Hi, can someone confirm the issue still there? I've done some testing but can't reproduce it on current DEV branch.
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Nov 14 2016
I used the repro steps provided and tried Taru + Ifrit, seems to work fine.
Seems to be a video memory issue on my end. Close please
Hi,thank you for the answer.
Actually I was trying to use a taru and an ifrit,and then tried with Huron + Ifrit,with no luck.
This is the mission i'm using
thank you for the feedback.
čili, problém s padáním hry, kdy přesně se to stává? Při nějaké akci, nebo po určité době nebo se hra vůbec nespustí?
V každém případě by se hodil crash report.
Ten lze získat v Launcheru > Nastavení >Vyexportovat report
Toto vygeneruje ZIP soubor, který stačí přetáhnout do comment boxu.
thank you for the report,
thank you for the feedback.
In T80863#1076550, @gidsacha wrote:ctrlParent returns the parent display, regardless if the control is in a group or not.
Sure! I went into the task manager and changed the priority for arma there.
Reproduced in Arma V1.66rc
Reproduced in Arma V1.66rc
Reproduced in Arma V1.66rc
Can you try the following version but this time by running it directly and upload the log somewhere?
http://tom4897.info/workdrived_1-0-11/
The devs stated that the engine cant handle the bullet in chamber. Thats why there actually is no need for a different animation since there shouldnt be a bullet in the chamber.
Sre you placing 1 or more modules?
Interesting, could you please tell me where exactly did you change the priority of the program? Thank you
In T120518#1530690, @rread wrote:ArmaReport_Log_20161114T030804_Rene - Shortcut
[...]
Please review report and correct any issues needed.
@Malborn, verify the integrity of the game cache and try again. If it is still an issue then could you prepare and upload a troubleshooting report for the developers to review?
Nov 13 2016
It kept happening (I tried atleast 4 or 5 times) untill I restarted my entire computer. I've had this issue, or something similar, in the past as well but never thought it would come back again.
Hello 56curious,
sorry about the issue. I'd like to ask if that issue occurs repeatedly or it happened only once?
HE and HEAT are slower round so their trajectory is much higher and shorter than the SABOT ones.
For long shots SABOT is better.
About effective range 2.5km frontal hit on kuma is not deadly. Side shot about 3km.
I now finnaly solved the problem myself. thx for your help, but i managed to fix it myself.
I only changed priority for the program and then it worked.. Nice...
Log copied and pasted:
@56curious, could you please upload the launcher log itself by dragging and dropping into the comment box? Pasting the contents can cause some of the log entries to be missing due to exceeding the character limit. Also try verifying the integrity of the game cache.
Well, this is easy fixable (RHS have done same as ACE) - player should be able to lase everything, just like laser designator work for now, Bohemia try to implement this. Lasing target (ground, building, infatry, vehicle) and measured range is putted into FCS, then correction for range should be taken. No need for squares (vanilla target lock signature) on screen, player will know where he is aiming to.
it's possible to do? the engine can do this?
it's possible to do?
Hope this else BI <3
The problem that autoReport = 0 does nothing with custom difficulty still exists! Please fix this for 1.66.
@Killerdawg17, could you try verifying the integrity of the game cache. If you are using third-party mods then disable them. If neither of those suggestions fixes the issue then please prepare and upload a troubleshooting report for the developers to review.
Nov 12 2016
These are the last couple of bluescreens from today
Duplicate of assigned T119921, but this report has much more detail and repro steps.
Issue persists in dev build 1.67.139263
Issue persists in dev build 1.67.139263
In current Dev build 1.67.139.263,
AI artillery now do not shoot multiple rounds straight forward after their target is destroyed. Progress : )
Nov 11 2016
An allControlsGroupControls would be extremely helpful seeing as currently allControls is only for displays.
In T83302#1529009, @Tsnfsdnfkjsdn wrote:Its not a bug. In any modern tank range is not calculated utomaticly, you need to lase the target, THEN range correction is done.
Put infantry of AT on 2500 meters from the tank. Try that that to generate to include AUTO and to shoot.
At you it won't turn out to include AUTO for firing at infantry or at the building. There is no button of inclusion of AUTO. The maximum distance of 1900 meters on the optical center. Everything that further than 1900 meters, to shoot as will turn out.
SITREP #00180 mentions a clean sweep of the game which performance is one of its targets. I hope devs are looking into optimisations for polaris 10 too which has been released for almost 5 months now and the low performance issues mentioned in the op persists. Owners of RX-470, RX-480 GPUs will be grateful of 1.66 as a Christmas present.
Its not a bug. In any modern tank range is not calculated utomaticly, you need to lase the target, THEN range correction is done.
Groups of UAVs getting to yellow fraction reduce the number of the main group.
It has been noticed from the very beginning. For this reason, I have shown you a problem of groups of UAVs. If in the mixed groups not to use UAVs, with calculation of groups there is no problem.
But in missions UAVs are used, and there is an emergence of a problem, in the form of loss of creation of the main (living) groups.
https://youtu.be/HcOd-O-oWwo
Removal of yellow groups doesn't renew an opportunity to return all 144 living groups.
https://youtu.be/tj8nMN2SpMI
The mission for the editor, is only 1 group.
@Bis, you sell Apex DLC with this shameful bug since the release. already for four months! Any player who bought Arma Apex, cannot play normal for factions - OPFOR PACIFIC, SINDYCAT, POLICE. Why you don't care about it I can't understand.
You are using the darters for the repro, are you able to do similar thing with infantry units?