- Mk21 seems to follow ground vehicles too (in fact, all 3 track ground vehicles)
- Mk21 seems to not turn its radar on even when forced
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Apr 22 2017
Apr 12 2017
Fixed on latest performance branch as of the time of writing!
Thanks @Dwarden and co. !
Apr 10 2017
So apparently, if i make all the units unplayable, and create a new playable Red Army unit, it works fine. But the moment I make the pre-placed units playable, it can't load into the slotting screen and crashes with the same error.
Removing other side slots except OPFOR causes crash as soon as i press "play now" in editor.
Mar 28 2017
@razazel @Dwarden possibly related? https://feedback.bistudio.com/T123848
Mar 20 2017
Mar 19 2017
Mar 18 2017
Well, deleting existing arma profiles seemed to help one person. so I present a troubleshooting method in order:
Mar 6 2017
Hmm i agree, the lock should break if the thermal signature is covered.
Feb 9 2017
Thanks!
Strider can´t have NATO camo because it´s AAF vehicle
Feb 8 2017
Well this is still an issue.
@razazel happened to a lot of us in last night's session. Mission was ended using a call to the F3 Mission ending component, f_fnc_mpEnd, from a trigger. There was a player controlled Kajman hovering nearby, some people were in F3 spectator.
Jan 4 2017
Dec 19 2016
Dec 10 2016
Yes, confirmed, even default units in the editor are now overloaded (Missile Specialists, Heavy Gunners) and have no stamina from the start.
Unless i'm understanding this wrong, this is now no longer an issue..
Dec 5 2016
Confirmed that it's still an issue.
Hellcat already has this feature. But it's broken at the moment.
Confirmed as long standing issue.
Yup, would be welcome considering that current ironsights are useless for aiming since they're missing zeroing. Could be an additional RPG7 model, replace the current one, or (the best option) would be to have detachable sights for the RPG7.
Dec 4 2016
This issue was also raised in the Apex weapons feedback thread but ignored:
Dec 3 2016
Zeroing's probably changed since 1.66, as indicated by changelog BUT NO ONE KNOWS TO WHAT.
Oct 27 2016
Oct 10 2016
BI pls
Y u do dis
Oct 5 2016
Would be great to just get the direct sound system from TFAR/ACRE, i.e. adjustable direct VON volume (that then obey the laws of virtual physics).
Oct 4 2016
Well, the Blackfish has fulfilled this dream, thanks BIS!
I do think it's potentially game breaking in certain cases, and I think this hitbox shifting has frustrated many of us for many years - but I think those unaware of the issue just thought we were bad at aiming or bullet drop compensation (at least, I did). I can understand why some communities have disabled it in PvP.
Jun 20 2016
If you are in a helicopter when the mission ends, it's highly possible that the noise of the helicopter remains audible in the UI, Zeus, and even the next mission.
Jun 6 2016
This is still an issue, in fact it's worse - no one can deploy smoke screen as of 1.60.
May 10 2016
Confirmed. They still seem to be in the game world but are missing from the map.
I used to get this error randomly after I upgraded my PC and reinstalled windows and arma 3. Seemed to be maybe related to ASR_AI and TeamSpeak Overlay but it happened once without either of those loaded.
It hasn't happened in a week or so.
No relation with CBA, but yeah the solution for now is to remove all references to "3DEN" from mission.sqm.
There will be two references, one under addOns and one under autoAddOns. Use Ctrl+F of course.
BTW BIS seems to be aware of this issue, and a hotfix is now in RC.
Yeah, this is a known bug.
Yup, saw Dslyecxi's video and post, i can get behind that.
AI doesn't even respond to "Watch direction" properly, they may even look south if you ask them to look north...
Probably worthy of a different ticket, but the current lighting engine is hopelessly limited. Fire a few flares over Agia Marina on Stratis and the town's lights go off. Fly over Kavala, and only half the town has lights at any point in time.
When a lot of people have lasers or flashlights on, some hard limit is run into and other people can't turn them on.
Even IR grenades cause distant lights to flicker.
Yup, noticed this as well. I was in favour of overhauling the entire flight model so didn't report it separately. Upvoted.
Also, see:
http://feedback.arma3.com/view.php?id=14463
Perhaps they do that to avoid licensing issues?
It's single player!
Lol yes they do that.
I'm sorry, as much as i would love warships supporting assaults, i'll have to downvote this...the game is in simply no shape to expand to another type of combat.
:(
Upvoted, this should be there in all aircraft.
Good to hear that!
No the problem wasn't mortars eventually killing me (that obviously should happen if i stand in one place), it was them killing ONLY me...as in, they'd follow me, and only me, and ignore everyone else.
Standing, running, anything.
Especially true if I'd run ahead...staying with the squad would discourage this behaviour.
But, i'm merely repeating myself so i should stop. :|
@mepwaygame: Exactly. The shells follow you all around, and ignore the rest of your squad. Only worked properly the last time i tried (which was after a good 6 or 7 replays of the same stretch).
I'm not even sure who's spotting for the CSAT mortar team.
@ProGamer, please elaborate. I just downloaded and played.
I restarted the mission, and this time my squad did run when the mortars fell, though the first time i got hit again. Reloaded the auto-save and managed to get through.
@arizben: Oh they're terrible when you're controlling them. Wish there was a way to adjust them.
Separate issue (again may be a random AI bug) but the second motorboat doesn't leave at the end.
@rogerx: You somehow think it's acceptable to incessantly make sexist comments, and then deflect all blame saying that "oh joking obviously! don't you have a sense of humour!".
Dude, stop, really. Constructively add to the discussion, and refrain from the "jokes". It doesn't come off as intelligent in any way, and they're not even funny..
@Leah said:
"A large majority voted for the inclusion of female soldiers, yet most "selected comments" are negative toward the issue? I guess BI's opinion on this topic is leaning that way?"
I noticed this too, it's unfortunate. At least they acknowledged it, finally. Whether they do anything about it remains to be seen.
Can't believe Call of Duty will lead the way in this, seeing how Arma is considered to be an intellectually superior series.
Oh yeah i noticed this post Altis. Annoying indeed, since it causes stuttering.
@DarkWanderer: Saying "you're wrong" doesn't make me. All you're saying is that this is "possible" now, or could be "possible" 20 years later...without specifying why or how.
"i feel it should be so" was taking into account whatever info i could find, basically saying "have we hit a wall, as far as speed/engine size/aircraft weight and shape are concerned?" and if yes, then is it reasonable to assume that this aircraft should not be able to fly that fast.
@Dr_Death: Yup, that and something to do with drag making propeller flight inefficient.
Anyway. It seems i may have proven myself wrong...the Predator's information i was looking at was the older 1995 original.
The current Predator B, introduced in 2007, has a max speed of 482 km/h, and a cruise speed of 313 km/h.
https://en.wikipedia.org/wiki/RQ-9_Predator_B#Specifications
So i guess this ticket can be shut. HOWEVER:
Consider that the size of the Greyhawk (based on AD2001's link) and the Predator, along with their engine power, etc. are very different.
Dude, i really appreciate and respect the effort you've put into that explanation.
You're right, i'm not qualified to tell weather something will fly or not, i'm studying electronics engineering, not aerospace...nor am i a pilot or anything related.
The entire point of posting tickets like this is discussion and reviewing something that may be unbalanced and/or incorrect, which is why i was getting slightly annoyed by your "you're wrong" standpoint, without explanation.
Common sense is the starting point of many great things, friend! ;)
BTW: The Greyhawk's constructors are BIS. So it's an open question as to what they sacrificed, if at all they did. The YABHON-R, the real life Greyhawk, is a lot slower. Common sense (and watching Discovery/Nat Geo) would suggest that a UAV's makers tend to prioritize loitering time for recon purposes.
In fact, the YABHON-R's website states that it's a recon drone, mainly.
So i dunno. Not quite seeing the logic in prioritizing speed over endurance for a UAV.
True, they could. But physics won't change...hence my comment on "magic".
I mean, consider the Spitfire...that was over 70 years ago. Correct me if i'm wrong, but i don't think modern day turboprops go much faster than the Spitfire's 630 km/hr.
(i did a bit of quick reading on wikipedia, it seems propeller aircraft are limited to about 700-750 Km/hr, after which they lose efficiency).
So yeah, i'm with you on the 250 Km/h thing. That would be reasonable, imo.
EDIT: Just saw the Mustang article Dark linked to, that flies at 700 Km/h, so basically in all those years, we're still at the same speed for propellers. So if i had to make a safe assumption about propeller/engine tech in the next 20 years, i'd limit the Greyhawk to 250 km/h at the most.
There isn't any fundamental aerodynamic difference, true, but there's a huge difference in engine size (and power output), propeller size (and the amount of thrust it can generate), weight (and thus power-to-weight ratio), materials, etc.
You have to account for all of that.
For example, if i use the information provided by AD2001 (thanks!) and compare the YABHON-R to say, a Spitfire, you're comparing a 100 hp engine to a 1000 to 2000 hp Rolls-Royce engine.
https://en.wikipedia.org/wiki/Supermarine_Spitfire#Specifications_.28Spitfire_Mk_Vb.29
The Darter, for example, is perfectly believable (although i think it becomes too stable when hovering), this is a bit of a hard sell.
Ok, simply saying "propeller plane" was dumb. What i meant was:
Ihis is still a drone! Small little propeller at the back, with a small engine. Again, the Predator tops out at 217 km/hr as a reference point.
2035 doesn't imply magic, you know. :P
p.s. Almost all items, vehicles, weaponry and tech in Arma 3 is present day tech, just re-named to avoid licensing issues.
It's a propeller driven plane. Will it fly as fast as a jet? No.
Even check this out, 208 mph = 92 m/s, those poles are about 100m apart, and the car crosses each one in just over a second.
Ok, but are you sure a simpler solution isn't simply to fix/re-check the speed being reported? I'm just saying that 100km/h doesn't seem like 100km/h. Not suggesting replication of real-life FoV.
Like this video is less than 100 km/h (around 86-90), but it also feels like that:
http://www.youtube.com/watch?v=BIRyE1cVvaw
If you take a vehicle and ride it through Altis (towns, etc.) you'll see that what you see in the video is what you'll see at 135 km/h in the game. FOV is similar in both, too.
I find that racing games have the same problem, you'd be crawling almost and the game tells you that you're travelling at 100 Km/h...
I'm not sure how they calculate speed anyway, the predator drone apparently reaches 300 km/h and so does the jet, yet the predator drone feels like it's much slower.
Yeah, try looking at the objects close to you as well (i looked out of the side window as well). Game says you're doing 40 but it feels like you're at a stand-still.
Also, FOV reduces as you go faster in real life, and no, Arma's FOV is much lower than real life, our FOV must be closer to 180 degrees, in Arma FOV is around 70 iirc.
p.s. Do you drive? I don't mean this in a snarky way.
edit: i also tried third-person.
Hmmm i didn't test the new patch that long, but it was ok...