Page MenuHomeFeedback Tracker
Feed Arma 3 Activity

May 10 2016

deanosbeano added a comment to T81863: Mounting P :Drive.

That is not the case on win 8 pro x64 and never has been

  There is a complexity of  tools exe's starting viewers and second line exe's that simply allowing p drive to bypass UAC does not fix , pdrive as you know is only a subst , creating it does not then allow uac to be bypassed on the exe's contained within .

For example start steam as user then mount p , then start TB and launch bulldozer annd you will recieve viewer not found .
However if you start steam as admin then do the same all will be ok ,
however as a user you will not physically see the p: drive as a drive label because your a user not admin .therefore you have to go direct to the armawork folder or go via the open file in the tool UI.

I have started p drive via the bat as both user and admin since day 1 and still do if I do it through tools ui it will only show to the authority that started the steam exe .

May 10 2016, 10:44 AM · Arma 3
deanosbeano added a comment to T81863: Mounting P :Drive.

Solved (ish)

The P:drive is created but only attributed to the User authority that steam was satrted with :

If you start steam as Admin : then P:drive is only visible to the Admin
you must then start as user manually by double click the mapdisk in tools folder to access it via the Windows UI.

Obviously because you have started steam as Admin then you can reach P:drive via the Steam tools UI and tools you start from there.

Disabling UAC on windows 8 so User has admin rights is not possible as Arma 3 is an App that suffers serious stutters if this is done.

Starting steam as user is also not an option because then tools do not work properly becuase the exe`s that are required during there use like only admin authority

Nightmare cant see a way past it other than persevere but thats Windows fault , fingers crosssed for 10 :)

May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81863: Mounting P :Drive.

Could you please attach files located in your Arma 3 tools folder in the folder logs? The files you are looking for are Arma3Tools.rpt and Mapdisk.rpt

Thank you for your feedback

May 10 2016, 10:44 AM · Arma 3
deanosbeano added a comment to T81863: Mounting P :Drive.

hmm you mean the Veta option that allows the BIG data files ?
i dont see any DEV tools options Just BEtA and i ve been on them all the time ,not sure its any different

anyway cheers for the help , it looks like MCFEE i just decided to leave it be and start it manually from the Tools folder myself , works ok

May 10 2016, 10:44 AM · Arma 3
Benargee added a comment to T81863: Mounting P :Drive.

http://i.imgur.com/ZV3ZrT5.png

May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81863: Mounting P :Drive.

Hello and thank you for your feedback.

Was this issue resolved?

May 10 2016, 10:44 AM · Arma 3
deanosbeano added a comment to T81863: Mounting P :Drive.

So strange I dont get that option , only big data files option

No matter I am happy with stable (ish)
May 10 2016, 10:44 AM · Arma 3
Benargee added a comment to T81863: Mounting P :Drive.

try going to Preferences/settings (ini file)/P Drive/Path to your P Drive.

For me it works just fine, I am using the tools Dev branch though.

It could be antivirus too. I had a conflict before where game updater didnt work with my antivirus.

May 10 2016, 10:44 AM · Arma 3
deanosbeano added a comment to T81863: Mounting P :Drive.

Hmm could be mcfee ill try it
All other buttons in the UI work and path to p in the ini is correct and manual operatiin of the mapdisk.bat is working ok on fail of the UI

Incidentally what is Dev tools ? Sounds like a strange thing to allow Stable dev engine and stable dev tool combos thats a possibility of nightmare or maybe I now see why its all fucked up lol

May 10 2016, 10:44 AM · Arma 3
Benargee added a comment to T81863: Mounting P :Drive.

its the exact same thing as dev branch arma 3, but for tools. it's like a beta version. anyone can opt in via steam.

It isnt stable dev, it's just dev. there are no conflicts.

May 10 2016, 10:44 AM · Arma 3
deanosbeano edited Steps To Reproduce on T81863: Mounting P :Drive.
May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81863: Mounting P :Drive: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Killzone_Kid added a comment to T81862: fatigue system is not correct.

there must have been some tweaks to fatigue done again. noticed on dev default unit with just vest and rifle gets out of breath very quickly and recovers for way too long.

May 10 2016, 10:44 AM · Arma 3
LEEYOWN edited Additional Information on T81862: fatigue system is not correct.
May 10 2016, 10:44 AM · Arma 3
LEEYOWN added a comment to T81861: Scope zooms are not thought out quite well..

im getting to old for this shit, go ask someone who's answer you thrust.

May 10 2016, 10:44 AM · Arma 3
frzburn added a comment to T81861: Scope zooms are not thought out quite well..

Hahahaha! Amazon.com reference... Splendid.

Which one? The $89 Barska? The $79 Ultimate Arms Gear? C'mon, get serious.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81862: fatigue system is not correct: Arma 3.
May 10 2016, 10:44 AM · Arma 3
frzburn added a comment to T81861: Scope zooms are not thought out quite well..

Ho yeah? Give me one reference of someone that uses a 40x scope in a tactical situation. Just look at major scope manufacturers' (Schmidt & Bender, Nightforce, US optics, etc) LE/Military scopes, you'll find out. Don't argue on this.

Scopes with this much magnification only serve to shoot paper targets, or prairie dogs.

40x is a good magnification for a spotting scope. Not a rifle scope.

May 10 2016, 10:44 AM · Arma 3
LEEYOWN added a comment to T81861: Scope zooms are not thought out quite well..

longe range sniping, used on anti-materiel rifles.

May 10 2016, 10:44 AM · Arma 3
LEEYOWN added a comment to T81861: Scope zooms are not thought out quite well..

http://www.amazon.com/s?rh=n%3A3226124011%2Cp_n_feature_keywords_three_browse-bin%3A5965675011

May 10 2016, 10:44 AM · Arma 3
gibonez added a comment to T81861: Scope zooms are not thought out quite well..

40x lol What is he shooting an F class bench rest match ?

High end on magnification scopes top off at around 25x.

May 10 2016, 10:44 AM · Arma 3
LEEYOWN added a comment to T81861: Scope zooms are not thought out quite well..

i was talking about the ingame stats indeed, and 40x scopes deffinetly are used in reality

May 10 2016, 10:44 AM · Arma 3
Issen added a comment to T81861: Scope zooms are not thought out quite well..

Are you going by the ingame descriptions for the magnifications? If so, those are wildly inaccurate and need to be cleaned up. The DMS for example doesn't have the 2x-4x magnification it claims in the description, but rather 6x-12x.

May 10 2016, 10:44 AM · Arma 3
frzburn added a comment to T81861: Scope zooms are not thought out quite well..

40x? That's ridiculous. Most tactical long range scopes have variable zoom somewhere around 5x-25x

May 10 2016, 10:44 AM · Arma 3
Bohemia updated subscribers of T81861: Scope zooms are not thought out quite well..
May 10 2016, 10:44 AM · Arma 3
LEEYOWN set Category to category:featurerequest on T81861: Scope zooms are not thought out quite well..
May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81861: Scope zooms are not thought out quite well.: Arma 3.
May 10 2016, 10:44 AM · Arma 3
knapperx3 added a comment to T81860: Night Scenario Death After Exiting Boat.

i happened the 3 times i tried it. the boat force ejects me from itself

May 10 2016, 10:44 AM · Arma 3
Ralpha added a comment to T81860: Night Scenario Death After Exiting Boat.

I had this some time ago when I was testing a mission, happened a couple of times (happened every +-1/10 time). Tried to reproduce it now but could not make it happen once. (version 1.42.130231)

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81860: Night Scenario Death After Exiting Boat: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Bohemia updated subscribers of T81860: Night Scenario Death After Exiting Boat.
May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81860: Night Scenario Death After Exiting Boat.

Hello and thank you for your ticket.

Does this happen everytime you get off boat? or did it only happen once?

May 10 2016, 10:44 AM · Arma 3
knapperx3 set Category to category:designmission on T81860: Night Scenario Death After Exiting Boat.
May 10 2016, 10:44 AM · Arma 3
Koala added a comment to T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..

Duplicate of #0023127

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..

Distance is perfect now, I can faintly hear shots at 1.3-1.5km

May 10 2016, 10:44 AM · Arma 3
Fireball added a comment to T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..

Thanks for the feedback! Question is; is that in 1.43 Dev or already in 1.42? We shall see...

May 10 2016, 10:44 AM · Arma 3
Fireball added a comment to T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..

I don't think it's exactly a dupe, since it refers to changes between two dev builds, if I read that correctly.

May 10 2016, 10:44 AM · Arma 3
Bohemia updated subscribers of T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..
May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..
May 10 2016, 10:44 AM · Arma 3
James2464 added a comment to T81858: Unable to deploy bipod on custom geometry.

This ticket can be closed as issue is fixed.

Thanks.

May 10 2016, 10:44 AM · Arma 3
Shields added a comment to T81858: Unable to deploy bipod on custom geometry.

@Koala that's not fairly accurate, the developers said they're making weapon resting and bipods so that it will work with all environments and custom maps.
I remember that part as it really seemed like an awesome feature.
The engine scans for all objects and structures that you can rest your weapon on so if the object only has texture but no real structure then that's possibly the reason.

So if you can walk through it then you probably can't rest on it, have you tried that? Also did you try to bring yourself higher a notch with LCTRL+W?

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81859: Distant gunshots get quiet too quickly, and become muted at too short a range.: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Fireball added a comment to T81858: Unable to deploy bipod on custom geometry.

Improved title, forwarded.

May 10 2016, 10:44 AM · Arma 3
JCae2798 added a comment to T81858: Unable to deploy bipod on custom geometry.

Please look into this :)

May 10 2016, 10:44 AM · Arma 3
Koala added a comment to T81858: Unable to deploy bipod on custom geometry.

Maybe it doesn't work, because you are using a non-official map.

There might be a few (not yet official) structures and buildings, that don't support weapon deployment.

The developers (for now) only support issues of the official content (ArmA 3 maps, structures, weapons, functions, scripts, vehicles etc.).

May 10 2016, 10:44 AM · Arma 3
FightingPower added a comment to T81856: Sound too loud over long distance (Snipers will understand).

I see little problem with it. As i worked vith vlad_8011 on the same shooting range but little longer AFTER military experience (i never want to repeat it other than in games) i need to speak a little about subsonic and supersonic ammo.
Indeed chief lefted us with vlad and SVD and we have great fun for hour or longer, with unlimited options (as chief wasn't present).

Soniccracks IN GAME are hearable too loud over distance - if i'm 10 meters from sonic crack i should NOT hear it like it was 2 meters right? Same with 20 meters and more - soniccrack seems to have only one volume level and this is the problem.

The ammo is other factor, i have shooting from Ruger 77/22 (same as on this video https://www.youtube.com/watch?v=Q2Vtxd4EuYA) and subsonic ammo have lower speed from the barrel than supersonic = it more quiet. If you add factor named "supressor" it will drascticly kill at longer ranges, but will be almost no hearable - this is sniper rifle .22 so its not pistol from James Bond movie.

I think ticket topic is right and there will be many votes against, but detecting marksman from even 600 meters is damm hard, EVEN IF YOU HEARD SONIC CRACK. As i spent 13 years in army privates corps i know what i'm saying.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81857: BIS_fnc_paramWeather function will fail to set overcast on admin machine in Multiplayer: Arma 3.
May 10 2016, 10:44 AM · Arma 3
James2464 edited Steps To Reproduce on T81858: Unable to deploy bipod on custom geometry.
May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81858: Unable to deploy bipod on custom geometry: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Alwarren edited Steps To Reproduce on T81857: BIS_fnc_paramWeather function will fail to set overcast on admin machine in Multiplayer.
May 10 2016, 10:44 AM · Arma 3
gibonez added a comment to T81856: Sound too loud over long distance (Snipers will understand).

being able to be heard from 500m away with a suppressed rifle firing super sonic rounds sounds about right.

500m is not that long of a distance and a person with good hearing should be able to at least detect the direction of the rounds even with the suppressor.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Sorry - one zero missing in my comment. I know a little bit about supressed weapons, beacuse i was working on shooting range for 3 months. I know they are hearable, but not so much as not supressed. We were testing SVD with supressor and it was much more quiet than M24 for example. It all depends of ammunition, round type, place from where you shoot, and off course weather condition. Gibonez with all respect, 500 meters is good only for few weapons with 12,7mm.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a comment to T81856: Sound too loud over long distance (Snipers will understand).

I did some testing on 1.40 and the current devbranch (1.43somewhat)

Gunsounds are louder/audible at longer ranges on 1.40 than on devbranch.

On 1.40 the LRR and the GM6 are _technically_ audible at ranges of up to 1'500m, altough they are both verry quiet at this distance. Footsteps are way louder and you have to pay attention to be able to hear them above the ambient background noises. A team of surprised players should not be able to pinpoint the location of a sniper based on audio alone - unless the sniper fires multiple shots in rapid succession AND the squad keeps calm and listens verry carefully.

All in all I prefer the "loudness" on 1.40 over the current devbuild where assault rifles are barely audible at distances >300.

(Testing scenario is attached test_Soundrange.zip")

May 10 2016, 10:44 AM · Arma 3
Robalo added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Did BIS really take this request seriously ? Because I was looking to see if anyone else reported that sound attenuation is screwed right now, making all the loud weapons inaudible even at short ranges but found this ticket instead.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a comment to T81856: Sound too loud over long distance (Snipers will understand).

I see some point. If i use Silenced sniper rifle i CANNOT BEE visible to enemy at 400 meters away - HE CANNOT HEAR ME! If i shoot to nemiy at 2km (example) he cannot see me, but game engine allows AI (freakin uber AI) see and hear everything.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Seriously Vlad?

Like I said, more people who know nothing about guns making recommendations for them in a simulator.

SUPPRESSED (they aren't silencers) weapons are still pretty damn loud, especially sniper calibers, the suppressor reduces the sounds ability to be directionally tracked, but it is still audible for a good distance, far more than 20 or even 200 meters.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a comment to T81856: Sound too loud over long distance (Snipers will understand).

And all silenced weapons should be able to hear only up to 20 meters - AI are NOW hearing them from all distances, and instantly react by know exacly your position > AI are simlutaing some behavior but not human.

May 10 2016, 10:44 AM · Arma 3
Slopax added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Bring up some feedback and suddenly everyone has a degree in physics....

I'm giving feedback about the GAME, jesus christ calm down guys. :)

I was just saying... before the sound engine update, it was much nicer in terms of gameplay, calm your tits.

End of discussion

May 10 2016, 10:44 AM · Arma 3
Bohemia added a comment to T81856: Sound too loud over long distance (Snipers will understand).

"I'm playing on medium / low settings, which allows 1200 metres at most."

You should be able to adjust your view distance setting up to 12'000m regardless of what quality setting you are using(it should simply switch from "low" to "custom", leaving all the other values where they would be for "low"). Of course object draw distance is limited to overall draw distance at maximum, but you should be able to push both of them up to 12km even on low - and enjoy a verry low framerate :)

If you are hard-limited to 1'200 it's probably because you are on a multiplayer server. View-Distance is usually defined by the server, unless the scenario runs special scripts.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

You gave yourself the advice that will help you with the fact that snipers aren't invisible, insta-kill angels of silent death.

"Shoot and get the hell out of there."

Snipers displace after a few shots, at least shots taken in rapid succession.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

"Medium" and "low" settings aren't available options for view distance it is a slider, no other graphic option limits how long you can make the distance.

What EXACTLY is wrong with the sound being audible from that range when you yourself admitted before the update it was fine? Before the update you could still hear sniper shots from far away!

Your complaints and statements are full of contradictions.

I'm not presuming anything, you just aren;t making sense.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

There is NO LOGIC that supports the idea that " Gunshot sounds travel slightly too far" why do you think your request is disliked more than liked? Because people with brains know that gunshots actually go MUCH FARTHER than they do now.

There is no drop down setting for distance, period! Are you even palying the same game?

You aren't making sense because you said the last build's sound was fine, but it also allowed you to hear snipers at these distances, so why was the last build okay? It DOESN'T MAKE SENSE.

May 10 2016, 10:44 AM · Arma 3
Slopax added a comment to T81856: Sound too loud over long distance (Snipers will understand).

"no other graphic option limits how long you can make the distance."
Um... Yea... It does... I'm on about the preset drop down menu, when it's set to low or whatever, it limits the slider to a certain amount.

Presuming things once more, I'm not complaining, I'm giving feedback.

I'm not making sense, okay. Maybe the following points will help you understand what I'm trying to get across, if it wasn't already clear enough...

Gunshot sounds travel slightly too far, possibly nerf this just a little?

There we go. If you can't understand that then I recommend going to a nursery school.

May 10 2016, 10:44 AM · Arma 3
FeralCircus added a comment to T81856: Sound too loud over long distance (Snipers will understand).

In the real world certain frequencies made by gunfire and explosions can be detected several kilometres away by the human ear depending on terrain, air pressure, wind etc...

The in game sound in ARMA 3 is far too quiet and should be much louder over distance.

May 10 2016, 10:44 AM · Arma 3
Slopax added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Alright, well thanks for your "feedback" Mr.Rage (Calm the hell down.)
I'm giving feedback, not shooting your family.

You can stop being so prejudice aswell, I know how sniping works, but I didn't know the maximum view distance was 12km, CPU utilization on multiplayer is not exactly the best, so I'm playing on medium / low settings, which allows 1200 metres at most. (And I'm playing on a rather fast pc)

I didn't say half the stuff you're automatically presuming. I'm saying that before the update, the sound engine was more preferable for some.

May 10 2016, 10:44 AM · Arma 3
Slopax added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Thanks Adam, I'll try Steam Dev! :)

Frank, Go on multiplayer and try sniping someone from 1.4km away. Good luck my friend.

Not mad, I can snipe perfectly well thanks, but when you've got the distance settings on the highest it can go, and sniping from the furthest possible location to your target, to only have them point out your location and send the entire team over, it makes sniping useless.

And try shooting a (real person) target 1.4km away using a silencer.
(That's most likely a 2 shot to kill incase you didn't know)

I understand that it's a realistic game, but in terms of the view distance to sniping range ratio, it's like sniping from across the map and being able to hear where the shot came from. You nugget.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

So you're mad that you can't snipe in silence? IDK if you know this, but you can hear guns over 1km. Get better at sniping and repositioning.

This latest DEV build has gunshots becoming MUTE at 400m which is ridiculous, I hope they didn't listen to you. If you don't understand how guns work, don't make recommendations about them in a very realistic game.

You are seriously complaining that a sniper caliber weapon can be heard at a mere FIVE HUNDRED METERS!?

I'm tired of arcade kiddies saying what Arma should be.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

How un-spottable do you expect to be?

If you need to be impossible to find to not be frustrated then you aren't a good sniper.

You keep talking about maximum view distance and then say 1.4km is too far, 1.4km is FAR below the max viewing range. The default is 2km and can go to 12KM!.

"I understand that it's a realistic game, but in terms of the view distance to sniping range ratio, it's like sniping from across the map and being able to hear where the shot came from. You nugget."

You can see FAR MORE THAN 1.4KM and it's perfectly reasonable to hear an assault rifle caliber or higher beyond 1km.

You DO NOT UNDERSTAND SNIPING, this isn't battlefield 1.4km isn't across the map.

"And try shooting a (real person) target 1.4km away using a silencer.
(That's most likely a 2 shot to kill incase you didn't know)"

Silencers reduce long range effectiveness, deal with it. You want sniping to be unbeatable and that would ruin the game. You want to have unlimited range, be silent, and insta-kill, that's not realistic, it's not even fun, buzz off!

If you don't like a realistic game, stop playing it. Snipers can be found at 1km+, deal with it. You just want to sit back at range and shoot people with no vulnerability, that's nonsense.

May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Hello and thank you for your feedback.

Could you please try to reproduce this issue again on 1.42 when it comes out? Or alternatively you can switch to Steam Dev and try to reproduce the issue there.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81856: Sound too loud over long distance (Snipers will understand): Arma 3.
May 10 2016, 10:44 AM · Arma 3
Slopax set Category to category:sound on T81856: Sound too loud over long distance (Snipers will understand).
May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81855: Terrain Builder Memory Leak.

Hello and Thank you for your feedback.

We will need Arma 3 tools log that is located in your Arma 3 tools folder. Please attach the files here and if they are over 5mbs use a free file sharing service and post the link here.

May 10 2016, 10:44 AM · Arma 3
James2464 added a comment to T81855: Terrain Builder Memory Leak.

Hi Adam,

There are no logs written during the lock up except for this: http://pastebin.com/24jfTkcL

Not sure if it matters but Skype and Steam are running when it happens.

This lock up problem will appear during editing too with bulldozer running

May 10 2016, 10:44 AM · Arma 3
James2464 added a comment to T81855: Terrain Builder Memory Leak.

Hi Adam,

Please see screenshot: http://i.imgur.com/bTi5c2d.jpg

May 10 2016, 10:44 AM · Arma 3
James2464 edited Steps To Reproduce on T81855: Terrain Builder Memory Leak.
May 10 2016, 10:44 AM · Arma 3
Bohemia updated subscribers of T81855: Terrain Builder Memory Leak.
May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81855: Terrain Builder Memory Leak: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81854: A2 trees have negative impact on PVP/competitive play when ATOC settings aren't uniform between players.

Unfortunately the Arma 2 trees can only be found in mods so we cannot do anything about this. Thank you for your feedback.

May 10 2016, 10:44 AM · Arma 3
SaOk edited Steps To Reproduce on T81853: CameraEffect "terminate" is broken for Render To Texture.
May 10 2016, 10:44 AM · Arma 3
BullHorn set Category to category:gamesettings on T81854: A2 trees have negative impact on PVP/competitive play when ATOC settings aren't uniform between players.
May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81854: A2 trees have negative impact on PVP/competitive play when ATOC settings aren't uniform between players: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81853: CameraEffect "terminate" is broken for Render To Texture: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Ch11rch added a comment to T81851: UAVs moving in crazy/stupid ways when flying over hilly terrain (because AGL as reference + obsesive about exact altitude).

Definitely needs a fix. UAVs are a great asset to the game but people get frustrated with them due to the lack of attention they have been given and then avoid them entirely. Fix the UAVs so they function properly!

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81852: I really like the launcher: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Bohemia updated subscribers of T81851: UAVs moving in crazy/stupid ways when flying over hilly terrain (because AGL as reference + obsesive about exact altitude).
May 10 2016, 10:44 AM · Arma 3
DisasterMaster set Category to category:launcher on T81852: I really like the launcher.
May 10 2016, 10:44 AM · Arma 3
benitoll added a comment to T81851: UAVs moving in crazy/stupid ways when flying over hilly terrain (because AGL as reference + obsesive about exact altitude).

Edited on 17th June for a small really unimportant typo (200m instead of 2000m), just in case.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81851: UAVs moving in crazy/stupid ways when flying over hilly terrain (because AGL as reference + obsesive about exact altitude): Arma 3.
May 10 2016, 10:44 AM · Arma 3
benitoll edited Steps To Reproduce on T81851: UAVs moving in crazy/stupid ways when flying over hilly terrain (because AGL as reference + obsesive about exact altitude).
May 10 2016, 10:44 AM · Arma 3
simp1yhotmailcouk added a comment to T81850: Industrial shed side door is too small.

Issue still unresolved

May 10 2016, 10:44 AM · Arma 3
simp1yhotmailcouk added a comment to T81850: Industrial shed side door is too small.

Screenshot added

May 10 2016, 10:44 AM · Arma 3
SnakePlissken added a comment to T81850: Industrial shed side door is too small.

The problem still exists in version 1.54.

Please fix it before the release Tanoa;)

May 10 2016, 10:44 AM · Arma 3
ceeeb added a comment to T81850: Industrial shed side door is too small.

Confirmed, object model is "i_shed_ind_f.p3d"

May 10 2016, 10:44 AM · Arma 3
Bohemia updated subscribers of T81850: Industrial shed side door is too small.
May 10 2016, 10:44 AM · Arma 3
simp1yhotmailcouk set Category to category:visualstructures on T81850: Industrial shed side door is too small.
May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81850: Industrial shed side door is too small.

Hello,

Could you please provide a screenshot or a video displaying the issue? Thank you.

May 10 2016, 10:44 AM · Arma 3
Bohemia added a project to T81850: Industrial shed side door is too small: Arma 3.
May 10 2016, 10:44 AM · Arma 3
Adam added a comment to T81849: I install mods and let me not play the game.

Hello

If this is happening only when using mods i'm afraid i cannot be much of a help.

Thank you for your feedback

May 10 2016, 10:44 AM · Arma 3
neodart set Category to category:errormessage on T81849: I install mods and let me not play the game.
May 10 2016, 10:44 AM · Arma 3
DisasterMaster added a comment to T81849: I install mods and let me not play the game.

neodart that will happen if you are missing the files required for the server or if you have outdated files

you can resolve this by contacting the server admin and getting an updated list of the mods they are running and making sure to launch the game with those mods and without any extra mods

May 10 2016, 10:44 AM · Arma 3