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Oct 16 2017

Wulf changed the status of T126927: Difficulty Settings - Extended Map Content - Mines. On from New to Need More Info.

I am unable to recreate the issue. I tried following your steps to reproduce, but it seems you got the order mixed. Because enabling Extended Map Content - Mines: On, needs to be done before creating an MP mission. You can't do it in game during the mission.

Oct 16 2017, 3:58 PM · Arma 3
mush added a comment to T126933: currentCommand STOP ordered by player is no longer overwritten by movement commands..

Thank you! Yes this has caused me some pain also. BI, please can you give us a view on this?!

Oct 16 2017, 3:50 PM · Arma 3
dedmen added a comment to T126925: PIP in ultrawide resolutions.

If it happens to Car mirrors too it's not caused by ACE.
Don't see this being an ACE problem but screenshots would still be awesome.

Oct 16 2017, 3:45 PM · Arma 3
Wulf added a comment to T126921: Improve visibility.

The reason is performance if you have a computer powerful enough then you have a larger view distance from the get go.

Oct 16 2017, 2:56 PM · Arma 3
tarantula added a comment to T126900: AK12 handling.

Just tested it, looks much better now! Thanks for the attention

Oct 16 2017, 2:39 PM · Arma 3
Wulf added a comment to T126925: PIP in ultrawide resolutions.

A screenshot would be nice so that we can see what happens with the PIP. Also if it is a problem of ACE3 it might be good to contact the mod makers as well for a solution.

Oct 16 2017, 2:15 PM · Arma 3
Wulf added a comment to T126931: Experiencing more and more crashes over the last weeks.

Have you tried some of these possible solutions?

Oct 16 2017, 2:04 PM · Arma 3
Wulf changed the status of T126929: Shikra's jettisoned canopy don't have correct texture from New to Reviewed.

Thank you for the report, we will have a look a it.

Oct 16 2017, 1:57 PM · Arma 3
Aswan added a comment to T71167: High beam for headlamps - vehicle lights.

This one should be made high priority in my opinion. Reason is at night you can't see anything unless you drive really slowly and that breaks immersion a lot. This would also make it more tactical to acctually take out lamps on the vehicles.

Oct 16 2017, 1:41 PM · Arma 3
Sir_Mad_Cheese added a comment to T126933: currentCommand STOP ordered by player is no longer overwritten by movement commands..

I may add that units ordered to stop by the player will no longer execute FSM's with doFSM, while they will still get executed on units that were stopped by script.

Oct 16 2017, 1:23 PM · Arma 3
VWWrath added a comment to T126933: currentCommand STOP ordered by player is no longer overwritten by movement commands..

Comfirmed. Same issue when testing the provided repro steps.

Oct 16 2017, 1:19 PM · Arma 3
Deranged added a comment to T85490: Depth of Field reset with marksman scopes - MOS/DMS/AMS/Kahlia.

Well, take your time, no hurry but still an issue.

Oct 16 2017, 1:13 PM · Arma 3
Rockapes added a comment to T126933: currentCommand STOP ordered by player is no longer overwritten by movement commands..

This is causing quite a few problems with scripts running smoothly and does need to be looked at.

Oct 16 2017, 12:15 PM · Arma 3
Sir_Mad_Cheese created T126933: currentCommand STOP ordered by player is no longer overwritten by movement commands..
Oct 16 2017, 12:05 PM · Arma 3
Wulf added a comment to T126729: Some footstep sounds are played behind player.

Whenever I try to load the links with the videos YT says that "This video is unavailable".

Oct 16 2017, 11:26 AM · Arma 3
Wulf closed T126891: error launching the game arm 3 through launcher as Resolved.

Ok, then I am closing this ticket.

Oct 16 2017, 11:23 AM · Arma 3
Lex updated the task description for T83551: Buildings are not a barrier to hit a target from the tank..
Oct 16 2017, 11:23 AM · Arma 3
Wulf changed the status of T126905: Memory Write Error On Start - Status Access Violation Crash from Need More Info to Reviewed.

I sent the files further to programming just in case. We will see what they can tell us once they get to it.

Oct 16 2017, 11:20 AM · Arma 3
Wulf changed the status of T126932: Blackfoot weapons from New to Need More Info.

I am unable recreate the situation I went into the editor and edited the loadout of the Blackfoot and I can fire all of the weapons more than once even when I switch between them. Could you please create a video and upload it here so that I can see what you are exactly doing?

Oct 16 2017, 11:10 AM · Arma 3
Wulf merged T126928: AI drivers can't cross the bridge in Chapoi on Malden to leave the town into T126813: Vans from DLC Laws of war can't cross the bridges .
Oct 16 2017, 10:26 AM · Arma 3
Wulf merged task T126928: AI drivers can't cross the bridge in Chapoi on Malden to leave the town into T126813: Vans from DLC Laws of war can't cross the bridges .
Oct 16 2017, 10:26 AM · Arma 3
jowen892 created T126932: Blackfoot weapons.
Oct 16 2017, 2:50 AM · Arma 3
LtPatterson added a comment to T126905: Memory Write Error On Start - Status Access Violation Crash.

Has someone had a chance to review the new attached log?

Oct 16 2017, 12:17 AM · Arma 3

Oct 15 2017

stalker1979 added a comment to T80507: UAV darter blades sound won't stop if deassemble it before blades stop.

Confirmed not fixed in 1.76 :(

Oct 15 2017, 10:46 PM · Arma 3
B.Miller added a comment to T126931: Experiencing more and more crashes over the last weeks.

Next crash occured. Brought system tasks down to a minimum before relaunching from the previous crash.

Oct 15 2017, 9:07 PM · Arma 3
B.Miller added a comment to T126931: Experiencing more and more crashes over the last weeks.

Game was loaded through ARMA3Sync. These are the launching options:

Oct 15 2017, 8:30 PM · Arma 3
B.Miller created T126931: Experiencing more and more crashes over the last weeks.
Oct 15 2017, 8:28 PM · Arma 3
Jaffa created T126930: addAction selections does not support "door_x_trigger".
Oct 15 2017, 8:03 PM · Arma 3
bbx added a comment to T58803: PIP screens flicker, most likely caused by SLI / Crossfire..

Having this issue as well.

Oct 15 2017, 4:08 PM · Arma 3

Oct 14 2017

Lex added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@TheMasterofBlubb
I think that it is impossible to break through the tank and leave a through hole from the bullet, on the opposite side from the entrance to the tank. The tank projectile will work on the first counter layer of armor and will not be able to complete the work further.
The geometry, weight, and trajectory of the tank projectile will be disrupted, the kinetic energy is lost.
The tank inside is not empty, a lot of equipment will also take a blow and help reduce the energy reserve of the impact.
You can not expect to hit the next layer of armor, saving the initial data of the round. The temperature of the initial strike that occurs on the first layer of armor will remain on the first layer of armor. On the next layer of armor, the residual energy of the round can not create conditions for repeated equivalent work.
I agree that the round is capable of penetrating the claimed 300-600 mm armor in one armor block.
The method of summing up the thickness of layers is not suitable here.
For this reason, the initial conditions for the performance of work, broken before contact with the armor of the tank (passage through the walls of buildings) can greatly affect the ability of the bullet to perform work on the armor.

Due to the relatively small mass, the core of the subcaliber projectile immediately after the shot accelerates to a significant speed (1600 m / s). When striking against the armor plate, the core pierces a relatively small hole in it. The kinetic energy of the projectile partially goes to the destruction of the armor, and partly turns into heat. After the penetration of the armor, the red-hot fragments of the core and armor exit into the zabornevoe space and spread fan, damaging the crew and internal mechanisms of the machine. In this case, there are numerous foci of ignition.

As the passage of the armor, the core wears off and becomes shorter. Therefore, a very important characteristic that affects armor penetration is the length of the core. Also, the effectiveness of the action of the subcaliber projectile is affected by the material from which the core is made and the speed of its flight.

Oct 14 2017, 11:51 PM · Arma 3
madpat3 added a comment to T79518: Pushback Tractor for Fixed Winged Aircraft.

and there is already a tractor model in the game "Land_DeckTractor_01_F" and a towing bar "Land_TowBar_01_F". but they have no functions. just empty objects.

Oct 14 2017, 7:18 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

ok i try to calculate that.
Kuma as gun means on 2 km at worst 620mm RHA equivalent of penetration (at worst, at best its some where near to 840mm)
Kuma for target ( the other tanks will be ignored since i cant find data for them, but they are generaly weaker)
data for RHA equivalent: http://asmrb.pbworks.com/w/page/54235008/Morrow%20Project%20Armor%20Values
(the values seem legit)

Oct 14 2017, 6:48 PM · Arma 3
GeneralKong removed a watcher for Arma 3: GeneralKong.
Oct 14 2017, 5:13 PM
Lex added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

The main review in this video is about the penetration of textures through materials and a look at the dependencies.
High damaging potential for penetration through materials of textures.
Weak dependence of the potential on the speed of impact and distance to the target.
https://youtu.be/Db4oJvbkl1g

Oct 14 2017, 3:55 PM · Arma 3
POLPOX updated the task description for T126929: Shikra's jettisoned canopy don't have correct texture.
Oct 14 2017, 2:22 PM · Arma 3
POLPOX created T126929: Shikra's jettisoned canopy don't have correct texture.
Oct 14 2017, 1:52 PM · Arma 3
Giggaflop created T126928: AI drivers can't cross the bridge in Chapoi on Malden to leave the town.
Oct 14 2017, 1:22 PM · Arma 3
esfumato edited Additional Information on T126927: Difficulty Settings - Extended Map Content - Mines. On.
Oct 14 2017, 12:38 PM · Arma 3
TheMasterofBlubb added a comment to T119284: Every particles don't show correctly..

guys check out the performance binaries

Oct 14 2017, 12:33 PM · Arma 3
esfumato created T126927: Difficulty Settings - Extended Map Content - Mines. On.
Oct 14 2017, 12:27 PM · Arma 3
dizzer19923 added a comment to T126891: error launching the game arm 3 through launcher.

good day, I'm certainly sorry, but I solved my problem with the launch of a 64-bit system of armo and the error ceased to crash when launched from the launcher, just updated the windows and it all worked, thanks to the game Middle Earth Shadow Of War I downloaded it to,

Oct 14 2017, 10:21 AM · Arma 3
GeneralKong created T126926: REQUEST: Versions of Equipment, and possibly new equipment.
Oct 14 2017, 4:36 AM · Arma 3
GeneralKong added a watcher for Arma 3: GeneralKong.
Oct 14 2017, 4:25 AM
Japo32 created T126925: PIP in ultrawide resolutions.
Oct 14 2017, 4:17 AM · Arma 3
Matosh created T126924: Button to clear loadout Virtual Arsenal.
Oct 14 2017, 1:42 AM · Arma 3
Matosh created T126923: Magazine on weapon in Virtual Arsenal UI.
Oct 14 2017, 1:37 AM · Arma 3
Matosh created T126922: Save Virtual Arsenal Sort By settings to profile.
Oct 14 2017, 1:20 AM · Arma 3

Oct 13 2017

supertruite added a comment to T119284: Every particles don't show correctly..

a related issue: , zooming with right click tend to deform the large PE (rotates particles, decrease their size and make them disappear sometimes). In the exemple proposed above with \A3\data_f\ParticleEffects\Universal\smoke.p3d, you can see clearly this effect if you watch the smoke column and zoom on it.

Oct 13 2017, 11:05 PM · Arma 3
mickeymen added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

Houses and walls should produce more bounce or reduce impact speed.

Right thoughts, I too would like to have this working so...

Oct 13 2017, 8:05 PM · Arma 3
Anthariel added a comment to T119284: Every particles don't show correctly..

I can confirm that the "holes" in the particles are fixed in the latest version of the development branch.

Oct 13 2017, 8:02 PM · Arma 3
supertruite added a comment to T119284: Every particles don't show correctly..

in fact big particles still disappear when the camera come close to them, but only when getting really close. It is not a big issue in most cases but is limiting some use of particles, when you need to "surround" the player by particles like in a sandstorm for instance.
With big particles there is still some weird displacements following the camera view (that were always present I think). You can see this in this video:
https://www.youtube.com/watch?time_continue=2&v=sl4k5Dd0UtE

Oct 13 2017, 7:38 PM · Arma 3
Unknown Object (User) added a comment to T126729: Some footstep sounds are played behind player.

Uploaded a second one. This time it is the regular ground clutter sounds played "behind":

Oct 13 2017, 7:14 PM · Arma 3
Unknown Object (User) added a comment to T126729: Some footstep sounds are played behind player.

Been only forwarding the issue, since I constantly hear people complaining about it and we also watch a lot of Twitch streams where this issue is present. Tried to get more people to upload specs and a video, but without luck so far.

Oct 13 2017, 4:41 PM · Arma 3
supertruite added a comment to T119284: Every particles don't show correctly..

yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?

Should you find vanilla particles that still do this, feel free to send it here :) should you have some repro please send it as well :) thx

Oct 13 2017, 4:24 PM · Arma 3
Wulf changed the status of T126920: GetIn* actions pass wrong turret to GetIn EH from New to Reviewed.

Thank you for the report, we will have a look at it.

Oct 13 2017, 4:17 PM · Arma 3
shukari added a comment to T119284: Every particles don't show correctly..

Crispy clean smoke particles again... Big thanks!

Oct 13 2017, 4:01 PM · Arma 3
Lex added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@TheMasterofBlubb
I understand that there is no other system for recording damage on machines. But a ticket stating that obstacles on the way to the goal, in the form of houses, walls do not create an obstacle. Houses and walls should produce more bounce or reduce impact speed.
In the game, any wall or house takes damage and does not absorb a significant portion of the impact energy.
After that, the tank takes damage, as if there was no obstacle in the way of the strike.
Just like Hitpoint does not reduce the impact speed, and the impact penetrates all Hitpoint on its way.

Oct 13 2017, 3:46 PM · Arma 3
FullZero created T126921: Improve visibility.
Oct 13 2017, 3:35 PM · Arma 3
razazel added a comment to T119284: Every particles don't show correctly..

Is it pushed to development branch... i cant find something in the changelog (https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241357)

Oct 13 2017, 3:32 PM · Arma 3
razazel added a comment to T119284: Every particles don't show correctly..

yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?

Oct 13 2017, 3:32 PM · Arma 3
razazel added a comment to T119284: Every particles don't show correctly..

Probably just missing in the changelog, will fix

Oct 13 2017, 3:26 PM · Arma 3
shukari added a comment to T119284: Every particles don't show correctly..

Is it pushed to development branch... i cant find something in the changelog (https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241357)

Oct 13 2017, 3:17 PM · Arma 3
supertruite added a comment to T119284: Every particles don't show correctly..

edit: it works fine with vanilla particles. Probably a mistake on my end...

Oct 13 2017, 3:11 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

https://community.bistudio.com/wiki/Arma_3_Damage_Description
Something to read. There are some system for correct Damaga calculations but as i said like ten times its a mathematical aproach on penetration

Oct 13 2017, 2:52 PM · Arma 3
Lex added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@TheMasterofBlubb
For this reason I created an e-ticket.
Since there is no elementary in the game,
The distance and force of penetration of the round into the materials are not taken into account. They easily penetrate into the material, they pass through many layers of material.

Oct 13 2017, 2:49 PM · Arma 3
supertruite added a comment to T119284: Every particles don't show correctly..

yes, random particle disappearing seems to be fixed!
Particles still disappear when getting close to them though (the bigger the particle, the farther the disappearing distance)
example:
https://www.youtube.com/watch?v=N_RI-5NlM4M
Should I make a new ticket for it or is it already worked on ?

Oct 13 2017, 2:40 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@Lex as you now understood what i was talking all the time. THIS IS NOT A BUG since there is no such system in the game. THIS IS A FEATURE REQUEST for such a system.

Oct 13 2017, 2:37 PM · Arma 3
Lex added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@TheMasterofBlubb
You are talking about the mode of setting in the game, that you can adjust the number of rounds that can disable the tank.
I'm talking about the penetration of rounds into the body of the tank. The round penetrates through the tank, and hits all HitPoints on its way. This is completely unacceptable, since there are a number of physical processes in which APFSDS is destroyed in the first layer of protection and armor. At the exit from the first obstacle, APFSDS has a small residual kinetic energy and a distorted physical and geometric state.
}In the tables of characteristics of different APFSDS, it is said about the ability to break the thickness of one layer of monolithic (or homogeneous armor), taking into account the distance to the target.


In the game, this is not taken into account and does not work. There are no conditions in which the round got into the armor and could not break it, for the reason

  • work of active protection
  • work of dynamic protection

  • very sharp penetration angle in the armor


  • Ricochet,is a rare phenomenon for rounds of the APFSDS type, but sometimes it happens.

In my video there is an episode where the blow to the tank was with a rebound, but HitPoint is painted in dark red.
The game does not have a wide scale of damage in terms of severity. Damages are almost always medium or heavy, because they always penetrate through the effect and the ricochet is taken into account.

Oct 13 2017, 2:32 PM · Arma 3
oukej closed T124826: Armored Vehicles Missing Commander/Gunner/Driver facing direction and azimuth as Resolved.
Oct 13 2017, 1:39 PM · Arma 3
Wulf added a comment to T126708: Crash when trying to manipulate UAV waypoint parameters.

It has been some time since our last contact and there have been a couple of updates of the game. Could you please tell us if the game still crashes with the current version of the game?

Oct 13 2017, 12:16 PM · Arma 3
Wulf added a comment to T126729: Some footstep sounds are played behind player.

Feary It was meant for ExileMod.

Oct 13 2017, 10:43 AM · Arma 3
Wulf added a comment to T126900: AK12 handling.

My mistake it is already in the current Dev build. :)

Oct 13 2017, 9:37 AM · Arma 3
Wulf closed T126916: 0xC0000005 STATUS_ACCESS_VIOLATION as Resolved.
Oct 13 2017, 9:31 AM · Arma 3
Dystopian edited Steps To Reproduce on T126920: GetIn* actions pass wrong turret to GetIn EH.
Oct 13 2017, 9:30 AM · Arma 3
Dystopian created T126920: GetIn* actions pass wrong turret to GetIn EH.
Oct 13 2017, 9:28 AM · Arma 3
ZrMz_x added a comment to T126913: Missing Eden Editor Objects.

Would be great to see the missing A3 Object put into the eden editor. Would be great for mission makers.

Oct 13 2017, 8:08 AM · Arma 3
DeltaChae added a comment to T126916: 0xC0000005 STATUS_ACCESS_VIOLATION.
Oct 13 2017, 12:16 AM · Arma 3

Oct 12 2017

tarantula added a comment to T126900: AK12 handling.

Thanks Wulf, when is the next dev build coming out?

Oct 12 2017, 9:06 PM · Arma 3
Unknown Object (User) added a comment to T126729: Some footstep sounds are played behind player.

Intel Core i7 4790K, problem persists with analog no-name headset (Onboard Realtek HD Audio), Logitech g920 (Logitech USB Audio) and Astro A50 (Vanilla Windows USB Driver).

Oct 12 2017, 8:45 PM · Arma 3
mickeymen added a comment to T126900: AK12 handling.

Good news, Thanks!

Oct 12 2017, 7:45 PM · Arma 3
mickeymen added a comment to T117728: [Tanks DLC] Dev T-100, Slamer and Kuma always appears a sudden problem, it is impossible to eliminate this behavior..

Jumping tanks... I hope that the output of DLC Tanks the @Bis, will end this extremely unpleasant problem thoroughly.

Oct 12 2017, 7:40 PM · Arma 3
Feary added a comment to T126729: Some footstep sounds are played behind player.

Hello.

A video would be nice. Since we do not have all of the headsets that can be used I will try to at least simulate your settings., so could you please send me your headset settings?

Oct 12 2017, 5:31 PM · Arma 3
Wulf added a comment to T126729: Some footstep sounds are played behind player.

A video would be nice. Since we do not have all of the headsets that can be used I will try to at least simulate your settings., so could you please send me your headset settings?

Oct 12 2017, 5:27 PM · Arma 3
Wulf added a comment to T126404: Arma 3 crash - Exception code: C0000094 INT_DIVIDE_BY_ZERO at 02143A2C.

There was a couple of updates of the game since our last communication. Could you please let us know if the crashes still persist?

Oct 12 2017, 4:56 PM · Arma 3
razazel changed the status of T119284: Every particles don't show correctly. from Reviewed to Feedback.

So, progress was made, a fix has been prepared and should be available in tomorrow's [development] branch update, so please, try to take a look there and if you can, report back whether it was fixed or whether the fix is still a bit lacking :)

Oct 12 2017, 4:55 PM · Arma 3
Matosh added a comment to T121630: Marksman DLC Messages and Inventory.

Please close this task.

Oct 12 2017, 4:44 PM · Arma 3
Lex added a comment to T126684: UAV can not turn on the night vision mode.

https://forums.bistudio.com/forums/topic/140837-development-branch-changelog/?do=findComment&comment=3241029
Thanks for the correction.

Oct 12 2017, 3:24 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

As i didnt find a proper one for a Leo 2A5 or A6
here is a physical RHA picture of a A4

Oct 12 2017, 2:44 PM · Arma 3
Feary added a comment to T126729: Some footstep sounds are played behind player.

Asus IX Code with integrated sound: SupremeFX S1220 codec, i7-7700k @5ghz, Hyperx Cloud.

Oct 12 2017, 2:43 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

BTW dmg on hit is calculated by Coefficient of the bullet times left energy on hit.

Oct 12 2017, 2:42 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@Lex if you have read some post earlier where i mention the amount of penetration vs the amount of armor you would see that even on 2 KM a APFSDST round CAN penetrate a tank(ignoring the fact that it would deform etc. we are talking about the system as it is in Arma right now.) and can kill another tank. But as i said we are talking about the mathematical point of view.

Oct 12 2017, 2:24 PM · Arma 3
Wulf added a comment to T126596: Status_Access_Violation Error:.

Right now I have no info about the progress of this issue I will try to ping the programmers and see if anything can be done.

Oct 12 2017, 1:51 PM · Arma 3
Lex added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

I do not see any changes in this issue at 1.76 and 1.77.
Rounds penetrate the material as before.
Ricochet of the projectile occurs (in some random way *) on the walls and surface of the tank.
In a frontal attack on the tank, the round does not penetrate beyond it.
In a cross-beam attack on the tank, all rounds penetrate and are capable of inflicting repeated damage on another tank in the shadow of the first one.

Oct 12 2017, 1:47 PM · Arma 3
Wulf added a comment to T126900: AK12 handling.

This is already fixed in our internal build try it out in our next dev build, it should be there. Once there is a new RC with the fix I will close this ticket.

Oct 12 2017, 12:57 PM · Arma 3
Wulf closed T126914: Prediction on F/A 181 Black Wasp II is broken as Resolved.

I was unable to recreate the issue either in our Internal or Stable build. Are you sure that it always happens? I was able to shoot down planes according to the to our PIP(predicted impact point) with no problem.

Oct 12 2017, 12:39 PM · Arma 3
Wulf closed T126656: this setVariable ["BIS_enableRandomization", false]; - no longer working as Resolved.

BIS_enableRandomization cannot be used for units placed from the editor.

Oct 12 2017, 12:19 PM · Arma 3
TheMasterofBlubb added a comment to T83551: Buildings are not a barrier to hit a target from the tank..

@Lex im not sure if parts of the problem still exist. could you check them

Oct 12 2017, 11:03 AM · Arma 3
Lex added a comment to T117728: [Tanks DLC] Dev T-100, Slamer and Kuma always appears a sudden problem, it is impossible to eliminate this behavior..

@mickeymen
In the DEV version there are good changes. The nature of the problem has changed. If this happens, then this is a very short and smooth attack in the direction of moving the tank. But it became hard to reproduce, very rarely.

Oct 12 2017, 10:17 AM · Arma 3
Wulf added a comment to T126916: 0xC0000005 STATUS_ACCESS_VIOLATION.

Have you tried these possible solutions listed here?
https://community.bistudio.com/wiki/Arma_3_Unusual_process_exit#0xC0000005_-_ACCESS_VIOLATION

Oct 12 2017, 9:45 AM · Arma 3
mickeymen added a comment to T123368: Bipod limits the field of view, much depends on the topography of the landscape..

+ 1 Adjustable height for bipods - in this case this is what the doctor prescribed!

Oct 12 2017, 9:35 AM · Arma 3