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May 10 2016

Shields added a comment to T72501: Tank sounds no good enough.

This should really be looked into. In reality you can easily hear a tank coming from a great distance, but in game you can barely hear it when its behind the corner.

May 10 2016, 6:14 AM · Arma 3
Fireball added a comment to T72500: Not all available keybindings show up in the option menu.

Updated ticket for less fuss.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72501: Tank sounds no good enough: Arma 3.
May 10 2016, 6:14 AM · Arma 3
flaming-worm edited Steps To Reproduce on T72501: Tank sounds no good enough.
May 10 2016, 6:14 AM · Arma 3
KooZ added a comment to T72500: Not all available keybindings show up in the option menu.

Being a left handed player, Arma was always a pain to map. Back in A2 I just reassigned but in Arma 3 I completely wiped every single control and started from scratch.

As some one said, it's extremely hard to control a APC/TANK/Vehicle without those MOVE FORWARD, HALT controls to the point where it is better to just 1man use it from afar.

I think the control section needs a small revamp, some one the control name lead to doubt on what they do, for example, I remember spending 10 minutes looking for the Optics control in order to bring up iron sights.
Some sort of information when you hover or try to change the control would be very appreciated!

May 10 2016, 6:14 AM · Arma 3
JindraCZ added a comment to T72499: Smoke grenades In buildings - Incorrect physics.

Already reported...

May 10 2016, 6:14 AM · Arma 3
W4RH4WK edited Steps To Reproduce on T72500: Not all available keybindings show up in the option menu.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72500: Not all available keybindings show up in the option menu.

I know what you mean, I made a new profile and mapped every key, from left to right, on to Move Forward, from there tried to backtrack which was which, Voted up

May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72500: Not all available keybindings show up in the option menu.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72500: Not all available keybindings show up in the option menu: Arma 3.
May 10 2016, 6:14 AM · Arma 3
TheInsider added a comment to T72499: Smoke grenades In buildings - Incorrect physics.

sounds cool but I can understand it's hard to make ;)

May 10 2016, 6:14 AM · Arma 3
nopuls added a comment to T72499: Smoke grenades In buildings - Incorrect physics.

Upvote!

May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72499: Smoke grenades In buildings - Incorrect physics.
May 10 2016, 6:14 AM · Arma 3
Brits edited Steps To Reproduce on T72499: Smoke grenades In buildings - Incorrect physics.
May 10 2016, 6:14 AM · Arma 3
laxentis edited Steps To Reproduce on T72498: Distinguish logging as admin and being voted as admin in server logs.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72499: Smoke grenades In buildings - Incorrect physics: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72498: Distinguish logging as admin and being voted as admin in server logs: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72498: Distinguish logging as admin and being voted as admin in server logs.
May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72497: Add a small ammo counter for the ammo supply trucks..

I don't think so. It can't fully resupply some vehicles and it can't resupply some at all.

May 10 2016, 6:14 AM · Arma 3
nmdanny edited Steps To Reproduce on T72497: Add a small ammo counter for the ammo supply trucks..
May 10 2016, 6:14 AM · Arma 3
Alex72 added a comment to T72497: Add a small ammo counter for the ammo supply trucks..

I think they have unlimited supply when placed in editor. Just like the other series? Only limited if you want it to be with scripting.

May 10 2016, 6:14 AM · Arma 3
B00tsy added a comment to T72497: Add a small ammo counter for the ammo supply trucks..

The trucks currently have almost no ammo. Buzzard only reload 70 HE rounds, no missiles. In ArmA 2 I could reload any jet 4 times (at least) before some ammo could not be reloaded anymore.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72497: Add a small ammo counter for the ammo supply trucks.: Arma 3.
May 10 2016, 6:14 AM · Arma 3
CplBasti added a comment to T72496: fireSpreadAngle has no effect.

tested in stable version - still no effect on radius of spread.

May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72496: fireSpreadAngle has no effect.
May 10 2016, 6:14 AM · Arma 3
Livedeath added a comment to T72495: Game Crash if Tank Squad or Tank Platoon reaches Waypoint or comes near enemy zone.

It wasn't a Bug caused by tanks. It was caused by setfog bug.

May 10 2016, 6:14 AM · Arma 3
CplBasti edited Steps To Reproduce on T72496: fireSpreadAngle has no effect.
May 10 2016, 6:14 AM · Arma 3
Livedeath added a comment to T72495: Game Crash if Tank Squad or Tank Platoon reaches Waypoint or comes near enemy zone.

Ok. I'll do it. :-)

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72496: fireSpreadAngle has no effect: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Alex72 added a comment to T72494: Armored Unit Ragdoll and fly high in the air if they collide against another Armored unit or with speed against a rock/wall.

Tried to be the leader of 3 tanks (M2A1) and the 2 tanks behind me drove faster than me everytime and slamming into my ass causing me and the tanks flying sky high.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72495: Game Crash if Tank Squad or Tank Platoon reaches Waypoint or comes near enemy zone: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Astaroth added a comment to T72495: Game Crash if Tank Squad or Tank Platoon reaches Waypoint or comes near enemy zone.

We need dxdiag and files from this folder for solve your problem. C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package please?
When package will be smaller than 2,097k, so you can attach here. When package will be bigger, please use some free sharing service and post link here. Thank you.

http://feedback.arma3.com/how-to-user.html.html

Can you please create repro mission for this crash? I tried it and game didn't crash me. Thank you.

May 10 2016, 6:14 AM · Arma 3
Livedeath edited Steps To Reproduce on T72495: Game Crash if Tank Squad or Tank Platoon reaches Waypoint or comes near enemy zone.
May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72494: Armored Unit Ragdoll and fly high in the air if they collide against another Armored unit or with speed against a rock/wall.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72494: Armored Unit Ragdoll and fly high in the air if they collide against another Armored unit or with speed against a rock/wall: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72493: T-100 Varsuk name.

T-100's turret smaller than T-84's, so it looks more like one of the T-95 concepts: http://www.palba.cz/forumfoto/albums/userpics/10002/t-95-c.jpg

May 10 2016, 6:14 AM · Arma 3
Livedeath edited Steps To Reproduce on T72494: Armored Unit Ragdoll and fly high in the air if they collide against another Armored unit or with speed against a rock/wall.
May 10 2016, 6:14 AM · Arma 3
Sigma-6 added a comment to T72493: T-100 Varsuk name.

The vehicle isn't Russian. It's the Ukranian T-84 Oplot.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72493: T-100 Varsuk name.

Its not real name of any vehicle anyway, but they are using real words, and there is no such word as "Varsuk", it sounds ridiculous, what would you say if IFV was named "Sheetah" instead of "Cheetah"?

May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72493: T-100 Varsuk name.

Honey Badger a Ratel, They are not using real names

May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72493: T-100 Varsuk name.

As much as I don't care, I think Badger is a really cool name.
/upvoted

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72493: T-100 Varsuk name: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia edited Steps To Reproduce on T72493: T-100 Varsuk name.
May 10 2016, 6:14 AM · Arma 3
thetalljs edited Steps To Reproduce on T72492: prone movement sound with binoculars is wrong.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72492: prone movement sound with binoculars is wrong: Arma 3.
May 10 2016, 6:14 AM · Arma 3
MadDogX added a comment to T72492: prone movement sound with binoculars is wrong.

Duplicate of #10038. Please search before posting.

May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72491: Combine TWS and TWS MG to one scope..

Isn't the TWS MG used for MGs?

May 10 2016, 6:14 AM · Arma 3
AndyCCY added a comment to T72491: Combine TWS and TWS MG to one scope..

Btw I mean combine TWS and TWS MG to one scope not put on which gun.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72491: Combine TWS and TWS MG to one scope.: Arma 3.
May 10 2016, 6:14 AM · Arma 3
MadDogX added a comment to T72490: Player shadow floats on hillsides.

Duplicate of #313.

May 10 2016, 6:14 AM · Arma 3
AndyCCY edited Steps To Reproduce on T72491: Combine TWS and TWS MG to one scope..
May 10 2016, 6:14 AM · Arma 3
theocramweb added a comment to T72489: Water climbs up beach cliffs.

Might not be easy to resolve, as I am used to this since OFP, I still upvoted,

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72490: Player shadow floats on hillsides: Arma 3.
May 10 2016, 6:14 AM · Arma 3
thetalljs edited Steps To Reproduce on T72490: Player shadow floats on hillsides.
May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72490: Player shadow floats on hillsides.

This is because terrain doesn't cast shadows.

May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72489: Water climbs up beach cliffs.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72489: Water climbs up beach cliffs: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72488: Instrument guages in boats are stationary.
May 10 2016, 6:14 AM · Arma 3
thetalljs edited Steps To Reproduce on T72489: Water climbs up beach cliffs.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72488: Instrument guages in boats are stationary: Arma 3.
May 10 2016, 6:14 AM · Arma 3
heyvern69 added a comment to T72487: Tired sound keeps playing on boat.

The vehicles are powered by bicycle chain!!

The SAME heavy breathing bug occurs for helicopters in coop multiplayer.

I landed a helo and waited for 3 minutes on the ground and the heavy breathing stopped. But when I took off, the heavy breathing started again, and lasted the whole ride back to base.

Traveling in any vehicle must cause the ARMA3 engine to register a reaction like: "the player is moving quickly with a heavy backpack, so he MUST breath heavy now!!!".

May 10 2016, 6:14 AM · Arma 3
Fireball added a comment to T72487: Tired sound keeps playing on boat.

Closing in favor of #17082 with more votes.

May 10 2016, 6:14 AM · Arma 3
thetalljs edited Steps To Reproduce on T72488: Instrument guages in boats are stationary.
May 10 2016, 6:14 AM · Arma 3
thetalljs edited Steps To Reproduce on T72487: Tired sound keeps playing on boat.
May 10 2016, 6:14 AM · Arma 3
Bohemia edited Steps To Reproduce on T72486: Weapon recoil looks strange at high angles.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72487: Tired sound keeps playing on boat: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72486: Weapon recoil looks strange at high angles.
May 10 2016, 6:14 AM · Arma 3
SpectreRSG edited Steps To Reproduce on T72485: Police Beacons - No ambient light!.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72486: Weapon recoil looks strange at high angles: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72485: Police Beacons - No ambient light!.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72485: Police Beacons - No ambient light!: Arma 3.
May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72484: AA auto cannons vs armored vehicles.

Well, if you didn't already notice, the doesn't have a realistic penetration system.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72484: AA auto cannons vs armored vehicles.

Im not asking to make penetration system, im saying that AA are too strong, and their effectivness against heavy armored vehicles should be reduced, or it became "ultimate anti-air-armor-human weapon of total annihilation"

May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72484: AA auto cannons vs armored vehicles.

Exactly! Its 35mm, what is it against 120mm AP? Weapon doesnt 'decrease' armor, it penetrates or not. So it doesnt matter how many projectiles you shoot if none of them can penetrate armor. Wiki says that AA artillery was used against tanks few times during first and second world wars, but it was 77mm and 90mm calibers (against armor of same time period).
Anyway, in game so far, AA more effective against tanks, than tanks themselfs, and im sure its not correct.
PS This problem cames from original OFP game, where ZSU-23-4 "Shilka", with 4x23mm could easely wipe out few tanks.

May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72484: AA auto cannons vs armored vehicles.

Dual 35 mm? Are you sure that can't damage a tank?

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72484: AA auto cannons vs armored vehicles: Arma 3.
May 10 2016, 6:14 AM · Arma 3
kukiric added a comment to T72483: T-100, AMV-7 Marshall and M4A2 Slammer crews can be killed with rifles from below.

As an additional note, this issue stems from the ability to look up while in a prone stance. Limiting the aiming up angle while prone can patch this issue up while at the same time removing the "Steel back soldier" syndrome that's been in the series for a while. Being prone shouldn't allow you to aim straight up to the sky, it should be locked to the ground and a little above so it's still possible to shoot targets uphill.

May 10 2016, 6:14 AM · Arma 3
ProGamer added a comment to T72483: T-100, AMV-7 Marshall and M4A2 Slammer crews can be killed with rifles from below.

Can you provide all this information onto this already reviewed and assigned ticket for his issue?
http://feedback.arma3.com/view.php?id=12028

This issue affects most vehicles in the game.

May 10 2016, 6:14 AM · Arma 3
Bohemia edited Steps To Reproduce on T72484: AA auto cannons vs armored vehicles.
May 10 2016, 6:14 AM · Arma 3
kukiric edited Steps To Reproduce on T72483: T-100, AMV-7 Marshall and M4A2 Slammer crews can be killed with rifles from below.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72483: T-100, AMV-7 Marshall and M4A2 Slammer crews can be killed with rifles from below: Arma 3.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72482: rev. 09751 (Size: 810 MB) appeared to fix the 0-1 fps server issue | Update shortly after "broke" again.

CLOSED

Reason:

  • ticket was not reviewed/resolved in a timely manner.
  • after many patches/updates, the problem would be too hard to identify.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a comment to T72482: rev. 09751 (Size: 810 MB) appeared to fix the 0-1 fps server issue | Update shortly after "broke" again.

Considering it took this long for anyone to review the ticket - Im just going to close it.

Since then Ive shut down my DED server and occasionally test ArmA3 to see if anything has changed with recent patches both on SP and MP.
Most the guys I know reverted to ArmA2CO then gave up on BIS altogether.

This game/sim is clearly not finished but Ive been playing since OFPGOTY and knew I should have waited AT LEAST 6 months after release to purchase a copy.

Thanks for checking it out MadDogX

  • Farrell
May 10 2016, 6:14 AM · Arma 3
MadDogX added a comment to T72482: rev. 09751 (Size: 810 MB) appeared to fix the 0-1 fps server issue | Update shortly after "broke" again.

Last activity in this report is over a month ago. Is the issue still valid? If not, please close the ticket.

May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

So, if you're playing as a medic, can you heal other players or AI? If yes, this is an AI issue. If not, this is about the medical system (or maybe even the inventory?).

May 10 2016, 6:14 AM · Arma 3
Bohemia edited Steps To Reproduce on T72482: rev. 09751 (Size: 810 MB) appeared to fix the 0-1 fps server issue | Update shortly after "broke" again.
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72482: rev. 09751 (Size: 810 MB) appeared to fix the 0-1 fps server issue | Update shortly after "broke" again: Arma 3.
May 10 2016, 6:14 AM · Arma 3
horrorview added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

Yes, you just made my point for me. The IAF Medic couldn't even do that. He had FAKs and, yet, despite seeing the red medical symbol on my soldier from a distance, once he got right up to him, no medical symbol "prompt" showed up to heal, nor was there an option in the menu. I took an FAK from his inventory with one of the riflemen in the squad, and approached the same injured soldier. The white medical symbol showed up when I was within healing range, and, voila, I healed him. Why was the medic unable to do this? Why was he able to discern from a distance that my team leader was wounded (like all medics), yet, once he walked up to him, wasn't able to so much as bandage a wound?

May 10 2016, 6:14 AM · Arma 3
Unknown Object (User) added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

Then fix the ticket, its not about inventory but about AI

May 10 2016, 6:14 AM · Arma 3
horrorview added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

But he can't heal ANYTHING. What's the point of making him a medic if he can't heal me (another IAF soldier) with even a first aid kit? For comparison's sake, I switched to my Riflemen, took one of said medic's first aid kits, and was then given the prompt (the medical symbol) to heal the wounded soldier. I can understand not giving him a medkit if he's supposed to be a super low-rent insurgency hack, but he can't even give me a Band-Aid? LOL.

May 10 2016, 6:14 AM · Arma 3
Unknown Object (User) added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

you know? soldiers can heal each other using FAKs.....

May 10 2016, 6:14 AM · Arma 3
Unknown Object (User) added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

agree with AD, its an insurgency medic, do not expect him to be someone that can heal all of your injured organs and blood leaks in your body in 10 seconds

May 10 2016, 6:14 AM · Arma 3
AD2001 added a comment to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..

I believe this is intended.

May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory.: Arma 3.
May 10 2016, 6:14 AM · Arma 3
horrorview edited Steps To Reproduce on T72481: IAF Medic cannot heal injured characters. Does not have Medkit in inventory..
May 10 2016, 6:14 AM · Arma 3
Bohemia added a project to T72480: ARMA 3 Has Stopped Working: Arma 3.
May 10 2016, 6:14 AM · Arma 3
horrorview edited Steps To Reproduce on T72479: IAF Story Character Kerry Sights.
May 10 2016, 6:14 AM · Arma 3
Bohemia updated subscribers of T72479: IAF Story Character Kerry Sights.
May 10 2016, 6:14 AM · Arma 3
horrorview edited Steps To Reproduce on T72480: ARMA 3 Has Stopped Working.
May 10 2016, 6:14 AM · Arma 3
supercereal4 added a comment to T72478: wy there aren´t any NATO/CSAT Jet`s/planes.

because they haven't made them yet.... also this post belongs on the forums and not the bug tracker.

May 10 2016, 6:14 AM · Arma 3