To measure the distance use the key, the default is "T".
Works everywhere, where there is a distance sensor.
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May 25 2017
May 24 2017
I did not consider this a problem until the release of Tanoa. My first message on this ticket is after the release of Tanoa on DEV.
http://steamcommunity.com/games/arma3/announcements/detail/831295479358001897
Height adjustment is not the only bipod problem. There are a number of other problems that need to be addressed. For this reason, I allocate all major tickets for the bipod.
https://feedback.bistudio.com/T81982
https://feedback.bistudio.com/T123368
https://feedback.bistudio.com/T85691
I think these issues should be solved in the aggregate.
In T82167#1607504, @Shields wrote:Lex, as the status of the ticket says "Acknowledged, Wishlist".
The developers have this on their to do list, its just not very high priority.
They have more important stuff to work on, bumping this ticket every few weeks will not help at all.
If they add this feature, i'll be grateful. If not, i'll live with it. Trust me i understand that this issue is annoying, i made the ticket so i know.
But its not game breaking, it doesn't make bipods completely useless or the game unplayable. You, me and everybody else is just going to have to live with this.
May 23 2017
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Combine questions on RPG-7
Combine questions on RPG-7
Combine questions on RPG-7
Combine questions on RPG-7
Combine questions on RPG-7
Close ticket, no problem
@SuicideKing Thank you. Close ticket, no problem
Logitech Attack 3 USB Has an axis with negative and positive values. A similar problem. A small change in the position of the axis Z + \ - sharply changes the thrust from 0 to 100%.
I changed the keys in places, and it all worked well.
The launch Titan AA has a small angle. You can not shoot at the target, when the target is as close to you as possible.
May 22 2017
It would be nice to have a switch on two flight trajectories on the missiles:
- straight
- high, canopy from the top down
May 20 2017
This video demonstrates that the FPS does not depend on the distance at which the camera is shot. FPS does not depend on how the distance varies and fog appears in the PIP window. I hope this will affect the decision of this ticket.
https://youtu.be/Uszmz4bL36I
May 19 2017
Open the ticket. The problem remained at 1.70 the version
May 18 2017
On the video. I put four UAVs. Cameras sent to one object.
The distance from the UAV to the object is different. I could see in the PIP window, the same object, in different image quality.
https://youtu.be/RYMq7Kucazk
There is a drop in FPS when the PIP camera window is active. But the fall of FPS is the same everywhere. It does not depend what kind of picture quality I see in PIP. The fog does not reduce the fall of FPS and the absence of fog does not increase the FPS drop. I do not understand why you can not remove fog from the PIP window? Make the range of visibility in the PIP window equal to the overall visibility in the game.
May 12 2017
The ticket resolved. The laser beam works correctly. The range data does work the camcorder. There are values of distance on the radar.
The ticket can be closed if it is included in 1.70.
May 8 2017
For this reason, Tanoa is a beautiful island on which no one wants to play :)
May 5 2017
How many years must pass for this ticket?
May 2 2017
Apr 28 2017
In T124470#1600270, @nmdanny wrote:In T124470#1599502, @PiepMGI wrote:And no more range data...
Apparently one of the latest updates made it so you need to press a button to get the range, for me it happens to be the \ button, and it works with the UCAV and other rangefinders.
You can check which button via the Field Manual > Weapons(Advanced) > Rangefinder
The button is adjusted, it doesn't work only for UCAV.
Apr 27 2017
I have only reported that it has changed and in what version.
But it belonged not only to Preatorian. It was the sound problem for all machine guns.
it has been corrected on Dev 1.69.141427
I have received a game error in the editor, the ambassador of start of a mission in a few minutes on this release of DEV
Apr 26 2017
Now in Arma3 it is possible to create 288 groups. The ticket can be closed ?
Apr 25 2017
I will add video on this problem UCAV.
https://youtu.be/9PEwhvBfvI0
But what occurs in practice, the bomb defines a laser point there where watches a tourist's fir-tree.
The rocket does capture of the purpose, but the purpose isn't locked in the lock.
Apr 24 2017
Why do we need two identical functions with different names?
The problem has appeared with release 1.67-1.68. There are problems not only in a marking of poles. Try to change in video settings of a game a raziyer of HUD - small or very small.
There are any solutions of this problem in the forthcoming updating?
There are any solutions of this problem in the forthcoming updating?
There are any solutions of this problem in the forthcoming updating?
Apr 22 2017
Apr 17 2017
@pokefan548 For definition of a distance it is necessary to adjust and use a key - Lase Range. Also it is used in tanks, for definition of a distance to the purpose and autocorrection of the ballistic calculator.
Apr 13 2017
It very badly influences a game. Sometimes the shot isn't even heard. It is heard as bullets get nearby, you is wounded, but you can't be guided from where shoot at you.
It in release 1.68, it wasn't in DEV 1.68.
It very much spoils a game. Such problems have to improve quicker, than wait for the following patch.
I understand that you wanted to make more interesting effect of distribution of a sound. It is very interesting, but it isn't finished or there is a mistake.
Apr 11 2017
Why my doubts that it is server lag:
- collision happens to full effect of collision (soft blow, chips.....)
- it never looks on a miscellaneous (I have sometimes counted blow sometimes isn't present) it isn't present.
On your server bushes, fences... well works, there is a balance of collisions - speed \damage.
Video from your server https://youtu.be/UDzGBmVPd6o
On the ATV, speed ~ 40km \h, I easily pass bushes, and there is no loss to health.
On my video (earlier in this branch), I receive injury of the car and a loss of health at a speed of collision is lower 40km \h.
I didn't assume that it can be server lag. It steadily repeats, throughout all game. Doesn't depend on the general load on the server.
If it is lag, I assume that except this problem, there could be also other problems connected with server lag. But there are no other problems.
If to start a mission locally - this problem is absent. On a combination of all results, there was an assumption that settings of parameters of a game on the server have influence on the weight of bushes, fences....
@TheMasterofBlubb There are servers where a ratio "speed \damage" look isn't realistic.
This balance well works at the majority of servers. Instructions are necessary, where and as to adjust it.
@TheMasterofBlubb I have no access to the server. I am forced to address administrators of servers where this problem exists. Administrators can't fix a problem as don't know where it is adjusted and what emergence of a problem depends on. Where it is possible to find the explanation in this question?
Players often receive damage to health, on speed of 10-20 km\h. At this speed the car can lose wheels or turn over. Such settings of the server strongly spoils a game.
Apr 10 2017
As before, dependences are not found, the method of adjusting is not found.
https://youtu.be/Ab44ulXO9_s
- Come into an arsenal
- Take Zafir machine gun
- Choose ARCO or RCO riflescope
Apr 9 2017
Smoke creates a sound barrier too
https://youtu.be/5HnYiTtvMyE
Apr 8 2017
Change of video of settings in a game, doesn't influence use and productivity of CPU.
https://youtu.be/QrQMEsRi7Wo
That it:
- Weak optimization of Arma3 for CPU productivity?
- Leakage of productivity of CPU?
Any changes in video settings of the game "low \high" make load of CPU of 36-46%.
Apr 5 2017
There are any solutions of this problem in the forthcoming updating?
There are any solutions of this problem in the forthcoming updating?
There are any solutions of this problem in the forthcoming updating?
There are any solutions of this problem in the forthcoming updating?
Mar 30 2017
Mar 29 2017
It considerably complicates use of zafir in a game.
Mar 28 2017
Mar 27 2017
Mar 26 2017
In T83573#1588640, @RueLight wrote:
A good movie. The center of the weight of the Tanks, and other combat vehicles, should be located below the axis of the geometry of the machines.
Mar 24 2017
The problem again appeared in the DEV version
Mar 23 2017
Thanks for the correction.
https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3167182
Mar 22 2017
+100%
Mar 21 2017
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 ).
Yes, this is in the current stable 1.68.
This continues to be a problem in game.
This continues to be a problem in multiplayer.
This continues to be a problem in multiplayer. This parameter should not have a position, below the ultra, for the network game. Used by scammers to scan the horizon and scans the presence of the enemy in places where it should not be visible.
It continues to break my sight
I can not find the explanation to this mode of operation for the drone. What is the purpose of the regime "support" from the drone? As before, reproduced Arma3 DEV 1.69.
At 1.68 the problem is solved. Many thanks new FCS. Close the ticket.
64 bit solved my problems. Many thanks. Close the ticket.
I , as before, lose the distance of total visibility. There is no way to bypass the problem.
Open the ticket, the problem has no solutions.
Mar 20 2017
There are two cars:
- HEMTT B_Truck_01_covered_F
- HEMTT B_Truck_01_medical_F
The car consists of the driver's Cabin (a forward part of the car), and a passenger compartment (a back part of the car).
When I try to fix the UAV camera on a passenger compartment, these cars, the camera promptly takes away a look to the horizon.
At DEV 1.69 the problem is not solved. Open the ticket.
Recorded video as it occurs, using arma3diag_x64 and team: diag_toggle "EPEVehicle";
https://youtu.be/TiOGSPLBhzI
Mar 17 2017
At 1.68 the problem is not solved. Open the ticket.
I can not find the explanation to this mode of operation for the drone. What is the purpose of the regime "support" from the drone? As before, reproduced Arma3 1.68.
At 1.68 the problem is not solved.
At 1.68 the problem is solved. Many thanks new FCS. Close the ticket.