Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

Koala added a comment to T82927: In some cases, the reloading must be interrupted..

Duplicate of http://feedback.arma3.com/view.php?id=10679
Related to http://feedback.arma3.com/view.php?id=13404

May 10 2016, 11:20 AM · Arma 3
Koala added a comment to T82898: PLZ ADD holstering weapons.

Related to http://feedback.arma3.com/view.php?id=369
Related to http://feedback.arma3.com/view.php?id=3828
Related to http://feedback.arma3.com/view.php?id=17901
Related to http://feedback.arma3.com/view.php?id=20770
Related to http://feedback.arma3.com/view.php?id=21070
Related to http://feedback.arma3.com/view.php?id=22806

May 10 2016, 11:19 AM · Arma 3
Koala added a comment to T82898: PLZ ADD holstering weapons.

For your information: Pistol holstering is available in the dev-branch.

May 10 2016, 11:19 AM · Arma 3
Koala added a comment to T82898: PLZ ADD holstering weapons.

Please learn, how to use the search function and rate the already existing (and not your own) ticket.

May 10 2016, 11:19 AM · Arma 3
Koala added a comment to T82794: Strange child like noises coming from one player character.

Haven't you ask yourself, if you (all) maybe got trolled by another player, that used voice over ip in direct mode?

In case you didn't know, some players misuse that voip for fun.

May 10 2016, 11:16 AM · Arma 3
Koala added a comment to T82786: [RC] AI voice chat is broken.

@SomeSangheili

Feel free to re-open your ticket with a feedback.

May 10 2016, 11:16 AM · Arma 3
Koala added a comment to T82786: [RC] AI voice chat is broken.

Re-opened

May 10 2016, 11:16 AM · Arma 3
Koala added a comment to T82786: [RC] AI voice chat is broken.

According to the author the issue seems to be resolved

May 10 2016, 11:16 AM · Arma 3
Koala added a comment to T82629: Remove "Eject" from scroll menu.

Not only the Eject action should disappear. There are so many other senseless actions like reloading or planting mines if you just want to open a single door. I think, nearly everyone just misclicked once in their ArmA 3 lifetime because of that stupid mouse wheel action menu.

Related to http://feedback.arma3.com/view.php?id=10726

May 10 2016, 11:10 AM · Arma 3
Koala added a comment to T82620: rabits everywhere.

@Killzone_Kid

http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2935110&viewfull=1#post2935110

May 10 2016, 11:10 AM · Arma 3
Koala added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

I made a month break of playing ArmA3 (because of GTA5, please don't hate me). Yesterday I decided to have fun in the mulitplayer again and I was curious, how the latest version would be.

I was horrified, how poorly optimised the game is, if you play with more than 20 players on a server. The framerate was between 20 and 30 - mostly 20 (playable but slow).

I played with ultra settings and decided to drop down my settings. After I reached the low settings (and disabled everything that is possible), I checked my FPS... still between 20 and 30 frames per second.

I hope, the developers will find a way to optimize the netcode (or better, they make an overhaul).

May 10 2016, 11:08 AM · Arma 3
Koala added a comment to T82540: pertes du controleur microsoft force feedback 2 es de mon deuxieme joystick phantom wawk.

Please report your problem in english.

May 10 2016, 11:06 AM · Arma 3
Koala added a comment to T82417: Taru slingloading needs fixing NOW.

Upvoted

Next time, please create a video with vanilla ArmA3. Some people (including me) may become prejudiced, because you video proofed the issue on a non-official map in combination with some scripts/mods (HUD bottom left and bottom right).

I was able to reproduce the same issue with vanilla ArmA3 after a few minutes of flying around with a sling-loaded car. The Anti Torque becomes magically destroyed.

May 10 2016, 11:02 AM · Arma 3
Koala added a comment to T82415: rotor damage during slingloading with CSAT.

Seems to be resolved since dev-branch 1.45.130815 according to http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2939180&viewfull=1#post2939180

May 10 2016, 11:02 AM · Arma 3
Koala added a comment to T82415: rotor damage during slingloading with CSAT.

Related to http://feedback.arma3.com/view.php?id=22551
and http://feedback.arma3.com/view.php?id=22659

May 10 2016, 11:02 AM · Arma 3
Koala updated subscribers of T82355: Copilot in planes is able to freelook even if he took control.

@Varanon

Your first issue was closed, because you had a co-pilot issue with a non-official plane (modification).

For now, there are no available official planes with co-pilot seats in ArmA3.

If the issue occurs with non-official content, the developers can't (and won't) do anything about it.

Get in contact with the mod creator. He/she wrote the code for the plane and maybe he/she is able to do something about it.

Best regards

May 10 2016, 11:00 AM · Arma 3
Koala added a comment to T82304: MI-290 Taru Loadmaster functionality.

Next time please use the search function.

Duplicate of #0021416

May 10 2016, 10:58 AM · Arma 3
Koala added a comment to T82297: Taking control of another human player through the UGV Stomper..

Did you try to reproduce it without mods and/or scripts ("view distance settings" and "activate personal uav" as shown in the video) in a simple self made multiplayer mission?

Mods and scripts may brake some simple vanilla functions and may cause new issues.

May 10 2016, 10:58 AM · Arma 3
Koala added a comment to T82265: Clarity over Steam Workshop Paid mods..

Dear john681611,

I don't think, that is the right place to discuss such a topic.

Take a look into the official forum (http://forums.bistudio.com) and maybe post your thoughts about it.

May 10 2016, 10:57 AM · Arma 3
Koala added a comment to T82233: Freelook broken while swimming.

The issue got fixed in the latest development branch version: 1.57.134157

(https://forums.bistudio.com/topic/140837-development-branch-changelog/page-36#entry2972806)

I marked the ticket as resolved

May 10 2016, 10:56 AM · Arma 3
Koala added a comment to T82142: Animation for shouldering of rifle.

I prefer not to wait, until the enemy is pointing or aiming the weapon at me. I know, it is a small detail, but I don't think, it is really necessary.

From my personal experience (on the shooting range), you won't carry a weapon like Rambo (hip holding). If you decide to shoot, you will shoulder your weapon and just point in the direction. Aiming is just a little movement of your head and shoulder to align the iron sights (or optics).

If you want it hyper realistic, your weapon won't be in the middle of your eye sights like in the game (because of your nose). It would be on the right or the left side of the screen. We know, the human field of view is 150-180 degrees, but the game gives us nearly the half (as long as you don't tweak the fov).

I still will give an upvote.

May 10 2016, 10:53 AM · Arma 3
Koala added a comment to T82140: Virtual Garage: Vehicles of other players are not visible in multiplayer.

Please close

May 10 2016, 10:53 AM · Arma 3
Koala added a comment to T82140: Virtual Garage: Vehicles of other players are not visible in multiplayer.

Hey Adam, thanks for the reply.

From my point of view, the garage isn't really necessary for a multiplayer mission, as long I can spawn all kind of vehicles with Zeus.

I liked the idea, that everyone in my mission has the ability to choose and customize their vehicles.

Out of context:

Another problem is, that all Virtual Garage vehicles seems to be indestructable, unless you drown them in the sea. Once you drowned them, they get destroyed. Once they are destroyed, you can't spawn a new vehicle. The Virtual Garage will force close.

May 10 2016, 10:53 AM · Arma 3
Koala added a comment to T82140: Virtual Garage: Vehicles of other players are not visible in multiplayer.

@Adam

I found out where the problem in my posted code is. I just copied and pasted from my mission.sqm. Somehow all quotation marks will get a second pair of quotation marks in your mission.sqm after you saved you mission in the editor.

Here is the right code for the reproduction:

this addaction ["Open Virtual Garage", {["Open",true] spawn BIS_fnc_garage}]

Sorry for that.

May 10 2016, 10:53 AM · Arma 3
Koala edited Steps To Reproduce on T82140: Virtual Garage: Vehicles of other players are not visible in multiplayer.
May 10 2016, 10:53 AM · Arma 3
Koala added a comment to T82134: You can't use your under barrel grenade launcher if you deployed your weapon.

Please close

May 10 2016, 10:53 AM · Arma 3
Koala edited Steps To Reproduce on T82134: You can't use your under barrel grenade launcher if you deployed your weapon.
May 10 2016, 10:53 AM · Arma 3
Koala added a comment to T82112: No footstep sound effects on wooden floors.

I haven't tried to reproduce your issue yet.

A little advice: If you want to tag your ticket, dont use these "" symbols. Just separate with a comma.

In your case it has to look like that: glitch, sound, missing

May 10 2016, 10:52 AM · Arma 3
Koala updated subscribers of T82104: You should not be able to aim towards the sky if you lay down on the ground.

@Tac tiger

That went through my mind too. But I can tell you, that it is pretty tricky to hold and shoot a sniper rifle or a LMG (even a lighter weapon like an MP5), if you lay on your back. If you want to hit something, that is not straight above your head, you will fail too (because of the weight and angle).

We have the stance system. Like in the fatigue system, the player has to plan his next moves and equipment wisely: Do he wants to hit something higher up, but he wants to stay covered? He has to change to the sitting stance because of the physical restrictions. Are there enemies around and he will be seen while doing so? He has to stay low and cancel his action.

But that is only my point of view and a suggestion for a maybe more tactical and realistic gameplay.

May 10 2016, 10:52 AM · Arma 3
Koala edited Additional Information on T82104: You should not be able to aim towards the sky if you lay down on the ground.
May 10 2016, 10:52 AM · Arma 3
Koala added a comment to T82101: Wrong texture coordinates on vehicles and environments.

I cannot reproduce your issue in the Virtual Arsenal (you can choose all available colours/camouflages for the Truck and Truck Boxer).

Are you using any mods? If yes, deactivate all kind of mods and try to reproduce the issue with vanilla ArmA 3.

Still visible?

If yes, have you verified the integrity of your game cache (via Steam) and defragged your game HDD?

May 10 2016, 10:52 AM · Arma 3
Koala added a comment to T82099: Small tree lod error.

Koordinates?

May 10 2016, 10:52 AM · Arma 3
Koala added a comment to T82098: RCO visual problem.

Duplicate of/Related to #0023445 and #0023281

May 10 2016, 10:52 AM · Arma 3
Koala updated subscribers of T82097: MX GL don't need to reload.

@Samuraisa:

The devs and the community need more informations (steps to reproduce).

Have you used the MX 3GL? That under barrel grenade launcher in combination with 3Rnd HE grenades is able to shoot three rounds without reloading.

May 10 2016, 10:52 AM · Arma 3
Koala added a comment to T82079: Extreme rubberbanding/lagging on high populated servers (stable branch 1.42.130.244).

Today (25.05.2015) I played on the official Zeus server (ip:217.23.14.20:2302) and we were only 10 people.

As far as I can say, all players had low pings.

A rubberbanding issue causes the death of four players in a convoy (two trucks).

I hope, you guys (developers) find a solution to get rid of these issues. Your netcode needs an overhaul.

May 10 2016, 10:51 AM · Arma 3
Koala added a comment to T82079: Extreme rubberbanding/lagging on high populated servers (stable branch 1.42.130.244).

@Adam

Yesterday evening I experienced same issues on the official Zeus Server with 14 players too. It seems to occur irregular. Sometimes it occurs, if you drive in a convoy, run around with several other players or sometimes if you are in a firefight.

The best experience for "rubberbanding" is on high populated servers.

May 10 2016, 10:51 AM · Arma 3
Koala edited Steps To Reproduce on T82079: Extreme rubberbanding/lagging on high populated servers (stable branch 1.42.130.244).
May 10 2016, 10:51 AM · Arma 3
Koala added a comment to T82066: Deploying and undeploying while prone pushes the player around..

Issue confirmed.

As we can see in the dev branch changelogs (http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog), the developers still tweaking the weapon depoloyment.

I really hope, they pay some attention for that minor issue.

May 10 2016, 10:51 AM · Arma 3
Koala added a comment to T82062: Weapon disalignment while shooting with bipod deployed.

Duplicate of #0023588

May 10 2016, 10:51 AM · Arma 3
Koala added a comment to T82019: On the free and flat ground, weapons without bipod can be deployed as if it has a bipod! .

Maybe the developers should make following (realistic) change:

If you just lay down on the ground, you can't precisely aim your weapon. The prone stance should more become a cover position. In that position you are able to turn, crawl and roll (evade) around.

If you now want to aim and shoot, you have to deploy your weapon, what gives you a limitation of turning movement (like we have it now in the deployment state).

The big nonsense at the moment is, if you simply lay down, you can lift your weapon nearly straight upwards to the sky (with a hollow back). That is phyically not possible with a rifle (too heavy).

How about that? I mean, it's a realistic solution from my point of view.

May 10 2016, 10:49 AM · Arma 3
Koala added a comment to T82014: kEYS ARE BUGGED.

Have you tried to reproduce your issue in the editor (no mods, no custom multiplayer missions and scripts)?

Have you verified your game cache with Steam?

May 10 2016, 10:49 AM · Arma 3
Koala added a comment to T82014: kEYS ARE BUGGED.

Do your keys work in vanilla ArmA 3 (no mods, scripts and so on)?

I can't reproduce your issue.

May 10 2016, 10:49 AM · Arma 3
Koala edited Steps To Reproduce on T82013: Please add sound attenuations/dampings for all kind of explosions.
May 10 2016, 10:49 AM · Arma 3
Koala added a comment to T81995: Official End Game server has a password..

I don't think, that's the right place (issue/feedback tracker) to ask for something like this.

Go to the official BI forums and ask there: http://forum.bistudio.com

May 10 2016, 10:48 AM · Arma 3
Koala added a comment to T81995: Official End Game server has a password..

Try "Banana"

Ticket can be closed.

May 10 2016, 10:48 AM · Arma 3
Koala added a comment to T81993: Sound pops at the end of the sound file.

Dear developers, please take a look at that issue and the video Tachi posted.

May 10 2016, 10:48 AM · Arma 3
Koala added a comment to T81981: UGL has 0 recoil..

Duplicate of #0022796

May 10 2016, 10:48 AM · Arma 3
Koala added a comment to T81963: Bipod bug..

Duplicate of #0023588

May 10 2016, 10:47 AM · Arma 3
Koala added a comment to T81959: Community need free ghillie suits !.

@tecaki

There are ghillie suits in ArmA 3. If you want to use the new Marksmen DLC ghillie suits, you have to buy the DLC or open the Virtual Arsenal/Garage and dress yourself up.

May 10 2016, 10:47 AM · Arma 3
Koala added a comment to T81958: ADJUST button.

Dear stoney-dsp, have you tried to use the search function?
That is an already known issue: #0022872 and #0023450

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 #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
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
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
Koala added a comment to T81907: The game doesn't launch.

According to the ticket author I marked the ticket as resolved.

May 10 2016, 10:45 AM · Arma 3
Koala added a comment to T81902: JUMP.

That ticket is a duplicate of #0005241
Maybe you could support that ticket with an upvote.

May 10 2016, 10:45 AM · Arma 3
Koala added a comment to T81878: No sound through headphones when playing ARMA III.

Do you get sound in ArmA3, if you connect speakers to your audio jacks?

Did you take a look in your audio mixer settings and make sure, that ArmA3 isn't muted?

May 10 2016, 10:45 AM · Arma 3
Koala added a comment to T81874: Player model sinks into ground if player "deploys" weapon (with UGL) while prone and increases zeroing range of UGL sights.

I created a ticket and wasn't aware, that your ticket is far related to mine: #0023767

I hope, the developers will find a solution, because at the moment, you are not able to shoot your under barrel grenade launcher, after you deployed your weapon.

I think, an extra animation is needed.

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
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
Koala set Category to category:featurerequest on T81844: first person camera tilt if you lean your character.
May 10 2016, 10:43 AM · Arma 3
Koala edited Steps To Reproduce on T81840: FFV - disabled crosshair - turned out tank commander still has got a crosshair.
May 10 2016, 10:43 AM · Arma 3
Koala added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

@Nebulazer:

I took a look in my Arma3Profile and found the "keyAdjust" entry. I tried to set it to my mouse button 4 but it doesn't worked.

I will give your issue an upvote too. I am glad, the developers try to fix that issue.

Best regards

May 10 2016, 10:43 AM · Arma 3
Koala added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

Yeah, I know. I check all versions every day. I will take a look for a solution later this day (02.04.2015).

May 10 2016, 10:43 AM · Arma 3
Koala added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

Open the config file (documents/Arma3/yournickname.Arma3Profile) with the default notepad (or notepad++) and search for "keyAdjust[]={". Insert your mouse key between those {} and try, if it works.

Maybe you save a random function (f.e. reload) on your mouse button 4, save it and take a look in your Arma3Profile, what the code (number) for the key is. Copy the key for mouse button 4 and insert it between those {} (keyAdjust).

Save the file and look, if your modified stance key is working again (don't forget to delete the test function (f.e. reload) first.

May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81817: Please leave the stance modifier in the controls (along with the new adjust method).

In my Arma3Profile I have following entry: keyAdjust[]={29}
The 29 is the code for Left Control (LCtrl).
If I press and hold it, I can adjust my stance with W,S,D,A

May 10 2016, 10:42 AM · Arma 3
Koala edited Steps To Reproduce on T81814: Editor - Multiplayer browser - "No player was selected!".
May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81814: Editor - Multiplayer browser - "No player was selected!".

@Killzone_Kid: Thanks for the work around.

I hope that small issue will be fixed soon.

May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81812: When aiming down the sight screen gets black.

Yeah, that's right. I didn't pay attention. Sorry

May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81812: When aiming down the sight screen gets black.

Related to #0023281

May 10 2016, 10:42 AM · Arma 3
Koala added a comment to T81782: ARMA III Has Stopped Working.

Have you verified the integrity of the game cache (via Steam) and defragged your game HDD?

The developers need your latest rpt-file (users\username\AppData\Local\Arma 3).
After the game crashed again, locate that file and attach it here (it records everything, that happens in the actual game session).

May 10 2016, 10:41 AM · Arma 3
Koala added a comment to T81774: Zeus - constantly changing field of view of remote controlled unit if player sits on co-pilot seat (1.42 RC & 1.43 Dev).

I wasn't able to reproduce that issue. Seems to be resolved

May 10 2016, 10:41 AM · Arma 3
Koala edited Steps To Reproduce on T81774: Zeus - constantly changing field of view of remote controlled unit if player sits on co-pilot seat (1.42 RC & 1.43 Dev).
May 10 2016, 10:41 AM · Arma 3
Koala added a comment to T81773: Develop proper 3D scopes.

Duplicate of #0002510

May 10 2016, 10:41 AM · Arma 3
Koala added a comment to T81772: Zeus - remote controlled unit can't shoot, if the player is a pilot or driver in some vehicles (1.42 RC & 1.43 Dev).

Hi Adam, I took my time and placed all available armored vehicles, helicopters and boats (vanilla) and tried to reproduce my issue.

If your player unit sits on the pilot seat of following helicopters,
you are able to fully use all kind of weapons of the remote controlled unit (switching through firemodes and shoot the weapons):

-AH-9 Pawnee
-PO-30 Orca

In following helicopters you will have following issues:

-WY-55 Hellcat - no firemode switch, but able to shoot your weapon
-WY-55 Hellcat (unarmed) - no firemode switch, not able to shoot your weapon

All the other helicopters pilot seats will not allow you to use the pistol, rifle or launcher and switch through the firemodes of the remote controlled unit.

If your player unit sits on the driver seat of following armored vehicles,
you are able to fully use all kind of weapons of the remote controlled unit (switching through firemodes and shoot the weapons):

-AFV-4 Gorgon
-AMV-7 Marshall
-MSE-3 Marid

All the other armored vehicles driver seats will not allow you to use the pistol, rifle or launcher and switch through the firemodes of the remote controlled unit.

Same with all the boats driver seats.

I tested everthing with version 1.42.129967 RC

May 10 2016, 10:41 AM · Arma 3
Koala edited Steps To Reproduce on T81772: Zeus - remote controlled unit can't shoot, if the player is a pilot or driver in some vehicles (1.42 RC & 1.43 Dev).
May 10 2016, 10:41 AM · Arma 3
Koala added a comment to T81771: Add last played server(s) ident in MP list to access easily further..

Happened to me before but I found a simple solution for myself:

Just take a look at following website: http://arma3-servers.net/

There you will find nearly all available servers and game modes. Maybe that could help you to remember or find good servers.

May 10 2016, 10:41 AM · Arma 3
Koala added a comment to T81766: Bipod will not undeploy leaving player stuck attached to object.

The developers and community need more informations how to reproduce your issue (what kind of rifle, location, stance, object).

And by the way, you have choosen a wrong category. Better change it to "Weapon Stabilization".

May 10 2016, 10:41 AM · Arma 3
Koala added a comment to T81754: RCO rectile flickers Arma 3 Markemen DLC RC.

According to the ticket author that issue got resolved.

May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81745: Unable to deploy weapon one team/group members.

Are you sure you were able to do that? I can't remember to read about that feature in the changelogs.

May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81741: VR Characters Opaque.

Hello, is this still an issue for you?

Please check and write a respose.

Best regards

May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81728: Huron get in sound is extremely loud and distorted.

I can reproduce that issue too. It doesn't matter what seat you will take, the sound is extrem distorted, loud and I can only hear it on my left channel.

All the other helicopters and vehicles sound fine to me.

I am using a "Creative Soundblaster X-Fi Elite Pro" Soundcard in combination with CMSS3D (surround for stereo headset).

I was able to reproduce the issue with the 1.42.129967 RC and dev-branch 1.43.129986

May 10 2016, 10:40 AM · Arma 3
Koala added a comment to T81692: Let the possibility is to shoot a shooter from the rpg 42 alamut in a prone position..

Please use the search function.

Duplicate of http://feedback.arma3.com/view.php?id=8528

May 10 2016, 10:38 AM · Arma 3
Koala added a comment to T81687: RESOLVED - You are able to use freelook if you deployed your weapon and use the weapon optics.

I wasn't able to reproduce the issue in the latest stable release 1.42.130.244.

Seems to be resolved and can be closed.

Nice work guys!

May 10 2016, 10:38 AM · Arma 3
Koala added a comment to T81687: RESOLVED - You are able to use freelook if you deployed your weapon and use the weapon optics.

@Vitdom

Please read my description, take a note of the game version (Arma 3 Dev) and steps to reproduce the issue (need the latest dev version).

In 1.40.xxx you are not able to deploy weapons. The issue only occurs with deployed weapons (possible since dev version 1.42.xxx), freelook and optics mode.

May 10 2016, 10:38 AM · Arma 3
Koala added a comment to T81687: RESOLVED - You are able to use freelook if you deployed your weapon and use the weapon optics.

@Ralpha

Thanks for the upload.

I think, it is just a matter of time until the issue got fixed. As I can remeber, there was a similiar issue back then, where you were able to freelook with zoomed (scoped) view.

May 10 2016, 10:38 AM · Arma 3
Koala edited Steps To Reproduce on T81687: RESOLVED - You are able to use freelook if you deployed your weapon and use the weapon optics.
May 10 2016, 10:38 AM · Arma 3
Koala edited Steps To Reproduce on T81671: K40 Ababil-3 & MQ4A Greyhawk - double engine start up and shut down sounds.
May 10 2016, 10:38 AM · Arma 3
Koala added a comment to T81660: [MP] Falling through the floor when going out on balcony.

Duplicate of http://feedback.arma3.com/view.php?id=15553

Related to http://feedback.arma3.com/view.php?id=15087
and http://feedback.arma3.com/view.php?id=19487
and http://feedback.arma3.com/view.php?id=22556

May 10 2016, 10:37 AM · Arma 3
Koala added a comment to T81648: DEV BUILD/DLC Bug - Scope Glitches.

Related to #0023445

May 10 2016, 10:37 AM · Arma 3
Koala added a comment to T81648: DEV BUILD/DLC Bug - Scope Glitches.

I was able to reproduce the bug with the Zafir and the RCO. It doesn't matter what vest you are wearing.

That is really nasty bug. I hope the developers get rid off that visual glitch before releasing the Marksmen DLC.

May 10 2016, 10:37 AM · Arma 3
Koala added a comment to T81636: 3rd person & 1st person servers for End Game.

What's wrong with hosting your own server with your own (hardcore) settings
(Multiplayer -> New -> Name: "End Game FPS only & No CH"/Internet/No password -> Altis -> End Game (with Elite difficulty)?

Just wait a few minutes. Maybe there will be people joining.

May 10 2016, 10:37 AM · Arma 3
Koala added a comment to T81627: Arma 3 Cant read from or write to a virtual address for which it does not have the appropriate access.

The feedback tracker is only for the vanilla content of ArmA 3.

Don't create a ticket for mod related problems and/or inofficial maps.

May 10 2016, 10:36 AM · Arma 3
Koala added a comment to T81621: No bench option for M-900 in virtual garage..

I think, this is intended. The M-900 is more a civilian chopper with no benches (at the moment).

Maybe they will change that in the future (feature request?).

May 10 2016, 10:36 AM · Arma 3
Koala added a comment to T81619: UAV (plane) takes off on its own.

@joostSidy

I can clearly hear the double engine sounds too (start up sound is doubled too).

I felt free and created the ticket: #0023304

May 10 2016, 10:36 AM · Arma 3
Koala added a comment to T81619: UAV (plane) takes off on its own.

I wasn't able to reproduce your issue. All I did was the following:

  1. I opened the editor
  2. I placed a flying autonomous unit MQ4A Greyhawk
  3. I created a simple "Move" waypoint for the MQ4A
  4. I placed a "UAV operator" (player unit)
  5. I previewed the mission
  6. I waited until the UAV reached its waypoint (it started circling the area afterwards)
  7. I connected with the UAV and choosed "auto landing"
  8. The UAV landed and I switched off the engine.
  9. I watched the UAV peacefully waiting on its landing position

If there are waypoints left, the UAV will start its engines again. You have to make sure, that all waypoints are canceled before landing.

There is no need of unchecking the autonomous option (as long as there are no enemies in the area).

Maybe you are doing something different than me? Please let me know.

I have tested it with the latest dev-branch 1.43.129826.

May 10 2016, 10:36 AM · Arma 3
Koala added a comment to T81619: UAV (plane) takes off on its own.

The autonomous behaviour is like an AI controlled aircraft.

It will cause, that the UAV has its own will on the battlefield.

As long as there are no enemies, the autonomous behaviour won't has any influence (my experiences so far).

If there are enemies around, the UAV will attack them until they are fought.

May 10 2016, 10:36 AM · Arma 3
Koala added a comment to T81619: UAV (plane) takes off on its own.

I will try to reproduce your issue tomorrow (21.03.15) and will leave a reply.

Are you sure, that there is no waypoint left?

Maybe try to change behaviour to "Never fire" (first option) and try to reproduce your issue.

UAVs are sometimes really stubborn.

May 10 2016, 10:36 AM · Arma 3
Koala added a comment to T81619: UAV (plane) takes off on its own.

Sorry for asking, but your description is unclear (at least for me):
If you uncheck "autonomous", does the UAV takes off on its own?

May 10 2016, 10:36 AM · Arma 3