this, please? Thanks for your effort!
This issue is nearly solved on dev-branch. The only thing that is missing now is a description for the tracer only mags so we can see the color before we start shooting.
I get this too,a lot. I have to quit the game and wait for 5-10 min. its a pain when a server has reserved slots because you join thinking there are 20 slots remaining only to be kicked and the server list is then blank. Is there any way to stop the list from refreshing? I'd rather an old list than no list. i used to think that it would be fixed in the next update, haha that was years ago. it needs more options so we can fine tune it to our situation.
I have this too seems most BI games have this problem
Duplicate of Bug #21394
Duplicate of Bug #18733, "Global chat is laggy in almost every server"?
Duplicate of Bug #21395
Duplicate of Bug #18733, "Global chat is laggy in almost every server"?
Hi, I have uploaded my save file. I also do not use any mods. I only bought and installed Arma 3 during the free weekend.
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.
Not able to load auto save data as to large for upload, can send via other means if needed, i have the digital deluxe version and have not changed any of the settings in regards to Mods, so i would imagine they are all active
Thanks for the feedback!
This issue should be fixed in current version of dev branch. Fix should be a part of the next stable update.
i also have this problem, i have restarted the mission several times and still have the same result, i have the digital deluxe version, i have recorded it and uploaded a video on Youtube to help http://youtu.be/qnVZAW5Urxc
Hi, I wasn't able to reproduce this issue. Are you playing with mods? Are you able to reproduce this issue even with no mods enabled? Could you please attach your save files? Thanks
The static launchers need their own tickets, it's something different.
"hard to reproduce ?"
I can't check because I'm out of my town/
"The static launchers need their own tickets, it's something different"
Agree
Why you need a Video ? Place enemy static AA in editor and blow it up with detonation.... hard to reproduce ?
Problem still apears with static AA Launchers. The unit is still attached to it while hes dead. Its funny to blow them up.. so the AA flying in the sky while the unit is still attached.
@R34P3R, I have not seen this problem again. If you provide a video example, then it will be more clear
@freexavier
Now I don't see this problem on your computer.
So this has been fixed
They don't fall like this all the time, but it does happen enough. Rarely in the field would a rocket launcher fall upright. The model should be made with a slight point on the collision model. This would ensure it never balances like this.
In one of the last updates it was fixed.
Now should be "resolved"
What do you expect when these things fall to the ground almost perfectly upright? Looks fine to me.
The problem i'm having with this is, that explosions or bullets don't apply any force to ragdolls. Thus making them and their equipment always collapse in the same way if they're on even ground.
It looks like as if it was their... nvm
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.
I guess so. But in regards to Rotorlib, other helicopters have no problem flying inverted. How can mod makers choose if they have a restrictive autopilot enabled or not? If there is an auto pilot, why does the standard flight model allow inverted flight?
Hello,
this is intended behavior. Both helicopters are made with a helping autopilot in mind. Also, when axes are being changed, the Rotorlib sometimes is capable of crazy computations and crashes of the game.
You shouldn't play using VPN, as there might be traffic not returning properly to the player or UDP streams are simply becoming unreliable.
There is - to best of my knowledge - no intentional blocking, but it might simply not be intended to play A3 MP using VPN. Usually there's also no reason to do so.
Thanks for the update.
Do you guys block VPNs ?
I found out if I turn off my VyprVpn, it seems to work properly, although it should still work on the VPN because all the ports are open. There still seems to be something not adding up...
Hello,
thanks for the report, I have assigned your issue to the programmers.