No, just to clarify that it is not Logitech headsets' fault.
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Mar 22 2017
In T122385#1587281, @Boomka wrote:Intel Core i7-4702MQ
8GB Ram 1600 MHz
NVIDIA GTX760M
Windows 10 Home 64bit
Arma on SSDGot Logitech G930 headset with 7.1 emulation turned on. Not having that kind of issue at all. But I experience this issue instead. Even with other audio devices.
I got the same issue, with or without soundmods..I think the newly implemented system that changes the way shots can be heard isn't working quite well
Since v1.68 I'm experiencing the same problem. As soon as the source of sound is blocked from player's view (in first person), it becomes extremely low and almost cannot be heard at all while the supersonic cracks remain super loud.
It's happening with both versions, 32- and 64-bit and I also tried with and without JSRS sound mod which does not make any difference.
Intel Core i7-4702MQ
8GB Ram 1600 MHz
NVIDIA GTX760M
Windows 10 Home 64bit
Arma on SSD
+100%
Yeah, none of our Ai can utilize any addactions on objects since 1.68
Necro here.... Please Fix this, still same problem in altis life
I have the same issue and can reproduce it with the information described above.
I have updated the task with a short video to illustrate the issue.
That is related to ALiVE\ORBAT Creator, so leave that information on our forums (it sounds like intended behavior though).
I did not try that sorry! I figured it out late last night. The issue was being caused by raptr. Closed raptr and it was fine.
Disregard this comment. It is not relevant to the issue that is happening with setunitloadout.
Have had a similar event, just running along doing nothing at all.
I can confirm this issue.
The "Game Master" module "Default Addons" combo box seems to be broken for certain resolutions atm (at least for x64 version).
In T123784#1586610, @razazel wrote:We completely, get that, I just wanted to let you all know that we are already on it and no videos are holding us :)
As for the reports, I believe I already went through your ticket, but just in case I did not, please ping me once you get to it, thanks :)
Mar 21 2017
Repro Mission
I realy cant understand why its such a problem to fix it.
There is the same problem. Please help.
Tested it on 1.68, It is still there.
Windows 8.1 x64
Ok I created new ticket redirecting here: https://feedback.bistudio.com/T123947
aaaand, just read the update #00189 - :)
Even with armed soldier
Could I respectfully say that I think we all need to apply some faith and patience here. razezel has confirmed that this is now a known issue, so let's keep the conversation going with him (or her).
Identical issue here also:
AMD CPU ... FX8350 @ 4.8Ghz
16GB Ram 1666
SSD Drive SATA 3
AMD R9 290x
Corsair 2000 Gaming 7.1 Surround headset USB
Apparently fixed in 1.68.
does this happen only with unarmed unit or it happens even with armed ones?
Still an issue.
The problem is: is it serious to be able to see non simulated units???? I used the BI simulation manager module and it's far more convenient for at least these reasons:
- it's reversible, units appear/ disappear along with distances of players;
- you can't see what is sim disabled;
- units are easily excluded of this feature by adding a variable name (so the module considers them as permanent)
- you can decide if air AI assets are excluded or not.
Here you go. Start mission, shoot the infantry group, they won't die. Shoot the vehicle and it'll blow up.
It's probably a duplicate of T122322 which was reported 3 months ago. :)
It's probably also a duplicate of T122322 which was reported 3 months ago. :)
Yep this is in the main branch. Seems like you've slipped some parts of the new system in the main branch and that's why the UI layout is bit bugged.
The AI seems to have trouble with cargo in general. Like, the Huron is better at it, but I find it often circling the Cargo a few times then crash full speed into a tree.
Sure.
Thanks for the ticket, issue should be fixed in the next Dev branch update so you can then check if its working correctly.
would you mind providing some simple repro mission to demonstrate the issue?
In T123368#1575016, @Alwin wrote:Hi,
I´m completly understand your suggestion. I´ve discussed it with our colleagues and bipods are quite real enough. There are many bipods types around the world. You can trample the grass when you prone forward and in this case you will have good line of sight. It´s a quite realistic as well when you prone on the hilltop.
I´m afraid that it won´t be tweaked as colleagues decided, I´m sorry.
Thank you for understanding.
All over the world, bipods have adjustable height. Bipods never prevented from tilting back and forth, if necessary.
To trample the grass? If there is a field of grass in front of you. AI shoots at you when you are completely in the grass. I can not give a return shot, changing the height of the bipod is not available.
Colleagues probably can not compare the work of the bipods (how they work in the window of the house) with the way they are set higher, if there is something to put them on (stone, curb roads and stuff).Unfolding bipods in the window, puts the weapon above, but not lower (like this action on the ground, in the grass)
https://youtu.be/f3Kukq8mGxM
About the height adjustment, I gave an analogy (the supports of the mortar and laser pointer are regulated, and have an algorithm in the game https://youtu.be/0I2VOyCtrOM ).
I can it will be a while before I can put one up here for you guys to check.
thank you for the feedback.
Thank you for the clarification :)
Would you mind uploading the mission or a simpler one as a repro (preferably unpacked, not pbo) so we can try to reproduce the issue?
Yes, this is in the current stable 1.68.
thank you for the feedback. I guess this issue is present in the current Stable (1.68.140908)?