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May 10 2016

izaiak added a comment to T75130: ObjectViewDistance reduces performance even without objects.

Ok I understand now.

There is something to do to improve it. Up voted.

May 10 2016, 7:28 AM · Arma 3
tyler2 edited Steps To Reproduce on T75131: #vote missions bug.
May 10 2016, 7:28 AM · Arma 3
sms added a comment to T75130: ObjectViewDistance reduces performance even without objects.

X39: every game you say? Check Just Cause 2 -

JC2: view distance 30000m, island area - 1000 km^2, number of players on single server - 800+, client FPS - 250

A3: view distance - 1.5km, island area - 270 km^2, number of players on single server - 40, client FPS - 30

Correlation between server FPS and client FPS is a bug, FPS reduction because of higher draw distance (without adding vivid complexity to scene) is a bug too.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75130: ObjectViewDistance reduces performance even without objects.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75130: ObjectViewDistance reduces performance even without objects: Arma 3.
May 10 2016, 7:28 AM · Arma 3
tyler2 edited Steps To Reproduce on T75130: ObjectViewDistance reduces performance even without objects.
May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75130: ObjectViewDistance reduces performance even without objects.

its not a bug
its a feature of every game my friend

the FPS gets lower as more complex a scene gets ^^
meaning:
more objects = more polygons to render = more worse performance

May 10 2016, 7:28 AM · Arma 3
izaiak added a comment to T75130: ObjectViewDistance reduces performance even without objects.

I think you should write again your description text to have more visibility.

For my part i'm not sure to understand what you are requesting for.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75129: 230mm rockets and 155mm shells don't explode properly and do no damage if shot at low angle (manually) at long ranges: Arma 3.
May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75128: Server/Game crashes when using specific script sequence during initialization for playable units.

does not matters

it was stupidness that i havent removed the code out of the mission
thats true
but the game should not crash anyway!

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75129: 230mm rockets and 155mm shells don't explode properly and do no damage if shot at low angle (manually) at long ranges.
May 10 2016, 7:28 AM · Arma 3
quantenfrik edited Steps To Reproduce on T75129: 230mm rockets and 155mm shells don't explode properly and do no damage if shot at low angle (manually) at long ranges.
May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75128: Server/Game crashes when using specific script sequence during initialization for playable units.

When 1st player starts the mission he is initialised very early and isPlayer true in init, when JIP joins isPlayer is false when init runs. So what you do is you remove playable unit before player gets chance to transfer to it. No surprise the game crashes.

May 10 2016, 7:28 AM · Arma 3
X39 added a comment to T75128: Server/Game crashes when using specific script sequence during initialization for playable units.

crash also happens with a mission which is not using custom addons

update 1:
when another player joins after step 2
the game of player 1 crashes instead of the server

update 2:
located the issue
i will edit the ticket to let it match the exact bug now

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75128: Server/Game crashes when using specific script sequence during initialization for playable units: Arma 3.
May 10 2016, 7:28 AM · Arma 3
X39 edited Steps To Reproduce on T75128: Server/Game crashes when using specific script sequence during initialization for playable units.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75127: "emptyPositions" needs another position "Turret": Arma 3.
May 10 2016, 7:28 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75127: "emptyPositions" needs another position "Turret".
May 10 2016, 7:28 AM · Arma 3
Dwarden added a comment to T75126: Fire damage is causing excessive firing of the HandleDamage event.

this should be fixed in 1.12 , can you confirm ?

May 10 2016, 7:28 AM · Arma 3
cyckuan added a comment to T75126: Fire damage is causing excessive firing of the HandleDamage event.

Its ok to close this. This issue has been resolved.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75127: "emptyPositions" needs another position "Turret".
May 10 2016, 7:28 AM · Arma 3
cyckuan added a comment to T75126: Fire damage is causing excessive firing of the HandleDamage event.

Testing on 1.12 finds the following:

  1. damage from heat sources start on the head at around 10-11m (this damage is approximately the same at 10-11m regardless of current uniform or vest)
  2. at 10m, damage to body, hands and legs begin only when vest is removed i.e. removing uniform does not appear to do anything. Also the distance to fire source for hand body and legs damage to start is slightly less (< 1m) or closer than the distance required for head
  3. with vest on, damage to body, hands and legs start at about 5m

Good work.

May 10 2016, 7:28 AM · Arma 3
cyckuan edited Steps To Reproduce on T75126: Fire damage is causing excessive firing of the HandleDamage event.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75126: Fire damage is causing excessive firing of the HandleDamage event: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Helio added a comment to T75125: "lockTurret" command is partially broken.

Good news it has been fixed, thank you! :)

May 10 2016, 7:28 AM · Arma 3
MadDogX added a comment to T75125: "lockTurret" command is partially broken.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid added a comment to T75125: "lockTurret" command is partially broken.

Retested in SP, MP (local and remote) + JIP, couldn't find any problems. Thank you Druid and Iceman!

May 10 2016, 7:28 AM · Arma 3
Iceman added a comment to T75125: "lockTurret" command is partially broken.

Hello,

the issue has been fixed, could you please confirm on Steam Dev 1.19.124318 and higher? Thank you very much.

Have a nice day!

May 10 2016, 7:28 AM · Arma 3
Xeno added a comment to T75125: "lockTurret" command is partially broken.

It's broken since it was introduced some years ago and a ticket for it exists already for some years in the CIT:
http://dev-heaven.net/issues/13583

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75125: "lockTurret" command is partially broken.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75125: "lockTurret" command is partially broken: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75125: "lockTurret" command is partially broken.
May 10 2016, 7:28 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T75124: FPS Drops around Exploded Tanks in Multiplayer.
May 10 2016, 7:28 AM · Arma 3
MadDogX added a comment to T75124: FPS Drops around Exploded Tanks in Multiplayer.

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.

May 10 2016, 7:28 AM · Arma 3
DarkDruid added a comment to T75124: FPS Drops around Exploded Tanks in Multiplayer.

Many thanks for investigation. I will try to look at it.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75124: FPS Drops around Exploded Tanks in Multiplayer.
May 10 2016, 7:28 AM · Arma 3
papyrabbit08 added a comment to T75124: FPS Drops around Exploded Tanks in Multiplayer.

Fixed in latest dev build related to bis forum

May 10 2016, 7:28 AM · Arma 3
AW_Conroy added a comment to T75124: FPS Drops around Exploded Tanks in Multiplayer.

It seems, that the creation of secondary explosions is not working as intended.

When the vehicle is destroyed, the script to start the secondaries is launched on every connected client. ([[_v,_int],"BIS_fnc_effectKilledSecondaries"] call bis_fnc_mp;)
That script will then in turn keep creating "SmallSecondary" vehicles, that are all global. (_b="SmallSecondary" createvehicle (_v modelToWorld _effect2pos);)

May 10 2016, 7:28 AM · Arma 3
izaiak added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

i vote Down because IRL pilot can't eject from helicopter except for russian attack helicoter as scorpion wrote.

But i want to tell you that user are working hard to improve the air part of arma, and you will be able to do perfect autorotation.

May 10 2016, 7:28 AM · Arma 3
Goomer added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

I was shot down once and landed on top of a tree. Helicopter was not functional, and i couldn't get out. Had to quit the game.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75124: FPS Drops around Exploded Tanks in Multiplayer: Arma 3.
May 10 2016, 7:28 AM · Arma 3
cancerouspete added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

there should be some measure implemented for situations like Goomer said ^

it doesn't happen often, but i've had it happen a few times. condition should be something like: (sudo code)

if(( !touchingground && height < 10 ) && ( velocity == 0 ) && (!engineOn))

i figure < 10 meters, 30 feet as a height you'd realistically survive falling if you had to jump from a stranded heli.

As it stands, i'm thumbing this down for the eject-in-flight.

May 10 2016, 7:28 AM · Arma 3
ProGamer added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

Eject into the blades? I've landed all red helicopters before.

May 10 2016, 7:28 AM · Arma 3
Scorpion added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

I have said many times before on other issues that pilots do not get the option to eject from helicopters except for specific helicopters.

One can logically assume that if they jumped from a helicopter that was falling from the sky the rotors would pose a very high risk as they are usually spinning at very high speeds.

some exceptions are the Russian Ka-50 and Ka-52 which use an explosive to jettison the rotors from the aircraft and within 1-2 seconds the roof opens and you eject but this is unlikely in the average helicopter.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75123: Should be able to eject from all red helicopter as a pilot..
May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

You can't eject from helicopters. The altitude is too low, and you'd get hit by the blades. If your helicopter is so screwed up you have to eject, you're probably dead anyway if you don't know how to autorotate. And if your main rotor is gone, you are most definitely dead (pretty much like being thrown off a 5 story building with a piano strapped to your back)

May 10 2016, 7:28 AM · Arma 3
Tacocat edited Steps To Reproduce on T75123: Should be able to eject from all red helicopter as a pilot..
May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75122: addWeaponCargoGlobal/ addMagazineCargoGlobal doesn't work with randomized parameters.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75123: Should be able to eject from all red helicopter as a pilot.: Arma 3.
May 10 2016, 7:28 AM · Arma 3
DarkDruid added a comment to T75122: addWeaponCargoGlobal/ addMagazineCargoGlobal doesn't work with randomized parameters.

No response for more than a month. Closing.

May 10 2016, 7:28 AM · Arma 3
DarkDruid added a comment to T75122: addWeaponCargoGlobal/ addMagazineCargoGlobal doesn't work with randomized parameters.

It seems to be working fine for me. But "random 2" in count ends up in some cases with number bellow 0.5 and 0 weapons is added in that case. But I would say that it is correct behaviour. Is there any other issue with these commands?

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75122: addWeaponCargoGlobal/ addMagazineCargoGlobal doesn't work with randomized parameters: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75121: SetKnowsAbout or ResetKnowsAbout-command would be much needed.
May 10 2016, 7:28 AM · Arma 3
Laxemann edited Steps To Reproduce on T75122: addWeaponCargoGlobal/ addMagazineCargoGlobal doesn't work with randomized parameters.
May 10 2016, 7:28 AM · Arma 3
SaOk edited Steps To Reproduce on T75121: SetKnowsAbout or ResetKnowsAbout-command would be much needed.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75121: SetKnowsAbout or ResetKnowsAbout-command would be much needed: Arma 3.
May 10 2016, 7:28 AM · Arma 3
redbaty added a comment to T75120: Maxwell not working.

Hit space before the "2 hours text" until you have full control. Then save and reload until you receive an objective. Actually already exist a post about this.

May 10 2016, 7:28 AM · Arma 3
NARVASK edited Steps To Reproduce on T75120: Maxwell not working.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75120: Maxwell not working: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75118: physx3 crash.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75119: Mission Maxwell: Arma 3.
May 10 2016, 7:28 AM · Arma 3
cassius769 edited Steps To Reproduce on T75119: Mission Maxwell.
May 10 2016, 7:28 AM · Arma 3
Lernor added a comment to T75118: physx3 crash.

DxDiag in attachment
Files are in archive (link: http://webfile.ru/file/59b1d0ec03e48582023612743b9289c4 )

May 10 2016, 7:28 AM · Arma 3
Astaroth added a comment to T75118: physx3 crash.

Thank you.

May 10 2016, 7:28 AM · Arma 3
dazhbog added a comment to T75118: physx3 crash.

Should be fixed in current dev version.

May 10 2016, 7:28 AM · Arma 3
Astaroth added a comment to T75118: physx3 crash.

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

May 10 2016, 7:28 AM · Arma 3
Lernor edited Steps To Reproduce on T75118: physx3 crash.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75118: physx3 crash: Arma 3.
May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75117: player can't reconnect to UAV after reconnecting to server.

I couldn't reproduce this issue so this looks fixed. You may close the ticket.
Test info:
productVersion result on my PC: ["Arma 3","Arma3",128,126958,"Stable"]
productVersion result on dedicated server: ["Arma 3","Arma3",128,126958,"Stable"]

May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75117: player can't reconnect to UAV after reconnecting to server.

I installed the ArmA 3 dedicated server but I can't connect to it from a DEV version. I ran the steamcmd with 233780 -beta development parameters to set the dedicated server in dev mode but it didn't work.
We will see if it is fixed in stable version.

May 10 2016, 7:28 AM · Arma 3
DarkDruid added a comment to T75117: player can't reconnect to UAV after reconnecting to server.

Should be fixed in current dev branch version. Could you please check it and let me know? Thanks!

May 10 2016, 7:28 AM · Arma 3
d3nn16 edited Steps To Reproduce on T75117: player can't reconnect to UAV after reconnecting to server.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75117: player can't reconnect to UAV after reconnecting to server: Arma 3.
May 10 2016, 7:28 AM · Arma 3
dazhbog added a comment to T75116: Crash physx3_x86.dll.

Should be fixed in current dev version.

May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75116: Crash physx3_x86.dll.

Mass-close of resolved tickets not updated in last two weeks.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75116: Crash physx3_x86.dll: Arma 3.
May 10 2016, 7:28 AM · Arma 3
napalm02 edited Steps To Reproduce on T75116: Crash physx3_x86.dll.
May 10 2016, 7:28 AM · Arma 3
Trpaslik added a comment to T75115: No real winter environment with SNOW.

not a bug or something we can do anything with at the moment

May 10 2016, 7:28 AM · Arma 3
AD2001 added a comment to T75115: No real winter environment with SNOW.

It's already possible: http://forums.bistudio.com/showthread.php?109702-VBS2-Discussion-thread-the-one-and-only/page83

May 10 2016, 7:28 AM · Arma 3
Killzone_Kid edited Steps To Reproduce on T75114: Hitting friendly AI created on server results in double audio.
May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75114: Hitting friendly AI created on server results in double audio.
May 10 2016, 7:28 AM · Arma 3
lulebe edited Steps To Reproduce on T75115: No real winter environment with SNOW.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75115: No real winter environment with SNOW: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75114: Hitting friendly AI created on server results in double audio: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Nuts edited Steps To Reproduce on T75113: Black screen when after '2 hour later' on the campaign level Maxwell..
May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75113: Black screen when after '2 hour later' on the campaign level Maxwell.: Arma 3.
May 10 2016, 7:28 AM · Arma 3
Fireball added a comment to T75112: Cannot move forward or run after shooting using xbox controller.

I believe you hit the default preset of hitting the keys "W+S" at the same time, which will activate "sneak mode".

So if this happens, try hitting 'W'+'S' at the same time again, which should untoggle it.

If needed, bind that action to a different key.

May 10 2016, 7:28 AM · Arma 3
Bohemia updated subscribers of T75112: Cannot move forward or run after shooting using xbox controller.
May 10 2016, 7:28 AM · Arma 3
FabioChavez added a comment to T75111: Thermal Vision.

"no.

this is arma, in real life people wont add NV to optics without thermal imagenry "

-yes.

though in real life, people wont play with you anyway...

May 10 2016, 7:28 AM · Arma 3
Unknown Object (User) added a comment to T75111: Thermal Vision.

i love you too, fabio

May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75111: Thermal Vision.

related to http://feedback.arma3.com/view.php?id=12984

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75112: Cannot move forward or run after shooting using xbox controller: Arma 3.
May 10 2016, 7:28 AM · Arma 3
aryatabatabai edited Steps To Reproduce on T75112: Cannot move forward or run after shooting using xbox controller.
May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75111: Thermal Vision.

I've read that guide and there is nothing said about reporting one issue/request per ticket only.

Anyways I consider this to be the case here since I am describing only one issue: there is no general 'switch' to turn off TI on all game elements (vehicles, optics, weapons, etc).

May 10 2016, 7:28 AM · Arma 3
gutsnav added a comment to T75111: Thermal Vision.

Yes, they will if they can't afford TI Optics. The US currently doesn't even have optics on the everyday Humvee, it's just a standard Browning .50. Some MRAPs do though (troop carriers, command M-ATV's, etc.). Anyway, there is already a NV scope in game, no thermals or anything. And if the enemy has thermals and you don't, employ some guerilla warfare :D sometimes more fun than trying to directly face off on an advanced enemy (put down some IEDs, set an ambush, steal the enemy thermal optics)

May 10 2016, 7:28 AM · Arma 3
Unknown Object (User) added a comment to T75111: Thermal Vision.

no.

this is arma, in real life people wont add NV to optics without thermal imagenry

May 10 2016, 7:28 AM · Arma 3
AD2001 added a comment to T75111: Thermal Vision.
  • add infantry/sniper rifle optic with Night Vision only

Try "optic_NVS".

  • add some kind of command or parameter to disable Thermal Vision capabilities on optics and titan launchers
  • a command that when it is applied to the unit (AI or player), that unit is not able to switch to Thermal Vision anymore

Agreed, but make a separate ticket.

  • There is a similar problem with drones (darter, greyhawk, stomper, static autonomous mg/gl, etc). If I disable Thermal Vision on these (with disableTIEquipment command) I no longer have access to Night Vision capability.

Agreed, but make a separate ticket.

May 10 2016, 7:28 AM · Arma 3
d3nn16 added a comment to T75111: Thermal Vision.

Thanks for optic_NVS idea. When I checked this (during daytime) I had a completely white screen and thought was bugged.

I don't see the point of creating 2 additional tickets since for me there is only one problem with multiple causes. I think putting it all together makes the problem clearer.

May 10 2016, 7:28 AM · Arma 3
AD2001 added a comment to T75111: Thermal Vision.

Read the How to guide (http://feedback.arma3.com/how-to-user.html.html). It says to report one issue/request per ticket only.

May 10 2016, 7:28 AM · Arma 3
Bohemia added a project to T75111: Thermal Vision: Arma 3.
May 10 2016, 7:28 AM · Arma 3