Yes, this is on stable. Can't test it on dev as it needs at least 30-40 players on server before it starts.
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May 10 2016
If im correct the Interface size is fix that means there is a new size needed or all the interface sizes need to be proportional.
Also some weirdness when changing interface size from large to normal (2nd screenshot). Interface is rendered in fullHD whereas rest is 4k.
Solvable through restarting the game.
Can confirm!
Hi Razazel,
the long burst sound on short fire bursts is gone.
But new issues appeared:
-If you fire some burst shotly one after another, sometimes there is no sound for short bursts.
-Sometimes you only hear one shot but you really fired two shots.
Hello,
thank you for your feedback.
Are still experiencing this issue in the latest Steam Dev or RC build?
Any feedback on whether this issue was resolved will be appreciated.
Thank you
Unfortunately this repro was not created with the vanilla version of the game.
I have noticed there is a backup file, probably created when importing the mission from 2D to 3D editor? Did you try the support module in vanilla version of the game and with a new scenario?
I can reproduce without problem, try this mission (attachment) on RC.
Hello,
thank you for your feedback.
Is this issue still present in the latest RC version?
I was unfortunately not able to reproduce this issue. Could you please send me a repro mission that would demonstrate the issue?
Thank you
Hello,
thank you, that issue is already assigned to one of the Eden devs internally and will be fixed.
After the latest updated, the game will directly start into the 2d editor, even if the mission was build with 3den. Is that intended until 3den is officially released?
+1
I want more simulation on vehicles.... When you play like me, as a crewman everytime, you want more simulations on them. For example, I would like to see more informations on the HUD of tanks/IFV, and having lot more possibility as the commander of it. In reality, the commander of the Leopard 2A4 for example can force align the gunner view with his view, in order to destroy targets more efficiently.
With regards to the simulation of the inside of the aircraft:
Ofcourse advanced flight model of planes, as we see in the control of helicopters.
Expected effects of congestion in moments of difficult maneuvers(dark or blured vision of player)
Sound effects of pressure (the heart beat, any noise), loss of hearing, ringing in the ears at enemy missile-hit in the player air vehicle.
Sound Effects hit projectiles, when the player is view from the first person.
More detailed damage model. For example right/left engine, right/left wing, fuel bak, hull integrity
+1 upvoted for any improvement of the simulation of the inside of any vehicles. Unfortunately a Weak part in ArmA3.
Sorry.
Duplicate of already assined http://feedback.arma3.com/view.php?id=27746
I would agree that all ifv could get some more round but regarding the marshal he has a tiny innerturret compared to a Marder (seen the turret in RL) and the ammo is stored in this inner turret so that means he has low carrieng capabilities
Yeah, so vote up if you agree please. Vehicles in ArmA 3 are completly forgotten, there's almost nothing new on them in each update...
I don't think an IFV w/o ATGMs is supposed to be able to handle an MBT (let alone 4) on its own. Lacking ATGMs, an IFVs should go up against other IFVs or smaller targets, like MRAPs and trucks. If you expect to see MBTs, have your infantry carry AT, move with friendly MBTs or have air support on standby.
Furthermore, the Marshall's main gun is a 40 mm Bofors, similar to the CV90. The only reference regarding a CV90's ammo capacity I found was from 12 years ago, saying that it can hold 232 rounds in total. But the CV90 is also classified as an ICV whereas the Marshall is classified as an APC. So despite having a similar main gun, their supposed roles differ.
Please, add some ammo to IFVs. Such things like this should have already be done 2 years ago ! The game updates seriously lack of gameplay improvements...
Yeah, but I'm not talking of adding 1 000 more rounds to IFVs. Just for example on the AMV-7 : Why not 100 GPR-T and 80 APFSDS-T ? It would be nicer to increase the capacity by 30-40%. And yes handling MBTs is difficult, but it is just for the reproduction purpose.
Actually i play the Marshall often PvP and he has enough ammo to have a long fight. His strength is his 40mm(all others have 30mm) GPR rounds. BUT if you fight a bunch of infantry without AT just use the MG. The Marshall is nt a spray and pray tank like the Mora. The Marshall is more a troop carrier.
Real life IFV do carry more ammo than those in Arma 3.
Wikipedia:
LAV-25 with 25mm cannon carries 420 rounds.
Bradley with 25mm cannon carries 900 rounds.
BTR-90 with 30mm carries 500 rounds.
BMP-2 and BMP-3 with 30mm carry 500 rounds.
Puma with 30mm cannon carries 400 rounds.
Arma 3:
Mora and Kamysh with 30mm cannon carry 200 rounds.
Marshall with 40mm cannon carries 100 rounds.
No one think like me ?
I was not able to reproduce that issue with the vanilla tanks (no modifications activated).
As a gunner I emptied one magazine of MG ammunition with all available tanks. Once the reload process started, I switched to the cannon and fired some rounds. I switched back to the MG and was able to empty the whole MG magazine again without any problems (no looped reload processes)
This seems to be clearly a bug of the RHS modification (or caused by another modification that is used at the same time).
If you carefully read the ticket in the RHS feedback tracker, the ticket author mentioned following additional information: "So far i didnt tested vanilla, but i know how it will end [...]"
Additionally FFV(Firing from Vehicles) is the wrong topic Please consider that when editing.
Hello,
As long as this problem only occurs with non-official content (e.g. RHS), the developers of Arma 3 can't do much about it.
The development team of RHS is responsible for issues like that.
Please check the issue again with the vanilla content (no modifications activated).
Best regards
You may ask those guys :
http://feedback.rhsmods.org/view.php?id=1712
They sad its "Arma bug" and thats all. Maybe they have more info.
It happen often when there is smaller MG mags. Try to set 6 rounds (MG ammo belt)left in tanks before starting repro step.
OK, thanks for time spented, we eliminated Vanilla version of this bug at least, thanks again.
Well, for me in some cases the game won't fully close if I press ALT+F4 e.g it will run in the task manager.
As far as I know, Alt+F4 is the same as closing a program. It sends exactly the same command as clicking the little cross in the corner, or selecting Exit from file menu on some programs. So a separate button wouldn't change the fact that the game can't exit gracefully.
That issue would be worth its own ticket, especially if you can reproduce it reliably.
I don't have this problem, although I always close the game with Alt+F4, usually several times a day. :)
I'm no modder, so I have to ask - in what situation does the Alt+F4 crash the game?
Ah my bad, didn't notice that ;)
Not a bug. Skill range is not 0%-100% but 20%-100% , thats why slider behaves like that.
Why It's not 0-100% ? I know there is written that 0% AI is really stupid, but we are in editor.. let the developer give AI any skill he wants.
Fixed in Dev Branch! Close this please!
Thanks frenkeeeee!
Have not had this issue happen since the fix went live. All seems well.
Hello,
this issue should be now fixed in the Steam Dev as well as in RC. Could you please try and switch to one of these version and check whether this issue is still present?
RC Beta Access Code:
Arma3Update156RC
Thank you
https://www.youtube.com/watch?v=R--uj4ZhfGM&feature=youtu.be
Video of the issue.
Hello,
we are sorry you are experiencing issues with our game.
These errors are usually raised when some DLLs are corrupted or missing or when they are replaced with an incompatible version. It may also happen that you placed a DLL file in the game folder that is loaded instead of the genuine one. Possible solutions:
-Verify the integrity of the game cache using Steam.
-Re-install DirectX.
-Uninstall the Visual C++ 2013 Redistributable package (x86 version), restart your computer and install the package again (do not use the Repair function).
-Run the Windows System File Check tool to repair corrupted system files.
-If you are using post-processing tools like Reshade or SweetFX or utilities like RadeonPro remove them.
-Re-install the game; remove all files from the game installation folder and then verify the integrity of the game cache using Steam.
-To identify the precise DLL that is causing an issue, download a 32-bit version of the Microsoft Dependency Walker and open arma3.exe with it. The libraries with a red icon are the corrupted ones.
Thank you
Hello,
thank you for the response. However, we cannot determine what exactly caused your game to crash. It is necessary you try to run your Arma without any mods. If the crashes still happen then, please send another crashdumps.
If the crashes stop (on Arma without mods), please try to activate mods one by one until you find out which one causes the crashes.
Mods are not official content from Bohemia Interactive and it is very likely that the CTDs you are experiencing are caused by collisions between two or more mods.
Please let us know, thank you.
Are you running mods ? If so that may change's your game in different ways, As it says on the main menu. Also what are your computer specs ?
Hello, please attach the latest crashdump files (rtp + mdmp + bidmp) after your last crash to your ticket.
If possible, please just uploaded the crashdump files where you have played without modifications.