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May 10 2016

Koala added a comment to T81955: Deployment aim deadzone moves constantly right when firing, so redeploy is necessary..

Related to #0023596

May 10 2016, 10:47 AM · Arma 3
Koala added a comment to T81955: Deployment aim deadzone moves constantly right when firing, so redeploy is necessary..

Related to #0023695

May 10 2016, 10:47 AM · Arma 3
Samufugu added a comment to T81955: Deployment aim deadzone moves constantly right when firing, so redeploy is necessary..

Happens to me as well with at least all of the Marksman DLC guns. http://gfycat.com/RevolvingTastyHawk

May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81955: Deployment aim deadzone moves constantly right when firing, so redeploy is necessary.: Arma 3.
May 10 2016, 10:47 AM · Arma 3
StJimmy edited Steps To Reproduce on T81955: Deployment aim deadzone moves constantly right when firing, so redeploy is necessary..
May 10 2016, 10:47 AM · Arma 3
Fireball added a comment to T81954: You can Deploy any Weapon, even if it dont got a Bipod.

Dupe of #23567.

May 10 2016, 10:47 AM · Arma 3
Koala added a comment to T81954: You can Deploy any Weapon, even if it dont got a Bipod.

That is intended. If you gone prone, you will use your elbow as a deployment point. The ticket can be closed.

Next time, use the search function: #0023567

May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81954: You can Deploy any Weapon, even if it dont got a Bipod: Arma 3.
May 10 2016, 10:47 AM · Arma 3
nikolas edited Steps To Reproduce on T81954: You can Deploy any Weapon, even if it dont got a Bipod.
May 10 2016, 10:47 AM · Arma 3
Bohemia updated subscribers of T81954: You can Deploy any Weapon, even if it dont got a Bipod.
May 10 2016, 10:47 AM · Arma 3
Silent_Sniper set Category to category:controls on T81953: Release Candidate Key Bind Issues.
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81953: Release Candidate Key Bind Issues: Arma 3.
May 10 2016, 10:47 AM · Arma 3
Nokman added a comment to T81952: Arma Crash by Control ctrlsetmodel "";.

im have add the crashlog

May 10 2016, 10:47 AM · Arma 3
mind added a comment to T81952: Arma Crash by Control ctrlsetmodel "";.

Here is one more dump, hopefully this will speed up things.
in this case i tried to load model _ctrl ctrlsetmodel "laserTgt.p3d"
as you can see it have no path to file. only file name.

In the same time loading _ctrl ctrlsetmodel "\A3\Weapons_f\laserTgt.p3d"
is perfectly legal and works fine.

In this specific case this is clearly config error, some one specified not full path but only file name.

it is also confirmed that following will crash A3 100%
_ctrl ctrlsetmodel "";

VehicleConfigs often have many base classes with wrong or empty model info.
By model info I mean (configfile >> "CfgVehicles" >> "my_vehicle_name" >> "model")
And there is no way to detect for sure if it is correct or not.

Finally config may present while model is missing.

Most likely things are much harder inside arma, than i might imagine.
But all is needed is to check if given model exists/loaded, and if it is not
found, load "\A3\Weapons_F\empty.p3d"

May 10 2016, 10:47 AM · Arma 3
NeoArmageddon added a comment to T81952: Arma Crash by Control ctrlsetmodel "";.

Maybe I have some additional information regarding this ticket. I was building a 3D preview for my Map Builder editor put people complained about random crashes. Looks like some models, like the (shiny) fuelstation crashes ArmA3. Also some people reported, that they have random crashes with previewing objects that worked before. So I conclude that invoking ctrlsetmodel often with different models can crash A3 too.
So ctrlsetmodel has probably two problems: Some objects crash A3 and switching often crash A3.

Anyone can reproduce this error by installing Map Builder 0.7 and quickly go through the objects library or directly go to fs_pump (or other fs_*** objects).

May 10 2016, 10:47 AM · Arma 3
Nokman set Category to category:controls on T81952: Arma Crash by Control ctrlsetmodel "";.
May 10 2016, 10:47 AM · Arma 3
Adam added a comment to T81952: Arma Crash by Control ctrlsetmodel "";.

Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81952: Arma Crash by Control ctrlsetmodel "";: Arma 3.
May 10 2016, 10:47 AM · Arma 3
Morthon added a comment to T81951: Add High Command functionality to Zeus.

Yes, indeed. At the moment, HC is a very left out, almost forgotten feature in my opinion.

May 10 2016, 10:47 AM · Arma 3
Vitdom added a comment to T81951: Add High Command functionality to Zeus.

This is an excellent idea. We need further integration of High Command into the rest of Arma 3's features, and tweaking HC accordingly for a fluid experience.

May 10 2016, 10:47 AM · Arma 3
Morthon edited Additional Information on T81951: Add High Command functionality to Zeus.
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81951: Add High Command functionality to Zeus: Arma 3.
May 10 2016, 10:47 AM · Arma 3
lankercool set Category to category:multiplayer on T81950: Voting Admin disabled during mission-run.
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81950: Voting Admin disabled during mission-run: Arma 3.
May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows.

Issue persists in latest stable (1.54.133570).

May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81949: 1.42.130211 Player going through ground when reloading while bipod deployed: Arma 3.
May 10 2016, 10:47 AM · Arma 3
zimochod13 edited Steps To Reproduce on T81949: 1.42.130211 Player going through ground when reloading while bipod deployed.
May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows.

Issue persists in latest stable (1.48).

May 10 2016, 10:47 AM · Arma 3
pops edited Steps To Reproduce on T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows.
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81948: Barracks (u_barracks_v2_f) have indestructible and invisible windows: Arma 3.
May 10 2016, 10:47 AM · Arma 3
R3vo set Category to category:weaponstabilization on T81947: [RC142] Vests block view through RCO,MRCO and ARCO.
May 10 2016, 10:47 AM · Arma 3
pops added a comment to T81947: [RC142] Vests block view through RCO,MRCO and ARCO.

Related to #18588.

May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81947: [RC142] Vests block view through RCO,MRCO and ARCO: Arma 3.
May 10 2016, 10:47 AM · Arma 3
Adam added a comment to T81946: Rahim Ammo does not fit into Rahim.

Hello,

I'm unable to reproduce your issue. Could you please provide more info? Thank you.

May 10 2016, 10:47 AM · Arma 3
Coding added a comment to T81946: Rahim Ammo does not fit into Rahim.

Sorry, seems to be an issue for a mod.
With ArmA vanilla, the issue disappeared.

May 10 2016, 10:47 AM · Arma 3
SomeSangheili added a comment to T81945: [DEV] Switching between primary and secondary weapons resets the primary weapon fire mode..

+1 I believe this is on stable build as well, and has been for a long time

May 10 2016, 10:47 AM · Arma 3
Coding edited Steps To Reproduce on T81946: Rahim Ammo does not fit into Rahim.
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81946: Rahim Ammo does not fit into Rahim: Arma 3.
May 10 2016, 10:47 AM · Arma 3
ArtemisDimikaelo edited Steps To Reproduce on T81945: [DEV] Switching between primary and secondary weapons resets the primary weapon fire mode..
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81945: [DEV] Switching between primary and secondary weapons resets the primary weapon fire mode.: Arma 3.
May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81944: Fixed Wings is need RPM/Throttle Control like Rotor-Wing RotorLib: Arma 3.
May 10 2016, 10:47 AM · Arma 3
firewill set Category to category:featurerequest on T81944: Fixed Wings is need RPM/Throttle Control like Rotor-Wing RotorLib.
May 10 2016, 10:47 AM · Arma 3
MrBiggusDickus added a comment to T81943: mouse is moving jet in the map window.

"roger that" thanks

May 10 2016, 10:47 AM · Arma 3
MrBiggusDickus added a comment to T81943: mouse is moving jet in the map window.

I flew cas-jets for the last two days and it happened always during those two days.
I'm usually chopper pilot, no problem there.

May 10 2016, 10:47 AM · Arma 3
Adam added a comment to T81943: mouse is moving jet in the map window.

i'm still unable to reproduce your issue. Please try reproducing it on Steam Dev or wait until stable branch update drops today and reproduce it there. Thanks

May 10 2016, 10:47 AM · Arma 3
Adam added a comment to T81943: mouse is moving jet in the map window.

Did it happen once or does it always happen when flying in a jet with map open?

May 10 2016, 10:47 AM · Arma 3
MrBiggusDickus added a comment to T81943: mouse is moving jet in the map window.

Was on an Invade&Annex Server (IP: 85.25.10.43:2302).
settings:
nose up - mouse down (only)
nose down - mouse up (only)
roll left - mouse left (only)
roll right - mouse right (only)
Headtracking (Freetrack) on/off same problem
Mouse: Logitech G5
I set a marker with (Shift+LMB) and when I press (M) to exit the map, I'm facing the ground and crash.

May 10 2016, 10:47 AM · Arma 3
Adam added a comment to T81943: mouse is moving jet in the map window.

Hello,

I'm unable to reproduce your issue could you plese provide more info? Thank you for your feedback.

May 10 2016, 10:47 AM · Arma 3
Bohemia added a project to T81943: mouse is moving jet in the map window: Arma 3.
May 10 2016, 10:47 AM · Arma 3
mickeymen added a comment to T81942: please give AI ability to heal themselves if they have a FAK.

"you need to order it to heal"

For the player could do it, he should know that the AI is wounded!
But very often the AI is silent and does not report the injury! For this reason, the player not always can order the AI to use self-medication.
The problem described here: http://feedback.arma3.com/view.php?id=22078

If the AI was able to treat himself, without orders then that would solve the problem

May 10 2016, 10:47 AM · Arma 3
MrBiggusDickus edited Steps To Reproduce on T81943: mouse is moving jet in the map window.
May 10 2016, 10:47 AM · Arma 3
mickeymen added a comment to T81942: please give AI ability to heal themselves if they have a FAK.

+1

related to http://feedback.arma3.com/view.php?id=22078
and to http://feedback.arma3.com/view.php?id=20021 (14-point)

May 10 2016, 10:46 AM · Arma 3
Adam added a comment to T81942: please give AI ability to heal themselves if they have a FAK.

AI is able to heal itself when it is acting alone. But if it is a subordinate in a group, you need to order it to heal. This is a correct behaviour and not an issue.

Thank you for your feedback

May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81942: please give AI ability to heal themselves if they have a FAK: Arma 3.
May 10 2016, 10:46 AM · Arma 3
tyl3r99 edited Steps To Reproduce on T81942: please give AI ability to heal themselves if they have a FAK.
May 10 2016, 10:46 AM · Arma 3
LethalWolf added a comment to T81941: Some Showcases need to be reworked (SPOILERS).

Never mind i must of glitched it or was running mods when i did it, its working fine now. sorry for wasting your time, i will report back in if i have any other problems.

May 10 2016, 10:46 AM · Arma 3
Vitdom added a comment to T81941: Some Showcases need to be reworked (SPOILERS).

I played the Infantry showcase in the Marksmen RC and completed it a lot easier than past versions.

I tried out the Scuba-showcase and 2 seconds on the surface got the adversaries' attention and they immediately sent the helicopter to assert their territory, skimming the waters, and shifting one of their sentries to the shore who took me out on my next rise to the surface.

Unless you were pointing at specific matters that do not belong in the way Arma 3 is to be played, I found nothing out of the ordinary here. Please explain further how what you described does not fit into the gameplay of Arma 3.

May 10 2016, 10:46 AM · Arma 3
Adam added a comment to T81941: Some Showcases need to be reworked (SPOILERS).

Hello and thank you for your feedback i had no issues finishing both scuba and infantry. The helicopter did not hunt me after sabotaging the boat and my squad survived the first group in infantry multiple times. Could you please provide more info?

May 10 2016, 10:46 AM · Arma 3
LethalWolf edited Steps To Reproduce on T81941: Some Showcases need to be reworked (SPOILERS).
May 10 2016, 10:46 AM · Arma 3
James2464 added a comment to T81940: Arma 3 Crash When Exiting to Main Menu.

Hi Adam,

Sorry I am unable to reproduce.

May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81941: Some Showcases need to be reworked (SPOILERS): Arma 3.
May 10 2016, 10:46 AM · Arma 3
Adam added a comment to T81940: Arma 3 Crash When Exiting to Main Menu.

Hello and thank you for your feedback. Please try reproducing the crash without running any mods and attach the crash dump files located in

C:\Users\<Name>\AppData\Local\Arma 3\
crashdump is rpt + bidmp + mdmp file with same name

May 10 2016, 10:46 AM · Arma 3
anchar71 added a comment to T81938: DXGI_ERROR_DEVICE_REMOVED.

20:01:35 DX11 - Initializing DX11 engine.
20:01:35 DX11 - Detecting best GPU adapter.
20:01:38 DX11 - Detected best GPU adapter 0 : "NVIDIA GeForce GTS 250 ", benchmark result = 372.512, level coef = 2.5, total result = 931.28
20:01:38 DX11 - Using DXGI adapter 0.
20:01:38 - adapter description : NVIDIA GeForce GTS 250
20:01:38 - adapter vendor ID : 4318
20:01:38 - adapter device ID : 1557
20:01:38 - adapter subsys ID : 553851354
20:01:38 - adapter revision : 162
20:01:38 - dedicated video memory : 1039728640
20:01:38 - dedicated system memory : 0
20:01:38 - shared system memory : 3220779008
20:01:38 Error: JoystickDevices - CoInitilizeEx return 80010106
20:01:38 InitSound ...
20:01:38 Error: CoInitilizeEx (XAudio2-1st trial) return 80010106
20:01:38 InitSound - complete
20:01:39 Error: 80004005 in D3DXCompileShader while compiling the PSCollimator shader
20:01:39 error X3501: 'PSCollimator': entrypoint not found

May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81940: Arma 3 Crash When Exiting to Main Menu: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81939: Minor bug while burst-firing Navid MMG: Arma 3.
May 10 2016, 10:46 AM · Arma 3
makakamaluka edited Steps To Reproduce on T81939: Minor bug while burst-firing Navid MMG.
May 10 2016, 10:46 AM · Arma 3
James2464 edited Steps To Reproduce on T81940: Arma 3 Crash When Exiting to Main Menu.
May 10 2016, 10:46 AM · Arma 3
anchar71 added a comment to T81938: DXGI_ERROR_DEVICE_REMOVED.

When running without mods, nothing has changed: the error message, see screenshot.

May 10 2016, 10:46 AM · Arma 3
Adam added a comment to T81938: DXGI_ERROR_DEVICE_REMOVED.

Hello,

Try reproducing this issue without running any mods. Thank you.

May 10 2016, 10:46 AM · Arma 3
anchar71 added a comment to T81938: DXGI_ERROR_DEVICE_REMOVED.

After the last update ARMA 3 game in general has ceased zapuskatsya, crashes with an error. Screenshot of error attached. http://cruzworlds.ru/fans/img/user_pics/1959_20150410021339.jpg

May 10 2016, 10:46 AM · Arma 3
Adam added a comment to T81938: DXGI_ERROR_DEVICE_REMOVED.

Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, 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.

http://feedback.arma3.com/how-to-user.html

May 10 2016, 10:46 AM · Arma 3
anchar71 set Category to category:errormessage on T81938: DXGI_ERROR_DEVICE_REMOVED.
May 10 2016, 10:46 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81937: When deployed, using "Look Up/Down/Left/Right" does not rotate the camera, only the head.
May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81938: DXGI_ERROR_DEVICE_REMOVED: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81937: When deployed, using "Look Up/Down/Left/Right" does not rotate the camera, only the head: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81936: Deployed weapons *without* bipods hovering over deployment surfaces.
May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81936: Deployed weapons *without* bipods hovering over deployment surfaces: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81935: Deployed weapons *with* bipods clipping or hovering over deployment surfaces.
May 10 2016, 10:46 AM · Arma 3
Podder added a comment to T81934: Weapons without bipods can be deployed when prone.

@JojoTheSlayer I see. Sorry for calling you out, it's that I was shocked at the strong reaction of the community in the wake of the weapon resting update. Other tickets had been hounding BI because of the weapon deployment discrepancy, and the devs got defensive. I guess that is partly why BI seems to be unreceptive of this issue at the moment.

EDIT: upvoted the ticket. Bohemia Interactive, please reconsider the status of this issue.

May 10 2016, 10:46 AM · Arma 3
mickeymen added a comment to T81934: Weapons without bipods can be deployed when prone.

http://forums.bistudio.com/showthread.php?189003-Weapon-Resting-amp-Deployment-Feedback&p=2918578&viewfull=1#post2918578

This poor feature should be removed from A3!

May 10 2016, 10:46 AM · Arma 3
mickeymen added a comment to T81934: Weapons without bipods can be deployed when prone.

I think, this is not a bug. it's a poorly implemented feature.
Because of this, it looks not realistic.

I also noticed that it has a poor deployment on the hillside: http://www.youtube.com/watch?v=EvYGew00jss&feature=youtu.be
Deployment takes on a tilt! If the weapon is deployed without the bipod, this should not happen.

BIS! Please change the status of this topic!
Deployment without bipod has a lot of problems.
This deploying without bipod looks poorly implemented, because:

  1. not considered a personal characteristics of the current weapon( lenght of magazine (the height of the player aiming under ground)
  2. does not have the correct animations (animation of deployment, shows us the weapons, with emphasis only on the elbows of the soldier)
  3. uses always a same limited angle of rotation.
  4. uses the incorrect icon showing the bipod, while the bipod is not a player
  5. is not correct on the slope of the hillside (watch video)

or make the details or remove it in general!

May 10 2016, 10:46 AM · Arma 3
Peter added a comment to T81934: Weapons without bipods can be deployed when prone.

Downvoted thus Im one of those guys or fanboy that thinks that is not a bug, rather a feature request.

May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81935: Deployed weapons *with* bipods clipping or hovering over deployment surfaces: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Podder added a comment to T81934: Weapons without bipods can be deployed when prone.

Adam - "This is not an issue but a feature."
JojoTheSlayer - "Well this 'feature' is totally unrealistic."

Aside from the bipod issue, this is juvenile and disrespectful to the devs :/

This is not the place to discuss or complain about whether or not features that the developer intended to be in the game is good or not. This is the place to report bugs.

May 10 2016, 10:46 AM · Arma 3
mickeymen added a comment to T81934: Weapons without bipods can be deployed when prone.

"the deploy function doesn't depend on the use of bipods"

@Koala I mean only a flat and empty ground.
On this ground there is only one way deploying!
To put the weapon on magazin, which located in the bottom of the weapon.
Thus, all further will depend on lenght of this magazin.
If you tell the world another way, then you will make the world discovery!

Please note, that there is a weapon which has a very short magazin or not in general. (as a fulcrum)
Today, these details are not realised out in A3. When deploying weapons, the player will always have one height of the aiming, relative to the ground, one limitation of rotation!
Also there is no animation, in which the player has put their weapons on the magazin.
Today, animation of deployment, shows us the weapons, with emphasis only on the elbows of the soldier! For this reason, I think that the deployment of weapons without bipod, looks not realistic. The details are not implemented!
Resume: If you do deploy weapons without the bipod, on a flat surface, then the developers need:

  1. Take into account the personal characteristics of the weapon (length of magazins)
  2. To make personal animation, the position of the soldier
  3. Fix icon(to make personal icon, without bipod)

Or just leave as it was: The player in the prone position, can have the aiming only on the his elbows! The other deployment in the game, should be only using a bipods!

May 10 2016, 10:46 AM · Arma 3
JojoTheSlayer added a comment to T81934: Weapons without bipods can be deployed when prone.

@Podder "Aside from the bipod issue, this is juvenile and disrespectful to the devs :/"

BI aims for a realistic or close to realistic game, but the problem is they now seem to listen more to people with little experience or none at all.

I am a exMil qualified instructed on both assault rifles, light machine guns and other. I also have a decent amount of experience in shooting in difficult terrain. Its not a "gamer" opinion I have on this.

Pointing out that something first seen as a bug, by probably mostly exMils I would assume, isnt a good feature. Is aimed at proving BI with proper information. It has nothing to do with "disrespect".

May 10 2016, 10:46 AM · Arma 3
mickeymen added a comment to T81934: Weapons without bipods can be deployed when prone.

http://feedback.arma3.com/view.php?id=23652
I see the majority voted down.
After updating 1.42. the player got invisible bipod and THIS NONSENSE like for most users! In the what do you want to turn ARMA? Maybe in the Unreal Tournament!?

Unfortunately For me it's not the indicator of the presence of not crazy users, but and blind users!
I have provided special images, but few people saw, that the both prone positions are practically are identical and that the icon, which shows bipod that do not exist at the player! In both cases, the player caharacter relies on his elbows. However, the BIS says that the weapon is deployed!

BIS, you should to clean this nonsense.
Why then you add bipods, if the any weapon can be deployed, without bipods?

May 10 2016, 10:46 AM · Arma 3
Koala added a comment to T81934: Weapons without bipods can be deployed when prone.

Hey Mickeymen,

the deploy function doesn't depend on the use of bipods. Even your arms or elbows can act like a deploy point (personal experience on the shooting range).

If you like, take a look at my fresh created feature request. That request maybe connects the deployment debate on a flat ground with a proper use of the prone position: #0023737

May 10 2016, 10:46 AM · Arma 3
Koala added a comment to T81934: Weapons without bipods can be deployed when prone.

Bipods reduce the sway. You can test the differences.

Deploying a weapon without bipods while prone: You are using your elbow for stabilization. Maybe it doesn't look 100 percent perfect in the game, doesn't mean, it is not possible nor is it unrealistic.

May 10 2016, 10:46 AM · Arma 3
Adam added a comment to T81934: Weapons without bipods can be deployed when prone.

This is not an issue but a feature.

May 10 2016, 10:46 AM · Arma 3
JojoTheSlayer added a comment to T81934: Weapons without bipods can be deployed when prone.

Well this "feature" is totally unrealistic.

There is just no way in real life one would be able to do that.
Normal prone without "deploy" in this game is even more stable than real life. Adding a uber stable on top of that (edit: for none bipod weapons)just makes it silly.

Secondly, while not using LMG the character still changes from "rifle" stance to a LMG stance regardless of weapon. Yes, I do know that people can shoot in many dif ways, but the reason they use the rifle stance is, ironically, for more stability without a bipod and the more flat strait behind the weapon with both legs in a V. Is more commonly used with LMGs because you have a bipod, but you are most likely shooting full auto with larger calibers so you can more easily absorb recoil without it affecting your aim too much.

The way its ingame right now is the opposite of real life.
Which would be fluff if it wasnt for the fact this is supposed to be a mil infantry simulator.

May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81934: Weapons without bipods can be deployed when prone: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Sniperwolf572 edited Steps To Reproduce on T81934: Weapons without bipods can be deployed when prone.
May 10 2016, 10:46 AM · Arma 3
Bohemia updated subscribers of T81934: Weapons without bipods can be deployed when prone.
May 10 2016, 10:46 AM · Arma 3
falagor added a comment to T81933: German translation of launcher mistakes #2.

Fixed what I could, thank you.

May 10 2016, 10:46 AM · Arma 3
BISWizard added a comment to T81933: German translation of launcher mistakes #2.

Thank you very much, your help is most appreciated.

May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81933: German translation of launcher mistakes #2: Arma 3.
May 10 2016, 10:46 AM · Arma 3
Fireball edited Steps To Reproduce on T81933: German translation of launcher mistakes #2.
May 10 2016, 10:46 AM · Arma 3
Snipedhunter set Category to category:featurerequest on T81932: Voices inside buildings.
May 10 2016, 10:46 AM · Arma 3
Bohemia added a project to T81932: Voices inside buildings: Arma 3.
May 10 2016, 10:46 AM · Arma 3