I can confirm that issue too.
As long as you don't move your character, you can aim normally.
But if you walk forward, you are restricted to a much lower angle.
From my point of view, that doesn't feel right.
I can confirm that issue too.
As long as you don't move your character, you can aim normally.
But if you walk forward, you are restricted to a much lower angle.
From my point of view, that doesn't feel right.
Video of bug here: https://www.youtube.com/watch?v=vgGSiei0QoU
Ok, I have reinstalled directx and my drivers are up to date. I am not sure what the issue would be on my end seeing this is the only program I am having issues with. The game is running in the background.
Thank you for your ticket!
I can see this line in RPT: DX11 error : Failed to initialize DXGI output. : E_FAIL
Try updating / reinstalling directx and updating your drivers
Disregard the DxDiag file
Old ticket, must have been fixed awhile ago, if not, dev branch has the function rewritten completely.
Duplicate of:
http://feedback.arma3.com/view.php?id=26117
Please close.
Hello, unfortunately your PC does not meet the minimum system requirements regarding your clock speed. The game requires at least 2.4ghz clock speed. Your CPU is only 1.6ghz.
Sorry for any inconvenience. Have a nice day.
Yup, this would be much faster than manually applying custom loadouts using "arsenal" module.
Hmm ... really, if you switch fire mode, the bug passes (disappears). But if this mode to return fire, the problem returns.
The ticket creator (street-you) is using mods, as you can see in his video, but I can confirm that issue and it is reproducable with the latest vanilla version of ARMA3.
Take (for example) the Navid 9.3mm, press reload and change to your pistol, while the reload animation is playing. You can clearly see, that the cover stays in the open position as your player changes to the pistol. If you now change back to your gun, the cover is still in the open position. Now change your rate of fire constantly and the cover opens and closes constantly too.
Could you please attach the .RPT too? Its gonna have the same name as the bidmp and mdmp files. Thanks
1.54 Still not fixed.
I agree, the killed-by-blast theory only works for very heavy explosives, like special bombs or heavy artillery. Not exploding trucks. I don't play MP but I can imagine what you describe is an annoying cheat to kill a tank crew.
Its more a kind of failure in the Damagesystem the status of the hull says what you need to penetrate it. For example the Hunter when hull is ok 7.62 wont come through. When hull is orange it goes through and when its red even 5.56 goes through some times. Same comes for the tank hull when hull is red you can fire a HE round to kill everyone inside.
In real life it is possible to get injured or die from explosion shock waves. For instance in WW I/II there were bunkers that survived artillery/bombs but the people inside got injured or died.
I don't know how much this relates to your described situation although I can imagine the tank violently rocking from the explosion injuring its crew by throwing them around inside the tank.
Or it could be a bug..
@Joostidy - now imagine situation when my tank is out of ammo (multiplayer), we are evacuating and driving pass the truck, some guy is shooting to us, but he miss, and he hit in truck - BANG! Whole tank crew is dead, he got a tank.... I died about 20 times by this way. In multi peoples are using this very often, when tank is standing next to some lighter vehicle, and they havent correct ammo to destroy tank (for example they have HE rounds, no HEAT) - they shoot the lighter vehicle and problem is gone.
Good example, it feels weird being killed in this way.
Hmm, theoretically that makes sense. A red hull is seriously weakened and probably has holes in it or parts missing.
The problem is that violent shaking of the tanks and/or holes in it is not visually represented, leading to unexpected injuries. It definitely feels weird dying from an explosion in a visually undamaged vehicle, this is a problem.
OK but if vehicle is in perfect condition? https://youtu.be/s2rUA8wLJNY. BTW one hole from APFSDS round (~40mm) doesnt mean the nearby exploson is able to kill everyone inside. Tanks was designed to survive artillery explosions nearby, air attacks (so bombs as well) and any other kind of explosions. I can add from my point even MRAP is protected against explosions, so i should not talk about tanks protection - its obvious.
Is anyone still getting the lag and desync chokes? We switched to v8 of the perf binaries which pretty much fixed it. When we switched to v9 the desync and lag came back. So the fix for us was somewhere in v8.
This issue remains in 1.54.
I'm running a Linux server with A3W. I'm getting the same lines in the log. The FPS is at least 25% less than in 1.50, even with the perf v4 binary.
I have the exact same issue with an Arma 3 Epoch Server. On both Windows an Linux.
This is still an issue! Tried disabling mission related addons, scripts, missions etc. Doesn't seem extDB related as couchDB as this too.
This is still an issue. Even with newest perf and tbbmalloc.
If I have 10.000+ lines with this:
11:37:30 No player found for channel 982774144 - message ignored
Usually preceded by:
11:32:26 NetServer::finishDestroyPlayer(178633756): DESTROY immediately after CREATE, both cancelled
Seems to only happen on A3Wasteland servers. Our Exile servers do not suffer this problem.
We from SAD have the same issue. I ran a test with an empty server and let it run for about 24 hours. There was not a single server freeze so that makes me think it is caused by players.
From what I see it seems to happen more on Altis then on Stratis. But I could be wrong.
Disabling ASM didn't help. Still getting drops. BEC and RCON lose connection to the server aswell.
Ultimate Wasteland server has the same problem. All server traffic stops completely for anywhere from 10 seconds to 2 minutes. I recently saw it freeze with only two people online when the server fps was at 47, the freeze lasted more than 60 seconds. When the server finally resumes the fps starts out near 0 and works its way back up to 40-50. On the physical server itself the ram/cpu utilization were both below 20% during the hang.
The problem appears worst immediately after a restart, when the server has high FPS and low player count. I've noticed with higher player counts and lower server FPS the freezing is less frequent.
I'm actually a software developer, from the symptoms it would appear to me that a deadlock is occurring. I assume this is some blocking code during thread synchronization. Here is my reasoning... the system resource utilization remains normal so it's not like an intense process is maxing out the CPU, it more like a wait on a locked resource, plus it happens more often during high FPS periods which makes sense if a "thread safe" resource was being accessed 2-4x as often.
GamersInc servers have the same problem.
Added my rpt's and my basic config as well.
We are experiencing the same issue. We've tried running default A3 Wasteland but we are seeing this in Exile as well.
Server FPS stays steady with it full, always 15+ (sometimes dips to 13) until randomly the server starts to hang and after a few minutes and sometimes a bunch of disconnects we start responding again.
Issue did not exist at all previous to this and we actually had more people playing than we do now (70 vs 60)
We get the following messages in our .rpt as well however they do not tend to be filled with these.
17:33:45 NetServer::SendMsg: cannot find channel #422567950, users.card=17
17:33:45 NetServer: users.get failed when sending to 422567950
17:33:45 Message not sent - error 0, message ID = ffffffff, to 422567950 (fbr)
I would like to add that we get this regarding the player amount or server fps. As seen in my ASM screenshot the server runs at 50 fps and only 13 players when it happens. Sometimes these chokes are really short and sometimes longer.
extDB2 stops responding aswell. It really seems as if the server.exe stops all traffic as if it hangs for a short period.
Added basic.cfg
Resolved according to the author.
Ignore the second screenshot.
Yeah someone changed correct example on BIKI to the wrong one (I already changed it back). The ingame function header was always showing the correct example.
The description says is can be called like this:
["backPackClassName"] call BIS_fnc_basicBackpack;
But it only works like this:
"backPackClassName" call BIS_fnc_basicBackpack;
So I guess they should simply change the description.
Hiya Killzone - thank you mate, yeah - got it from the BIKI description! Silly me! Cheers!
Well spotted, R3VO - that was where the problem was!
agreed +1
And why are you passing Array to the function when example in the function header clearly shows it should be string?
baseBackpack = "b_assaultpack_rgr_medic" call BIS_fnc_basicBackpack;
This works ^^^^^^^
Confirmed on stable. Just tried it.
I also tested with Arma 3 build 1.53 and got the same result 2 minutes after playing the map. Uploaded the crash dump for that as well.
I'm sorry for making mad. My bad. I didn't want to be rude.
You talked about incompatibility AiA and CUP updates but the main question was what the reason of that incompatibility and how to fix it.
Thank you for link to CUP TP Release Candidate. I made several tests with it. And issue looks to be fixed with CUP TP.
I tried to replace AiA TP to CUP TP, but it didn't help. The old SMD Sahrani A3 island crashes the game anyway. So the cause is not in AiA but in island itself.
But with new CUP Sahrani island I can't reproduce this issue. So it looks like the issue was fixed. We need to make more tests. But for now the ticket might be closed.
You just have writed "SMD sahrani related" (why now you are seeing fault in allocator - try diferent instead of waiting)!
CUP have released their version http://cup-arma3.org/downloads/download-terrains-pack/
AIA is Officially not supported in 1.50 and 1.52 READ their official statement of forum
https://forums.bistudio.com/topic/171988-all-in-arma-terrain-pack-aia-tp-a1a2oa-terrains-from-bi-in-a3/?p=2909078
Anything more? Ahh "usefull info" are on other tickets ABOUT THE SAME BUG - use search option instead making mad
I keep hitting it after removing all mods deleting arma 3 and reinstalling 1.52. I launch into a map, "King of the Hill", and others and withing 3-4 mins the game crashes with this error. I'm running on windows 8.1 64 bit. In my opinion this problem increased with the release of 1.52. I attached my latest crash dump. I am not running any mods when this hits.
Ok. You don't have any useful info about this issue. And CUP team even doesn't know about this issue. And CUP terrains release is not planned yet. And you advised us to wait for CUP update, did you?
May be it would be better if BI said what cause this issue and how to fix it. And why it was working before 1.50 and since 1.50 it doesn't. And then I will go to CUP team and talk to them about this issue or fix it with my own.
I have done a lot of work to find out the cause of this issue. I tried a lot of things. And I suspect that it's related to memory allocation. How CUP team can fix memory allocation? I just want to hear a word from BI about this issue.
Do they (CUP team) already know what the cause and how to fix this issue?
If not, write on their feedback tracker :
http://forums.cup-arma3.org/forumdisplay.php?fid=7
Or on the forum:
https://forums.bistudio.com/topic/179990-community-upgrade-project-cup-terrains/
If SMD Sahrani A3 island is part of All In Arma (Standalone or Terain Pack), this is the cause. 1.50 and 1.52 is not compatible with AIA.
Agree with Pershing, Wrong place for this ticket. If you wanna more compatible terrain pack from A2, wait for update from CUP_terrains.
Should be fixed now.
Technically driver turret is not really a turret, but as you said workaround is simple enough to not bother with details:
{...} forEach -1 + allTurrets tank;
I would like it to return an array of arrays containing every possible vehicle turret — and that includes driver's turret.
Do you think this is a bad idea? Well, the workaround is simple enough; I can always add [-1] to the array if I wish to have it there.
so essentially you want allTurrets for a transport vehicle always return -1 since driver turret is always present?