Thanks for the report!
Confirmed as a bug with Shantou and Sampan boats.
A fix has been found.
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Jun 22 2021
Jun 19 2021
Jun 16 2021
Jun 15 2021
Its a known issue. I think it'll be fixed by next update
Jun 14 2021
Reviewed and fixed in SGD internal build.
Thanks for making this report and can confirm the details above are correct.
Jun 13 2021
Also may I apologize for the wall of screenshots, but I simply had a ton of those and did not know which ones to choose.
Jun 12 2021
Jun 11 2021
Thank-you for the report and the informative additional details, which will prove useful during our intended balancing review.
Jun 10 2021
Clicking on all tabs in parameters helps
Friend of mine toldm me that and it rly helped
Jun 9 2021
Thanks!
This is a new feature that currently only exists on profiling branch.
Also SOGPF changed the terrain name and broke it, will be fixed today
Jun 8 2021
Jun 6 2021
Jun 5 2021
Also I have found that 7.62x25 caliber in game does little damage, even less than 9mm.
Jun 4 2021
Jun 3 2021
I found another bunker like this at MSS leghorn
Jun 1 2021
It seeemed so to me as well, but apparently it's not so clear cut.
Only with SOG prairie fire dlc enabled.
In T158302#2196637, @krzychuzokecia wrote:DLC objects should retain their duplicates, so that people won't need to buy other DLCs to play SOG:PF.
Agreed, however note that some of the duplicate objects come from other DLCs - example being Land_MobileRadar_01_Radar_F which is part of Contact DLC. Quite obviously, DLC objects should retain their duplicates, so that people won't need to buy other DLCs to play SOG:PF.
May 30 2021
Stoner 63 in SOG:PF is in rifle configuration that's bottom fed from 30 round magazines and fires from closed bolt (XM22/XM22E1). The 150rd "drum" used in LMG/Commando Stoner 63 (XM207 and Mk 23 Mod 0) was actually a container for ammo belt. Since rifle configuration can't feed from the belt, the whole gun has to be converted from one configuration to another - LMG feeds from side, and fires from open bolt. Convertion can be done in field, but requires a whole lot of additional parts - that's why US military (including USN SEAL teams) issued the guns in specific configurations (XM22 rifle, XM23 carbine, XM207 LMG and Mk 23 Mod 0 Commando), and not as a "DIY kit".
Adding to this, I believe the tachometer and the exhaust gas temp. gauge both roll in the wrong direction. Also, down elevator, left aileron and left rudder cause the warning indicators on the Pilot's right hand side to activate.
Will work individually too, here showing all light up.
It is in fact not a bug. iirc the devs said it couldn't be classified as a bomb so it doesn't activate the bombing reticle nor the bombing computer.
A) when using manual fire due to limitations the radar scope can't change itself, B) It might not be possible to use the targeting scope as a pilot but I can't recall.
I agree. In reality the mines were capable of dispatching soldiers easily, though not outright killing them. The current toe poppers barely scratch whoever stepped on them. Even if you lie down on one, it doesn't do anything.
Present on both (B,C) variants. Could be Arma limitations?
image of the location in question
https://i.ibb.co/w0w056T/20210529220559-1.jpg
May 29 2021
Hi, is this problem still happening or have you been able to fix it?
May 28 2021
The hammer also does a jab/stab animation rather than a swing.
This should now be resolved via the Steam configuration, so no game update was needed.
(Steam client was recently updated to include a fix to a many year old glitch that had this side effect for Arma 3.)
May 27 2021
Some of the other angled Fortress parts seem to be slightly off as well, for example Fortress Wall (Outer Corner, 50 deg) is off by 3 degrees.
I'm not sure with the other ones but the severe obtuse and acute angled fortress parts are more noticeable.
May 25 2021
May 24 2021
Cannot reproduce.
Mi-2 flies as expected, checked in both Standard and Advanced Flight Model.
May 23 2021
I went through all the assets in the list, checked the load/mass of the items which are in the assets, listed them and also cobbled together a list of suggested maximumLoads based on comparable sized already existing assets by BI.
Whilst going through that it also came to my attention that a lot of the crates are comparatively overfilled when looking at the maximumLoad capaticies of similar sized vanilla assets.
Nevertheless, as the content is hardcoded it should be no issue to set the maximumLoad over the filled capacity.
This should only prevent players from putting items into the crate unless the current load is lower than the maximumLoad.