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Arma 3 Activity
May 10 2016
Hey & thanks for the report! We'll look into it.
I wasn't running any mods at first, but the last few times I tried I had a steam workshop scenario (DUWS) installed. I know it's not a problem that happens for everyone because I've watched videos on the internet and it was fine, it seems to only be a select few
I managed to get it to work by reloading my save starting at camp maxwell before tipping point. Also, I sprinted almost the entire way from the radio tower overlooking agia marina all the way to the boat
Hello,
I could not reproduce the problem at all. Are you running any mods? Do you do anything special in that mission?
Thank you.
This needs to be closed. This bug was fixed a while ago, and I now can vividly see when my own team is firing on my butt. @#$@#$ :-/
Thanks for the feedback. Marking as fixed.
I use no modifications, just vanilla ARMA 3.
The equipment I additionally utilize and this bug then becomes extremely evident is Track IR hardware, and then viewing as third person during flying over AA vehicles. When flying in third person using Track IR, you'll notice there are almost no smoke trails from ground fired rockets! However, when viewing from another person's point of view from the ground and watching AA/AAA rockets go into the air, you can see smoke trails without issues. So this seems to only occur from the pilot's point of view, and easily seen in third person pilot seat, and might be more easily seen when using Track IR as it's difficult to move your head easily as third person via keyboard, etc, as the keyboard or joystick head movements are static, or limited to one limited angle and a limited span. Even when viewing externally and watching another aircraft fly over, you're still omitting from viewing from the pilot's seat.
I'm also wondering if at night (including hours of dawn and dusk), we should also be seeing flashes of light from the ground further indicating AA/AAA rockets firing, as well as light trails from the rocket motors? Others on the ground can easily see this activity.
Another but unlikely scenario, the smoke trails could be appearing as invisible from the angle of view with the colors used to indicate smoke trails and blending into the ground colors. It is very rare that I see any smoke trails and more like a fluke when I do see a rocket smoke trail, and I have yet to see any flashes of light from the ground AA/AAA firing at night. I doubt this has to do with the colors of the smoke trails, and I further mention below the only AA rocket fire smoke trails that I do see, might be coming from infantry AA rocket fire.
Maybe if I get more time, I'll put like 20 to 40 AA vehicles (Tigris) on the ground and fly over at a very high altitude, and at night. I'm wondering if decreasing the expertise will make them poor aimers, might aid further detecting this issue. But I think the magic here used for detecting this issue is using TrackIR hardware. Also, it maybe the rockets trails I do see are those only coming from infantry AA rockets and not the AA vehicles, or Tigris vehicles.
2015.04.28 01:00 UTC: I placed approximately 40 Tigris with low expertise on the map and used the Typhoon to fly-over using a view distance of about 3700km at an altitude between 3000-4000m. I now see some very brief white flashes of light, but no smoke plumes from the rocket motors. The flashes of light, or simulated rocket motor light, are so fast and so brief, I'm not sure it's even realistic as I wonder if the rockets can even travel at the speed of light. Usually when two objects are going in the same direction, the second object has more of a chance of being fully seen versus when two objects are moving at each other. Shrugs. Seems really odd to me. Maybe getting some experienced witness testimony as to what a pilot should be seeing from AA/AAA ground fire? ;-) (Also, there's still no tail number/art light when using collision lights at night. Aircraft use tail lights on their tail numbers to distinguish themselves from other aircraft at night. Main lights on aircraft still provide light while only on the ground, and main lights are never able to be seen once in the air.)
You're welcome.
Thanks for the feedback. I am able to reproduce it now and it seems, that there is a smoke trail but is very transparent and practically invisible from an airplane. Thanks!
Hi, I was unable to reproduce this issue (tested with Tigris and Wipeout). Are you able to reproduce this even in a simple mission created in the editor? Do you use any user-created mods? Thanks!
After the latest patch, out of the 50+ SAM/AA/AAA (surface-to-air/anti-aircraft) missile fired (by two Tigris) during a fly-over at an altitude of >2,000 meters (for which the AI are now programmed and able to see unrestricted over 1,500 meters after the latest patch), I still think I only saw maybe one or two AA/AAA missile trails while viewing as pilot from external 3D view. If any missile trails, as the trails I saw from 3D pilot could have been only artifacts of the trails.
If you're on the ground as a foot soldier, I believe you can see missile trails without any problems.
If I'm not mistaken, this becomes a problem with passengers of helicopters, also not being able to see or detect ground AA/AAA fire. During the day, should probably be able to see small smoke plums (and possibly flashes at night) from the ground firing and then smoke particle trails through the air and possibly light some light flashing from the rear of the missile rocket motors.
This bug is currently unassigned.
Finally using the 69th Enjin* server, I saw one AA missile trail from some infantry ground AA being fired at another pilot. (It was a very short, low, & quick flight for the AA missile toward the pilot head-on who was flying too low.)
So far ARMA 3 Version 1.40.129* still doesn't show any AAA missile trails from the pilot's perspective. (Can only see missile trails usually if you're on the ground or the one firing the missiles. If I'm not mistaken, can either sometimes or most times see infantry AA being fired at other pilots.)
Rewoking this ticket. Now is a good time to make something like that. A Bomb suit with protection(thanks to the new Hitpoint system). The weight would limit the user to walking through the new stamina system. Half the things is done Just need a 3D model.
Fixed. The bugs was caused when v1.34 was rolling out.
Someone set this to closed
Still not closed?
Mods? Can you have this ticket closed?
Thanks for the info and your feedback. Marking as resolved.
The devs fixed this issue of "not having a green check" by adding a new option in the Strategic Map called Exit. Also I wasn't able to get the achievement because of the newer 1.34 was rolling out and newer achievements were also being added too.
No offence, but there need to be real idiot ; All its written how to do, step by step.
http://images.akamai.steamusercontent.com/ugc/704037719774802339/95BDB488F5DD1CF6DA54B35D34D942AD11A3EA04/
Then sory. But now its fully working, ticket can be closed.
it seems you misunderstood me for calling me an idiot. I played the faction showcase BEFORE The update in wich they explained how to end them
On pedestrian crossing you've got green light and red light - no need to think there as well, but one road-pirate can change this. Same with game, it need to force player to think, but i wasnt thinking long how to discover this strategic map, all is written in desription. Simply as possible....
is that so? in that case ive played the faction showcase when they didn't told you how to end it in the description
go-kill-back? this is not a mission, its a FACTION SHOWCASE. its only purpose its to make a demo of each faction's units and equipment. There should be no reason to be forced to think there.
IF i'm not a genius, ans opened showcase for the first time, its not so hard, beacuse i easly found them. Mep [M] is for some reason, and using it was allways recomended for clearly understand mission since Operation Flahpoint, and easiest passing it, with usefull tips. Ticket indeed ready to close. Its not Battlefield - go-kill-back - it force you to think and its very good.
Ticket not ready to be closed. The instructions on how to finish them (and appear as complete) should be clearer than that
It can be finished, you havent readed description and this is how it finish. Walk to any map near any presentation - option will appear "open strategic map", click and find place named "exit" or "finish" and done. Ticket ready to close
Someone set this to closed
Fixed. The bugs was caused when v1.34 was rolling out.
So, maybe there is some way to pass it by walking to some officer? Look in game manual in game menu, today evening i'll try too "pass" it :)
The achievements have been fix in v1.34.128.075, but you can't have a green check mark at it still.
Upvoted. It still bothers me to this day that you can't complete faction showcases yet. An idea to get the showcases completed would be having to visit each area of the showcase. Or, if anything fails, make it like ArmA2 where to get the completation you just had to start the scenario.
i thought it was designed to never be completed.
This is a duplicate of an existing issue: #8592. Closing.
scopes should be rather implemented in PiP manner or it should fallback to black screen outside of scope, but leaving this as-is (which I guess BI will do =/) is unacceptable
Uum, bump? Been a week...
Hi Iceman,
I have already added all crush dump files to the ARMA.zip. I did also upload another "CrashDumps.zip" containing files of the ARMA archieve and some new crash dumps. (Such as one which has just happened a few moments ago) Hope to have a reply soon! Thanks again :)
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 the archive is smaller than 5000k, you can attach it here. When it 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.
Had to be a addon/mod affecting this. It is working on now with all addons turned off. Sorry for the misunderstanding.
Hello,
thank you for the report. Unfortunately, I am unable to reproduce the problem, I cannot reproduce the loop at all. Could you please try to share more details so I am able to reproduce it? Thanks a lot.
I have the same problem...
Alway failure loop. I cannot even try the mission...
Try BIS forums http://forums.bistudio.com/index.php
Thanks
Try BIS forums http://forums.bistudio.com/index.php
Thanks
Same problem with the RCO, perhaps with other scopes too. Very annoying.
Still broken. Commy2 gave steps to reproduce.
Command does not work with "weapons" on the binocular slot.
player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", "Laserbatteries"];
player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", ["Laserbatteries", 1]];
player addWeapon "Laserdesignator";
player addWeaponItem ["Laserdesignator", ["Laserbatteries",1,"Laserdesignator"]];
None of these above add the laser battery magazine.
Command is broken for launchers.
player addWeapon "launch_RPG32_F";
player addWeaponItem ["launch_RPG32_F", ["RPG32_F", 1]];
player addWeapon "launch_RPG32_F";
player addSecondaryWeaponItem "RPG32_F";
Both cause the launcher to reload and a generic reloading sound to play.
There's still the reload time delay when doing e.g.:
player addSecondaryWeaponItem "NLAW_F"