Yes I am using USB headset.. SteelSeries Arctis Pro.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Arma 3 Activity
May 12 2021
@dedmen I don't use GRAD, do you mean it is the same crash or do you mean your last reply:
@dedmen Thanks for getting back to me. That is strange, but I have just uploaded a new crash log from today, hopefully this one shows something.....I also uploaded a picture of the crash error so you know I'm not a crazy person :)
Same as https://feedback.bistudio.com/T158465 (didn't see this one when creating mine because of the wrong category :U )
The report logs you attached don't show any crashes
I'd call generic memory corruption
as soon as I enter the helicopter
huh.. I've seen this before.
An error with layer mask for clutter, but last time I saw it on a different terrain and I couldn't reproduce it
possibly related to:
performance branch is basically a dev-branch. thats about it.
But yeah maybe there should be a better wiki page
I only tested with SOG Prairie Fire + Domination. The number of enemies are configurable but the crash occurs with any settings, even with "small" mission parameters.
The bug still stands on my group dedicated server, if an IA has an custom loadout, we cannot take what's is in his uniform/vest/backpack.
Same issue here.
May 11 2021
Just a suggestion, it would probably be a good idea to make a Wiki article explaining more about the performance branch. I've read over the OP of Dwarden's thread on the forums in the past and searched for info on the wiki and still had no idea exactly what the performance branch actually entailed. I was also unaware that there was a changelog for it on the official Discord, so thank you for the link, good to know.
I am not sure where crash logs can be found for a linux server. Here I am only seeing a 2GB core dump file.
possibly related to:
is it always straight north?
The SOGPF Warlords mission does not edit upon the original Warlords functionality or framework, therefore major changes to the game mode won't be possible as they are outside the scope of the CDLC.
is it always straight north? my observation is in a herd of multiple animals they disperse in a star pattern in all directions, straight without ever turning.
i thought i was insane trying to debug this. thanks for raising that issue. xD
I wasn't able to reproduce the error in the 3Ditor either so maybe it only occurs in multiplayer.
Please upload the rpt log file: https://www.youtube.com/watch?v=M1_eisiElxw
In T158456#2189317, @NikkoJT wrote:This seems to be intended behavior, but it would be pretty cool if attachTo could override this function. It would allow some pretty creative uses of turrets.
Thank-you for your report, bug confirmed.
Now fixed in our (Savage Game Design) internal build.
Yes there is, you can refer to this ticket: https://feedback.bistudio.com/T158357 I have replied to it with a very simple sample which is hopefully enough to get you started.
Yes, that is correct.
Thanks for the report.
This issue has now been fixed in our (Savage Game Design) internal build.
Is there any way we can create our own script to modify the main menu. I love SOGPF, and i salute you for what you and your team has created here. However I just don't like being restricted to the new menu as I can't access vanilla content, alongside other QOL aspects that were present in the previous main menu.
you would need separate turret that is modeled to look to be upside down
This seems to be intended behaviour, but it would be pretty cool if attachTo could override this function. It would allow some pretty creative uses of turrets.
May 10 2021
It does take damage from the sides and front though. I've shot down a few that way. The engine is quite resilient, so it does take quite a few well placed shots.
In T158488#2189210, @Sydney_Wolff wrote:There is no requirement for the radar to be on to fire the sidewinder, it's firing and acquisition circuits are disconnected from the radar system, the radar track can be handed off to the missile seeker on later models, but it's not necessary for launch, it has it's own onboard sensors.
There is no requirement for the radar to be on to fire the sidewinder, it's firing and acquisition circuits are disconnected from the radar system, the radar track can be handed off to the missile seeker on later models, but it's not necessary for launch, it has it's own onboard sensors.
This is also true of the GM bicycle. I believe it's a consequence of bicycles having to use a semi-deprecated pre-PhysX vehicle class that dates back to, like, Arma 2. The GM devs have indicated it's not really fixable without BI themselves making some major changes to that vehicle type.
Thanks @veteran29 and @heyoxe, I'll take a look.
please
Confirmed I also still have this issue in Hosted Multiplayer. Usually the mission host is fine but one of the players complains about this issue on every session. Seems to happen to 1 or 2 players for every 10 players on the server.
Can be seen happening in this recording I made: https://youtu.be/pD_eG_B7DiE?t=237 (starting soon after 3:58). Since recording this video I've spent more hours in the Slick and it is not an inevitable result of flying with a squad (or slingload), it is just requiring more careful inputs than I was making in the example video.
Addendum.
BOATS also do NOT accept the granular left/right controls and only work in granularity forward/back by coindicence (keyinbind "fast forward" on throttle, "car back" and "car forward" on left stick).
May 9 2021
Its possible to resolve the loading of the Mod by following these steps on GeForceNow
Hi, this is an intended behavior, all vanilla campaigns are hidden by our menu.
In T158445#2188612, @Spoffy wrote:I've passed this along, hopefully resolved soon!
The implementation was made at the request of the publisher.
Although it may seen counterintuitive it is one of the compromises that had to be made to have them available for players and mission creators.
I've passed this along, hopefully resolved soon!
It may be intended behaviour but not showing them in the Editor arsenal seems kind of counterintuitive
This is intended behavior, if you'd like the melee weapons to be available in the arsenal in your missions then add the following to your missions description.ext file
vn_arsenalShowMelee = 1;